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Author Topic: [ISG] Solis  (Read 10856 times)

KillerHP

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Re: [ISG] Solis
« Reply #75 on: October 24, 2015, 04:19:28 am »

What about a Warden PDS and nothing?
Or just make both a Warden PDS with a Defender fleet.
Or do nothing.
((What do you guys even mean debating on the flagship stuff))
« Last Edit: October 24, 2015, 04:21:30 am by KillerHP »
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highmax28

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Re: [ISG] Solis
« Reply #76 on: October 24, 2015, 10:10:31 am »

First post says we killed their flagship which prevented them from leaving our system
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

crazyabe

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Re: [ISG] Solis
« Reply #77 on: October 24, 2015, 01:07:12 pm »

Research a Long range unarmed scout or Colonizing ship that could get to the next planet over?
« Last Edit: October 24, 2015, 02:39:23 pm by crazyabe »
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nothing here.

Dragor23

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Re: [ISG] Solis
« Reply #78 on: October 24, 2015, 01:15:15 pm »

Build a Warden PDS and leave it at that.

I feel like we give the GM a terrible headache.  :P
« Last Edit: October 24, 2015, 02:32:43 pm by Dragor23 »
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escaped lurker

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Re: [ISG] Solis
« Reply #79 on: October 25, 2015, 09:03:40 am »

I felt like there were some good proposals and questions made since last turn, and tried to include them. Don't be afraid to ask for such things, though I will only implement those that make sense, and only up to a certain number / degree.


Solis System, Era of Vindication, First Year, Fourth Quartal

Solis, F-Class Star - Solis #1 (Vuhee), Irradiated Terrestrial - Solis #2 (K'taar), Barren Terrestrial - Solis #3 Naariv, Homeworld - Solis #3.5, Inner Asteroid Belt - Solis #4 (Ihzeer), Gas Dwarf - Solis #4.5, Outer Asteroid Belt

Quartal Report

The councillors debated their points most fiercely, and it is probably a good thing that the public is not allowed to watch these gatherings.

With some struggle, two topics were decided, and set into motion:
Our new Warden PDS, or so the brass assures you, was built at the most favourable spot, with but a short delay due to unfavourable, but defensive terrain.
The councils decision to renounce the sustainable population act, is not met with much enthusiasm, nor any mention-worthy resistance. While pushing the limits of what naariv can sustain, is sure to have a negative impact, the populace agrees that it can't be helped if we are to face the xeno menace.

As per council request, new information is available, and a number of new motions await your decision.



New Proposal
By "requesting" the populace to work additional overtime, even in the absence of priority measures, we can slightly increase the resources available.

Patriotic Labour Act: Unused Actions will reward 2 Resources and 2 Energy


New Proposal
As is noted in the tactical report, the military added another possible research topic.

Xeno Decryption Research: 5 Resources, 10 Energy - Mention-worthy chance of failure

New Project
K'taari Outpost
A much discussed brainchild of the past, we could stake a claim on Solis #2, the Barren Terrestrial K'taar.
Presuming a successful operation, and no enemy interference, this outpost could be expanded into an underground colony for exploitation of the planets resources.
45 Resources, 35 Energy, 0,25 Population; -2 Resources, -3 Energy each Turn




Tactical Situation


Report
While we were able to catch some of the symbiotes signals in the past, we have yet to succeed in decrypting their contents. Over the last two weeks, we have received a slew of strong signals, which we first thought to be an enemy attempt at jamming. Instead, they were seemingly broadcasted towards at least five systems in the intermediate galactical neighbourhood, between four and seven light-circles away from us.

Defences
5 "Defender" Fleets - [12 Hull, 1 Plating, 4 Damage] - Patrolling in Orbit
6 "Warden" PDS - [60 Hull, 5 Plating, 12 Damage] - Standby

Estimated Numbers

15+ "Ravager" Fleets - [8 Hull, 50% Evasion, 6 Damage]
5+ "Defiler" Fleets - [20 Hull, 3 Plating, 8 Damage, ~30 Damage ??-Bombs]
~2? Unidentified Fleets



The Homefront
Naariv, Homeworld of the Ukron


16,5/35 Population: +11(16-5) Resources each Turn
30/30 Infrastructure: +30 Energy each Turn

1 Planetary Shipyard: Able to build 1 fleet each turn

Unchecked Growth: +1 Population, -5 Resources each Turn
Xeno Debris - Numerous Amounts: Able to be retrieved for salvage and research


Actions and Choices
Choose up to 4
(Building Ships is a Shipyard Action, and thus a free one)

Current Supplies: 46 Resources, 41 Energy
Current Gain: +11 Resources, +30 Energy

Construction:
Defender Fleet: 15 Resources, 5 Energy
Warden PDS: 10 Resources, 15 Energy
Planetary Shipyard: 20 Resources, 10 Energy
Orbital Drydock: 40 Resources, 20 Energy
Reactor Complex - "Ravenous": 25 Resources, 10 Energy; Convert 3 Resources into 1 Energy and 0,5 Pollution, up to a maximum of 5 Energy per turn.

Proposals and Research:
Salvage Wreckages: Gain 20 Resources for 5 Energy, Requires 2 "Defender" Fleets each
Discard remaining "Environment Preservation Laws": +10 Resources, +15 Energy, +2 Pollution each Turn
Re-establish Spy Satellite System: 30 Resources, 40 Energy
Patriotic Labour Act: Unused Actions will reward 2 Resources and 2 Energy
K'taari Outpost: 45 Resources, 35 Energy, 0,25 Population; -2 Resources, -3 Energy each Turn

Xeno Weapon Research: 15 Resources, 30 Energy
Xeno Armour Research: 30 Resources, 25 Energy
Xeno Systems Research: 10 Resources, 40 Energy
Xeno Decryption Research: 5 Resources, 10 Energy - Mention-worthy chance of failure



The Ukron race has given the Council full authority. May you guide them wisely.
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Nirur Torir

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Re: [ISG] Solis
« Reply #80 on: October 25, 2015, 09:23:59 am »

I'd really like to have xeno systems research, but there are more urgent options.

Decryption is pretty cheap. I expect that they're calling for help, and this would give us a heads-up on the ETA of their reinforcements.
The outpost is expensive, but the sooner we get it, the less likely they are to intercept it, and the more time it will have to build up. On the other hand, we'd then need to rush about to get the tech and fleets to defend it ... We're probably better off waiting.
Patriotic Labor Act is an obvious choice.

If we put off the systems research and get it next turn, we'll have 47r/31e to play with.
We could get that plus both an orbital drydock and a decryption attempt, leaving us with only 7r/1e. That's not enough for any units, but we'd be in position to start building better units afterwards, and systems research might let us upgrade our infrastructure.

I vote we institute the patriotic labor act.
I vote we do research xeno systems.
Edit: Yes.
I vote we research xeno decryption. Edit: Nevermind.
« Last Edit: October 25, 2015, 12:16:25 pm by Nirur Torir »
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GiglameshDespair

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Re: [ISG] Solis
« Reply #81 on: October 25, 2015, 09:29:44 am »

We have enough energy and resources to make the K'taari outpost, but that would drain all of our resources. I think we should wait for now.

I do believe we should re-establish out spy satellite network. Information is what wins wars; having done research doesn't help if we get blindsided and don't have time enough to build enough defences.

We should also look into some kind of minefield we could deploy into the inner asteroid belt, both as a first line of defence and as a early warning system.

Patriotic labour act +1. All gain, no pain.

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Dragor23

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Re: [ISG] Solis
« Reply #82 on: October 25, 2015, 09:40:46 am »

I feel kinda sorry for the Ukron in the first place. The homefront is not a pretty place to be.

Anyway, of course we should of course institute the patriotic labour act to get more resources with actions we cannot use anyway.

Rebuilding the spy satellite network is all fine and well, but I think the current coverage of the Defender fleets patrolling our only planet should be fine enough for now. I bet they aren't that good with our current tech anyway.

I'm not so sure about the delaying the Xeno System research yet another time, though. I think we should push for a modernization via re-engineering quickly. The decryption /is/ cheap. So cheap, in fact, that three patriot labour action give us the needed resources and almost all energy.

Research Xeno Systems
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Nirur Torir

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Re: [ISG] Solis
« Reply #83 on: October 25, 2015, 09:48:43 am »

The spysats are too expensive, and won't really help while our fleet is in one place and is hopelessly outclassed. The only things I expect them to have over decryption are giving us another round in combat for our ships to get destroyed, telling us what they're doing on that moon, and telling us that the unidentified ships are logistics vessels.
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Dragor23

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Re: [ISG] Solis
« Reply #84 on: October 25, 2015, 09:51:45 am »

I also like to think the Ukron Council thinks it as  rhetoric methods to fling tables around and show middle fingers.  :P
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KillerHP

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Re: [ISG] Solis
« Reply #85 on: October 25, 2015, 12:10:13 pm »

-Patriotic labour act
-Xeno decryption(lets try to get some info)
-Salvage wreckage x1(we could really get a bit more resources for the next turn so we can do the spy satellite/other researchs)
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highmax28

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Re: [ISG] Solis
« Reply #86 on: October 25, 2015, 12:13:52 pm »

I feel kinda sorry for the Ukron in the first place. The homefront is not a pretty place to be.

Anyway, of course we should of course institute the patriotic labour act to get more resources with actions we cannot use anyway.

Rebuilding the spy satellite network is all fine and well, but I think the current coverage of the Defender fleets patrolling our only planet should be fine enough for now. I bet they aren't that good with our current tech anyway.

I'm not so sure about the delaying the Xeno System research yet another time, though. I think we should push for a modernization via re-engineering quickly. The decryption /is/ cheap. So cheap, in fact, that three patriot labour action give us the needed resources and almost all energy.

Research Xeno Systems
+1
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Nirur Torir

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Re: [ISG] Solis
« Reply #87 on: October 25, 2015, 12:17:53 pm »

Vote edited. Joining the Xeno Systems bandwagon so it doesn't get delayed yet further.
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10ebbor10

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Re: [ISG] Solis
« Reply #88 on: October 25, 2015, 12:27:23 pm »

As I see it, the Patriotic Labor act doesn't need to be instituted. It is automatic, any unused action gets turned into an resources.

Shipyard :

Action 1 : Xeno Systems10 Resources, 40 Energy
Action 2 : Patriotic Labour act, if needed
Action 3 :
Action 4 :

46 R 
41 E
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escaped lurker

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Re: [ISG] Solis
« Reply #89 on: October 25, 2015, 06:08:29 pm »



Solis System, Era of Vindication, Year Two, First Quartal

Solis, F-Class Star - Solis #1 (Vuhee), Irradiated Terrestrial - Solis #2 (K'taar), Barren Terrestrial - Solis #3 Naariv, Homeworld - Solis #3.5, Inner Asteroid Belt - Solis #4 (Ihzeer), Gas Dwarf - Solis #4.5, Outer Asteroid Belt

Quartal Report

The council is ominously united, and quick to decide upon xeno system research, and condemning their brethren to an ever harsher workload.

While there is some disgruntlement among the populace regarding the new measures, they take it in stride. For now, every unused action will yield bonus resources.

Regarding the research, we have come closer to understanding the methods of our enemy.
They truly seem to be far more technologically advanced than us, with many more of our advanced physics theories disproved, as are proven right. Further research might allow us to harness greater advantage of this new knowledge, though the current advancements are already quite pleasing.


New Building
Xenoforma Fusion Reactor
Adapting alien designs, we can now utilise a broader amount of resources for energy production.
15 Hull, 2 Plating
+10 Energy each Turn, Occupies 5 Infrastructure
20 Resources, 25 Energy
New Building
Xeno Research Centre [Unique]
Researching the alien invaders, takes a plethora of special facilities, tools and experts. Bundling these resources into a single place, would ease further efforts immensely.
20 Hull, 3 Plating
Discount any Xeno Research by 5 Resources and 5 Energy
15 Resources, 20 Energy

Due to our progress, we could research further topics of interest.


Xeno Drive Research: 25 Resources, 40 Energy
Xeno Biology Research: 10 Resources, 10 Energy, Live Samples
Advanced Xeno Physics: 45 Resources, 70 Energy, Xeno Research Centre

Rejected Proposal
The prospect of creating a minefield of sorts, be it only planetary, with self-propelled and intelligent mines, was quickly shelved by our scientists. Not only would the cost of doing so be truly astronomical due to the sheer amount of space that needs to be covered, but there is also the lack of atmosphere to consider, which would severely weaken any conventional explosives known to us at this point.



Tactical Situation


Report
The symbiotes have continued to occasionally send their messages, with seemingly little variation.
We have limited the location of their transmitter to Object XDV-3072, an outer asteroid presumed to have ice as its main component.


Defences
5 "Defender" Fleets - [12 Hull, 1 Plating, 4 Damage] - Patrolling in Orbit
6 "Warden" PDS - [60 Hull, 5 Plating, 12 Damage] - Standby

Estimated Numbers

15+ "Ravager" Fleets - [8 Hull, 50% Evasion, 6 Damage]
5+ "Defiler" Fleets - [20 Hull, 3 Plating, 8 Damage, ~30 Damage ??-Bombs]
~2? Unidentified Fleets



The Homefront
Naariv, Homeworld of the Ukron


17,5/35 Population: +12(17-5) Resources each Turn
30/30 Infrastructure: +30 Energy each Turn
Occupied Infrastructure: 0/30

1 Planetary Shipyard: Able to build 1 fleet each turn

Unchecked Growth: +1 Population, -5 Resources each Turn
Patriotic Labour Act: Unused Actions will reward 2 Resources and 2 Energy
Xeno Debris - Numerous Amounts: Able to be retrieved for salvage and research


Actions and Choices
Choose up to 4
(Building Ships is a Shipyard Action, and thus a free one)

Current Supplies: 51 Resources, 35 Energy
Current Gain: +12 Resources, +30 Energy

Construction:
Defender Fleet: 15 Resources, 5 Energy
Warden PDS: 10 Resources, 15 Energy
Planetary Shipyard: 20 Resources, 10 Energy
Orbital Drydock: 40 Resources, 20 Energy
Reactor Complex - "Ravenous": 25 Resources, 10 Energy
Xenoforma Fusion Reactor: 20 Resources, 25 Energy
Xeno Research Centre: [Unique] 15 Resources, 20 Energy

Proposals and Research:
Salvage Wreckages: Gain 20 Resources for 5 Energy, Requires 2 "Defender" Fleets each
Discard remaining "Environment Preservation Laws": +10 Resources, +15 Energy, +2 Pollution each Turn
Re-establish Spy Satellite System: 30 Resources, 40 Energy
Patriotic Labour Act: Unused Actions will reward 2 Resources and 2 Energy
K'taari Outpost: 45 Resources, 35 Energy, 0,25 Population; -2 Resources, -3 Energy each Turn

Xeno Weapon Research: 15 Resources, 30 Energy
Xeno Armour Research: 30 Resources, 25 Energy
Xeno Decryption Research: 5 Resources, 10 Energy - Mention-worthy chance of failure
Xeno Drive Research: 25 Resources, 40 Energy
Xeno Biology Research: 10 Resources, 10 Energy, Live Samples
Advanced Xeno Physics: 45 Resources, 70 Energy, Xeno Research Centre



The Ukron race has given the Council full authority. May you guide them wisely.
« Last Edit: October 26, 2015, 08:38:03 am by escaped lurker »
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