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Author Topic: Build a Colony: An educated adventure.  (Read 74430 times)

Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #675 on: January 30, 2012, 11:42:23 am »

Regarding the weapons: people have been talking about how the lasers are shit, because the basic ones only do as much damage as a basic machete. Consider what you (or more appropriately, a well-muscled combat clone) could do to someone with a single swing of a sharp machete: you could inflict a serious, deep cut, or possibly take off a limb. That is not minor damage, and does seem to be roughly equivalent to a single shot from a low powered laser rifle in terms of abstracted damage output. The lasers have the added benefit of allowing us to engage from long range, whereas machetes would likely result in serious injuries or deaths among our clones. This is why the idea of a fast, agile combat clone with built-in weapons is probably better than a combat clone wielding melee weapons: we don't have to buy weapons, and we don't have to worry about recovering weapons if we're in a situation where our fireteam has to retreat.



Oh, and yeah, if we end up trying to take on APCs or MBTs with clones armed with nothing more than their own jaws and claws, then either we're the Zerg, or we're in way over our heads.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #676 on: January 30, 2012, 12:03:17 pm »

You know all this talk of zerg and what not makes me think it may be a good long term idea to modify our own dna into a hive mind thing abondoning our frail body for something less... orthodox. Who will dare oppose us when we reside in the minds of all our creations? I'm think a cross between the zerg and the flood from halo.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #677 on: January 30, 2012, 01:27:21 pm »

Who will dare oppose us when we reside in the minds of all our creations?

Oh, you know... any of these guys might:

Spoiler (click to show/hide)
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #678 on: January 30, 2012, 01:41:23 pm »

Yeah, let's not pick a fight with space marines. That sounds like a terrible idea.
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #679 on: January 30, 2012, 02:03:49 pm »

If these three were to fight, my bet's on the middle one.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #680 on: January 30, 2012, 03:47:41 pm »

If these three were to fight, my bet's on the middle one.
Indeed. Honestly I don't think the weapons of the other two would do much to power armor.
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #681 on: January 30, 2012, 05:49:04 pm »

well, they've gpt power armor too. But yeah, still probably lose.

On that note, can we buy Power armor? I imagine it's incredibly expensive, but it might be nice to have some.
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yourfears

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Re: Build a Colony: An educated adventure.
« Reply #682 on: January 30, 2012, 06:11:21 pm »

there was something about robots earlier. wouldn't be a far stretch that there would be some kind of load lifting walker exoskeleton. modern military has a few in prototype stage and this is the future. im sure some1 has made them efficient and duct taped guns to it. or just completed power armor.
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Evil Lincoln

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Turn 67
« Reply #683 on: February 01, 2012, 02:19:18 am »

Turn 67
Colony:
Spoiler (click to show/hide)

After starting to grow a 'minnion' clone for testing you send two groups of clones away. The first is two basics and a combat clone to go and plant a large amount of sprouts to the west while the second is one combat clone amd a combat GoRo to explore the area to the south-east.

You get one of the workers to make two plumpet wood fences and use them to make a ladder onto one of the accomodation modules. You figure it will serve as a good lookout post.

You send the rest of the workers to work in the mine.

Red tape says they have a stock blueprint for a  two storey warehouse that could be adapted for the purpose of housing clones using hammocks. It covers 3 tiles and can house 18 clones. The building will only cost 600 yollars but it doesn't come with the hammocks and isn't built to withstand an attack from armed opponents.


You currently have 85 yollars


9 turns until Night

Power: 1.8 (+1/-0.5)

Inventory:
Spoiler (click to show/hide)

Agriculture Module Status:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Misc:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)
Party Members:
Spoiler (click to show/hide)

Buildings:
Spoiler (click to show/hide)


ADS:

Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Want to engage in business after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.
Kilo-nile mapping is now selling a variety of planetary maps.
Gregs Teeth and Claws is now selling attack animals.
Omicorp now has an expanded catalouge featuring mineral scanners as well as weapon and vehicle blueprints including light shuttles and cargo vehicles.
Hyportech Mining is selling a variety of metals.
The Impex Corporation Weapons department is now selling blueprints for body armour. From helmets to Boots they have you covered.
Red Tape building services is now open for business. Equipped to build anything from walls to Towers to underground facilities.

To place an advertisment of your own will cost 50 yollars.


Author Notes:
Spoiler (click to show/hide)
« Last Edit: February 01, 2012, 02:33:50 am by Evil Lincoln »
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yourfears

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Re: Build a Colony: An educated adventure.
« Reply #684 on: February 01, 2012, 03:03:19 am »

i recommend we explore the other territory just next to our base we haven't a real picture of our local area yet just a chunk here and there almost nothing to the east.

refill the water levels on the agriculture machine. and get someone to start making concrete(powder?) our current fence is good only for a short delay from animals.

have ardin work on finding a way to speed up cloning times preferably without side effects
« Last Edit: February 01, 2012, 03:28:49 am by yourfears »
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #685 on: February 01, 2012, 04:19:12 am »

I agree on trying to further accelerate the cloning process. How about a spiral search pattern with our armed clones? We might be able to find the LobsterWolf den, and... Remove the threat.
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Evil Marahadja

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Re: Build a Colony: An educated adventure.
« Reply #686 on: February 01, 2012, 04:26:27 am »

My suggestions for this turn.

Let half the population keep on mining, and the other half develop our defences: strenghten the fence and build a watchtower in every corner of our base.

Ask kilo nile about a local map.

----------

Any suggestions what we can sell?
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ansontan2000

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Re: Build a Colony: An educated adventure.
« Reply #687 on: February 01, 2012, 04:56:39 am »

I suggest that was strengthen our defenses first.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #688 on: February 01, 2012, 05:10:46 am »

I suggest that was strengthen our defenses first.

This.

I'm getting the fact from our Sixth Sense and the idea from Red Tape. Armed opponents sound a real threat to a colony like this.
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yourfears

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Re: Build a Colony: An educated adventure.
« Reply #689 on: February 01, 2012, 05:40:53 am »

I suggest that was strengthen our defenses first.

This.

I'm getting the fact from our Sixth Sense and the idea from Red Tape. Armed opponents sound a real threat to a colony like this.

this i change my idea to cranking our concrete
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