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Finally... => Forum Games and Roleplaying => Topic started by: Tyrant Leviathan on April 28, 2018, 12:28:39 am

Title: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 28, 2018, 12:28:39 am
Spoiler (click to show/hide)

That is the clan write up in Spoilers.

How to play this game: Interested people who want to sign up can and play with the clan in question.

It will be a SG game in which you order clansfolk to do work and try to thrive/survive.

Everyone once in a while get Arms Race mode where votes decide what gets made and so forth. A interesting feature are alliances. Can have one ally. Pc or npc you run across. Please note this can fall apart and not cool to spill the beans if then ally with a sworn enemy.

It should be noted there is a combat system of die rolls and such. Depending on condition of troops, gear and tactics. Please also note this is not your standard army system.

Your limited to six hundred (700 if Children take dangerous jobs.)

Yes, finite Troops. The way to get more manpower is accept npc outsiders. Find cryosleep banks and wake them up, defeat a enemy and get them to serve, Hell Can Even make your own robots.

Includes battle pets.

Or babies made and time lapse they grow. (As starting kids age too.)

The other factor that is different is that resources are finite. I will copy and paste the resources but food and ammo and crafts led are finite. Must have workers tending make shift farm land, hunt animals or even trade to get what you want. Hell there is a npc faction that goes around just for trade (best not fight, its possible but their loaded to the gills. Especially since ammo is like cash and they have batteries for energy weapons.)

So yes. This is thread to sign up for this side. There are three left.


As for rules of game, have fun. Think of cool stuff to do, and do not salty.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 28, 2018, 07:18:39 am
o/
Good morning. I’m here.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 28, 2018, 04:42:52 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 Coalition was lead by a genius shape shifter, he had I turn found something. A big dark dome. On the inside was massive table. He had studied in youth what these things were. Interface is what he remembers. He hits buttons. The table lights up and voice is heard as it displays home. Decent Metal shed homes with a thriving ecosystem that was still good for farming as it spoke.

Hello Commander. I am the Info Web. You ha e activated me. Starting now, will send out s web of information. As you and your people hit the strings and expand my vision. I will map it out in real time.”

Besides that. Life was good, how long would it last? There had to be others out there. What was he to do?

SG Time!

A: One should train one of the six hundred souls in tribe to be a leader in themselves. To cordinate more activity. More activity, more can happen.

B: Push forth maximum effort to farm, and search the surrounding debris borders. Need of resources after all.

C: Personally lead a scout team in any direction you wish. To experiment the Info Web. In order to make a bigger map of the area.




Arms Race: Go ahead and suggest something. Plan, tools, etc.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 28, 2018, 06:50:20 pm
Leiden will go out on his own, in an essentially liquid form, spread thin across all surfaces so as to be functionally invisible, undetectable, and invincible. With that, he will explore, activating the Web in a vast swathe, to see every corner of their area.

As for designs, I want stun guns, and a headset that allows those wearing it to see in infrared. Headset takes priority if we can only do one.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 28, 2018, 07:36:46 pm
Yes one at a time. And to get head sets gotta craft them. Crafting skill is the amount times 5 how many done a time. ( as each 600 grown ups counting Jeremy, gear up. Like in X Com.)

Ic

As Jeremy turned liquid there was soon enough gun fire. Laser deployed in random automatic fashion. There were three turrets. Laser ones. Attached to a structure covered in plant growth.

A store house maybe? What to do?

A: Attempt to gel Up turret to attack.

B: Gel on to a visible computer pad. Attempt to rewrite programming (Scholar now shown to be useful. Tech bonus.)

C: Go to another corner of area. There was a small flock of gigantic birds. Akin to Moas or terror birds.


Base command: Anything wish to do? Send more people to other corners? Go to crafting things?

Design:

Head Sets: Since only one with this tribe at moment. The one contender.

Get one more SG situation before turn ends, Arm Race, And turn two.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 28, 2018, 08:19:28 pm
B. Lasers shouldn't accomplish anything against me; even if they can do stuff, I've still got that energy shield generator.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 28, 2018, 09:00:02 pm
Going for B.

Roll!

Success!

The energy beams could not touch the liquid body as it made it to panel. With brilliant dexterity the computer code was broken. Machinery left in blank slate before reprogrammed.

“ Welcome Master. To Cell Block 9.”

On inside one would discover twenty bodies in cryosleep and boxes of stuff in the area. One of those check point access zones.

Now what?

A: Bring back help to pillage place.
B: Look for any sort of log aboutbthis place as it is untouched.
C: Loot what you can before others show up. Though lasers would be a give away.

Notice: Going to go to Blackguard now for those choices. Pick next option then Arms Race dice. As get number of choices per turn. More turns mean more stuff happening as in time will need to take key group to serepste things.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 28, 2018, 09:03:29 pm
Pull these people out of Cryo, have ask them about anything they know, check the logs while they inform me, and then have them help me take as much stuff as we can back to base.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 28, 2018, 09:16:30 pm
As the twenty awoke. Aside the head aches and drowsiness they asked if they had landed on Planet yet? Much to the shock, this was not the case. They knew of old ways. Not new. The files speak of their careers. These people are medical staff. Treat the ill, that sort of thing.

The supplies that were brought back are as follows.

20 boxes of medicine
10 spare grown organs for transplants.
10 medic kits
10 spare parts
10 oil (For mai ten era of power devices.)

As for your head sets?

Rolled

5,4,2. So use Forge Smith to alter the two I guess. Getting busy now as it’s Saturday.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 28, 2018, 09:22:28 pm
Remind me, what are the rolls out of? D6, or 2D6?

Also, sounds good. I'm happy with this result.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 28, 2018, 09:24:28 pm
1d6

Try to keep it in three tiers of two. 1-worst 6 best. In terms of if it works, cost, and any. It’s that need debugging (or develops a secondary feature.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 28, 2018, 09:28:14 pm
Ok. So the headsets are going to be pretty good.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 28, 2018, 09:30:23 pm
Yep. A gear adoption to security detail/scouting.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 29, 2018, 01:19:01 pm
Just so you know, I'm looking forward to meeting Mon Rao. I've got a great idea of how to wreck his shit.

My only hint: there are many advantages to being a shapeshifter.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 29, 2018, 01:27:50 pm
If you meet him. And it was clever to make character a t 1000 deal. But my original thought for transhuman met simply a altered body, that stayed solid. Just more super human.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 29, 2018, 01:29:24 pm
*shrug*
Ok. But this take on it is much more useful.

And yeah, if I meet him. But if we end up at war with his guys, Leiden is going to meet him eventually.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 29, 2018, 01:31:36 pm
Who says Mon is going to start stuff though? Despite the fact they are people eaters does not mean they deliberately hunt people.

Hint- They would rather have as many people as possible and find a way off the ship to world Below. Their religion and common sense.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 29, 2018, 01:33:36 pm
Fair enough.

It's mostly a "what-if" scenario, anyway. It just happens to be one that I think would be interesting to see.
Don't worry, I don't plan to start anything. I'm simply ready for if they do.

EDIT: And after all, Combat is one of his group's top stats. Second only to Explore.
Title: Re: Orbiter: The Coalition Sector
Post by: Screech9791 on April 29, 2018, 02:44:48 pm
I want in
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 29, 2018, 02:47:09 pm
You can gladly join. Next turn get to do votes/suggestions with Glass.

Officer training (which maxes out at four PCs aside Leader.) would mean multiple suggestions get taken.

This game is not a arrow, it’s a web of choices and results.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 29, 2018, 02:51:53 pm
o/ Hi 0cra! Thanks for joining!
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 29, 2018, 06:10:43 pm
Orca, Glass. You got your two bonus points in the research thing for head sets, should use them. Making things even greater no?

As for write up. Edit it in.

Eye of Odin Head Set:

5,4,2+2 so 5,4,4

The world is a dangerous place. Sometimes will be out at night, other times they enemy will use camouflage. This head set design allows for a scout to be a mobile scanner. Nothing gets by their sight. Has to be worn and button turned on.

The head set itself is really light and costs 3 spare parts to make a unit. It is very light and water proof.

The only bugs it has is a tedious battery life, so carry spare batteries. But it gets the job done. Including telescoping feature. Though it’s sight mods can be turned on once at a time. Meaning no long range enchantment/thermos read at same time.

Happy hunting commander.

+ 4 to start with. (Free.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 29, 2018, 06:25:48 pm
...I'd kinda been thinking it would only cover one eye. Kinda like a techno-eyepatch. But yeah, this is fine.

Presumably, the "intense light" would be bright enough to blind anyway, and the "intense heat" would be dangerous regardless of whether they're using the headset or not.

My idea for the next Arms Race creation: batteries that last longer, or can be recharged.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 29, 2018, 06:29:07 pm
True. The name makes sense in eyepatch, which is ok to do.

And I met for intense thermo to make static as you rolled two in bugs. If a 4 it’s nulled And just common sense things. As it would affect sensor or no.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 29, 2018, 06:34:02 pm
And I met for intense thermo to make static as you rolled two in bugs. If a 4 it’s nulled And just common sense things. As it would affect sensor or no.
...
???
5,4,2. So use Forge Smith to alter the two I guess.
I thought we added a +2 to the glitches section? For a 4 total?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 29, 2018, 07:11:13 pm
No. I do not alter what I’d roll. Give you choice of what to do with your points. Going to do 2+2 to defeat the static
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 29, 2018, 07:24:44 pm
Yes. That is what I want to do.

I kinda thought you just wanted me to confirm that was what I wanted to happen the first time. Sorry.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 29, 2018, 07:26:24 pm
It’s alright and yeah. I present what dice Gods give me and you the players add two points or I do it in what you want. Then description and turn two.

After Forge Patrol And Potatoes. Npc turns in Hub. Then turn two.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 29, 2018, 09:33:00 pm
Just wondering, how long would it have to be without them finishing their turns to just skip them?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on April 29, 2018, 09:34:03 pm
I give two days. If by Tuesday nothing happens. Turn skip.
Title: Re: Orbiter: The Coalition Sector
Post by: Screech9791 on April 30, 2018, 03:25:52 pm
Should we make executions involve spacing the executees?
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on April 30, 2018, 03:29:04 pm
I’m not sure if we have a way to do that, and even if we did, I’m not sure we’d know how to do so without dooming the ship to the slow depletement of its entire atmosphere. Conventional executions should be sufficient for the time being.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 02, 2018, 10:46:09 am
The Adjilia Coalition accepts all newcomers as full citizens.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 02, 2018, 04:20:04 pm
Turn two

After the devices were made. As a new project that works, the units were sacred. Ever so. Cue to burning if found herbs, small sprinkling of oil. Tiny amount not counting as resource and in prayer. To make sure the tech spirits happy. Then the scouting party got to worn them akin to eye patches.

Assign how many battery to four units with them? One battery pre act as their energy hogs. And Batteries are cash here.


As far as SG goes

A: Go off exploring. New land or back in extended allied turf (turret support.)
B: Make more stuff. Guns, armor, etc?
C: Make a officer ( which sorts lets orca be his own character. And then can accept or do own ideas but voting process to see what happens. More tribe members more stuff, especially Arms race.)
D: Make your own plan up.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 02, 2018, 04:25:58 pm
Assign how many battery to four units with them? One battery pre act as their energy hogs.
I'm not quite sure what this is supposed to mean? Also, 1 unit = 50 people, right?

As for the SG part:
0cra, if you're going to be active, let's make your officer now. Otherwise, I'm having Leiden go off into new territory again while having our beta testers for the Eye of Odin do some exploration in our allied turf.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 02, 2018, 04:41:16 pm
Translation:

Full battery use if eyes are in for whole three actions= it’s three batteries a person. May need revision in to cutbpower down. Or else ration batteries. As that stuff is important for future items. Also note that afterneach turn batteries are recharged fully. If they reach base. ( at end of decision three if not close to base. Camping mode. Need explore points to survive.)

Better yet with eyes: Just have them turn on manually when they hear or see something off. But night, spam them. Boost survival rate at camping in darkness.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 02, 2018, 07:41:56 pm
Whelp, I'm having Leiden go off into new territory again while having our beta testers for the Eye of Odin do some exploration in our allied turf. The citizen explorers will take 2 batteries per person. I'm thinking it'll be a group of 5.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 02, 2018, 08:34:19 pm
AS the Bets testers explored the allied grounds. One of the young men look with new set piece. Catching three big heat signatures for them. As he alerts the others. They all notice the things when out in view. They were cars. Little noise but could see heat signals from hood. A stand off as they still in cars. Three of them. Two people in each car.

Continue on the hub. Leodandy nand your forces have met.

As for Leiden

Leiden soon enough comes across ruined village. Growths and such. As gigantic ants erupt out of structure. The attacks are puny due to the leaders protean nature. With some handy sensory frying the bugs go away. As for treasure?

1 Power Cell (Cue Half Life noise during cool event.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 02, 2018, 08:36:39 pm
...sooo what are my options for what to do? With Leiden, that is.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 03, 2018, 08:42:37 am
Well got Power Cell. The beta team got car. Though two fit in.

Leodandy people came from western part of your map. You can keep going East. North, or north east.


East/north east as Leiden

Recommend after next scouting to head home. Unless he does not need sleep to head back as dead of night is around the corner.

After said adventuring, Arms Race.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 03, 2018, 09:11:44 am
Three of the beta testers will go home; the other two will take the car north.
Leiden will go northeast.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 03, 2018, 09:38:14 am
Exploring

Leiden: 18

The remaining scouts: 3.

As for the two scouts. The stealth car makes a wonderful run. However the bamboo and metallic rides feature can be a flaw. As a stampede of creatures. Running, from something appears as the car got in its way too fast for info web to catch up to the display. Big creatures slam the car, crushing, breaking it and the scouts onboard.

They are dead Jim.

Lost two people, one stealth car, two Odin eye sets.”

Leiden:

“ Upon traveling the lowly, beaten path of the wilds. Despite its natural beauty. Cue a building that has a near perfect spherical shape with a access point. Seeing no danger one goes in and discovers what it is. Automated AI voice.

“ Greetings Transhuman, model 009 or Protean shifter. Welcome, to the Lithosphere.”

Display as to what it does. It draws power and dust. And it makes stone work. Literally stone, coal, even oil. Also metallic ore as well. As the machinery churs to life as a new treasure has been turned back on.

Leiden is going to stay in building over night.

Arms Race time.

Idea? Then rolls.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 03, 2018, 10:00:55 am
Hmn. :/

First off, I have access to the stealth car tech, yes?

I’d like a modded version of them. Heavier, stronger, so as to be more resilient to damage and safer for the occupants. So our men wouldn’t have died in the stampede. They can be slower in exchange; I do not mind it.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 03, 2018, 10:16:38 am
Well if you had the car could reverse engineer it for process. But you do not have a working model. Do best bet is just have survivor scouts at home base describe what they saw and try to make their own version.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 03, 2018, 10:25:22 am
Sure, they’ll do that.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 03, 2018, 10:41:01 am
Arms Race

Stealth Auto Mobile

1,1,1 ( get to pick which tweaks afterwards.)

Based on the scouts descriptions of what they discovered. The crafters if the community. Found it hard to imagine. Yet in describing what they found. They claim to this conclusion. The owners of design, must already have auto mobiles and such so they knew what they were doing.

Having no idea how to properly assemble the damned thing as it would get loose, making wheels fall of.? And the material for good? Forget about it. Bones rattle too much and break. Wood literally catches on fire. And metal? It survives the heat but if left running too long It shuts itself off.

Will need revision, maybe some super vision, or something to get this working. It is a great idea. Just foreign to us at the moment.

Bright side is. Got a second treasure.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 03, 2018, 11:03:43 am
...scrap the whole project. Not worth it to try to change anything.

Can I have people working on tinkering, to generate ideas for next turn, instead of using the +2?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 03, 2018, 11:06:41 am
Yes. Can save over the extra two for a bonus next turn. So would be rolls + 4. As a trade off.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 03, 2018, 11:07:26 am
Alright, thanks.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 03, 2018, 11:09:51 am
I do believe in equalivent exchange. FMA fan and such. As well as fairness. Besides bad die should not dedicate progress at every turn. Always a better option.

Now, Only one tribe left before turn three.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 07, 2018, 08:13:26 pm
So, does Pax finally figure out to contact us this time around?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 07, 2018, 08:25:12 pm
I rolled for each. This time, the third time you are more likely to get as your the only side with two treasures.


So yes. You guys are up. Then the last.

Ic

The Sun rose as orbit made it say time again. And there was a message at the Lithosphere. Not because they knew the leader was there. But because it just turned online. Clearly smart, expanding people. The kind that could get a feed.

Answer?


Town folk:

What to do?

A: Finally promote guy as Officer?
B: Building a structure for stat boost?
C: Can craftbstriders And Odin patches. Do that?
D: Explore.


Oh and roll

5/6

The trade benefit you and the “ Sneaky Potatoes” works as you hand over fuel for the cars and got the technology. ( capable of four oil units so far. You say how many delivered. After all. You said fuel wvery turn but Lithosphere needs recharging. Meaning holding over/ration the precious life blood that is gas.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 07, 2018, 08:28:08 pm
We'll turn over 3 of the fuel. We don't need much of it right now.

The townfolk are going to promote an officer. I'm thinking Doctor and Family Man. I'll elaborate further soon, once I can get the full list of things officers can have.

Hell yes Leiden answers.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 07, 2018, 10:49:31 pm
Officers can have same thing leaders have, just certain things cannot overlap. Like gifted and Research bonus are out. Get three picks.

Gun Slinger: Better rolls with ranged combat
Gladiator: this time melee
Doctor: Handy to have, can save lives if in area of a poison/infestation and such.
Family Man: Officer, gets their own Officer so two for one.
Transhuman: Yep can Go this route now. Just nothing too crazy.

Notice: Following do not improve clan traits but in condition they run into:
Explorer: Better Explore rolls and Search
Scholar: So Officer has better shot at reworking code.

And best part is now you have three votes/branches. Maximum amount of moves now seven. Anything else if “had a a lot” would be a plus modifier in clan event.


As for transmission

“ Hello? Hello! Hey someone picked up!”

Cue very well done and defined footage of the leader, in very fancy clothes and such. “ Hello! You just triggered the Lithospire. How are you! Yes, I represent Pax. The only current power of layer eight. Who are you sir. Your people? Oh yes. Our base has device to talk to all the specialist, bases. Contacted this one as it is newer triggers online. And layer nine is getting kind of full.” As it is apparently the most outer region and all.”

No options how to reply. Just respond and question naturally. Lasts four questions/responses.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 06:40:20 am
Ok, so, the officers:
Doctor, Explorer, Family man
Explorer (Family relics if that's still available), Gladiator, Transhuman (same kind as Leiden is, if that's ok)

SM should be joining the game soon; he'll name them.

I'll think of something for the transmission soon.

Hmn? Ah, hello? I would be Captain Leiden of the Adjilia Coalition.
You... you know the shape of the world? And what do you mean, "layer nine is getting kind of full"? We have only encountered one other tribe.
Title: Re: Orbiter: The Coalition Sector
Post by: Smoke Mirrors on May 08, 2018, 07:34:34 am
The officers are Martin and Chris Wilder. I figured family ties meant related, so they are brothers. I'll write up some backstory for them later.

I also just joined this group.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 11:18:32 am
( nah only leaders have relics. Makes them a cut above rest. And yes liquid people still a option.)

As for transmission.


“ Ah, I do know the shape of this world. Hell it may come to a surprise. This, this is not a world. We are on some massive space ship our ancestors made to escape some great disaster. That massive thing in the “sky” that we see? That is met to be home. As for layers? Our home is a massive globe with see through ceiling. The surface is more akin to a halo.  Rings of them as layers. You never reached the edge of your sector. Our home is right next to one. As for sector nine? Only one treasure zone is not occupied. And sector nine has the most. Some of other layers have active too. We are looking to find those interested in leaving. Hell, we even invented something to beat the layers.

As for how we know shape? We hold possession of the Crystal Spire. Scanning the ship and talk to anyone occupying a treasure.”

As he then shuts up. Feels he is rambling.

Edit: Welcome onboard SM
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 11:42:11 am
O.O

This... if the ancients could build a whole world... what sort of disaster would have, could have forced them away from their home?
You said... you said there are others? Who are they? Can you tell me of them?
And you say there’s another Treasure? Would you be willing to tell me where it is?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 11:51:56 am
“ We come from a world called Earth. Our ancestors Sun was predicted to explode. To go “Nova” as the ancients claim. And nothing they could do about that. So chooses to take as much as they could and leave. That was five hundred years ago. This is the now. Cannot even tell what calendar it is anymore. Oh I tried contacting the Nano Factory. No answer. Meet, interesting people with Armory. Now your Coaltion. I have no idea of the names. Just wonder. And based on your map location. Would have to go around the layer border and go completely north west to snag it. It’s the Fortress. Basically a massive re enforced base already.


And yes I know where the gates are to go to sector nine and seven. Trying to open them. Also a extremely powerful weapon could do the job. Do not want to risk damaging our ship though.”
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 12:09:42 pm
The Armory... I believe that would be the Potatoes. Not sure why they call themselves that.
And... um...
If the ancients expected the sun to explode, and left, er, Earth to avoid that... why are we still up above said Earth?

And thank you. I’ll be looking forward to a meeting in person.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 12:34:16 pm
-last transmission.-

“ That is not Earth. Our world ship is the size of Mars. Most of it is our recycling systems of air and water. Also ship bays. That sucker we are orbiting, is a much bigger world than our ship or Earth. Oh I cannot wait to meet you guys either.”

-Recalling the Potao Name- “ Must’ve been them. They, were a tad. Awkward. And I cannot down load a full detail map but here.”

Cue a picture. A halo, it showed his location. South to South eastern part of said halo. Almost touching outer rim. And then a border line and another halo and so forth.


Transmission, over.

What to do?

A: Whatever you feel is right.
B: Contact Potatoes on Hub thread the truth.
C: Got to explore!  Oils up striders to spam them for the exploring.
D: Get ready for others. Start crafting.

Officers:

Officers in general do what they feel needs to be done, though get a list of options if asked.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 12:40:29 pm
Couple things. I want a group of our guys to get established here at the Lithosphere, and then we’re off to see the Fortress.

Also, can we get that map uploaded into our Data Web to help with activating it? For that matter, does there appear to be anything of interest visible on the Web?

And yeah, after all that stuff, I’ll contact the Potatoes. But I suspect that PMs might be better than using the Hub.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 12:49:20 pm
Yes pm Potatoes. To beat meta knowledge.

You can have a group to man and take care of Lithosphere. Now trick is to reach it.

Because the other layers are blocking off the path so only option is to go around.
Which can take a while.

Now one last choice via leader then officers. Should be noted everyone if in can vote on said actions. Or make it a true rpg character action and just do. Depends on turn speed.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 12:53:48 pm
You can have a group to man and take care of Lithosphere. Now trick is to reach it.

Because the other layers are blocking off the path so only option is to go around.
Which can take a while.
Wait, it’s not on our layer? Or... what?

Gimme a moment to look up Leiden’s path.

EDIT: He went some direction, then Northeast.
Actually, with the Data Web, our guys back at home should be able to see where it is and the path he took. It shouldn’t be too hard to get there.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 12:59:06 pm
It is on your layer.

Each layer has a border that encircles said layer. If you want to go instantly there. Would have to plow through all the layers to get to other side.

The ship design is like rings on a tree. Was not that way before. During falling out the walls were made to rise.

Basically to reach Fortress you got to go counter click wise way up to reach.

Or go clock wise. Way clock wise. Either path your meeting someone in the way.

If the halo were a clock. Your at 4 on clock, Fortress at eleven close to twelve.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 01:07:53 pm
Oh, to get to the Fortress. I thought you meant getting people to the Lithosphere.

Well, we’ll send people out later to search for it, then. For now, Leiden will start plans to set up infrastructure and defenses so that our two Treasures are linked and defended.

EDIT: Or maybe go looking for more people. Yeah, that’s probably a good idea. Let’s do that.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 02:26:09 pm
Well as you got the info web you got a map of what’s going on. Also a few more turns some of kids will work as adults if not already. 

People gathering:

Exploring
Beating a faction and no genocide
Clone vats
Time (people still have kids.)

As for what to do.

A: Construct a actual road for your camps to have quicker time getting back and forth.
B: Now have more than one Commander (three it looks like) one can stay main base to keep things going while more explorers go out.
C: You really want people safe? Construct something Incase they run into danger.
D: The car building to move faster. According to foreigners map the allies are closer to eight wall than you are. Try to find that gate with perimeter actions.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 02:49:16 pm
For the time being, Leiden will go look for more cryovaults.

Our Doctor officer (Martin Wilder) will remain at base, overseeing the construction of cars and farms.
Our combat officer (Chris Wilder) will go out and lead a group to start building a road and fortifications, while looking out for any other things that might have been missed by Leiden on the first runthrough, as well as people from other tribes.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 02:51:54 pm
Excellent. Will roll up latter. Gotta go somewhere for a bit.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 02:53:12 pm
Ok.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 05:23:06 pm
Results

Leiden went off in search for more cruovaults I’m area. Found none, however in the horizon found a base. It was big and it gotvwalls and newly minted turrets Up. Judging from the people. Found the Potatoes, their treasure being the Armory.


Build:

Farms: Fot a + 2 to farming. As one made a silo to store things harvested, without spoilage or Vernon getting them.

For vehicles. Three striders now. But only one fuel for a single one.


The road work went off no problem. As the forested areas cut down and weeds uprooted while dirt was paved. But, something happened. Several humans, in strange hide type robes stole some clearing told and worker lunches. Our Gladiator Commander And two helpers tracked them down. As no Odin eyepatches were produced, Combat Officer had one of prototypes left. As the trio ran into a settlement. Said settlement made from ruins of a ancient battle ground. Bones, of machinery and such. Spooky place. Also note the wall bordering them from vacuum of space is visible. Has a nine on it.

A: Address the people.
B: Attempt a non lethal duel with best melee fighter to give them the heads up.
C: Let them keep the things as gifts but try to adopt them anyway.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 05:35:34 pm
Hmn...
I'm thinking C. Give them a few days or something like that to join us; if it seems they aren't inclined to join us, do B.

EDIT: Don't update yet. We're good now.

EDIT2: By the way, what tech does Leiden see the Potatoes having?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 06:51:00 pm
Just the stealth cars and defended wall. Their second invention has not been crafted yet and the cool toys in Armory have not been taken out yet.

And yeah if they do not show up innsay two turns address them. (The npcs)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 06:59:52 pm
Could you explain just what it means to "address them"?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 07:28:09 pm
Should visit the thriving npcs to deal with them.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 07:29:45 pm
Ok, so A and C now, give them two or three days to think it over and join, and if they don't, Chris will go and do B.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 07:30:48 pm
Alright so Arms Race now.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 08:54:30 pm
Can we get some kevlar-equivalent armor for our guys?

EDIT: Also, since Leiden is in the Potato HQ, do you mind if I look at their last page? I feel like it might make sense as the standard operating procedure for if you find someone's place and are there: you can see what's going on right now, and maybe catch some traces of what has happened recently, but not all the way back, of course. And, of course, the busier a place is (i.e. the more frequent posts it has) the less far back you can see.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 08, 2018, 10:29:01 pm
Well you can ask to stay with them as you cannot go home. They made a killer advance.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 08, 2018, 10:34:09 pm
I have asked.
Again: may I look at the last page of their thread?

And the kevlar armor thing is what I want for the Arms Race section, if that wasn't clear.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 09, 2018, 10:54:25 am
He said ok. If he gets to see your last page.

As for tech.


Kevlar Armor:
3,6,2 =4,6,3

It works. A classic old world armor blend. It is dirt cheap to make but nothing too advanced. As like Kevlar it does not protect against blades,edges, or extreme heat and so forth.

Start with 16 Kevlar units.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 09, 2018, 11:54:23 am
Remember, I’ve got an additional +2 for not using it last turn. Make that 5,6,4. Or 4,6,5.
Which part does what, again?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 09, 2018, 12:10:42 pm
Remember, I’ve got an additional +2 for not using it last turn. Make that 5,6,4. Or 4,6,5.
Which part does what, again?

Right right. My bad.

First number: How well you got the concept down to how much you actually know what you doing.

Second: How easy it is to build based on first number in quality.

Third: Five and six means the concept has a bonus feature you did not ask for but exists. In a good way. 3,4 means nothing special. 2 And 1 means it is a big/flaw hurting invention.

As for Potatoes:!If you let him see this page. You can se his last page. And yeah number it How you want and will update on first page.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 09, 2018, 12:13:46 pm
4 6 5, then. Resistant to blades and edges in addition to piercing, please.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 09, 2018, 12:30:31 pm
Done. And yes May the spying began.
Edit: Met spying but phone.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 09, 2018, 03:15:27 pm
May the spring begin.
???
Meaning?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 09, 2018, 03:55:09 pm
Phone went to spring instead of spying.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 09, 2018, 04:01:28 pm
Ok.

Also, let Leo know that if they can come up with specific questions, I'll answer them.

EDIT: Aircraft, huh. And turrets and other firearm-based stuff. Plus more cars (though that was expected).
And they've also got two new officers, both transhuman (not stated how precisely), one a scholar and gunsman. Ok.
Also, farm.

EDIT2: Also, since Leiden is at their base, we should be able to see it at all times on the data web, right? Since no fog of war and all that stuff.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 09, 2018, 05:25:51 pm
Yes you now literally see ins and outs of the base due to info web uplink.

The only thing that’s beats info web scan is the same thing as your eye patches. Tech/abilities that bend/distort light/heat.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 10, 2018, 08:04:03 pm
Alright, so.

Leiden was able to hack the turrets. Can he hack robots?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 10, 2018, 08:06:26 pm
Nope. Their soft ware is well concealed.

Got to bust them up.

And that village you found... well when turn overview is finished, should check.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 10, 2018, 08:15:24 pm
We can keep an eye on them via info web, yes?

...did they get slaughtered by bots. They did, didn't they.

Why did you do this. What made you think killer bots for everyone was a good idea?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 10, 2018, 08:20:45 pm
1: Change the pace. Also only one kind of robot has a gun, everything else is melee only.
2: How to get the rarer resources. Plus got to show home work with combat.
3: Robots are not the only things. Closer one is to layer 1 and at layer 1. Think it’s a cake walk?

Your in for some fights. Everyone needs to get hands dirty sometimes.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 10, 2018, 09:25:48 pm
Naturally due to the event of the machines. That tribe at the wall retreats. Losing 30 of 50 Of it’s members as the split at road. Ten to info web. Ten to Lithosphere. The info web was chattering with activity in the corners. As some machines seen heading towards them. Would take one or two days.

Plot your defenses.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 10, 2018, 09:34:05 pm
I want the Lithosphere printing as many magnetic materials as it can, as strong as it can. We’ll seed them around the area to screw up the electronics.

Keep a watch on the machines. I want to know their tactics, where specifically they’re coming from, their numbers, etc.
Try to direct them to the turrets.

Inform the Potatoes. (Though of course they already know.) Do they have any EMP/antirobot weaponry in their armory?

Keep a watch with the Odin Eyes. Robots do still exude heat.

Everyone gets Kevlar.

What weapons do we have access to?

Leiden is going to be schlorping around with his EMP laser rifle, shutting down as many targets as he can, prioritizing big stuff and things with heavy weapons.

More ideas as I get more info from you.

Today’s Arms Race tech: lower-power versions of Leiden’s laser. Prioritize cost-effectiveness; we can fix bugs later. They just need to work and be able to be given out.

Our doctor guy minimizes casualties, our gladiator guy (also a blobman) leads the defenders. In addition to his normal combat (with weaponized whip-arms or sword-arms or some such thing), he’ll gum up the joints of robots he’s in combat with.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 10, 2018, 10:58:40 pm
Lithosphere has made six material.

: Spent, now ore. Yes, plain ore. But it does have a magnetic effect, placed around like bread crumbs. Machines can see the effects so avoiding them.:

Pick 2:

Leiden vs machines

: The fourteen foot tall headless automations with humps Where Head should be had massive knuckle blades and fists. Too bad their emp shielding sucks. Circuits fried so lacking that but six of them down. 600 scrap metal, 30 spare parts, and five working batteries for total of 30 when pooled together.

One unit had twin machine guns. Two machine guns and 300 ammo


3.

Leiden continues going west. There are machine tracks. Not known if any people there though. Might be due to tracks. Humans must exist. A Strider car or flying machine would make things faster.



Gladiator

: Goes ape shit on machines, weaponized arms dismantling them. And their weapons did manage to hurt him, lightly as the claws super heated and cracked with energy. Though the doctor brother made sure everyone was fine.

As the war of the machines just started. The machines graded together gave off 300 metal and 60 batteries. But brutality of attacks destroyed spare parts section.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 10, 2018, 11:10:38 pm
We can use the magnets to herd the machines, or make zones that the machines avoid (say, the perimeter of our territory).

Anyway, for now, going to sleep. Tell me what else is available to do and I'll put thought into it in the morning.
Title: Re: Orbiter: The Coalition Sector
Post by: Smoke Mirrors on May 10, 2018, 11:19:04 pm
Medic = Martin
Gladiator = Chris
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 11, 2018, 10:05:32 am
No you did it well, herding them away from your turf and your relic plus Chris.

Arms Race:

The Zip Gun:

4,6,1= 5,6,2

The Zip gun is a hand held pistol that emits emp energy. Perfect for frying the computers of said robots and can also stun people. The biggest issue is a cool down rate prevents rapid fire. But at least battery life is normal. Also the biggest irony is that the gun is pretty cheap to make.

2 scrap metal and 1 spare part.

Start off with 20.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 11, 2018, 10:16:30 am
Perfect. We don't need particularly rapid fire given that each shot can down a robot, and we can make tons of them. So long as our dudes stagger their fire, we can keep pounding our opponents just swell.

Is there any more time in this turn?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 11, 2018, 10:35:53 am
No because the moves were made and officers used their specialties as plus modifiers. That’s the deal with them. They either do Bonus actions or use talent as modifiers for given task. In this case no one dying and blob man beat down.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 11, 2018, 10:41:08 am
Ok.

We got... 900 scrap metal, 90 batteries, and 30 spare parts, yes? That could be made into 30 more zappers, if I'm right. Or were the amounts of resources stated in Leiden’s part per behemoth?

Also, could I get a rough map of the station, with the areas we've seen shaded in with notable locations marked down? I'd like to know where things are relative to each other. Also, how far our guys can go in one action, on foot, in a car, and the hypothetical of in a potato flyer.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 11, 2018, 12:04:38 pm
Yes can have 30 emp Guns. To go one intense robot hunting.

As for map.

Your in the south east corner of the halo. Almost touching wall. Three days away from Potatoes.


The corners are north east, north west, west in general, and south west.

The turrets are in the north east. They too blow up robots but well molted them down.

The west is marked by a mysterious rock formation. And bigger trees. Shockingly there are tracks but no violence. It should be noted from the feed back of the Pax, you know where the 9th gate is. It’s north west.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 11, 2018, 12:06:20 pm
Can I have a picture?

And yes 30 sparkies for a total of 50, let's go hunting :))
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 11, 2018, 12:08:46 pm
:sign: I never really made a official map.. just been working at projecting image in my head and going from there.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 11, 2018, 12:56:46 pm
Actually, let's only make 15 sparkies (35 total). Let's use the other 15 spare parts to make 5 more Odin headsets (or units thereof; how many people can we equip with a unit? Or was it feeding people where 1 unit = multiple people?).
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 11, 2018, 01:01:06 pm
Each food unit feeds someone. One a person. Non big time gear like your zippers and basic armor can equip ten a time. So your forces are well equipped against the robot unit.

Your only thing is Odom’s are considered unique gear, so have to slap them on everyone one at a time.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 11, 2018, 01:04:56 pm
Ah. Ok. I guess that's part of getting a 6 as opposed to a 4 on the cost roll.

Ah well. I guess we can work on that later.
If you use an Arms Race turn to improve an item, is it a flat improvement, or based on rolls?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 11, 2018, 01:11:59 pm
It’s flat.

Yes it goes like this

Cost roll

1-2: there is only o e of said item and only roll for said item
3-4: Depending in what it is, can be one to five people.
5-6: Depends again on volume start off with. But can arm people fast with this stuff.

Improving a design costs 1 Arms Race And it’s based on your tech/engineering score. Improve 1-3 on chance.

Just like building things to improve clan stats. Where the highest plus is 3.

Also noting due to everyone’s stats, no one is starving anytime soon unless got a huge influx of new people.

Last note: When you guys do eventually venture to other layers need gear. Travels le food, water becomes important and so forth.

Got to pack for long haul, build out posts to gather ones bearings, future designs for exploring and so forth. Vehicles make it easier but got to fuel those too.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 11, 2018, 01:18:12 pm
Improving a design costs 1 Arms Race And it’s based on your tech/engineering score. Improve 1-3 on chance.
...
Also noting due to everyone’s stats, no one is starving anytime soon unless got a huge influx of new people.
Ok. So, we have 15 farm (started at 13, got another +2 last turn), so I expect we could feed everyone even if we did get a relatively large influx of people, and our tech and engie are 18 and 15 respectively, so, I expect that we'd get +3 on almost any improvements. Ok.

Last note: When you guys do eventually venture to other layers need gear. Travels le food, water becomes important and so forth.
Got to pack for long haul, build out posts to gather ones bearings, future designs for exploring and so forth. Vehicles make it easier but got to fuel those too.
Outposts would likely be my main method. That, or just slow expansion outward by means of roads and settlements and such. I generally prefer to take stuff slowly and safely.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 11, 2018, 01:23:31 pm
Smart. And yes at rate your going could field a army of people.

As literally unlike most Arms race. People/would be soldiers are a resource.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 11, 2018, 01:34:04 pm
As literally unlike most Arms race. People/would be soldiers are a resource.
That’s because this isn’t just Arms Race, it’s also a civ management game. Primarily one, in fact.

EDIT: Also, could we have Martin's doctoring this turn count toward the establishment of a proper hospital? I want to get our medicine stat up.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 11, 2018, 01:53:45 pm
Next turn he could make a proper place with his medical knowledge and your guys building a proper place. This turn his presence known so no one actually died (they got injuries but doctor play made it so not out of action. If out of action can heal up based on medical/doctor.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 12, 2018, 07:23:27 am
We've got the lithosphere and a bunch of metal, and you've said before that water isn't going to be a resource problem, yes?

I say that unless things change, no mining. We don't need it.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 12, 2018, 11:09:43 am
Alrighty. And yes all main bases have water as infinite resource.
( because the lower halve under the main floor is water, air recyclers, and the space craft bay.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 12, 2018, 11:29:10 am
If the others take a particularly long while to do their turns, could I potentially get a handful of bonus actions to do? Just one or two.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 12, 2018, 11:46:08 am
:rolls.:


+ 1 spare action.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 12, 2018, 11:47:10 am
Hospital.
And thanks.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 12, 2018, 12:33:38 pm
Building roll: 4

2

Doctor officer giving insight: 1

+3 medical.  Now 14
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 12, 2018, 12:51:50 pm
I notice you added the techs to the OP. Could you add the stat buffs to it as well? Farming at 15, this at 14.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 12, 2018, 12:55:36 pm
I have been trying to keep track of that. I do the stat buffs to op too. Just you gotta remember. I am working on all four of you guys. At once.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 12, 2018, 01:00:14 pm
I understand. And I get that I probably put a larger burden on you than the others (100+ posts vs. ~40 each...), and I'll try to go easy on you. :P
But yeah, I tend to be relatively more attentive and inquisitive about the games I play than other players.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 13, 2018, 10:53:21 am
Was just looking back through the thread. Humorously, it turns out that stun guns were right with the Odin headsets for "things I want made" in the first turn. :P
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 13, 2018, 04:11:08 pm
Couple of things.
1. Could I get a list of the Coalition's resources?
2. Are the sparkies basically lightning guns?
3. Is our Kevlar armor equivalent to the ceramic armor?
4. Do we need research to start making the "Wrecking Rod" with all the metal we've got? It's just a mace, a pretty basic concept. Blunt weapons were the first weapons.
5. How big are Armodons, where are they, how common are they, and how docile/easy to tame are they? Would it be viable to build an outpost/small village on one's back? Because I want to do that.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 13, 2018, 06:34:38 pm
1: I will go through notes and thread to do your resource chart.

2: no. Lightning guns kill people and it’s like a electric flame thrower. Zip guns fire emp bolts that are non lethal but painful to organics.

3: Equal Yes. The only difference is ceramic comes with helmet, kelvar does not.

4: No need to research anything already on the list. Just need resources and craft ingredients. Wrecking Rod is a cudgel/maul. Cost is 4-8 scrap metal or two ores.

Will do resource list.

Will answer five latter. Busy now.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 13, 2018, 06:51:41 pm
6. Do those doctors we brought out of cryo give us any kind of buff to making medtech or anything else of the sort? Since, y'know, they're from "the ancients".
Actually, for hat matter, couldn't they give us info on a bunch of history stuff, plus some decent old-world tech? They're doctors, they've got to be pretty smart.

EDIT: Also, given the zappers are based on Leiden's prototype laser rifle, they should fire EMP lasers, not bolts.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 13, 2018, 08:41:57 pm
Okay they are laser pistols. Just waiting for bus in rain. Will do Armodon now though.

They are uncommon, mostly in grass land binomes. Tame rate is 12. A omnivore. Usually plants but will eat dead carcasses.

Their value hunting is 160 meat, 50 chitin And 200 bone.

Claws and mouth are deadly. Do not like tree zones as they got to knock them
Down, push comes to shove they will.

Can be found or bought from Nomads/Beast Lords.

They are large enough that a family of five or gunnery team can stay on animal with provisions though someone needs to be on ground level to navigate the damn thing.

So no city wide outpost deal. But mobile watch tower is possible.

Oh and they have no natural predators.

And the people are blanks. People in tubes too long lose memories. Last living human who knew ancient lore died 9 generations ago

Will do resources on bus.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 13, 2018, 09:06:43 pm
Got it.
What's our area's biome?

Unfortunate that they're blanks. I wonder if we could research ways to undo the damage...

Thanks.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 13, 2018, 09:15:03 pm
I rolled and all PCs are in wooden areas. There is grassland in sector 9 though. Explore.

And there is a way to revive lost memories. Need tech stat 18-20 to attempt without negative modifiers.

Bus almost here. Rain stopped. When sitting do resource check and finish op update.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 13, 2018, 09:30:47 pm
Tech: 11+(2+5)=18
*ahem*

The Adjilia Coalition is scientists.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 13, 2018, 09:39:51 pm
Right then you can try procedure next turn.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 13, 2018, 09:53:33 pm
When can I expect the next turn to start?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 13, 2018, 10:22:45 pm
Depends on others as no one has been responding and I am trying to update all game facts so I retreated parties know what’s going on. After update I will set time limit.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 13, 2018, 10:26:17 pm
Ok.

Going to sleep momentarily (basically right after I post this). Just wondering: since we don't need to research to make them (as they're on the list), what are the costs of...
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 13, 2018, 11:04:07 pm
Ok.

Going to sleep momentarily (basically right after I post this). Just wondering: since we don't need to research to make them (as they're on the list), what are the costs of...
  • Liquid metal tool
  • Force wall
  • Adaptive shield
  • Phoenix armor
  • Jotun
  • Sky cycle
  • Sky runner
  • Soldier
  • Crusher beam

Phoenix Armor: 15 ore, 80 spare parts, runic chip, power cell.

Liquid metal tool: 3 ore, 2 runic chips, 15 spare parts,

Jotun: 20 ore, 1 power cell, 50 spare parts, and 1 runic chip.

Sky Cycle: 80 scrap metal, 50 batteries, 25 spare parts, 12 computer chips.

Sky Runner: 15 ore. Power cell, 70 spare parts, 5 runic chips.

Crusher Beam: 5 ore ( can melt down 10 scrap metal for forming ore unless Lithosphere use.)  12 spare parts, 5 computer chips, one power cell (because batteries are not worthy for ultimate starting beam gun.)

Soldier: 15 ore, 40 spare parts, two runic chips,  power cell,

Adaptive shielding: 70 spare parts, 50 computer chips and 60 batteries.

Force Wall: 60 spare parts and batteries.

I think I got it all. Stopping posting now. When I get access to resource notes will post them on op.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 14, 2018, 07:35:40 am
What are runic chips?
Is there a way to make “spare parts” with the metal we have?
Is there a recipe for a power cell?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 14, 2018, 03:01:49 pm
Runic Chips: They are advanced computer chips that have a pre set AI already programmed in and have rune style symbols.

Spare Parts making? Nope, not happening. It has to be found. Remember I am trying to make a strategy game with limited resources. Spare parts are among them.

As for Power Cell. Same deal as spare parts except power cells are reusable for fuel.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 14, 2018, 05:16:41 pm
Leo's sending me plane tech, I'm sending him dirt-cheap ceramic-equivalent kevlar armor (hypothetically tech, though presumably we could just supply their entire population as well as ours given that the stuff doesn't have any production cost).
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 14, 2018, 05:42:32 pm
...you made Leo's invisibility suits anti-heat, when the assumption is that everyone is seeing in visible light?
That doesn't really make sense. People can still see them with their eyes. I think you need to fix the wording there.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 14, 2018, 05:48:34 pm
It works like predator stealth field. Except instead of just light bending around. (So only visible when moving and then it looks, off.) I added heat/electro/sound proof because there are things that see that way.

Like the gigantic carnivore bugs you cannot tame in some of other sectors. And the death bots see in all range of sight. So if in infra red. Could not make out where vital striking occurs.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 14, 2018, 05:53:10 pm
You never said it got rid of light signatures, though.
You only mentioned heat.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 14, 2018, 05:55:34 pm
I said it blended light akin to predators stealth tech as long the suit works, it eats up battery though and it’s not eliminating light. It is “bending it” around. If one completely block light you’ll be blind and invisible or in reality having a aura around you being pitch dark with all could see the darkness moving, just not where to aim.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 14, 2018, 06:04:09 pm
"the effect? It is not armor that can withstand too powerful a strike or simple gun fire. But it absorbs all heat signatures and is easy to move into. It even stops production of sound. Though if moving can still be seen, akin to predator from movie"

There is no reference to bending any light. There is anti-heat and anti-sound.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 14, 2018, 06:51:12 pm
I made note of bending light. And the rest illustrates it’s not combat worthy, only stealth.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 14, 2018, 06:54:32 pm
Ok. Fine.
*shrug*
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 14, 2018, 06:58:10 pm
Stealth suits: 3,6,4

5,6,4

The Hades Night Walker system. As the name states. It is based off a old Earth legend that the God of Death walks invisible among mortal men, unseen and takes them when their number is up.

The suit is powered though. So needs two batteries. But the effect? It is not armor that can withstand too powerful a strike or simple gun fire. But it absorbs all heat signatures and is easy to move into. It even stops production of sound. Though if moving can still be seen, akin to predator from movie though (weird bending person outline thing.)

Aside that it does bend light to a degree for predator cloak effect.

But you wanted stealth suits. Here you go. Also it splinters off electric signals of suit unless it’s damaged. Otherwise it works.

^- To be clear.

Especially the bold.

By the way. If I had known what I knew now. Would have gone with Nomads or Genesis scenes. ( as aside resources, there are no lists of things to craft from start.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 14, 2018, 07:07:26 pm
Got it.

Also, what do you mean by
If I had known what I knew now. Would have gone with Nomads or Genesis scenes.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 14, 2018, 07:26:47 pm
Saying those games do not have preset stuff like power armor and stuff. Way more bare bones in starting gear.

Prophets/Nonads: Guns. The bullet kind and blades.

Genesis: True cave man, spear, axe, club, and bow/arrow.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 14, 2018, 07:35:15 pm
Ah, you mean started by only showing us that stuff.

I mean, you could just declare "these are the items you can make, these are samples of what could be created later or discovered".
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 14, 2018, 07:38:20 pm
True. Maybe can apply that to Nomads/Prophets.

But Genesis is literally world reset button.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 14, 2018, 07:41:44 pm
Well, we're clearly not doing Genesis. But Nomads works well enough, right? It's just influenced by the current setting.
I'd say the Fallout games are a good idea of the tech level we've got to start with. There were lasers in the old reality, we can still make lasers. Maybe most of them are harder than normal to do than guns with bullets, but *shrug*

Anyway, it makes sense for my guys to have an at least ok understanding of lasers because we've got Leiden's laser.
And I think those turrets we found were laser turrets?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 14, 2018, 07:58:40 pm
Yes. You guys get lasers fine because Leiden has a Laser, Laser turrets, And 18 tech.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 14, 2018, 08:03:58 pm
Yeah. :P

So, when do you think we can expect the next turn?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 14, 2018, 08:13:35 pm
As always. Madman. : Saw Crazyabe posted. Feels need to drop time limit again.:
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 17, 2018, 10:19:25 am
So, has the Forge Patrol done their stuff?

EDIT: Also, is there any way we could make it so Potato exploration activated the Info Web?

EDIT2: And are resource lists soon?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 17, 2018, 10:29:15 am
Forge patrol has two people now, still did nothing and today I am getting a compute to myself so resource list in op.

And the faction lists will be done today for sure.

As for map sharing. Yes you are well aware of the dire apes.

Lastly I posted up Rage Across the Heavens.

And when this is finished (yeah right) or if Rage bombs through, will do Home Fleet.


As Home Fleet is my version of Shadows thingy.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 17, 2018, 01:42:13 pm
Resources up on my Hub post and op page.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 17, 2018, 02:37:57 pm
Not just awareness of the Dire Apes, I knew about that. I’m asking if there’s a way to make explorers from the Sneaky Potatoes trigger the Info Web in the same way that our people do.

EDIT: Also, the OP still doesn’t have a list of the resources we have.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 17, 2018, 02:52:48 pm
I was going to post “your” charts on I diviual threads. So if people want to trade got to find each other and op board.

The list of resources is in op.

Just trying to work out some details and look through all four threads for each faction as you guys all started with same stuff but each got stuff more or less.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 17, 2018, 03:22:24 pm
I was going to post “your” charts on I diviual threads. So if people want to trade got to find each other and op board.

The list of resources is in op.
I knew that part. I just thought you were saying the individual lists were up, when they weren't.

Anyway, the other query?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 17, 2018, 03:24:22 pm
The no fog of war effect does not affect the Potstoes. The only way to do so is alliance talk and give the codes so both share info web. After that we’ll two of you would burn through the map.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 17, 2018, 03:29:36 pm
...if we keep sharing stuff, at what point do we stop being two independent groups and just functionally and/or officially become a single tribe?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 17, 2018, 04:46:38 pm
This is true. If you two literally do I do share. Your basically one side.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 18, 2018, 08:24:42 pm
It's after 8 o'clock on Friday.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 18, 2018, 08:42:33 pm
My bitchy girlfriend has kept me away. I am updating soon and penalize ThenForge patrol.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 18, 2018, 08:45:04 pm
Fair enough.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 18, 2018, 09:21:28 pm
Done. Update.

Also op as well and gave a shout out to second game. If God Wuest fails, going start to Home Fleet.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 19, 2018, 08:34:10 pm
Your resource chart as my girl let me work.


Coaltion Resources:
628 adults 110 children

300 ammo
390 Batteries

1,500 farm grown food

15 things of lumber
200 Of plant fiber (crafting mostly)
15 bones (craft)
20 spare parts ( crafting)
880 Metal debris (crafting)
20 boxes of medicine
10 medic kits
10 organ transplants ( medic stuff is not a trade/craft resource)
1 oil
6 magnetic ore (in use, can recycle)
1 Power Cell
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 20, 2018, 12:39:31 pm
Thank you.

So, aside from resources, what's the current situation?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 20, 2018, 01:54:15 pm
Your among the top tier of factions due to having two treasures and such.

Trying to count others and working on God Quest. My take on Infinity War.

Though will update this game in future
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 20, 2018, 02:49:47 pm
Ok.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 24, 2018, 07:40:47 pm
It's Thursday.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 24, 2018, 10:16:22 pm
Due to time I have to cancel. Many things happening now. But I will update. Trying to finish everyone’s resources for update
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 30, 2018, 05:30:36 pm
So, when's the ETA on this getting going again?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 31, 2018, 11:55:20 am
Now


Turn 6



With Knowledge if a company of dire apes to south and the west seems more plain based, where do we go today? Also activity in north east border.


Lithosphere currently six units out of twelve.

Also you and Potatoes know where your at. Some have even suggested making a merged clan. For sake of better resource gathering and protection. Especially since they had the old world Armory.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on May 31, 2018, 06:11:02 pm
What would merging entail? Would we still have our own actions, or would we split them?
What other events are going on right now? What's the Northeast border activity? We don't have fog of war, after all.
Did we ever roll for the Arms Race part of last turn?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on May 31, 2018, 11:57:04 pm
I thought we did and Zip guns are easy to make but a bug in works.


Clan combining means one main central leader, but adds seven tribal actions.

The activity are humans wearing animal bones, armed and spider silk armor. It’s the freakken Beast Lords.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 01, 2018, 07:41:04 am
Let’s go make contact with the BLs. Peaceful contact, of course. We’ll ask them what they know about the surrounding area, if they have anything to trade or that they need from trade, etc.

I checked, it was the guns, but it’s just that they were something like 6 pages ago, so I’d forgotten. :p
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 05, 2018, 11:54:44 pm
Beast Lords

You send a small band to the new kids on the block. Their response?

14 Of 20.

Some appeared scared and draw out strange looking pipe like guns. But those in more exotic uniform with furs talk them down as it appears they do not wish to risk a war.


“ We come from the lands north of here. You, first free people we have spotted on this world. Who are you? As for trade? Sure, there can be such a thing. Our most valuable possession, is our taming talent. Got all manner of beast to obey us.”
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 06, 2018, 07:36:30 am
"We're the Adjilia Coalition, and we'd much rather trade and peace to battle and bloodshed. We can provide any material you may need, so long as it's inorganic.
We've actually made contact with two other civilizations. On our northeastern border, there's the Sneaky Potatoes; we've been working closely with them. The other group, we haven't properly met, but they contacted us across the speaker systems. Call themselves Pax. They're the ones responsible for all the robots around; they were trying to get from one sector to another."
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 06, 2018, 01:39:17 pm
“ Sector? Sector? Like our world a onion and beyond the Wall is more land? We, want to see. No bloodshed needed. The wrong man in war is the one who starts. Pax? Never met them. Hmmm, inorganic material? That does sound nice. Great for building or crafting. We have a military academy of the ancients and a gigantic fortress. Our biggest treasure are our beasts of burden. Our own tools not so great, of own hands.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 06, 2018, 01:56:47 pm
*nods*
Yes, beyond the Wall is more land. The Pax are somewhere on the other side; it was actually their attempts to get to areas outside their Walls that led to the release of the robots. We're presently uncertain as to where the entrance is.
As for trade. Beasts of burden would be of much use to us; we presently don't have much in the way of transportation. If we could buy some, it would be greatly appreciated.
And another trade, one of information. I think it would be good if we could each have liaisons with each other. A bond of trust, yes? The Potatoes have also notified us that there is a pack of Dire Baboons or some similar thing living south of our camp, which we would be happy to let you tame. Does this sound good to you?

We should also set up a liaison/embassy at the Potato camp, and let them set one up with us as well. Not quite "one tribe", but a step there to appease those that want it, and certainly diplomatically useful.

EDIT: Changed color, as I remembered seem to maybe recall that I'd been having Leiden talking like this previously.
EDIT2: Yep, I checked, I'd had him speaking in cyan.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 07, 2018, 09:19:29 am
“ Hmmmm. Lead us to the beasts, and yes a sort of trust in which our people will talk is good. We will trade animals based on what you offer.

( Ore is what interests them the most, especially exotic/custom stuff. )

“ We are willing to trade with our animals too. Depending on what you can do.”

(Show them goods first then they show their own.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 07, 2018, 09:46:20 am
We’ve found that the robots have a weakness to magnetic ores, and avoid them; placing them around is very useful for getting them to leave certain areas alone, or to set up bottlenecks that you can funnel them through. If you’ve had any issues with them, that would be very useful.
We could probably also create strong, light-weight materials for you to armor your animals with, if that’s something you need.
If you have any other ideas of materials you may need, we could probably find a way to provide them.

And yes, we’ll lead them to the beasts.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 08, 2018, 12:34:15 pm
I'm thinking of an idea: I'm going to try to get everyone up into a United Nations-type setup, or maybe a setup where each tribe instead becomes a Guild, specializing in what they're best at and everyone benefitting from the assistance of the others, but with part of the point being that each group will, for the most part, retain the autonomy.
With the tribes encountered so far, I'm thinking the Adjilia Coalition would primarily focus on utilities and technology, the Beast Lords would be the defensive military and secondary food suppliers (secondary because the AC can do that quite handily), and the Sneaky Potatoes would be the scouts and offensive military, as well as giving us our base information on some of the lost technology. Of course, everyone will be keyed into the Info Web.
I won't propose this to the other groups until I know how our relationship with the Beast Lords is, mind you.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 15, 2018, 11:03:34 pm
“ Hmmm. We heard legends of the metals of past. Stuff that conduct heat and electric all on their own if possible. Magnet ore sounds good too and yes, animal armor sounds handy.”

So far despite savage appearance and lack of common sense in walking and scouting. They are decent folk. Soon enough at dire apes.


Said apes, are the size of George from Rampage movie. But still the lead tamers approach them. Act with them. A seemingly super natural talent. Sizing up each other, and then offering food. In a few hours the prime apes were following Beast lord lead. Now, dire apes added to tamed critters.


“ As for us to trade. If you seek Pack animals, we got the best.”

Cue introduction of the Armodan. It was a huge, like elephant sized turtle in height, broad width. Big enough for rent and such on them. Adults and smaller bear sized ones.


Ooc note: Yeah the united tribes thing could be a possibility. Just gotta let Leo know. And yes the denizens Of first three layers (8-7) are seemingly normal in regards to common sense and being normal productive people, unless offended in a huge way.

Tribes 6-1... are well... bar shit crazy does not do it justice (plot reasoning for it.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 16, 2018, 11:49:29 am
Alright, let's buy as many turles as we can for this turn's allotment of magnetic ores, plus a male and female pair of dire apes, so that we can breed more.

For the free tech, animal armor. 5/5/4. For the dire apes; turtles don't really need it.

Also, I'm thinking Leiden should propose that united tribes idea now. Include stuff about how we know we're all reasonable, and it's easier to do stuff when we can rely on others to do what they're better at, and also that if we encounter a group that isn't reasonable and tries to attack us, we'll be safer if we're all working together and are organized than if we're each defending independently.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 16, 2018, 02:24:39 pm
United Tribe Idea: Being to the Hub /op thread. There you me and Leo discuss this.

As for animal armor, good idea.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 20, 2018, 11:24:30 am
Your turn ends with new critters ( 6 couples of armadons, the dire apes and beast lord friends.)


Roll:

18.


During this time period of collective gathering, the Potatoes (some anyway) got tired of the habits of their current leader. Sure, they travel, but that’s it. They want security. Safety, and progress. Only 50 of them join. But the high score?


They were in charge of the Armory.


So now a heavily armed band of people, led by a Guy Laserfist inside a jotun powered frame approaches your camp to walk in and put themselves to use.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 20, 2018, 04:22:59 pm
o.o

I want a full inventory of the new equipment, I want a full assessment of these people's skills, and I want our top techies and engineers figuring out whatever they can about the tech, for reverse-engineering purposes. Try not to damage anything integral, though, especially for stuff where we've only got one or two of the items.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 21, 2018, 09:24:39 am
6!Smart rifles
Three Bazookas
10 Ceramic Armors
5 Energy Blades
3 APCs
1 Jorun Armor
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 21, 2018, 08:53:23 pm
Does this group basically have the Sneaky Potatoes stats rather than the AC stats?

Also, disappointed that ceramic armor was part of the cache. Our Kevlar stuff is already functionally equivalent and essentially free.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 21, 2018, 09:24:07 pm
Sad but true and people who transfer from there are specialists. Meaningbthey do scout benefit deal, but cannot make items. The crafters Of car and plane did not join.

But hey, Mecha suit.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 21, 2018, 09:27:57 pm
Nonono, this is good, it means we get a population of people who can do jobs that our main group isn't good at. They've got 20 explore and 17 search, this is great.
Also, is Guy Laserfist an officer? If so, what are his abilities?

EDIT: Hell, we could even have them teach people how to do this stuff, they could help to raise the Explore and Searxh stats of the Coalition as a whole. This is good things.

EDIT2: How many actions have we taken this turn?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 21, 2018, 09:53:35 pm
Given you got research and set up a tribe network deal and got new toys. I would say the turn is over. Abe finished too and others, nothing. And I am more frequent on board so yeah. No worries
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 22, 2018, 09:54:09 pm
So, when can we expect the next turn proper to begin? When will you do updates for the NPC tribes?
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 25, 2018, 01:33:07 pm
[is waiting for my part of the turn update]
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 25, 2018, 09:55:09 pm
First update


The transmission thing goes back on. As the Pax side chimes in. A beast lord sees this.


“ Magic?”


Pax leader: I wish. I need to talk to the camp leader, again.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 25, 2018, 11:11:10 pm
Not magic, Hawk, the Pax, and long-forgotten technology. The ones living in Sector 8, and whose actions taken to unleash themselves from that ring led to the current pox of androids.

So, what is it you want? Are you here to warn us that you accidentally unleashed another horde of metal bastards on our asses, or is it more fortunate information? Either way, I want information: where are all the relics that you've located? Occupied and unoccupied alike, I want to know where they are. The Lithosphere, Fortress, Armory, and Battle Academy are all already accounted for, mind you, and the data link, of course.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 26, 2018, 10:40:19 am
“ Hey, we hacked the system and it went too well. I am convinced the ship ai, some of it hates humans.  Anyway we have been scanning, all the way to sector six is open. And there is a huge pile up of travelers from 9 to eight. So if you want to come here, you got to deal with them.”


Clears throat. “ Also itbis nice to see that none has all resources done. Honestly, only two treasures are left unattended, and sectors 3-1 are just, weird. Mutant plants, gigantic insects and people, who are basically abhumans. ( As in not tech made to be nonhuman, born that way.)

“ Besides the machines are more of a hassle, our motor sided suits deal with them fine.”

“ So boss, what else would you like to talk about?
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 26, 2018, 11:06:31 am
Simple. Organization. There will still be the Adjilians, the Pax, the Beast Lords, etc., but we will all be of the United Clans. We will share knowledge, we will share treasures, we will share men, and we will share our fates. I want to know that every clan accounted for can be counted on, because we don't know who and what else may be out there, and how they'll react to us. You know of our world's destination, impossibly close for it, impossibly far for us. I want to make sure that we can get there, or if we can't, we better make sure this ship can last until our children or our children's children can. Am I understood?

Now, can you identify the people at the Gate?

Also, TL, please communicate to the Potatoes of the united clans plan. I believe they missed it.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 26, 2018, 12:51:39 pm
“ That is our goal as well. Hopefully someday the human race gets a new, lasting home. And if you want to reach us, Head west. Though there are two groups there. A band of people on mobile homes and folks in dark clothing. Got to deal with them first.”

“ Also as a word of warning, layer six is in a war with itself. Found any of the ship drive treasures? Two of three have been found, the founders, have not bothered with our calls.”
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 26, 2018, 12:56:09 pm
I told you which treasures we've located. That's why I asked you about the locations of the treasures you've contacted. We don't know anything about a ship drive.

What are the groups at the gate doing? Is there fighting, are they cooperating, what?

We'll also send some scouts that way, and hopefully pick up some Potatoe scouts/cars in the way. Make sure to tell them the situation when we see them.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 27, 2018, 11:52:56 am
: Cue image of one of treasures and star drive.

The people, are tough, beefy and all are transhumance. They have a golden token sort of thing. As they appear to be in layer s7.

“ The other is sector 9. The black clothed people.”
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 27, 2018, 03:22:54 pm
I thought you said they were both going through the 8/9 gate?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on June 27, 2018, 03:56:35 pm
I thought you said they were both going through the 8/9 gate?

No, just two tribes at said gate. Sector 7 people are not exploring the sectors yet, pulling a You at organization/build up.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on June 27, 2018, 04:10:03 pm
Fair enough.

Time to make contact with the blackguards, then.

Once we meet up with Mon Rao or whatever those guys were, we can make everyone transhumans...
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on July 05, 2018, 08:00:29 am
By the way, do we have the Potato defectors training everyone else in combat and exploration? After all, given that they know both of those much better than all the other Adjilians, they should be able to help show why they're so good, and train everyone else to be, if not as good, then closer to as good.
Especially with the new generation coming up.

EDIT: Would it make sense for the Adjilia Coalition's generations to be longer, due to our stronger medical knowledge?
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on July 05, 2018, 12:51:17 pm
Yes medical wise you and those with access to meds live longer. Also Transhumans due to biology mods live longer anyway and post humans (human essence in machines) are damn near immortal if not in danger in combat.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on July 06, 2018, 07:05:58 pm
Do I get any bonus clan points for stuff the Potatoes have that I don't, aside from the basic +4?

Also, I want an exploration of Madman's ex-clan's ex-area, and notes on what tech they had and how it worked.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on July 06, 2018, 07:18:28 pm
+ 2 In scout and combat and 4 freebies.


You can explore, Need bird or Planes.

All they had was nerve toxin with cure, enviro suits, and I invented the war bot for them. Which is broken up. Also they bobby grapes base for defenses. That’s it really regards to there.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on July 06, 2018, 07:49:23 pm
Ok, thanks.
Give me some time to figure stuff out.

Also, I'll be at a math competition next week, starting with a flight tomorrow.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on July 06, 2018, 10:17:43 pm
So:

Combat: 7+2=9
Tech: 18
Search: 7
Explore: 9+2=11
Farm: 15
Craft: 9+2=11
Medical: 14+1=15
Tame: 7+1=8
Engineer: 15

Let's go exploring the areas we don't know stuff about, including inside the rings. I'll base what we invent this turn off of what seems to be needed.

And let's get everyone loaded into the infoweb.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on July 13, 2018, 12:13:55 am
*poke*
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on July 13, 2018, 11:31:55 am
So sorry about that been busy getting back to school mostly.


Ic

Using the Potatoes Air plane technology. We make it to ring 7. As ring eight was sort of a miniature network of urban zones with wilderness. Inside 6. The planes have to land for fueling. As the zone was mostly wilderness with select few large communities and tiny villages. You so happen to land near a sis tiny village.
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on July 13, 2018, 02:29:47 pm
Hail them. It's best to make a good impression.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on July 13, 2018, 02:40:49 pm
Your team of twelve explores hails the village and they open the gates allowing you in.


“ Amazing!! Just Amazing!!” Said a older man dressed in white with a beard. The others looked to him and he spoke.

“ I am Priam, this is Augusta, we could use help like yours, a Tyrant to the East is bullying us for our supplies each month. Can you help? Have friends? That kind of thing? He calls himself the big boss.”
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on July 13, 2018, 08:44:54 pm
Contact our allies about this, and assure them that we'll do what we can, but our bases are far off from here. We will, however, work on expanding our area of influence, and we'll send soldiers, engineers, and most importantly equipment to help defend them.

Also, how many sparklers do we have, and what was the cost for them?

And I'm thinking the new tech should be easily-deployable/storable tents and fortifications for the purpose of easily setting up new bases on the edges of our territory.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on July 13, 2018, 11:01:36 pm
The Sparkler emp lasers are dirt cheap like two spare parts.

Best contact. Razyabe and Leo about this, it can lead to a joint effort. Will rename the hub thread should that happen.

Out of context question: In God Wuest made poll. If you voted for Pangaea fantasy, which? ( on Gaming Block in sig, trying to promote everything I do.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on July 16, 2018, 05:11:39 pm
I want a bunch of sparkies, enough to arm all of us, and a couple units to send to the tribe people we met.
And we also need to make sure everyone has our free ceramic-equivalent armor.
Title: Re: Orbiter: The Coalition Sector
Post by: Tyrant Leviathan on July 16, 2018, 06:42:33 pm
Most of speakers getting is 20. For a total of 40. As spare part resource ( has decided you guys can make it up on go and Ceazya e with factory could generate it in tons.)
Title: Re: Orbiter: The Coalition Sector
Post by: Glass on July 22, 2018, 11:30:15 pm
*poke*