Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: RoseHeart on October 09, 2017, 05:22:22 pm

Title: Deep Waters
Post by: RoseHeart on October 09, 2017, 05:22:22 pm
This is a submarine coop game. It is inspired by We Must Go Deeper! and Guns of Icarus. This will be a 6 player game of 3 vs 3. The goal is to grab the Emerald Orb and bring it to the surface before the other team. You will be able to engage the other sub in combat, as well as hostile sealife. There will be no assigned roles, so it will be up to a team to sort out and divide up tasks on the sub. Each team will get their own private thread.

Please form two groups of 3.
Title: Re: Deep Waters
Post by: RoseHeart on October 10, 2017, 11:48:56 pm
°·Blub°·
Title: Re: Deep Waters
Post by: helmacon on October 10, 2017, 11:56:01 pm
Can we get a little more information on the game mechanics?
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 12:17:41 am
I apologize. While I have been making games at Bay 12 for a couple years now(prev as GameBoyBlue) I tend to forget that that is an expectation here.

I am passionate about game mechanics however I feel my only obligation is to use that to create a certain kind of experience. I have my ideas how I will tackle each thing but I am improvising.

In broad strokes if I can meet you halfway without making too many promises(I intend to scale gameplay based on early gameplay) there will be someone steering the vessel, with access to a periscope. There will be someone aiming weapons, also with access to a periscope. There will be need for someone tending to the power systems, they will mostly only see what's in the submarine and what's outside the portholes. I don't know I've been making games for two years, to me this is a really exciting idea if I saw this I would jump on it. If I have not made an impression where people can't take a risk I probably should acknowledge that after this much time.
Title: Re: Deep Waters
Post by: helmacon on October 11, 2017, 12:24:18 am
I was really just wondering if it was going to be an SG style action system or if we will be presented with choices. Also, will action effectiveness be subjective or rolled or something else?
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 12:27:26 am
I am just going to wing it!

I literally suddenly get ideas as soon as they're able to be used. My brain works weird like that.
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 12:30:06 am
I'll make you a deal, if you try my game, and love it, I will be happy. Promise.
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 12:36:04 am
If I really thought this would be more fun by drudging out
the details I would do it. There's plenty of games I make where I do go into the mechanics. But this is a little bit more about exploration so I kind of want people to be flexible. I won't be asking people to solve complex mathematical ancient Egyptian equations or anything. It will all be reasonable...
Title: Re: Deep Waters
Post by: Nakéen on October 11, 2017, 12:38:08 am
Allow me to join in :)

Mmh, as there is no team yet, let's say I join Team A.
Title: Re: Deep Waters
Post by: GigaGiant on October 11, 2017, 01:43:52 am
I will also join team A. If the game mechanics permit it, I want to get some kind of bonus to evasive sub maneuvers.
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 01:50:52 am
Sure. I mean no promises of course.

Requests are def welcome. Please don't be bummed if you only get the experience I promised.
Title: Re: Deep Waters
Post by: GigaGiant on October 11, 2017, 02:14:09 pm
If we don't get enough people to start this game, maybe we could instead start with less people and do a short "practice round"? Just fill in the blank spots with NPCs. That way, people could see exactly how the game is played. Then after the practice round ends, we could start again, hopefully with more people.
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 10:21:30 pm
Yeah we can def goof around wit thrice.
Title: Re: Deep Waters
Post by: GigaGiant on October 11, 2017, 10:32:18 pm
If necessary, I can move to Team B, so that both teams have at least 1 person. If NPCs don't fit the experience that you are planning, then perhaps Nakeen could control all 3 members of Team A and I could control all 3 members of Team B. How's that sound?
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 10:35:55 pm
No that ok. This game is ABOUT coop play in a sub. I wouldn't want to take that away!
Title: Re: Deep Waters
Post by: GigaGiant on October 11, 2017, 10:38:17 pm
Ah, alright then. Is there anything me or Nakeen need to do before we start?
Title: Re: Deep Waters
Post by: Nakéen on October 11, 2017, 10:50:09 pm
Recruiting submates for grandiose expedition to the depths.
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 10:50:35 pm
*Hands Giant and Nakéen a dive suit and then tosses them a deep dive helmet ( O ).*

For safety, incase...
...just, incase.

You boys are gunna test my experimental submarine!
How brave!!!!!

Climb aboard and close that hatch. I apologize for the mess in here... these gizmos do stuff and I can pick and choose how to modify the sub while submerged!!!
What courage!!!!

Over there is the steering, over here are the weapons. I'll be in here with the systems. Feel free to push buttons!
Hurray!!!!
Title: Re: Deep Waters
Post by: GigaGiant on October 11, 2017, 11:08:24 pm
Pushes random buttons.
Title: Re: Deep Waters
Post by: Madman198237 on October 11, 2017, 11:09:02 pm
Sounds interesting...

I'll pop on team B, I'll command/drive/whatever you wanna call that guy.

Sneakily infiltrates Team A's sub with a bomb in his waterproof backpack.
(We ARE just screwing around right now, right?)
Title: Re: Deep Waters
Post by: GigaGiant on October 11, 2017, 11:10:15 pm
(We ARE just screwing around right now, right?)

(Honestly, I have no idea)
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 11:15:00 pm
(all in one)
Title: Re: Deep Waters
Post by: Madman198237 on October 11, 2017, 11:16:51 pm
(First question: Why are we still using quotes? Second question: What?)
Title: Re: Deep Waters
Post by: Nakéen on October 11, 2017, 11:20:07 pm
Let's do this matey'

Fill the ballasts with water and Pull the Lever!
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 11:28:41 pm
Thats right. This is the exploritory test mission. Competitive Tom-Bastardry- - - - will come later.
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 11:34:09 pm
Pushes random buttons.

BEEEP
(You must be fully submerged to fire a torpedo.)

Fill the ballasts with water and Pull the Lever!

Stuff is happening!!

(https://followthelemur.files.wordpress.com/2011/10/risinglemur.jpg)

(going Down..)
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 11:39:14 pm
So I'm trying to prioritize the most useful things to install on the sub. So should I start with the self-destruct device? I just want to be helpful.
Title: Re: Deep Waters
Post by: Nakéen on October 11, 2017, 11:41:02 pm
"By the way, that's my first time in a submarine... YEAAAH!"

Turn the stereo on if we have one, and start some random tune. Then activate the SONAR
Title: Re: Deep Waters
Post by: Nakéen on October 11, 2017, 11:41:50 pm
So I'm trying to prioritize the most useful things to install on the sub. So should I start with the self-destruct device? I just want to be helpful.
Definitely important. We don't want these filthy reptile men to get their hands on our state of the art submarine
Title: Re: Deep Waters
Post by: GigaGiant on October 11, 2017, 11:42:57 pm
So I'm trying to prioritize the most useful things to install on the sub. So should I start with the self-destruct device? I just want to be helpful.
Definitely important. We don't want these filthy reptile men to get their hands on our state of the art submarine
Install two of them. Just in case the first one malfunctions. Gotta be prepared for the unexpected!

Check what weapons we have installed.
Title: Re: Deep Waters
Post by: Nakéen on October 11, 2017, 11:47:05 pm
Install two of them. Just in case the first one malfunctions. Gotta be prepared for the unexpected!

Check what weapons we have installed.
I love people who can plan ahead!
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 11:50:57 pm
Turn the stereo on if we have one, and start some random tune.
Fly me to the Moon by Frank Sinatra (https://youtu.be/5hxibHJOE5E)

Quote
Then activate the SONAR
Boop PING (no activity)

Quote
Quote
So should I start with the self-destruct device? I just want to be helpful.
Definitely important. We don't want these filthy reptile men to get their hands on our state of the art submarine.

There is now a glass case with a red button...
Title: Re: Deep Waters
Post by: Nakéen on October 11, 2017, 11:56:44 pm
Let's make these engines roaring. Start pedaling. Lacking that, push the engines lever
Title: Re: Deep Waters
Post by: RoseHeart on October 11, 2017, 11:58:53 pm
Sonar is now a station. (You will get PMd info if any activity appears.)

Install two of them. Just in case the first one malfunctions. Gotta be prepared for the unexpected!

Check what weapons we have installed.
I love people who can plan ahead!

There is torpedos, a harpoon, and all the random gizmos that could potentially be installed by me.

Let's make these engines roaring. Start pedaling. Lacking that, push the engines lever

(Speed increases! Going forward and slightly down)
Title: Re: Deep Waters
Post by: Maximum Spin on October 12, 2017, 12:01:59 am
I will participate in this.
Title: Re: Deep Waters
Post by: Nakéen on October 12, 2017, 12:06:24 am
"Anyone there is a navigator?"

Pull out sea and seabed maps from under a table.
Title: Re: Deep Waters
Post by: RoseHeart on October 12, 2017, 12:19:09 am
I will participate in this.

The crazyiest looking person on the sub, stumbles through all the gizmos lying around to reach you. You are then patted on the head!

"Anyone there is a navigator?"

Pull out sea and seabed maps from under a table.

(PM sent. You may not give this to anyone else. Someone can obtain it if they kill you. you die. Feel free to describe it.)
Title: Re: Deep Waters
Post by: Nakéen on October 12, 2017, 12:28:23 am
(PM sent. You may not give this to anyone else. Someone can obtain it if they kill you. you die. Feel free to describe it.)
Nothing to fret over! I will just have to avoid unfortunate accidents!

Grab the helm firmly, with a bodacious look. Set course to the East!
Title: Re: Deep Waters
Post by: RoseHeart on October 12, 2017, 09:28:07 pm
Depth: Shallow
Dive: Slow
Speed: Fast
Direction: East
Sonar: Nakéen (PMd if activity)
Title: Re: Deep Waters
Post by: Maximum Spin on October 12, 2017, 09:38:07 pm
In the absence of any evident Captain on this vessel, declare myself Captain.
Then sip coffee in the messdeck until someone asks for me.
Title: Re: Deep Waters
Post by: RoseHeart on October 12, 2017, 09:46:29 pm
In the absence of any evident Captain on this vessel, declare myself Captain.
Then sip coffee in the messdeck until someone asks for me.


Here!

(https://i.pinimg.com/originals/a7/13/32/a713329e54efa4f81e5c1d9be6835153.jpg)

New song starts to play:

Dire Dire Docks Smooth McGroove (https://youtu.be/GBBlLeqKaf4)
Title: Re: Deep Waters
Post by: RoseHeart on October 12, 2017, 10:20:36 pm
So, to cope with having important roles and also possible delay in player activity I have an idea.

Action Points (AP)
Most actions (+10)
Kick someone off a station (-50)

I only process 3 actions per turn.
Title: Re: Deep Waters
Post by: Nakéen on October 12, 2017, 11:23:24 pm
"Cap'n! Large object following us at 6 o'clock! Requesting visual confirmation!"

Requesting someone to use the periscope
Title: Re: Deep Waters
Post by: Maximum Spin on October 12, 2017, 11:26:32 pm
"That seems like a reasonably captainy activity, yes!"

Use the periscope!
Title: Re: Deep Waters
Post by: Maximum Spin on October 13, 2017, 01:08:02 am
I am concerned that nobody noticed the modified post, so I have unmodified it and will just double-post instead.

"Periscope report: everything's fine, nobody panic. Helmsman, evasive maneuvers. Gunner, be prepared to fire harpoon to aft."
Title: Re: Deep Waters
Post by: GigaGiant on October 13, 2017, 01:27:52 am
Ready myself to use the harpoon!
Title: Re: Deep Waters
Post by: Nakéen on October 13, 2017, 01:36:07 am
Steering intensifies
Title: Re: Deep Waters
Post by: Maximum Spin on October 13, 2017, 01:39:14 am
Needless to say, I continue to periscope and watch the TOTALLY NOT A THREAT carefully.
Title: Re: Deep Waters
Post by: RoseHeart on October 13, 2017, 12:17:29 pm
Ready myself to use the harpoon!
Unfortunately, it is on the FRONT of the sub.

You get it ready.

Steering intensifies
Shuch steer wow °^°

Needless to say, I continue to periscope and watch the TOTALLY NOT A THREAT carefully.

Depth: A little deep
Dive: Slow
Speed: Fast
Direction: East

Sonar(PMd if activity):
Nakéen AP10

Pariscope(PMd if activity):
Captain Maximum Spin AP10

Harpoon(ready):
GigaGiant AP10

Torpedoes(unloaded) 50/50:
open


*The sub shakes*

*there is a leak somewhere on the sub*
Title: Re: Deep Waters
Post by: Maximum Spin on October 13, 2017, 12:21:27 pm
What, we can't rotate the harpoon? :'(

Oh well, it looks like the giant death eel (spoiler alert: it was a giant death eel!) is making its way to the front anyway... Helmsman! Point us toward that thing so we can shoot it! Torpedoing a fish would be pretty silly, and, besides, I want a trophy!

uhh, and try to be quick about it because we're going to need to surface for repairs soon.
Title: Re: Deep Waters
Post by: GigaGiant on October 13, 2017, 01:29:28 pm
Fire the harpoon as soon as the creature lines up with it.
Title: Re: Deep Waters
Post by: RoseHeart on October 13, 2017, 02:02:25 pm
(Nakéem)
Title: Re: Deep Waters
Post by: RoseHeart on October 13, 2017, 04:39:13 pm
Editing...
Title: Re: Deep Waters
Post by: RoseHeart on October 13, 2017, 04:54:06 pm
What, we can't rotate the harpoon? :'(

Oh well, it looks like the giant death eel (spoiler alert: it was a giant death eel!) is making its way to the front anyway... Helmsman! Point us toward that thing so we can shoot it! Torpedoing a fish would be pretty silly, and, besides, I want a trophy!

uhh, and try to be quick about it because we're going to need to surface for repairs soon.


You take command of any afk crewmates.

(Auto: D1)

Nakéem begins to turn the sub south. But the sub is rammed by the object! *more leaks*

Fire the harpoon as soon as the creature lines up with it.

(manual: D1 [D4])

You spot the creature dead ahead through your harpoon nest window. HIT

The object begins pulling the sub downward...

Sonar(PMd if activity):
Nakéen AP10
Pariscope(PMd if activity):
Captain Maximum Spin AP20
Harpoon(hooked to target):
GigaGiant AP20
Torpedoes(unloaded) 50/50:
open

Depth: A little deep
Dive: A little fast
Speed: Fast
Direction: South
Onboard Water: toe-high
Title: Re: Deep Waters
Post by: Maximum Spin on October 13, 2017, 05:22:57 pm
"Gunner, do your best to keep that thing on the line for scientific study, but cut it loose if you have no choice! Helmsman, get us up and out by any means necessary!"

I'll scurry off to evaluate the damage more thoroughly, but get back to the periscope as soon as I can.
Title: Re: Deep Waters
Post by: GigaGiant on October 13, 2017, 05:48:39 pm
"Gunner, do your best to keep that thing on the line for scientific study, but cut it loose if you have no choice!

"Aye aye, Captain!"

Follow orders.
Title: Re: Deep Waters
Post by: RoseHeart on October 13, 2017, 06:28:13 pm
"Gunner, do your best to keep that thing on the line for scientific study, but cut it loose if you have no choice! Helmsman, get us up and out by any means necessary!"

I'll scurry off to evaluate the damage more thoroughly, but get back to the periscope as soon as I can.


You see a hole the size of a quarter with water pouring in. You grab a welding gun and seal the hole. Water still pours in elsewhere.

you command Nakéem...

[6]

The sub flips around so fast it turns a little extra. The line runs from the front along the side to behind where it toes the creature.

[4]

The creature resists and jerks around. Nakéem is forced to maintain the slightly angled ascent.

"Gunner, do your best to keep that thing on the line for scientific study, but cut it loose if you have no choice!

"Aye aye, Captain!"

Follow orders.

(PM sent)
Title: Re: Deep Waters
Post by: RoseHeart on October 13, 2017, 07:05:23 pm
FYI

I'm thinking I will let each team customize their sub a bit. Use this time now to try crazy stuff you think you might want built into your sub.
Title: Re: Deep Waters
Post by: Nakéen on October 13, 2017, 07:33:23 pm
Sorry, I'm super busy today!

Assume that I'm going into bot mode or thar I had a sudden urgent matter to deal with the toilets
Title: Re: Deep Waters
Post by: GigaGiant on October 13, 2017, 08:07:31 pm
"I'm not fully certain, but if this keeps up, the harpoon's rope might break! What are your orders, Captain?"

Follow the Captain's orders.
Title: Re: Deep Waters
Post by: Maximum Spin on October 13, 2017, 08:57:50 pm
I'm thinking I will let each team customize their sub a bit. Use this time now to try crazy stuff you think you might want built into your sub.
"Gunner, prepare to fire electric stun grenades at the beast. Fire when ready.
Helmsman, it looks like we might be able to afford a more careful exit, so try to give a little more slack to the harpoon line. Watch the sonar carefully."

Meanwhile, I scurry around trying to fix more damage again.
Title: Re: Deep Waters
Post by: RoseHeart on October 13, 2017, 10:48:27 pm
Spoiler: wep commission (click to show/hide)
"Hold it, let me see what will work. I can't work miracles but I'll have SOMETHING real soon."

Spoiler: slack, sonar (click to show/hide)
GigaGiant begins to extend the rope slowly and Nakéem slows down.

2 [5] 3

Even with the eel thrashing about, the creek of strain is noticably reduced.

//Sonar is a manned station. I will give continuous updates while they stay active in the game. (If they are/were recently online aswell)

Quote
Meanwhile, I scurry around trying to fix more damage again.

[6] 3

You find another and begin to patch it up. Finished. The pump seems to be lowering the water. All fixed up.
Title: Re: Deep Waters
Post by: Maximum Spin on October 13, 2017, 10:51:42 pm
Re: Sonar, that was more flavourtext than anything. A reminder to watch out for threats while I am away from the periscope.

Which I should get back to now in case something comes up, i suppose. I'll transition to manning the harpoon if and when it becomes necessary for GigaGiant to ready another weapon, though.
Title: Re: Deep Waters
Post by: RoseHeart on October 13, 2017, 10:54:56 pm
Keep in mind which direction you choose to study...
Title: Re: Deep Waters
Post by: Maximum Spin on October 13, 2017, 10:59:17 pm
Keep in mind which direction you choose to study...
Yes, of course I'm counting on the sonar player to tell me which directions are of interest.
In lieu of any other obvious targets I suppose I will watch the beast, but swivel around every so often just in case.
Title: Re: Deep Waters
Post by: RoseHeart on October 14, 2017, 02:03:05 am
Alright we seem to have 3 active players...

So I will make 5 stations:
A (front)
B (left)
C (right)
D (top)
E (back)

Spoiler (click to show/hide)

You guys can decide what is in each station, except for one. Which will have the power balance station..

Currently we have:

F. Harpoon
L. Torpedo
R. Sonar + Map + Steering
T. Periscope
B. My gizmos

General: portholes, Depth/Speed/Direction/ect, leak awareness

*From now on, "Depth/Speed/Direction/ect" will be PMd to the person steering whenever they manually adjust something or ask for it.

Success related to a station will be PMd to the one manning it when not obvious.
Title: Re: Deep Waters
Post by: RoseHeart on October 14, 2017, 02:06:19 am
Leaks will now come from one of the 5 stations. To repair, you need to say which you will go to. Someone in that station will be aware of it.
Title: Re: Deep Waters
Post by: Nakéen on October 14, 2017, 02:14:15 am
"Sorry Cap'n, seems like last night's clam pot wasn't that fresh"

Go to R to watch the sonar, and man the sub
Title: Re: Deep Waters
Post by: RoseHeart on October 14, 2017, 02:19:45 am
If you manually operate your station you get the best of two rolls.

If you move to an adjacent station then use it, or if you use your current station via afk captain command you get 1 roll.

If you move through two stations your turn ends.

There is greater roll saves if two actions combo to achieve a goal.
Title: Re: Deep Waters
Post by: GigaGiant on October 14, 2017, 07:06:23 am
Continue watching the harpoon carefully. If told by the Captain to do something else, follow orders.
Title: Re: Deep Waters
Post by: Maximum Spin on October 14, 2017, 08:12:42 am
No new information on this front, steady on for the moment.

If we get electric stun grenades, I'll transfer to harpoon and order the gunner to stun the Giant Death Eel for easier recovery.
Title: Re: Deep Waters
Post by: RoseHeart on October 15, 2017, 02:00:39 am
schematics modified...
   ___
  /   \
 /  F  \
|_ ___ _|
|   |   |
| L   R |
|_ _|_ _|
|       |
|   T   |
|___ ___|
|       |
 \  B  /
  \___/

F. Taser Harpoon
L. Torpedo
R. Sonar + Map + Steering
T. Periscope + Exit
B. My gizmos + Red Button
Title: Re: Deep Waters
Post by: Nakéen on October 15, 2017, 02:47:13 am
If a GPS is not an available tech device, attempt to calculate our position (or rough position, no need to go full coordinates if that is too complicated) using maths magicks.
Title: Re: Deep Waters
Post by: RoseHeart on October 15, 2017, 04:05:08 am
Sending PMs before updates. So if you didnt get one you wont.


Spoiler: periscope, new weapon (click to show/hide)

Alright it's something a little different. You can send juice through the harpoon to stun or fry a living target. Wont do much to an enemy sub beyond a typical harpoon.

If the juice is turned up high, non essential sub systems(sonar, gps, ect) will temporarily shut down.

Tip with the pariscope is that it is blind to straight up or below the sub.. (more trivia than n e thing)



Spoiler: Sonar, GPS (click to show/hide)

GPS is smart. ...I'll get it online eventually...



Continue watching the harpoon carefully. If told by the Captain to do something else, follow orders.

1 [2]

The eel seems to be winning the tog-o-war all of a sudden!

Hmm, our engine needs to be swapped. It's just a backup and it's about to die.

Choose an engine!!!

Model P
Virtually silent. Slowest, but barely.

Model K
Sturdy. Max speed goes down if the sub hasn't surfaced in awhile.

Model N
Fastest. Leaves a heat signature. Dangerous if not repaired quickly.
Title: Re: Deep Waters
Post by: Maximum Spin on October 15, 2017, 04:25:22 am
Gunner, zap that thing until it stops twitching.

I'm thinking we go with K. We're probably going to want to surface regularly anyway. But I want to hear the rest of your thoughts.
Title: Re: Deep Waters
Post by: Nakéen on October 15, 2017, 05:03:37 pm
"The model K seems like a good choice!"

Put the sub to a stop, and head off to swap engines
Title: Re: Deep Waters
Post by: Gwolfski on October 15, 2017, 06:31:06 pm
hi. this looks nice. i'ma bit confused. Isn't there meant to be two teams? Seems fun tho.
Title: Re: Deep Waters
Post by: RoseHeart on October 15, 2017, 06:33:36 pm
We have been doing a test voyage. But we could break off into two teams. (would need 6)
Title: Re: Deep Waters
Post by: Gwolfski on October 15, 2017, 06:35:01 pm
ah. I would be interested in this if more players are required.
Title: Re: Deep Waters
Post by: RoseHeart on October 15, 2017, 06:36:59 pm
schematics modified...
   ___
  /   \
 /  F  \
|_o___o_|
|   o   |
| L | R |
|  / \  |
| | T | |
| o   o |
|  \_/  |
|_o_|_o_|
|       |
 \  B  /
  \___/

F. Taser Harpoon
L. Torpedo
R. Sonar + Map + Steering
T. Periscope + Exit
B. K-Engine + My gizmos + Red Button
o. Hatches * 7


Alright Gwolf, this expedition is important because you can test stuff. The local mad scentist(myself) will look into adding systems you wish to test. Welcome Aboard!

(your in the T top)
Title: Re: Deep Waters
Post by: Gwolfski on October 15, 2017, 06:42:02 pm
Hmm I must say, what fuel does this wonderfull creation run on? And where does one sleep?
Title: Re: Deep Waters
Post by: RoseHeart on October 15, 2017, 06:45:16 pm
Hmm. Good place to put a bed may be the T top or B back.

Well I'll give you a hint, the engine needs air(it needs to surface now and then) so it's probably not nuclear or electric.
Title: Re: Deep Waters
Post by: Nakéen on October 15, 2017, 06:50:42 pm
It's hamster powered.
Title: Re: Deep Waters
Post by: RoseHeart on October 15, 2017, 06:52:30 pm
Spoiler (click to show/hide)

What's the sub's name anyway?
Title: Re: Deep Waters
Post by: Gwolfski on October 15, 2017, 06:54:25 pm
*The Unsinkable*

Ironic how subs are meant to sink.

edit: I may or maynot make random terrible mspaint pictures to convey ideas. also myspace bar is a bit broken.
Title: Re: Deep Waters
Post by: RoseHeart on October 15, 2017, 07:37:01 pm
S.S. Unsinkable modified...
   _ _
  / # \
 /  F  \
#_o___o_#
|   o   |
| L | R |
#  /#\  #
| # T # |
| o   o |
|  \#/  |
|_o_|_o_|
#       #
 \  B  /
  \_#_/

F. Taser Harpoon + Stereo
L. Torpedo
R. Sonar + Map + Steering
T. Periscope + Exit + Bed
B. K-Engine + My Gizmos + Engineering
o: Hatches
#: Portholes (faces one way)


The engineering station is now open.

There is 4 power. Currently 1 is set to the engine. 1 is set to the stun harpoon. 1 is set to sonar. 1 is set to to torpedoes. The GPS, periscope, and other subsystems do not need a power assigned to them. A station can have zero to three power assigned to it.
Title: Re: Deep Waters
Post by: GigaGiant on October 15, 2017, 08:13:28 pm
Gunner, zap that thing until it stops twitching.

"Yes, Captain!"

Obey.
Title: Re: Deep Waters
Post by: RoseHeart on October 15, 2017, 09:05:08 pm
//New rule: I will only look for the most recent action you posted. So if you post a new one be sure to include everything else you want from previous posts aswell.

// if you didn't get a PM with further details, you succeeded in what you were trying to do.

Spoiler: S.S. Unsinkable (click to show/hide)

F - Nak
Turn the stereo on if we have one, and start some random tune.
♪ Jump Up, Super Star! (https://youtu.be/g4xW9aCg2zY)

"The model K seems like a good choice!"

Put the sub to a stop, and head off to swap engines
The Unsink quickly slows to a halt.

R - Gig
Gunner, zap that thing until it stops twitching.

"Yes, Captain!"

Obey.

L - open

T - Max, Gwo

B - Ros


Quote from: nevermind
Spoiler (click to show/hide)
I changed my mind! No engineering station!

(But two or more people can team up on a station for more roll saves!)
Title: Re: Deep Waters
Post by: Nakéen on October 15, 2017, 09:12:45 pm
"Engines on and ready to start!"

Head back to R to resume ship maning, all the while humming to the ambiant tune.
Title: Re: Deep Waters
Post by: Maximum Spin on October 15, 2017, 10:08:55 pm
"Ensign Gwolfski, take the periscope and alert us if something interesting happens, yes?"
Provided that he does this, I head off to F to assist with reeling in the harpoon. Otherwise I stay here to man the periscope while pausing occasionally to glare at Gwolfski.
"Helmsman, although it looks like we're probably good on damage now, it would still be helpful to be able to look around on the surface, so let's still try to go up."
Title: Re: Deep Waters
Post by: Gwolfski on October 16, 2017, 06:30:04 am
Man the periscope
"I saw the eel thing. it looks weaker now. keep shooting it!"
Title: Re: Deep Waters
Post by: GigaGiant on October 16, 2017, 03:32:53 pm
"Captain, the creature is weak! This is our chance to finish it off!"

Head over to L and fire a torpedo at the creature. Only do this if the torpedo will not damage any part of the submarine after firing it. If ordered to do something else, then follow orders instead.

Title: Re: Deep Waters
Post by: Maximum Spin on October 16, 2017, 03:41:38 pm
Just going to say, totally OOC, that I don't know what roseheart is willing to let us get away with, but if I were the GM, torping a fish we're attached to would be a terrible, terrible idea.
Title: Re: Deep Waters
Post by: RoseHeart on October 16, 2017, 03:47:20 pm
Your characters are aware of the safe distance from a torpedo burst. However since one action involved reeling in the eel those two actions don't sound like they go well together... :-)
Title: Re: Deep Waters
Post by: Nakéen on October 16, 2017, 03:52:15 pm
Empty ballasts to prepare surfacing!
Title: Re: Deep Waters
Post by: Gwolfski on October 16, 2017, 06:26:01 pm
"I shall observe the fish thing."

Look at the fish thing. look at it so hard daggers materialise and kill it. look at it till it is reduced to absolute zero. Failing that, hallucinate
Title: Re: Deep Waters
Post by: RoseHeart on October 16, 2017, 07:12:56 pm
//Heads up!: Soon we will start the game proper. I think it won't be too hard to get the plus two we need once that happens. Your goal is to finish "operation eel" one way or another and then we'll start!

Spoiler: S.S. Unsinkable (click to show/hide)
-Removed portholes from top.

F - Gig
Head over to L and fire a torpedo at the creature. Only do this if the torpedo will not damage any part of the submarine after firing it. If ordered to do something else, then follow orders instead.

L - open

R - open

T - Max, Gwo
Provided that he does this, I head off to F to assist with reeling in the harpoon. Otherwise I stay here to man the periscope while pausing occasionally to glare at Gwolfski.
Look at the fish thing. look at it so hard daggers materialise and kill it. look at it till it is reduced to absolute zero. Failing that, hallucinate

B - Nak
Empty ballasts to prepare surfacing!

//OR...

We could do something a little different, well a lot different than planned. We could do a mafia so to speak. Or something similar, something called 'Murderer'. The difference is there's only one "bad guy", and the goal is to both determine who that is, and complete a completely different objective.

If we play murderer, instead of the sub race, then the mad scientist would remain on the ship so we can also test new things. Since it would not affect the likeliness of the murderer or the other players winning more or less.

If we do do the Sub Race, then I'll probably suggest the two most active players take the role of each captain for each sub.

And finally, murderer could just be a game to play if one sub loses. With sub race even if the other sub loses you must still finish collecting the orb to win. So murderer could be a game for the "dead" sub to play. In the downtime.

I'll let you guys discuss it, and I'll add a poll next turn....
Title: Re: Deep Waters
Post by: GigaGiant on October 16, 2017, 08:28:16 pm
"Woah! I think I hit it, Captain!"

Do a quick walk around the sub to make sure nothing received serious damage from the shock wave I felt. Afterward, assist the Captain.
Title: Re: Deep Waters
Post by: Nakéen on October 16, 2017, 10:41:46 pm
"Is that an attack?!"

Full Speed Ahoy!
Title: Re: Deep Waters
Post by: Maximum Spin on October 16, 2017, 11:23:55 pm
"Okay, that's not an attack on anything but common sense. Helmsman, the harpoon line is caught against the right side of our sub; you should start turning the nose to starboard until we've gone through 180 degrees to free it. Gunner, once you've finished checking for damage, come up here to help me reel in the eel. Ensign, continue periscoping. Pering scope."

I'll continue to monitor the harpoon line until there's enough slack to start reeling again, then do that.
Title: Re: Deep Waters
Post by: RoseHeart on October 17, 2017, 12:35:18 am
( ..should I take that no one's too concerned if we do murderer or sub race? )
Title: Re: Deep Waters
Post by: Maximum Spin on October 17, 2017, 12:50:16 am
( ..should I take that no one's too concerned if we do murderer or sub race? )
(I'm certainly not!)
Title: Re: Deep Waters
Post by: RoseHeart on October 17, 2017, 12:52:57 am
( Welp I suppose Murder then. So, more of this really. )
Title: Re: Deep Waters
Post by: Gwolfski on October 20, 2017, 02:36:59 am
"Quick! Surface! The crew is going unconcious from lack of activity!"

Surface the sub

Promised 'art'
Spoiler (click to show/hide)
Title: Re: Deep Waters
Post by: Nakéen on October 20, 2017, 03:18:27 am
Make the KiloHamsterling Engine breath a bit!
Title: Re: Deep Waters
Post by: RoseHeart on November 01, 2017, 02:17:45 pm
Arrrrgh! (http://www.bay12forums.com/smf/index.php?topic=168080.0)