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Author Topic: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)  (Read 112322 times)

Man of Paper

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1005 on: April 28, 2018, 07:48:11 pm »

Been working on a modified AR that'd take place in notRome, involving two branches of a family competing for prestige and standing by way of gladiators in the arena. It'd play a bit like a suggestion game as well, but before I spill more details I'm just wondering if there's interest in the concept.

Note I've been working on it for a bit now, so if you have questions about how it'd play just feel free to ask, it's mostly polished by this point.
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Draignean

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1006 on: May 08, 2018, 04:24:04 pm »

Alright, I think this is pretty close to the final version of the rules for the Arms Race I want to run after Spires race finishes.



Galactic Race

General Play Loop
These rules are adapted from a couple different arms race games, with enough new twists that they're worth reading again even if you've played all the arms race games.

This arms race plays out over 3 phases: The design and project maintenance phase, the revision phase, and the production, deployment and tactics phase. In the absence of other modifiers, each team gains 5 dice to use at the start of every year. Every year, each team will cycle through the three phases in order, spending dice and resources to capture worlds and advance their cause.

At the start of each year designs and project maintenance is handled. Members of each team may propose designs. Everyone is allowed to vote for a design.  During this same time, players of each team propose resource allocation plans for various pre-existing projects. These are voted on in the same way as designs. You can vote for any number of projects so long as there are enough dice for everything you're voting for to be done simultaneously. You cannot vote for the same design or spending more than once. It is not possible to directly vote against a design, but it is possible to vote for meta-goals such as 'no design' or 'only 1 design'.  The design (if any) with the most votes gets rendered into a new project and the progress for the funded existing projects moves ahead at the end of this stage. Any created prototypes or finished projects are described.

After designs and projects have been worked out, then the players move on to revisions. Revision are cheap, but best suited to address problems with improvements to existing desings. For example, if you finished a ship based beam laser last round, you can try a revision to make a pulsed version or to fix an overheating issue. However, one could not immediately turn around and revise infantry laser weapons from a ship based beam laser. Do not make the mistake of thinking that smaller is less complex. Revisions to improve a technology beyond the original design will face diminishing returns quickly, but correcting bugs in the original design does not count against that soft limit.

Any dice not spent on revisions/designs/projects are saved back for the next round. Each team can bank a total of 5 dice, giving them a maximum of 10 dice to spend at any one time.

After revisions comes the production, deployment, and tactics phase. During deployment you can set and modify standing movement orders to your ships, sending them to various locations to do ship things. A ship's range is determined by its engines, but its movement will be halted by enemy activity. Ships can be ordered to only engage under certain conditions, but Captains may have imperfect information depending on sensors and a variety of other factors. In the event of engagement, ships will do their best to carry out whatever tactic they have assigned.  For soldiers on the ground, orders are of three major flavors: Advance, hold the line, and retreat. Advance tactics attempt to take ground, but are liable to be costly. Holding the line is better to keep from losing ground against a stronger attack force, but will never gain territory. Retreating voluntarily gives up ground, attempting to spare lives and equipment for the defenders when possible. The last part, construction orders, is about allocating production points and/or resources to actually build new weapons/ships/regiments.  Each player gets a single vote for each of these three types of commands, with the same rules as voting for revisions and designs applying.

Once that's finished, I put out the battle report into the main thread, and the turn cycles back around to the main phase. Certain actions, such as fleet movements, colonization and construction, will not be posted into the main thread, and will remain localized to each Empire's thread.


Combat in Space
Combat in space will not be realistic. Realistic space combat is... a pain. If you've played SoTS or Starsector, that's more the feel I'm aiming for. If you haven't, think more of Star Trek naval combat, though with the distances being a bit longer. At the start of the game, each ship can be outfitted with a single tactic, and command ships can have an additional tactic.  In ship-to-ship combat, vessels will attempt to carry out their assigned tactic to the best of their ability- with one exception. If the tactic in the command ship's bonus slot would be better than what the fleet member is currently using, they can switch to that one freely. For instance, if a fleet vessel's primary tactic is to attempt to hit-and-run enemy vessels, but the enemy suddenly presents a faster and more maneuverable ship, their tactic breaks down. However, if the command vessel has a defensive tactic in reserve, the day may yet be saved. Superior officers, discipline, communication, and training, will still pay off and improve any tactic- and you may be able to expand the number of tactics that a ship can hold or that a command vessel can hotswap.

One important note, if the command vessel is destroyed, the ability to hotswap tactics is naturally lost.

Unless given instruction otherwise, combat vessels will attempt to engage until they face a clear defeat, at which point they'll prime emergency FTL and attempt to bug out. This will, however, damage the power systems of the surviving vessels, and potentially cause cascading failures and even the destruction damaged ships. Non-Combat vessels, massively outclassed combat vessels, or vessels ordered not to engage, will attempt to create distance at sublight speed before making an FTL jump when forced into a combat encounter.

After a battle, if there are any ships capable of towing, derelicts from destroyed vessels can be hauled back by whichever side gained area control. Such derelicts can be scrapped for resources and a look at the operational parameters of surviving equipment.


Planetary Combat
Planetary combat is split into two parts, planetary bombardment and landings.

Planetary bombardment serves two purposes. First, it can allow attackers to 'soften up' strategic ground targets in order for later landing forces to have an easier time actually invading. Second, it can be used to inflict quick economic damage on an adversary without actually needing to spend the resources on a full-on invasion fleet of transports. At start, you have two flavors of bombardment: soft target bombardment and hard target bombardment. Hard target bombardment attempts to hit military installations and defensive infrastructure, reducing their efficacy, and potentially reducing the army value of a planet. If there are no defensive armies and a planet's defense grid is destroyed, the resistance to capture the world will be minimal- assuming that the other nation hasn't done hijinx to the contrary.

While that sounds nice, Hard targets, true to their name, are usually hardened against bombardment. In some cases you may find yourself in a position where you don't have time, resources, or firepower to start hammering down defenses so you can send in an invasion force. Still, if you can manage to get a fleet around an enemy planet, you want to try and deal damage. That's where soft-target bombardment is helpful. True to its name, it attempts to hit soft targets of your opponent's economic infrastructure- farms, research labs, mines, etc.  Destroying these not only reduces the amount of resources they get per turn, but forces them to spend money rebuilding. Of course, in an ideal world you'd like to capture a planet with most of the soft targets intact so you don't have to rebuild them yourself (see Planets and Planetary infrastructure), but war doesn't always allow for ideal worlds.

You may be able to spend designs and revisions to improve the efficacy of or prioritize certain targets with orbital bombardment.

Planetary landings require transports filled with troops. Landing regiments then face pushback against defense forces, directly engaging ground forces in a bid to conquer strategic reasons. Importantly, basic ground troops do not inflict damage to infrastructure. They target enemy troops and attempt to capture strategic areas to control the planet, and thus any surviving infrastructure is turned over to attackers. Ground attacks do not utilize tactics. Regiments of troops are assumed to include a mix of infantry and transports. However, more advanced or specialized units, such has high-power mecha, artillery cannons elite psychic infantry, air support, or unspeakable eldritch horrors the size of small mountains, may be manufactured and added as attachments to basic regiments. Basically, if it's expensive to build/train, it'll be its own special attachment, not part of a standard invasion regiment.

If the attackers are doing well and overwhelming the defenders, they'll begin to gain dominion over the planet. Dominion is represented as x/10, and represents how close you are to being able to control the important parts of the planet. 10/10 Dominion doesn't necessarily mean that you own and actively patrol every inch of territory, it just means that you're free to rain fire and death on anyone who wants to question whether you own any particular piece of territory. Depending on how well matched opposing forces are, dominion will be gained/lost at a rate of 1-4 per turn. A gain of 1 point of dominion indicates that any edge over the enemy is a slim one that could be turned aside easily, and may be wholly dependent on the fickle whim of fate. If forces are evenly matched, a coin will be flipped to see which side gains 1 dominion. A gain of 2 dominion indicates that there is a definite advantage over the enemy, but that the enemy is still able to put up a strong resistance, or that the advantage cannot be easily leveraged to control territory. A gain of 3 dominion indicates clear advantage over the enemy, where the majority of encounters end in retreat and the enemy is only able to mount a significant resistance at critical points. A gain of 4 dominion indicates that the enemy is being routed in every engagement, and that attacking forces have only to find their enemy to destroy them.

It should be noted that while certain special units, such as a massive abomination or a temporally unstable supersoldier may be able to devastate armies on their own, there's nothing like thousands of boots to actually take ground and root out the enemy.



Definitions and Resources

Spoiler: How Rolling Will Work (click to show/hide)


Spoiler: Combat Essentials (click to show/hide)





Setting Modifiers

Soft-Serve Science: You want your reactor to run off the power of a forsaken psionic child channeling the energy of a dark star God? Sounds great, just give me a write-up. This isn't a hard science game- this is a game where one could conceivably get away with SPEHSS MAHRENS and SPEHSS MAGICKS, not one where I'm going to nag you over perfectly reasonable details of science and 'but reality doesn't do that'. I'm not going to make you write a paper on the exact physics that justify a waveforce shield or a mantra powered Buddhism laser- but you do need to beware the golden rule of the universe: 'Shit ain't Free'. Everything, no matter how advanced, has a price. Actions have Consequences.

Begin at your Beginnings: This game will have a special opening phase, seven turns in length. During this period, the final phase of each turn is skipped- so there is no production, deployment and tactics. Instead, you are given ten dice per turn, and you will be asked to create the designs for most of your starting tech.

Everybody in Space Sciences English: Everybody has the same FTL drive technology, the Bore Drive. You can dick with it as you will, justify it however you want, and re-flavor how you generate the bore as you wish. Mechanically, however, everyone starts on the same FTL playing field.
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Draignean

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1007 on: May 08, 2018, 04:24:30 pm »


The Sides

For this Arms Race, there are three empires. As should be well evidenced by the fact that there are three threads with the creative names of Empire 1, Empire 2, and Empire 3, the players for each empire will be able to pick their empire's name and, more importantly, race. This game has aspects loosely based around the Sword of the Stars universe, and that includes the races. When you join a faction, post a vote for not only your Empire's name, but also one of the five* available races.

Empire 1 Thread
Empire 2 Thread
Empire 3 Thread

Terran
Advantage: Bore-Savants: When working with and innovating using bore drives, Terran empires are more effective.
Drawback: Lastborn of the Stars: Rush dice have a 75% chance to degrade performance.
Details: Bipedal primates, usually between 150 and 200cm in height and weighing between 60 and 80kg. They are dual gendered, and display only limited sexual dimorphism. Adept and aggressive tool users, humans are characterized by their integration of tools (simple or otherwise) into their lives. It is uncommon in the extreme for a human in public to not be covered nearly head to toe in various garments (tools to deal with heat and cold) or to be without various technological tools to provide entertainment when bored, facilitate social connection, and provide enhanced awareness of the world.

Liir
Advantage: Biomastery:  When manipulating biology, genetics, or living organisms, Liir empires are more effective.
Drawback: Ecological Sensitivity: All Liir regiments have increased cost.
Details: Closely resembling the cetaceans of Earth, albeit with greater variability in color and marking, the Liir are highly intelligent creatures who were once very gentle and peaceful. Natively, they never developed beyond the bronze age in terms of construction, using their native telekinetic abilities to shape their world as a place of a balance between great and small. Unfortunately, however, this peace was shattered by a race known as the Suul'Ka (The Enemy. Not an enemy, but The Enemy.) which enslaved the Liir and basically force marched their technological understanding forwards. The Liir rebelled with a tailored bio-weapon made in one of the very labs they served in as slaves, an act so successful that the Suul'Ka have not been seen since. Still, the event shaped the Liir, and those of the current age are harder and more unforgiving that their ancestors.

Tarka
Advantage: Brothers of Battle: When working to improve infantry, through training, superior weapons, or vehicles, Tarka empires are more effective.
Drawback: Honorbound: Overmatched Tarka take more damage when retreating.
Details: Somewhat similar to humans, Tarka resemble scaled apes. A three gendered species, they consist of females, inactive males, and active males. Females are slightly larger than humans, and are generally kept far from the gaze of outsiders. However, their role in culture is central, as though they are forbidden from government, they are the only ones allowed to own land or decide inheritance. Inactive males are characterized by lithe bodies, obedient personalities, and quick intellects. Human sized or slightly smaller, these creatures form the bulk of the male population, and thus are the stock for government positions and ground forces both. Active males are roughly twice the height and four to eight times the mass of a human, their physical form and senses heightened dramatically- though their intelligence suffers somewhat from the hormonal cocktail raging through them.  Their cultural, though strict and ordered, is warlike by nature- requiring that failure be repaid by sacrifice, and disobedience remedied with death. 

Hiver
Advantage: The Swarm: When working with tactics, or pushing against the command limit, Hiver empires are more effective.
Drawback: Distributed Intelligence: All project durations are slightly longer. 
Details: The Hiver share many similarities with the insects of Earth, but are rather distinct entities. They have an endo-skeletal structure, and their external chitin is often cut and ornamented heavily. Hiver 'gender' is complex, with Drones, Warriors, Princes, Princesses, and Queens all being distinct forces. Drones are small, exceedingly common, affable, and unintelligent- receiving psychic instruction from their princess and then running mostly on routine. Warriors are similar, but their forms are of thick armor, strong musculature, and natural weaponry- with their minds bred to little more than biological combat computers. Princes are similar in form to small, lightly built warriors, but are vastly more intelligent.  Princes are needed to remain near a princess in order to fertilize her offspring, but they are capable of independent thought are often used to supervise important affairs in science or military matters. Princes, however, can only extend limited psionic control over their peers. Princesses are the governors large planetary regions, and (given the assistance of a prince) are capable of birthing hundreds of thousands of drones and warriors. Queens are far rarer still, and can command hundreds of princesses across interstellar distances. Culturally, the Hiver behave somewhat like an unusually effective system feudal lords- with Queen at the top of the chain and the princesses of various links working below.

Morrigi
Advantage: Firstborn of Heaven: Dice spent to advance projects get +1.
Drawback: Decadence: When building planetary infrastructure and other buildings whose cost is dependent on size, the planet is counted as being 1 size larger.
Details: Morrigi are both large and ancient, described as 'feathered dragons' when they visited ancient human cultures, and are thought to be the origin for the Quetzalcoatl myths of the Aztec people. They live long and breed slowly, which resulted in strong breeding restrictions enforced by their government. Strong proponents of automation, Morrigi drones and robotics were once the most advanced within known space. Cultural decline, however, did what no enemy ever could. Their society decadent and cumbersome, generations of Morrigi grew up barely aware of how the technology around them worked- until that technology began to fail. The Morrigi now are the result of a cultural revolution, the destruction of the millenia old system of government that had stalled nearly all progress in favor of maintaining order. Though they have lost nearly all that they were in the long, dark years of the decline, Morrigi seek to reclaim the old world and forge a new empire in the stars.


*There are no Zuul. I don't feel like dealing with Zuul right now.



This post will be used from here forward to contain any amendments made to the rules after the game begins, as well as any potentially relevant clarifications.
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RAM

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1008 on: May 08, 2018, 05:27:52 pm »

Issue: There is no indicators for the different empires. Someone may want a specific race or theme and they will have no way of knowing which way their empire will lean until they have joined the thread. If someone wanted to go all-out robotics, for example, and they landed in a team that leaned heavily towards biomodding, then they might have a bad time...
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Draignean

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1009 on: May 08, 2018, 05:41:13 pm »

Issue: There is no indicators for the different empires. Someone may want a specific race or theme and they will have no way of knowing which way their empire will lean until they have joined the thread. If someone wanted to go all-out robotics, for example, and they landed in a team that leaned heavily towards biomodding, then they might have a bad time...

Solution: Batreps will be in the core thread (no way in hell am I re-writing them potentially three times), and the Empire 1/2/3 will be updated with the Empire name, race, and (after the first event) a brief cultural description.

EDIT: I think, however, I may also allow people to look through the different threads up until they either post in one OR the Empire has decided its Name and Race.
« Last Edit: May 08, 2018, 05:47:26 pm by Draignean »
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Rockeater

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1010 on: May 08, 2018, 10:31:34 pm »

Nvm, didn't notice this is the hub
« Last Edit: May 08, 2018, 11:24:57 pm by Rockeater »
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evictedSaint

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1011 on: May 08, 2018, 11:02:38 pm »

This looks awesome.  I'd love to play in that AR - especially if I can swing a group to be the Hivers (or at least the Morrigi).

You're very....brave, doing three factions.

If you want someone to draw you up a pretty map for your game, hit me up.

RAM

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1012 on: May 09, 2018, 12:28:56 am »

I also favour Hivers and Morrigi...
Maybe each emprie could be given some sort of nondescript flavour piece to differentiate them without committing to anything?
Something like this?
Empire 1: https://www.youtube.com/watch?v=ztZI2aLQ9Sw
Empire 2: https://www.youtube.com/watch?v=KX-JeV37Uqw
Empire 3: https://www.youtube.com/watch?v=7z_dUOhkygY
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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1013 on: May 09, 2018, 12:40:36 am »

I also favour Hivers and Morrigi...
Maybe each emprie could be given some sort of nondescript flavour piece to differentiate them without committing to anything?
Something like this?
Empire 1: https://www.youtube.com/watch?v=ztZI2aLQ9Sw
Empire 2: https://www.youtube.com/watch?v=KX-JeV37Uqw
Empire 3: https://www.youtube.com/watch?v=7z_dUOhkygY

I was thinking something more like this for the Empire

Draignean

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1014 on: May 09, 2018, 01:00:07 am »

I also favour Hivers and Morrigi...
Maybe each emprie could be given some sort of nondescript flavour piece to differentiate them without committing to anything?
Something like this?
Empire 1: https://www.youtube.com/watch?v=ztZI2aLQ9Sw
Empire 2: https://www.youtube.com/watch?v=KX-JeV37Uqw
Empire 3: https://www.youtube.com/watch?v=7z_dUOhkygY

I worry I'd give too much shape though, in that case. I like seeing the ideas people come up with and, while song is a nicely abstract way of flavoring something, I'd rather have the players ascribe meaning to the factions. Still, I'll consider it.

Empire 1: https://www.youtube.com/watch?v=tac71micVyQ
Empire 2: https://www.youtube.com/watch?v=Vx6hmUv06tg
Empire 3: https://www.youtube.com/watch?v=U_9kEOmTdDs

(The above suggestions are not serious)

This looks awesome.  I'd love to play in that AR - especially if I can swing a group to be the Hivers (or at least the Morrigi).

You're very....brave, doing three factions.

If you want someone to draw you up a pretty map for your game, hit me up.

My bravery is second only to my foolhardiness.

Also, I may take you up on that map. I have a preliminary that I knocked up, but I'm always grateful for assistance.
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Chiefwaffles

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1015 on: May 09, 2018, 01:03:34 am »

I like what I did in Mad Arms Race. Both sides were intentionally left completely blank in terms of *actual* flavor, with the only things I did being the biomes of Mereth and Aratam, and some flavor text of what their design room place thing looked liked.
Stuff like that.

Just something for players to latch onto and say “I like this tiny bit of flavor more, so I choose this side.”
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Blood_Librarian

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1016 on: May 09, 2018, 06:00:27 am »

Personally, I prefer the great bastards of Earth, but I'm curious if you've seen the factions of Endlss Space 2, because I find them a little bit more interesting then SoTS races, but that might because I only played a couple hours on SotS and slightly more then a hundred on Endless Space.

I mean, at least the concept art is amazing
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Draignean

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1017 on: May 09, 2018, 07:11:44 pm »

Personally, I prefer the great bastards of Earth, but I'm curious if you've seen the factions of Endlss Space 2, because I find them a little bit more interesting then SoTS races, but that might because I only played a couple hours on SotS and slightly more then a hundred on Endless Space.

I mean, at least the concept art is amazing

I've seen them, but there didn't actually seem to be that much written on them. There's a truly surprising amount of information written about the physiology, history, and culture of each of SotS races. Of course, these may be because I only have a couple of hours in Endless Space and more than a hundred in SotS :P.

Also, RAM, I think I will actually do the music thing- mainly because you got me thinking about it for too long and I ended up picking out three songs anyway. Still, I'm going to have to stress they're inspiration only, and should not be taken as any form of mandate.

Who knows, I might launch this sooner than I thought. It would be insane, but I'm an insane person.
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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1018 on: May 09, 2018, 07:19:31 pm »

Do it.
Dewit now.

I require more Arms Race to sustain myself.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Draignean

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Re: Arms Race/Design Bureau Hub/General OOC (Got a Discord Channel now)
« Reply #1019 on: May 09, 2018, 07:31:32 pm »

Do it.
Dewit now.

I require more Arms Race to sustain myself.

eS is kindly helping me with the map, so it'll be after then.
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