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Finally... => Forum Games and Roleplaying => Topic started by: Tyrant Leviathan on April 28, 2018, 12:53:40 am

Title: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on April 28, 2018, 12:53:40 am
Spoiler (click to show/hide)

The last clan. This is a SG game with Arms Race sections. And finite resources that keeps players thinking and going. Must get new people to fill number so tasks can be done. But need to feed and arm them too.

This tribes big advantage is they get to make a whole lot of crazy stuff. Limited though as the Factory needs mass to work with. Finite resources and people.

Each and every one a actual person. Not a nameless meat shield like your typical war game.

And yes when it gets some attention will post the first situations. Too late into the morning to start now.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on April 28, 2018, 10:23:09 am
I am me and me is I, and I am present.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on April 28, 2018, 05:05:25 pm
The intro

In the horizon as the hull was transparent. One could see the stars, the large orange Sun, and the blue and green planet below. It looked Heavenly. But due to a great flaw, one can not operate all ship functions. They were stuck, stuck in the Ark vessel. In time people forgot how the Hell they got their except in oral traditions. But lately, there has been a revival of the old knowledge. The vessel has nine layers. Everyone currently in ninth, the edge later. Ages ago was going to support humanity in generation mode before cryosleep. It was discovered before the old world died. Everyone on ship is alive, dead or still sleeping. Not to mention those born in the ship. It was a true Ark for it is hull was a ocean to support water demands and sanctuary zones where wild life was preserved. During the troubled times the borders were destroyed. Beast and plant ran wild and now the internal was still functioning as a ship. Just with a binome Of it’s own. As the massive ship orbits. It does have its own day and night cycle. Currently, it is day..

The Nano Factory woke everyone up. As it always does as a sort of Time piece. That sound met time to shine. As people went off to do their thing. The land was fresh, nature attempting to over take technology.

So far so good, they figured out how to work the Factory. It’s mass Creator was akin to a bullet. That reloads piece at a time. Just depends on what is made is the issue. As all base camps had access to recharge points, they were quite limited in scale. Today was quite different as one wanders the halls, in powered armor to make up for a knee injury, there was a crackling sound near the Com links of Factory overseer office. That was new.

What to do today?

Signal: Answer it Yes or No.

Duties

A: Build something with Nano Factory. Will need recharge for two turns before full.

Sizes:
1 vehicle
2 advances armor
4 big guns.
6 simpler armor
8 small guns
12 ammo ( ammo or batteries. Also metal for further crafting or trade.)


No organic growth material born there.

B: Train someone to be a officer (second character. Can make double choices/actions.)
C: Business as usual with the resource providing and exploring (pick direction. South, east or west.)


Arms Race: Get to make  suggestion. New weapon, armor, buildings, tactics. Or training plans to improve clan skills. Or military tactics in practice. Up to you ( and anyone who signs up. Keep it interesting.)
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on April 28, 2018, 06:04:47 pm
So, um, how much stuff do we have right now, and how much food do we need per turn/unit of time?
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on April 28, 2018, 06:48:53 pm
Starting Resources (everyone pc wise. Nomad traders are different.)

Seven hundred people (100 are children rest grown ups.)

Meat, Fruits, and veggies enough to feed them all for three turns/time units. As at third round will need to start thinking of not starving. Edit: Each food group is three turns worth for total of nine turns.

To get more food is trade, upgrade farming, and so forth.

Need to have people keep working on farming for food or trade for food ( farm is times ten your farm skill in whatever food units you want.)

Note if have spices (start with three) it makes meat units half needed to feed someone for rationing (can grow herbs too, in time.)

Currency:

Pretty much bullets/Ammo and Batteries.

Batteries can be recharged at recharging stations all base camps have.

300 if both. Ammo? If used in fight it is gone. It does more damage against animals. Batteries charge energy weapons and small electric devices.

Everyone also has:
15 things of lumber
15 Of plant fiber (crafting mostly)
15 bones (craft)
15 spare parts ( crafting)
10 Metal debris (crafting)

Everything else resource wise has to be discovered. Water is unlimited as that unit in base is not tampered with.though a event can tamper with it (requires engineering and tech skill.)

Otherwise water will be a resource unit and things for that tribe even more intense.

What start with. There is more and making a file chart to count on everyone’s stuff including the npcs.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on April 29, 2018, 03:11:46 pm
Also updated gear rules and adding a option C.

C: Workshop: A base build aside factory where people make stuff by hand. Improves Craft/Engineering skills.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on April 29, 2018, 03:31:28 pm
Sorry, I've been busy but will try to make sure everything is done by tonight.

So the factory is capable of creating enough small arms for 400 soldiers, enough basic armor for 300, or enough larger weapons (What counts as "bigger guns"?) for 200 people, or 2 sets of powered armor/exoskeletons, or one vehicle.

What are the vehicles/powered armor suits/weapon options we/I (Since nobody else has joined here yet) can choose from?

Am I limited to one action? Can I order tribespeople to do different things? Do I need to submit some sort of Arms Race design for this turn as well as an action?
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on April 29, 2018, 03:41:01 pm
You got the list of items.

The Nano Factory can make lots of weapons. To outfit your people. It just cannot replicate the “major stuff” like crusher Beam, powetfist/glove. Phoenix And Jotun Armor.

As for vehicles? Sky cycles as simplest.

As for how this works

You suggest your arm race at the end of your turn. Each turn is three suggestion choices.

And yes you can order tribesmembers to do what you wish.

If have officer character, get to boss more people in one turn.

As your a single leader command up to three things a turn.

And the transmission is a freebie, does not count total to three actions.

Each turn is currently three actions for all mainly, can even split people up to do multiple things at once. But yeah after it’s said and done Arms Race, then turn two.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on May 01, 2018, 07:13:05 pm
OK, so, hopefully this will be right.

I can choose three things to do with people and myself, yes?

The forge will make 6 simple armor...and as soon as I know my options I'll give you an exact armor type.

I...will train an officer, I guess? I'm going to post this without making a sheet quite yet, though.

Foraging efforts will stay focused around the immediate vicinity of the base, some scouts will be posted a bit further out to warn of approaching things. We'll stay nice and safe for now.

Um, as for the signal...I think not. I see no need to accept any plot-hooks establish contact with anyone quite yet. I want a couple of turns to solidify my position.

Arms Race:
We'll work on developing gasmasks and hazmat-style suits to keep out neurotoxins.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 01, 2018, 09:42:22 pm
As the signal was cut off. The box light dims to nothing. But they were messaging you. Which means they sort of know your there already. The world ship was huge, but is finite. In regards to space and most resources. You shield yourself from the outside world for now. But there is bound to be people in the future.

Your armor Attempt goes off without a bit of trouble. Six units remain in the factory do in time (next turn) will be restocked again.

Given most simple armor was organic, what you made was six metal armor units. Great protection. But had problems. Still trying to configure the darn thing for the supposed Ceramic Armor. Computer failed with pattern. But at least six units of metal armor. Meaning three hundred survivors with said armor.

You elect to make a officer. It is simple. Name, three leader skills (but nothing that adds on to rolls like another researcher/Forge Smith. Or what not.

As for wrestling up resources. Aside the farming aspect being good. One found following.

8 Scrap Metal
40 batteries
12 spare parts
And 4 containers of oil.



As for Arms race

The Enviro Suit:

2,5,2 += 4,5,2?

Well one got the genius idea of a body suit that with a gas mask would shield one from the perils of hostile living arrangements. It does its job well, shielding flesh from toxic fluids, and filters out toxic fumes for most part. Though the gas mask uses a filter system and it needs to be changed every once and a while. Otherwise the fumes will overwhelm the gas mask. Also the suit is very heavy. Takes forever to get into, hassle to sleep in. And it does not protect user from more dangerous effects like electricity, flame or radiation. Hell enough toxic/chemical burns get on. It gets lighter so said hazards may break through.

And Heaven forbidden you got to fight. This stuff is not blocking anything. Except germs and masks bad vision issues.

The best thing about this suit is the building process is very quick and cheap.

Start with five units.


Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 02, 2018, 04:35:45 pm
Turn 2!

The people are glad to be of service as they made the environmental suits. 50 bravevsouls now work in them.

Just incase if scouting and running into something bad. Or the nano factory workers so no sickness from any mishap owning a. Even though people sometimes do not know danger of the Factory.

A: Some people have declared need for a wall. Incase hostiles finds their home.
B: Build something from nano factory
C: Pick a direction, one is next to the wall marked eight. Even though map says on layer nine. There is a old map in Factory. Just have not found gate to eight. Go north, south or rest of nine. Go West.
D:Your own idea ( as you did officer creation thing.)

Officer:
One bonus action (pick.)

Each of three sgs get own list.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: dgr11897 on May 02, 2018, 04:39:14 pm
OK so what if we designed some sort of worker drone? One that extracts matter to be used by the nano factory, and builds/assembles structures be they built from available material or put together from parts forged in the nano factory.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 02, 2018, 04:47:10 pm
The worker drone is a design. For Arms race.

As for materials: Nano Factory makes its own “blank matter.” By sucking out dust motes and super charging them with pressure and heat to turn it to metal, glass, circuits and such. ( so al nano stuff is really dust. Just super sciences to become another material.)

One can put craft material in for a quicker recharge though. One unit of craft=. One unit in factory.

Also note it is very dangerous to “mine.” As under the dirt of the great disaster. It is actually the ships hole you tearing and extracting. Can screw with the ship that way.

As for creation: Aside making stuff from Factory matter for items. If you want to build village/base upgrades. The factory will act as a + 2 to total build effect. Making better buildings that much easier.


Edit: Nano Factory is the only way to make “advances” robots. Got to design to build them. But “simple” machines akin to our hover drones can be made without ur.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on May 03, 2018, 09:00:48 pm
So, is there a pictorial representation of the map somewhere that I missed, or?
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 03, 2018, 10:03:58 pm
The map is as it follows:

A ship as big as Mars. Upper hemisphere is divided into nine layers. Bigger number means more space. The lower hemisphere is cut off by surface, where the water is, and bay where the space ships are. Ontop of resident layer it’s a clear dome thing. So one sees day and night as one orbits the even bigger planet.

Did a number with all the treasures in place as to where their are by level. The way to advance levels is finding gate and unlocking the gate (tech contest or with a certain special object.)

The other method is developing strong enough fire power weapons to blast into lower levels. But will draw much attention.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on May 05, 2018, 03:48:38 pm
I like the idea of constructing a nice wall around the settlement this turn, we'll dedicate everyone not needed for food production to the project so we get a really, really nice wall (with only one entrance and plenty of space on the inside).

My officer will work on training the armed forces to use their new armor more effectively, work cohesively, etc.

I can't seem to find the list of traits, but my officer will be a very militant sort of person. I'll edit this when I find it.


Also, the size of MARS? How on earth are we ever supposed to explore the volume of MARS (reasonably)? How is our spaceship not pulling the planet right out of its orbit and into certain doom?
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 05, 2018, 04:58:26 pm
I will bring up the trait list for officers after answering your stuff and rolls.

It is four layers. Top layer (humans and stuff live on.$

There is a ocean in hull (why unlimited water works unless machines mess up.) And s hollowed our section for actual ships onboard to make planet fall. Humanity in this setting were escaping a super nova that was estimated in a decades worth of time hence the high tech levels of this set up and how one could get such resources for such a massive craft.

Also note the top has walled borders So each layer is different and there is the tunnel net work treasure. In essence a super subway shuttle service that cuts travel time much faster.

As for list

Pick two of following

Doctor (medic)+2
Builder (more building roll bonus) +2
Explorer ( see world faster. And better search rolls.) +2
Warrior: Better Combat rolls. +2
Tamer: Animals less likely to attack. +2
Scientist: A little more schooled in science (+2)
Tactics: Start with three tactic cards.
Farmer: Better food production bun+ 2

As for wall?

Rolled a twenty. Making it what you directly in mind. Perfect from paper to practice. And the lessons taught in Armor is +2 to combat teams. ( So if warrior  officer. Then +4 over all.)

After that display.

What is next Commander?

A: Have yourself and Officer figure outbown plan.
B: Explore north east, east or south west? (Boarding the  final hull layer, so rear flank is defintively covered. Unless dumbasses wanna get sucked into space.)
C: Make a machine shop or even a research lab?

Because tech is just as important as engineer or explore/Combat. It decides how advanced your concepts in Arms race can be before penalty for too complex, handling “old” techbthat pops up in events. And accessing the gates to open up the other layers.

Notice: Also tech idea?

As that’s your last act with turn and since you posted, not skipping you.


Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on May 06, 2018, 05:03:04 pm
The officer will be: [I need more people and so he's got no name at the moment], a warrior and explorer (+2 Combat, +2 Exploration).

I'll (personally) make a research lab (since the officer is already off training troops this turn), and I can't believe I forgot the tech idea.

For the tech idea, we're going to make a paralytic neurotoxin gas (i.e., poison gas that paralyzes voluntary muscle movement, leaving the victim alive and breathing but unable to intentionally move their limbs), and its antidote. Just the gas for now, we can cover deployment systems later.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 07, 2018, 11:06:43 pm
Lab work:

4 Of 6.

As you build the lab. It comes very good. Keeping tab of state of the art equipment, ancient but useful text books and so forth.

+2. (19 total.)

As for gas.

Weaponized Miasma

5,2,3= 5,3,4

“ Miasma, term in old tongue for toxic gas, rings true here.The gas came naturally in a pitch. Had to find chemical compounds that halt muscle movement. In air form. Synthesis of such poison gas was the tough thing. But the delivery issue is not a problem. Best handled by our brave souls were hazard suit gear of course. As it is a air born agent. The antidote does work. But noted that being poison causes nerve loss as the shut down process. Get administrated the cure allows feeling again, but is quite painful. Get the nerves working again. Also if over saturated in gas. May cause total lung failure which equals death.

Start with five units of the gas.

(Nasty)

As for turns

The sky was lite up again as the Sun was visible. On the ground worknof things people were continuing their lives. As some of the older children were becoming true adults now. By their standards anyway. As also a few women had to stop Manuel Labor due to having kids in future.

As for business.

A: Go south west
B: Go east.
C: North East
D: Have you and new Officer make split plan. One doing another.
E: Secure outline with make shift traps with the gas bombs.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 09, 2018, 05:34:14 pm
?

Crazyabe about done. Meaning your the last again. Keep in mind. Have a huge surprise coming.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on May 10, 2018, 02:01:31 pm
So, we're backed up against one of the exterior walls of the ship? Not going to complain. Is this wall on our northwestern border? I really do not understand how the map looks or how it works.

We'll send out a small party equipped with armor and weapons (What do we have for weapons, anyway?) to the southwest. They'll stay hidden and not draw any attention to themselves.

The officer can be John, until and unless somebody comes up with a better name. He will continue training more of the tribe to be better warriors.

Apparently we don't need to worry about food? There's no apparent amount of food that we have or need anywhere in the thread. Anyway, "enough" people will obviously work on food, maintenance, whatever to make things keep working.

For the Arms Race section:
We'll work on a set of deployment devices and other measures to protect our base, using the poison gas. This will include fun things like ultraviolet and infrared laser sensors/triggers, pressure pads, tripwires, to deploy hidden canisters of gas. This ensures that the base is very, VERY well-protected during the night and any other times when most people are not out and walking about. When all the defenses are in place, the base should be basically impossible to assault without good chemical protection. By the way, the night watch is going to need those environment suits now.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 10, 2018, 02:14:45 pm
About food: The first three turns (this being the last) had a huge surplus of food to feed everyone.

To continue being fed look at farm and tame ratings.

Each level add two zeros for total. So a 10 in Farm is s total of 1,000 food units while a 1 is merely 100 as you start off with 700 persons. Tamemis the same with meat (animal product and uses.)


As for instructions. Rolled three of six Son+3 to combat score.

Lastly all weapons you have are current gas bombs, bows and arrows (bone variety) and shivs/big knife versions of blades that are bone made too.



As for security system.

6,2,1??? +2 = 6,2,3

The Night Hawk system for home security was realized. The only issue is the power cost to keep all sensors going. And need to distance gas from civil walk ways. As due to sensor/plate cost the base is at the bare minimum of sector clearance. But at least it works, just eats up power, gas system and so forth.


As for wall: Yes it’s a gigantic wall behind base. Leads to base if destroyed. Just there so no enemy can back flank your people.


As for south west.

: The noise stops. In the distance can see massive gathering. Of people and animals together. On gigantic houses on wagons as they take break from travel. Really well armed but looks like no interest in heading forward. Though some people are nervous that such a large force is in the border.

Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 10, 2018, 04:00:16 pm
Decided to turn 6,2,1 into 6,2,3.

3,4 means no bugs but no benefit. Considering have a two in price means the Night Hawk security extends to bare minimal of security perimeter with the base and a bitch to maintain.


Now it’s time to post in Hub.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 10, 2018, 09:09:28 pm
Warning:

Due to Actions of the Pax Enclave. There are killer machines now on the loose.


It happened so fast. From the damn wall north and south of location. Machine pods fell to floor. Manifesting as killer machines. Akin to mecha Zerg as they try taking the base. Slowed down by Night Hawk but they did not die, as no biological. The Nomads were riddling their enemies with intense fire power. Afterwards  they start attacking the ones attacking home base.

-60 Humans (now 640. No kids were hurt.)

The Nonads despite our number and gun. Do not enforce anything. As they grab the destroyed machinery to collect it.

What do you do?

A: Talk/trade
B: Try to hire them as protection for a while
C: Get to work on that nano factory
D: Try a surprise gas attack as they do not seem ready for that and steal their stuff (negative karma though.)
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on May 11, 2018, 02:36:14 pm
Also, the Beast Lords' basic armor appears to have been ridiculously effective against the murder-machines, most of my population, IIRC, is armored. Why did we take so many more casualties?

Correct me if I'm wrong, but we should be salvaging things as well, yes? Seeing as how they got into/were attacking the base? Also, the wall should probably have been a bit more effective, seeing as how they wouldn't be able to get through unless they could climb really ridiculously well...

Anyway, the factory is finally back up, so I guess we'll be producing a bunch of weapons. I'll go figure out what, exactly, to produce shortly. Consider this my pre-turn ramble/complaints.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 11, 2018, 03:01:27 pm
Their primary armor is giant spider silk. Which is spider silk made into armor.


In nature spider silk is the second strongest silk after bag moth. Their silk is such that by physics wise they can withstand the force of a air plane smashing into it (obviously if something that big and strong with speed struck, Beast Lords would die due to pressure with puny human innards.)

But blocking regilar attacks and such, it’s just fine. Spider Silk is also cut resist to a degree if were same sized beings.

You go Armor yes but the most was the enviro Armor. Which is handy for chemical system and rough environment. But does shit against robotic blades, fists and pressure guns. ( as it was pressure guns that killed Beast Lords. Due to knocking off tider and trampled to death.)

Hmmm. There are twelve dead in your base. You get to keep it.

300 scrap metal, 30 spare parts, 20 computer chips, and can craft guns out of wreck.


If you want nano factory stuff I did upload resources/stuff again. So what armor does one want?

And can still craft guns and such.


I can understand the complaints. But not doing a dick move like have Nomads try to invade you. Some npc factions would have. But they are not here. (Mainly one really.)
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on May 11, 2018, 03:04:00 pm
No, the simple armor was produced BEFORE/while we invented the environmental armor.

EDIT: also spider silk is very hard to make into armor, and also not actually that good. Its tensile strength (how much weight you can put on a strand before it breaks) is very good, but I'm pretty sure that it's not better than metal for resisting cutting strokes and such.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 11, 2018, 03:16:51 pm
Simple armor yes I see that. The most advanced form of Sinple armor is currently Ceramic. The people wearing that survive quite easily and part of the number of survivors. Anything lesser would have been more in casualties.

The main reason for the list of life is the machines bypassed the Night Hawk as gas does not hurt them and went to town.

Oh and the Nomads are actually considering to give you free stuff as their religion encourages compassion. Meaning they must help or get karma penalty.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Madman198237 on May 11, 2018, 03:20:11 pm
My military reaction time sucks so badly that we lost sixty people AND they got close enough to trigger the perimeter defenses?

Great. Just great.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 11, 2018, 05:12:05 pm
The main killer really is your Combat is 8.

The. East Lords lost two only because of two factors.

1: Living siege Weapons/beasts that kick low grade robotic ass.

2: Combat rating of 20.

The armor truthfully did not make the difference as the only ones who got hit, died anyway.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 12, 2018, 01:25:16 pm
I double check form plays. Started at eight, got a boost to 10. Updated and now.

- 40 less casualties so only twenty died and got 80 scrap metal, 120
Batteries and 15 spare parts.

Nonads are willing to pay 160 in scrap metal with 30 spare parts as payment of charity and “rent” for starting on your turf.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 13, 2018, 11:05:59 pm
Whelp I overhauled the OP on main forum for gameplay info, hope to get fresh blood.

We’ll post resources then count up everyone’s resources for a update will post a gaming deal line next week
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 14, 2018, 09:41:44 pm
Going to update Resources when I can access my notes. Also keeping track of resources to make a list in future.

And everyone else finished their turn. It’s your move Madman.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Nakéen on May 16, 2018, 02:51:07 pm
It is I, someone who woke up late for reasons. Either way, I am now a part of the Forge Patrol.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 16, 2018, 03:19:48 pm
Congested.

As for the loses it was reduced to twenty people, not sixty. Meaning  680 people on base.

Traders also handing you guys 380 scrap and 30 spare parts to make up payment, compassion religion. And they went back south after their leader flew off to see what awaits them.


Since it is you and Madman. Total of actions is 6 and both can suggest tech.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 17, 2018, 02:25:24 pm
Deadline is still Friday-8. O clock pm

Also did Resources types in Hub thread. Going to work on your resources chart latter.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on May 31, 2018, 09:37:40 am
15 things of lumber
300 Of plant fiber (crafting mostly)
30 bones (craft)
75 spare parts ( crafting)
170 Metal debris (crafting)


As for post.


New turn


Due to lack of activity by the governing persons. The forgers were mostly very unhappy. As they dealt with the dead. The Nomads helped them out and then left. Also worth noting at the map border edge. Totem poles were erected
By some unknown party.

What do you do?

Craft with factory?

Explore who is trying to mark turf?

Try to get peoples trust again?

Overall security?
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on June 20, 2018, 11:31:25 am
Well time to update.

Now left with 100 people counting children as everyone else went either north or south. They grew tired of being in a position but not enough action. They were not researchers so no knowledge of poison gas making. Also have two free research tokens.

One that is 4/4/4 for free. Can still come back. Oh and activity in northwest.
Title: Re: Orbiter: Last Tribe. The Forge Patrol
Post by: Tyrant Leviathan on June 25, 2018, 12:11:00 pm
Since no one is signing up/join to help. I will. Two turns worth of stuff and r/d.

Research

One:

4/5/6= 6,5,6.

Device: Ally automations.

Premise: Automated robotic helpers, from size of a monkey, to the size of a giant. Basically helper machines. From building to chores to even fighting. The 6 I’m bugs means their hardware and softwRe is resistant to magnetic/emp. May be equipped or not with gun fire.


Freebie research:

Rocket Sleigh: 4/4/4= 6/5/5

A land based vehicle that has rocket boost. Can even have jump jet/thruster combo for limited flight. Acts as scout and troop carrier.


Plot: Due to plot the tribe has suffered loses in regards to some migrating  out. Still got a quarter of your people left, meaning lots of food and resources to make long haul. Also the ingenious idea to make ones own robot.

One spends first turn making 12/12 nano factory with machines, man sized, then putting garbage in to make onto Blank fuel for factory. From there training.

Military up. Now maxed. (20!) and now reenforcing security (Trump style. Wall.)

Fourth move, deciding to add digging. The limit being Metal undergaul as this place is a ship (though can make stone resources.)


Turn two

Make 1 colossal unit ( a eighty foot tall walking fortress.)

Equip the new “ Guardian” with fire power.

Scout the perimeters. Apparently people south and north.

Make poison gas canisters. Six in total for now 22 in total.

You never know.


( Figured be no fun getting pooped on constantly so trying to help.)