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Author Topic: Orbiter: The Coalition Sector  (Read 9618 times)

Screech9791

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Re: Orbiter: The Coalition Sector
« Reply #30 on: April 30, 2018, 03:25:52 pm »

Should we make executions involve spacing the executees?
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Glass

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Re: Orbiter: The Coalition Sector
« Reply #31 on: April 30, 2018, 03:29:04 pm »

I’m not sure if we have a way to do that, and even if we did, I’m not sure we’d know how to do so without dooming the ship to the slow depletement of its entire atmosphere. Conventional executions should be sufficient for the time being.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Glass

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Re: Orbiter: The Coalition Sector
« Reply #32 on: May 02, 2018, 10:46:09 am »

The Adjilia Coalition accepts all newcomers as full citizens.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Tyrant Leviathan

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Re: Orbiter: The Coalition Sector
« Reply #33 on: May 02, 2018, 04:20:04 pm »

Turn two

After the devices were made. As a new project that works, the units were sacred. Ever so. Cue to burning if found herbs, small sprinkling of oil. Tiny amount not counting as resource and in prayer. To make sure the tech spirits happy. Then the scouting party got to worn them akin to eye patches.

Assign how many battery to four units with them? One battery pre act as their energy hogs. And Batteries are cash here.


As far as SG goes

A: Go off exploring. New land or back in extended allied turf (turret support.)
B: Make more stuff. Guns, armor, etc?
C: Make a officer ( which sorts lets orca be his own character. And then can accept or do own ideas but voting process to see what happens. More tribe members more stuff, especially Arms race.)
D: Make your own plan up.

Glass

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Re: Orbiter: The Coalition Sector
« Reply #34 on: May 02, 2018, 04:25:58 pm »

Assign how many battery to four units with them? One battery pre act as their energy hogs.
I'm not quite sure what this is supposed to mean? Also, 1 unit = 50 people, right?

As for the SG part:
0cra, if you're going to be active, let's make your officer now. Otherwise, I'm having Leiden go off into new territory again while having our beta testers for the Eye of Odin do some exploration in our allied turf.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Tyrant Leviathan

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Re: Orbiter: The Coalition Sector
« Reply #35 on: May 02, 2018, 04:41:16 pm »

Translation:

Full battery use if eyes are in for whole three actions= it’s three batteries a person. May need revision in to cutbpower down. Or else ration batteries. As that stuff is important for future items. Also note that afterneach turn batteries are recharged fully. If they reach base. ( at end of decision three if not close to base. Camping mode. Need explore points to survive.)

Better yet with eyes: Just have them turn on manually when they hear or see something off. But night, spam them. Boost survival rate at camping in darkness.

Glass

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Re: Orbiter: The Coalition Sector
« Reply #36 on: May 02, 2018, 07:41:56 pm »

Whelp, I'm having Leiden go off into new territory again while having our beta testers for the Eye of Odin do some exploration in our allied turf. The citizen explorers will take 2 batteries per person. I'm thinking it'll be a group of 5.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Tyrant Leviathan

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Re: Orbiter: The Coalition Sector
« Reply #37 on: May 02, 2018, 08:34:19 pm »

AS the Bets testers explored the allied grounds. One of the young men look with new set piece. Catching three big heat signatures for them. As he alerts the others. They all notice the things when out in view. They were cars. Little noise but could see heat signals from hood. A stand off as they still in cars. Three of them. Two people in each car.

Continue on the hub. Leodandy nand your forces have met.

As for Leiden

Leiden soon enough comes across ruined village. Growths and such. As gigantic ants erupt out of structure. The attacks are puny due to the leaders protean nature. With some handy sensory frying the bugs go away. As for treasure?

1 Power Cell (Cue Half Life noise during cool event.)

Glass

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Re: Orbiter: The Coalition Sector
« Reply #38 on: May 02, 2018, 08:36:39 pm »

...sooo what are my options for what to do? With Leiden, that is.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Tyrant Leviathan

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Re: Orbiter: The Coalition Sector
« Reply #39 on: May 03, 2018, 08:42:37 am »

Well got Power Cell. The beta team got car. Though two fit in.

Leodandy people came from western part of your map. You can keep going East. North, or north east.


East/north east as Leiden

Recommend after next scouting to head home. Unless he does not need sleep to head back as dead of night is around the corner.

After said adventuring, Arms Race.

Glass

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Re: Orbiter: The Coalition Sector
« Reply #40 on: May 03, 2018, 09:11:44 am »

Three of the beta testers will go home; the other two will take the car north.
Leiden will go northeast.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Tyrant Leviathan

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Re: Orbiter: The Coalition Sector
« Reply #41 on: May 03, 2018, 09:38:14 am »

Exploring

Leiden: 18

The remaining scouts: 3.

As for the two scouts. The stealth car makes a wonderful run. However the bamboo and metallic rides feature can be a flaw. As a stampede of creatures. Running, from something appears as the car got in its way too fast for info web to catch up to the display. Big creatures slam the car, crushing, breaking it and the scouts onboard.

They are dead Jim.

Lost two people, one stealth car, two Odin eye sets.”

Leiden:

“ Upon traveling the lowly, beaten path of the wilds. Despite its natural beauty. Cue a building that has a near perfect spherical shape with a access point. Seeing no danger one goes in and discovers what it is. Automated AI voice.

“ Greetings Transhuman, model 009 or Protean shifter. Welcome, to the Lithosphere.”

Display as to what it does. It draws power and dust. And it makes stone work. Literally stone, coal, even oil. Also metallic ore as well. As the machinery churs to life as a new treasure has been turned back on.

Leiden is going to stay in building over night.

Arms Race time.

Idea? Then rolls.

Glass

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Re: Orbiter: The Coalition Sector
« Reply #42 on: May 03, 2018, 10:00:55 am »

Hmn. :/

First off, I have access to the stealth car tech, yes?

I’d like a modded version of them. Heavier, stronger, so as to be more resilient to damage and safer for the occupants. So our men wouldn’t have died in the stampede. They can be slower in exchange; I do not mind it.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Tyrant Leviathan

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Re: Orbiter: The Coalition Sector
« Reply #43 on: May 03, 2018, 10:16:38 am »

Well if you had the car could reverse engineer it for process. But you do not have a working model. Do best bet is just have survivor scouts at home base describe what they saw and try to make their own version.

Glass

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Re: Orbiter: The Coalition Sector
« Reply #44 on: May 03, 2018, 10:25:22 am »

Sure, they’ll do that.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.
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