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Topics - Madman198237

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Interplanetary Arms Race: Planetary Technate

Welcome to Side Two. Your first task will be to pick a name for your faction, because your GM is far too lazy to do so. After that, you have three turns to build up your starting lineup of equipment before you’ll issue your first move orders and begin the war.

During the first two turns (-1, 0) there will be no combat, you will get two designs and two revisions per turn, and you will be tasked with building up your faction’s military using. Your GM will NOT be telling you how to do this. Win this war however you want to.

On Turn 1, all construction will be instantaneous and able to move immediately. During the preliminary turns, and stretching into the later turns, you will also be tasked with coming up with lore for your faction. You may start doing that at any point---early creations will be usable in any later competitions (unless they’ve already been used in a competition).



Spoiler: Starter Tech (click to show/hide)

Spoiler: Logistics (click to show/hide)



Spoiler: Map (click to show/hide)

Core Thread

You have three turns (two of which are double turns, i.e. 2 designs, 2 revisions) to get your affairs in order before the war begins. Try not to embarrass your colony too badly, would you?

2
Forum Games and Roleplaying / Interplanetary Arms Race: The Network
« on: July 02, 2019, 09:41:23 pm »
Interplanetary Arms Race: The Network

Welcome to Side One. Your first task will be to pick a name for your faction, because your GM is far too lazy to do so. After that, you have three turns to build up your starting lineup of equipment before you’ll issue your first move orders and begin the war.

During the first two turns (-1, 0) there will be no combat, you will get two designs and two revisions per turn, and you will be tasked with building up your faction’s military using. Your GM will NOT be telling you how to do this. Win this war however you want to.

On Turn 1, all construction will be instantaneous and able to move immediately. During the preliminary turns, and stretching into the later turns, you will also be tasked with coming up with lore for your faction. You may start doing that at any point---early creations will be usable in any later competitions (unless they’ve already been used in a competition).



Spoiler: Starter Tech (click to show/hide)

Spoiler: Logistics (click to show/hide)



Spoiler: Map (click to show/hide)

Core Thread

You have three turns (two of which are double turns, i.e. 2 designs, 2 revisions) to get your affairs in order before the war begins. Try not to embarrass your colony too badly, would you?

3
Forum Games and Roleplaying / Interplanetary Arms Race
« on: July 02, 2019, 09:37:30 pm »
Welcome to Interplanetary Arms Race.

Well, I must’ve finally gone completely off into the deep end---I seem to have started an Arms Race. This is going to be a sci-fi AR and the rules and equipment might look suspiciously like the rules from NUKE’s Battle for Aljadid. I’ll leave you to figure out why that may be. I promise that plagiarism was only involved for 97.264% of this, and only a few lies involved in the fabrication of the other 19% of the game. Credit to Chiefwaffles for the original idea, NUKE for hammering it out into a truly excellent and long-lasting game that is totally still going, and thanks to both of them as well as every other great AR GM for inspiring me to start an Arms Race only to inevitably never finish it finally stop being lazy and become a GM myself. Prepare for plenty of suffering, and remember that it’s really all their fault in the end.



Introduction
Welcome to a solar system. It’s got a lengthy numeric designation in some Earthly databank you’re sure, but you don’t care. It’s your solar system now. You’ve stopped talking to those naysayers back on Earth. “Oh, interstellar colonization might be hard”, they said, “The radiation would do too much damage to your brains! It’s impossible!” Well, you’ve showed them. Two massive fleets of ships came all the way out here and colonized two different planets (cannibalizing their ships in the process), paving the way for the expansion of humanity across the stars.

And then something happened. (It’ll be up to you to decide what exactly happened to your colony.) Before each colony could begin producing spacecraft of their own, something happened to each planet that prevented them from contacting the other colony and producing spacecraft. Contact was reestablished some years ago, and you just can’t get over the terrible choice they made over in the other colony.

You just can’t believe what they decided to name the star system.

It’s been years, but finally you are prepared to do something other than insult them over the long-range radio. You are ready to gear up for war and destroy the other colony. There’s no other way to settle your differences with such people. They’re savages, after all.



Spoiler: Play Loop (click to show/hide)

Spoiler: Difficulties and Rolls (click to show/hide)

Spoiler: Costs (click to show/hide)

Spoiler: Units and Equipment (click to show/hide)





Spoiler: Starter Tech (click to show/hide)



Spoiler: Map (click to show/hide)



Pick a team and get to work! Remember: Do not look in the other team’s thread, and try not to get too salty at your team. Remember that your teammates want the same thing as you do---to enjoy this game (if such a thing can even be possible with me as your GM). It’s not how you ended up on the bottom of the pile of corpses, it’s about the fun you had setting the planet on fire before you got there.

The Network (Side One) Thread
Planetary Technate (Side Two) Thread
Discord

4
DF Suggestions / Gem Processing
« on: December 21, 2015, 02:22:27 pm »
I couldn't find a post that concerned gem cutting anywhere, so I decided to make one.

Right now, in order to get gems cut, you have to name a specific type of gem to be cut, and then do the same for the next type of gem, and the next. This is tedious, and makes it difficult to process gems for large-scale trading. I think that a new order should be put into the manager menu, and also in to the workshop menu for the jewelers' workshop. This new order would be a "cut gem" order without a specific gem named. This would allow for a simple order to be given through the manager that would cause gems to be cut without the overly large amount of micromanagement that is required to run a gem industry right now, at least if the player has several types of gems available. The problem is moot when your map has only 1 gem type.

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