Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 5

Author Topic: Tiberian Night: Day 4, Encounter 1  (Read 5430 times)

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Tiberian Night: Day 4, Encounter 1
« on: December 07, 2014, 03:17:44 pm »



Tiberium first fell onto the Earth in 1995. In the next few decades it has turned the Earth into a nearly uninhabitable wasteland. Forests no longer exist and the atmosphere itself is starting to become poisonous. In this world two powers have emerged: GDI and the Brotherhood of Nod. The last remaining stable goverment and a religious cult respectively. Despite the presence of the two powers, most of the world is in chaos and filled with people simply trying to survive.

It is the year 2031. It has been barely an year since the Second Tiberium War and many feel things are about to become worse still. Ion storms are becoming more and more frequent and tiberium shows no sign of retreating. It is becoming difficult to breathe and many have taken to permanently wearing masks. Life is tough and humanity dwindles.

In this world a group of nomads have stumbled across an abandoned town and GDI outpost. Most of the equipment seems nonfunctional, but fixable. This isn't the best place imaginable, but the nomads are desperate and this might be the last chance they get.

Whether they survive in this world is up to you.



In this game you will all be deciding on the daily actions of the nomads. Whether that is repairing buildings, clearing tiberium, fabricating ammo or venturing out into the world in search of supplies and more survivors. I as the GM will be making no decisions and the chosen actions will be decided by vote.

What follows is an explanation of most mechanics:
Spoiler: Turn (click to show/hide)
Spoiler: People (click to show/hide)
Spoiler: Actions (click to show/hide)
Spoiler: Projects (click to show/hide)
Spoiler: Heroes (click to show/hide)
Spoiler: The Outer World (click to show/hide)
Spoiler: GDI and Nod (click to show/hide)
Spoiler: Combat (click to show/hide)
« Last Edit: December 19, 2014, 07:01:45 am by cerapa »
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Tiberian Night
« Reply #1 on: December 07, 2014, 03:18:14 pm »

             Day 0: The Beginning

You have recently arrived at a town. You are running low on supplies and are quite desperate. Most buildings appear broken, the solar power generators are barely working, the buildings are falling apart and tiberium has nearly reached the houses. However there appears to a water purification plant and a tiberium refinery here. There also appears to be a GDI vehicle depot of some sort, housing 6 broken Wolverines.

There are 16 of you at the moment and enough weapons to arm 7. 3 of you have some proper expertise in engineering and 3 know how to handle weapons. Most others have simply been forced to learn by experience and so are still capable when there is a need.

At the moment you have only done a cursory look at the town and it might be time to take a closer look at some of the buildings.



Available Projects:

Explore Refinery [0/7]
Explore Water Purifier [0/7]
Explore Gas Station [0/3]
Explore Solar Array [0/3]
Explore Temporary Housing [0/5] x2
Explore Apartment [0/5] x3
Explore Greenhouse [0/5]

Examine Harvester [0/2]
Examine Wolverine [0/2] x6

Check Bus [0/2] x2
Check Pickup Truck [0/2]

Fabricate Ammo [0/2]
    2 resources -> 1 ammo

Explore[?/?]
Other Actions [?/?]



Population: 16
    10 civilians
    3 engineers [+1 to contruction and repairs]
    3 soldiers [+1 to patrolling and scouting]

Upkeep:
    1 per population base
    +1 unreliable water supply
    +1 toxic air
    = 3 per population
    Total: 48 supplies
    Enough supplies for: 4 days

Heroes:
    None



Stockpile:

200 supplies
100 resources
0 tiberium
20 ammo [Light Weaponry]
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Tiberian Night: Day 0
« Reply #2 on: December 07, 2014, 03:27:25 pm »

1 Soldier, 1 civilian Explores Gas Station
1 Soldier, 1 civilian Explores Solar Array
1 Soldier, 6 civilian Explores Water Purifier
1 Engineer checks Harvester
1 Engineer checks Bus x2
2 Citizens check Pick-up


Does this work?
« Last Edit: December 07, 2014, 03:57:37 pm by 10ebbor10 »
Logged

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Tiberian Night: Day 0
« Reply #3 on: December 07, 2014, 03:35:06 pm »

I assume you mean water purifier, not water refinery?

And regarding the x2, the x2 means it can be done twice. A single engineer can't check both buses on the same day.
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Tiberian Night: Day 0
« Reply #4 on: December 07, 2014, 03:57:14 pm »

Woops, fixed.
Logged

Ghazkull

  • Bay Watcher
  • Can Improve, will give back better...
    • View Profile
Re: Tiberian Night: Day 0
« Reply #5 on: December 07, 2014, 04:08:00 pm »

seconding ebbors orders
Logged

Hawk132

  • Bay Watcher
    • View Profile
Re: Tiberian Night: Day 0
« Reply #6 on: December 07, 2014, 04:09:33 pm »

1 Soldier, 1 civilian Explores Gas Station
1 Soldier, 1 civilian Explores Solar Array
1 Soldier, 6 civilian Explores Water Purifier
1 Engineer checks Harvester
1 Engineer checks Bus x2
2 Citizens check Pick-up


Does this work?
+1.
Logged
Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: Tiberian Night: Day 0
« Reply #7 on: December 07, 2014, 05:07:19 pm »

+1 for consensus and PTW.
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

RulerOfNothing

  • Bay Watcher
    • View Profile
Re: Tiberian Night: Day 0
« Reply #8 on: December 07, 2014, 05:34:20 pm »

+1 to 10ebbor10's plan.
Logged

TCM

  • Bay Watcher
    • View Profile
Re: Tiberian Night: Day 0
« Reply #9 on: December 07, 2014, 06:29:50 pm »

+1 to the current plan.

Can we have a brief rundown of the combat stats for soldiers?
Logged
Because trying to stuff Fate/Whatever's engrish and the title of a 17th century book on statecraft into Pokemon syntax tends to make the content incomprehensible.

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Re: Tiberian Night: Day 0
« Reply #10 on: December 08, 2014, 10:44:35 am »

PTW, no doubt this will go better than Tiberian Moon did. :p
Logged

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Tiberian Night: Day 1
« Reply #11 on: December 08, 2014, 12:30:14 pm »

             Day 1: New Places

Explore Gas Station [0/3]
  assigned 1 Soldier [+2]
  assigned 1 Civilian [+1]
  [3/3]
Completed.

A single soldier and a civilian went to check out the gas station. It seems to be in good condition and quite a comfortable place compared to the cramped buses. Even the lights seem to work, which is surprising. In the back you find a stash of canned food. [+50 Supplies] [Explored Gas Station]

Spoiler: Gas Station (click to show/hide)

----

Explore Solar Array [0/3]
  assigned 1 Soldier [+2]
  assigned 1 Civilian [+1]
  [3/3]
Completed.

Another pair of nomads check the solar array. It seems pretty busted, but it's still running. All the cabling connecting it to the other building are working, so getting them running is simply a matter of fixing whatever is wrong with the building in question and making sure there is enough power to run everything. [Explored Solar Array] [New Project available]

Spoiler: Solar Array (click to show/hide)

----

Explore Water Purfier [0/7]
  assigned 1 Soldier [+2]
  assigned 6 Civilians [+1]
  [7/7]
Completed.

The water purifier is a vast complex integrated in unknown ways with the tiberium refinery. The team of seven sent out to explore it have discovered that several vital sections are broken and will need to be refabricated if you want to reactivate it. Once activated it should provide pure water and significantly reduce your need to scavenge for supplies. You do however find some spare parts within the complex that may help with this task. [+50 resources] [Explored Water Purifier] [New Project available]

Spoiler: Water Purifier (click to show/hide)

----

Check Harvester [0/2]
  assigned 1 Engineer [+2]
  [2/2]
Completed.

One of the engineers takes a look at the harvester. It seems to be fine besides a few bits of rust here and there. She then proceeded to ride around town with it to "check for problems". It seems to lighten everyones moods a bit. [Gained Vehicle: Tiberium Harvester] [New Project Available]

Spoiler: Harvester (click to show/hide)

----

Check Bus [0/2]
  assigned 1 Engineer [+2]
  [2/2]
Completed.

Another engineer checks one of the buses they rode in on. You are quite lucky you didn't go for a ride before checking, because the fuel tank appears to be leaking. It will have to be fixed before you plan any outings with this vehicle [New Project available]

----

Check Bus [0/2]
  assigned 1 Engineer [+2]
  [2/2]
Completed.

Luckily the other bus is undamaged.

----

Check Pickup Truck [0/2]
  assigned 2 Civilian [+2]
  [2/2]
Completed.

The pickup truck appears to be completely fine. Not a scratch on this baby.

----

The first day in the new town was a busy one, but only seemed to reveal more work that needed doing. In the evening a party is held in the Gas Station in celebration of surviving another day, finding a place with electricity and a working vehicle. Worryingly a civilian that went outside to take a piss swears he heard weird noises coming from the direction of the tiberium patch, but most simply assume he was drunk. Whatever the case, tomorrow is going to be another busy day.

Turn 1 Summary:
Recovered 1 vehicle
Explored 3 buildings
Found 50 supplies
Found 50 resources
Consumed 48 Supplies
Did 1 joyride
Survived another day



Spoiler: Light Infantry (click to show/hide)
Spoiler: Bus (click to show/hide)
Spoiler: Pickup Truck (click to show/hide)



Available Projects:

Repair Water Purifier [0/100]
    100 resources

Repair Solar Array [0/25]
    50 resources

Explore Refinery [0/7]
Explore Temporary Housing [0/5] x2
Explore Apartment [0/5] x3
Explore Greenhouse [0/5]
Explore Wolverine Supply Depot [0/5]

Examine Wolverine [0/2] x6

Repair Bus [0/2]
    5 resources

Fabricate Ammo [0/2] x∞
    2 resources -> 1 ammo

Harvest Tiberium [0/1]

Explore[?/?]
Other Actions [?/?]



Population: 16
    10 civilians
    3 engineers [+1 to contruction and repairs]
    3 soldiers [+1 to patrolling and scouting]

Upkeep:
    1 per population base
    +1 unreliable water supply
    +1 toxic air
    = 3 per population
    Total: 48 supplies
    Enough supplies for: 4 days

Heroes:
    None



Stockpile:

202 supplies
150 resources
0 tiberium
20 ammo [Light Weaponry]
« Last Edit: December 08, 2014, 01:24:19 pm by cerapa »
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Tiberian Night: Day 1
« Reply #12 on: December 08, 2014, 01:08:49 pm »

Okay, so in order to get the water refinery going again, we need to repair both the solar array and the water refinery. While we do have sufficient resources to do so, we don't have sufficient time.

So, that means we need to find a way to get more resources. First in that attempt will probably mean getting the refinery online, and seeing what to do with that.

1 civilian : Harvest Tiberium
2 soldiers, 1 civilian : Explore Greenhouse
1 soldier, 5 civilians : Explore Tiberium Refinery
2 civilians, 3 engineers : Repair solar power installation
Logged

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: Tiberian Night: Day 1
« Reply #13 on: December 08, 2014, 01:10:45 pm »

The water purifier is hugely important to get done, but the cost is way more than we can afford right now.  It's our end goal, so let's work toward it.

To that end, let's explore the high points, but also start harvesting.  There's another harvester, so we might as well check it too.  Fixing the bus should be done soon (like next turn), but let's explore what we have right here first.

I take that back:  Cerapa:  Looks like the "check vehicle" tasks got left on there.


Explore Greenhouse
  2 Solider
  1 Civilian

Explore Apartment
  1 Soldier
  3 Civilian

Examine Wolverine
  1 Engineer

Harvest Tiberium
  1 Civilian  (Gather what's encroaching on the base)

Explore Refinery
  2 Engineer
  5 Civilian


Check out some of the other major buildings, while also taking care of one of the incoming problems.  The Greenhouse should give us opportunities to make food, and if we're lucky there's something usable already in there.  Might as well use at least one engineer to their specialty as well.
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: Tiberian Night: Day 1
« Reply #14 on: December 08, 2014, 01:23:53 pm »

Cerapa:  Looks like the "check vehicle" tasks got left on there.

Check means something you own.
Examine means something you don't own.

I don't think I'm gonna be evil enough to make vehicles break without travelling though, so I might aswell remove the option to check them for now.
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.
Pages: [1] 2 3 ... 5