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Author Topic: Angry Red Planet - Totally And Completely Dead  (Read 48196 times)

Sean Mirrsen

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #195 on: January 04, 2009, 04:53:26 am »

Speaking of photoshopping and realistic wreckage. I don't know what constitutes "realistic wreckage", but I can do "random small wreckage". Not the best by any means, I suppose you need a whole lot more wreckage than that.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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Strife26

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #196 on: January 04, 2009, 10:45:30 am »

Strife:
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Nilocy

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #197 on: January 04, 2009, 11:24:20 am »

Turn time, whoops!

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Pandarsenic

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #198 on: January 04, 2009, 03:23:36 pm »

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Nirur Torir

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #199 on: January 04, 2009, 04:21:53 pm »

Orbital water tanks breaking up in the atmosphere? Snow on Mars? Could there be a correlation?

I believe I speak for all lurkers, semi-lurkers, and non-posters when I say: "Good story so far, keep it up. Oh, and give Strife some nuclear weapons. You never know when you might encounter very hostile martians. Yea, that's it."  ;)
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Strife26

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #200 on: January 04, 2009, 10:58:29 pm »

Warlord of Mars should be required reading to participate!
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n9103

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #201 on: January 05, 2009, 12:14:45 am »

heh, on a related, and more serious note:
Ben Bova's Grand Tour series would be more informative, and ultimately more useful, unless you end up finding(/becoming?) hostile lifeforms :P
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Devath

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #202 on: January 05, 2009, 03:49:24 am »

Since no one has mentioned it yet, I'm pretty sure we have a few observation satellites doing loops around Mars, so survivors could probably get good data off of those if they know how. Just lurking here, and I think the progression is pretty good.

Kinda odd how nothing has more than a specialized selection of stuff, though. As far as I know, multiple redundancy is pretty much standard for spacecraft with more than one room. Patching materials would likely be easy to find in any dedicated portion of the ship. In addition, the theoretical description of the original mission plan (IE: modular building) suggests that all dedicated modules would have some kind of pressure lock. Then again, the dice decide all, and NASA does sometimes make slip-ups, which is why this ship blew up anyways.

Just giving a minor contrivance alert there. Peace, all.
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Aqizzar

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #203 on: January 05, 2009, 08:03:10 am »

Warlord of Mars should be required reading to participate!

I really need to read to some Mars related stuff.  Pop cultural osmosis will only take me so far.


Since no one has mentioned it yet, I'm pretty sure we have a few observation satellites doing loops around Mars, so survivors could probably get good data off of those if they know how. Just lurking here, and I think the progression is pretty good.

Kinda odd how nothing has more than a specialized selection of stuff, though. As far as I know, multiple redundancy is pretty much standard for spacecraft with more than one room. Patching materials would likely be easy to find in any dedicated portion of the ship. In addition, the theoretical description of the original mission plan (IE: modular building) suggests that all dedicated modules would have some kind of pressure lock. Then again, the dice decide all, and NASA does sometimes make slip-ups, which is why this ship blew up anyways.

Just giving a minor contrivance alert there. Peace, all.

A lot of the logically obvious stuff (observation satellites, etc.) might around, I'm just not mentioning such things because I don't want to come off as driving people to conclusions.  Mind you, some of those systems were deployed or to be deployed by the orbital half of the ship itself, parts of which are now on the ground, so take from that what you will.  Other stuff was either already waiting around, or is due to arrive soon enough via the long route across space.  When I get off my ass and design the ship, you'll know what you have to work with.

However, the base modules are another matter.  The way I'm playing it, NASA designed a lot of failsafes into the ship, to make it as far as the landing.  Then, probably to save a little room and cash, some managers figured, "well, if everything is going to survive landing anyway, why do the ground modules need redundant parts?"  The modules themselves were supposed to be arranged into one big building right after touchdown, so there were very few airlocks built into the rooms.  The connecting hallway bits may or may not be laying around somewhere (along with the habitation modules, which not a single person wanted to start in).  Needless to say, the failsafes failed, because hey, if you fix everything that can go wrong, then by definition something that can't go wrong will.

Basically, when trying to decide whether a part exists and survived the fall, try to put yourself first in the state of mind of a paranoid engineer (surely they'll need this on Mars, so it has to make it) then a bureaucrat (look, this thing isn't paid for with candycanes) then a overconfident engineer (there's already guaranteed failsafes for all the prerequisite steps in this process, so why bother everything-proofing the later steps?).


Also, now is as good a time to mention this as any.  It is possible that in the near future I will be ejected from the Internet.  A bit unlikely, but entirely possible - which I know is just what you all want to hear from a GM while waiting for the fourth fucking turn of a game.  In the event that I go completely inactive for several days, consider me lost and choose a new GM to carry on if you will.
« Last Edit: January 05, 2009, 08:06:17 am by Aqizzar »
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n9103

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #204 on: January 05, 2009, 08:55:58 am »

ick.. if that should happen, I foresee this work of story-level science fiction dropping to become yet another RTD... I don't think it's possible to have two epic GMs in a row :p
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Kashyyk

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #205 on: January 05, 2009, 12:34:53 pm »

I don't know, Sean is quite good.

oh yeh, He is playing the game.
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Duke 2.0

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #206 on: January 05, 2009, 01:00:03 pm »


 Wait, how lost? A week lost? A month lost? Unknown amount of time lost?
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Sean Mirrsen

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #207 on: January 05, 2009, 01:08:54 pm »

I can always rig an unfortunate accident for myself. But either way, I barely manage to update my own RTD on time, so I'd hardly manage to work on two games at once.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Kashyyk

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #208 on: January 05, 2009, 01:33:35 pm »

you do well enough
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n9103

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Re: Angry Red Planet - Turn 3 - DIY Madness
« Reply #209 on: January 05, 2009, 02:29:28 pm »

indeed, Sean is Epic, but trying to have him run two at once would reduce him to, at most, acceptable level for both, if not inadequate.
And he'd likely burn out four times as fast, so instead of running Multiworld to it's conclusion, or this for a good 100+ turns, they'd both become neglected in the next month or two.
I'd much rather have one Epic GM and game, than two that aren't much better than the rest out there.
« Last Edit: January 05, 2009, 05:18:32 pm by n9103 »
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