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Author Topic: Angry Red Planet - Totally And Completely Dead  (Read 48172 times)

Duke 2.0

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #345 on: January 23, 2009, 05:06:27 pm »


 Harry has no time for this crap! He starts moving away towards a nearby wreckage that looks like it might have survivors. Dunno how he's going to transport them, but this vehicle had better have an airlock!

 Also, on the radio he gives a firm message "Alright all of you, if you won't stop your bickering we are all gonna die! I'm looking for survivors, I suggest you get the place ready."

 Short, but it gets the message across.
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Aqizzar

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #346 on: January 23, 2009, 05:09:00 pm »

For the record, no, the Auger does not have an airlock, just an ordinary glass box like cab.

Now you might be thinking, "Why would there be no airlock on a vehicle with a pressurized cab?"  Because you're supposed to be wearing an environment suit, with a pressurized cabin for the luxury of taking your helmet off and recycling air.  Because of course you never ever be in a situation where you got into the cab without already having a suit on.  Of course.
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qwertyuiopas

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #347 on: January 23, 2009, 05:10:27 pm »

I'll do the very best I can to keep the medical bay together until the suits arrive.
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Duke 2.0

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #348 on: January 23, 2009, 05:10:37 pm »

 I just figured any loading and unloading from the cab would be done from within the vehicle bay with oxygen.

 ...

 Yeaaaahhhhhhh...
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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Aqizzar

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #349 on: January 23, 2009, 05:11:17 pm »

I just figured any loading and unloading from the cab would be done from within the vehicle bay with oxygen.

Oh yeah, there was that option too.  Nice job breaking it hero.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
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PTTG??

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #350 on: January 23, 2009, 06:01:47 pm »

For the record, no, the Auger does not have an airlock, just an ordinary glass box like cab.

Now you might be thinking, "Why would there be no airlock on a vehicle with a pressurized cab?"  Because you're supposed to be wearing an environment suit, with a pressurized cabin for the luxury of taking your helmet off and recycling air.  Because of course you never ever be in a situation where you got into the cab without already having a suit on.  Of course.

Problem with that: Mars Dust is not Earth Dust; Though I suppose that the controls could be pretty rugged and survive some wear, in general airlocks are not only to keep air in, but dust out.

Updated:
Spoiler (click to show/hide)
« Last Edit: January 26, 2009, 01:27:39 am by PTTG?? »
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Grek

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #351 on: January 23, 2009, 06:03:53 pm »

Going to keep helping Shideh with packing up the medical supplies. Going to defer to Shideh on what is important for medicine. I figure once the pressure suits are here, we'll be able to make a few trips if we absolutely have to. We'll also need to decide what to do with the two poor doctors that didn't make it. Shideh new them better than Roy, so I'll help with whatever she suggests.
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Sir_Geo

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #352 on: January 23, 2009, 08:44:40 pm »

Harry's shouting did seem to quiet down a lot of the pointless arguing going on, I guess he just has a more commanding voice. If he's not averse to being a radio jockey for a while after things quiet down then maybe I can do something more permanent about this leg. :/
There seems to be several people that can see a smoking chunk of wreckage, maybe we could get a bit more oriented by what direction everyone sees the smoke from.
Once that is done Trippy will try to give his friend a bit more dignity than he currently has, just lying there on the ground, eyes staring off into the distant...wall. Since Trippy can't go outside he'll cover up the body temporarily until he can get help with the burial.
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Frelock

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #353 on: January 24, 2009, 12:26:51 am »

Vlad will be completing his mission to rescue the medical personnel (or singular person, along with the mountie and hacker).  Perhaps, while I'm there, we can take five minutes to try to put together some sort of wagon or at least have a large, flat sheet of metal we can put stuff on and carry with us.  I should also mention that the hydroponics lab is somewhat low on power.  A medical wing would have to have a back-up generator, wouldn't it?
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Sean Mirrsen

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #354 on: January 24, 2009, 04:17:33 am »

*Into the radio* "Alright people, I found a vantage point. Trippy here is our ears, so let me be our eyes for a while. I can see a lot of the wreckage from where I'm.. or rather, from where one of my 'bots is standing, and... yeah, we pretty much fell apart. I can see Trip's radio tower and the big rover, but everything else is slowly sinking into dust and I can't make any of it out. And speaking of which, some more news - I hope my eyes deceive me, but it looks like one of those Martian dust storms is approaching - if you don't have cover, you'd probably better find some."

Spoiler: More DIY (click to show/hide)
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Pandarsenic

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #355 on: January 24, 2009, 10:37:13 am »

I try to clear my head with a delicious meal.
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Kashyyk

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #356 on: January 24, 2009, 02:31:19 pm »

Spoiler (click to show/hide)
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deadlycairn

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #357 on: January 24, 2009, 09:08:21 pm »

YES! Air!

Simon opens the door to the outside and takes a look around. If he sees anyone, he'll head towards them. If possible he also tries to get an idea of his surroundings.
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Strife26

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #358 on: January 25, 2009, 02:06:54 pm »

I guess that I'll try to organize the projects that our little group has and come up with a priority list.
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Aqizzar

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Re: Angry Red Planet - Turn 7 - Communication Breakdown
« Reply #359 on: January 25, 2009, 08:44:04 pm »

PTTG??: You're getting light from florescent floodlights and penlights.  Specifically designed to use as little power as possible - this also means the light isn't too great.  And sure, let's say it's summertime.

Frelock: All the modules have large batteries for back-up power, meant to last a day (or more when deactivated) to put all the blocks together after touchdown.  There was (is?) only the one main generator.

Sean: Having just spent two days diagnosing carburetor trouble, I'm rather... skeptical of what mechanicing work can be done in 30 minutes.  Heroic bonuses of course.  A spot check roll tells me the bots are somewhat modular, so good luck on the rest when I get to it tomorrow.

Kashyyk: According to my notes, there were originally three loose space suits in the Engineering Section.  Vernon took one, Geoffrey has the other, and you came in wearing your own, leaving one more for Pitor.  While shorting the group a suit would be a nice problem-solving exercise, I'm not going to go back on my notes.

Missing Gant, Serg, Squeegy, Nilocy, and the War Minister.  Asheron has been committed to the depths.
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.
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