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Messages - somemildmanneredidiot

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1441
((Are the higher ups of the scorpion clan trustworthy?))

A better question might be, what can we offer them so they are willing to be trust worthy? The Scorpion is the clan of spies and information in service of the Emperor. If helping us puts the Emperor or operations for the Emperor at risk, we'll be cut off like a dead twig. What we need now is information. What's currently going on in a global, country, and local scale, what players are making unusual moves, where the Courtesan of Death stands on our family's death, what are target is currently up to and where he is located. As well as anything else Tsuki thinks is relevant.

I think a coup might be going on. The Lion, Phoenix, and Crane were presumably involved in our family's death and dishonor, they form a power block of 'traditionally minded' clans, they form the group that is against a current charged political point (interacting favorably with foreigners), and are attempting to discredit and dispower the Scorpion, who are the Emperor's eyes and ears. It COULD be just interclan poltics and the Crane are looking to become more powerful, but there's too much cooperation otherwise.

I think we should ask Tsuki about the information above the above. After that, we can either hit the streets ourselves to get information, ask Tsuki to do so on our behalf when she has the time and opportunity, get in contact with Genji through Tsuki so that we can get his opinion on things, do the previous to get in contact with our Shogun, or pursue the target independently.

I'm in favor for asking Tsuki about the above above above information and making decisions from there.

1442
I may have overreacted to their naval capabilites in my earlier post. Their deployment of ships means one of three things; That they've decided to make a major push on the naval front; That their government has told them to rush out any ship because what the heck, why are we letting them wreck our ports?; That they're attempting a feint and are hoping to catch us doubling down seawards while they push forward landwise.

In all cases, the solution sea wise is to upgrade our turrets so they can properly mount heavier weaponry. They also have a minimum of 1600 t of production, so creating a few more drydocks or slips wouldn't be a bad idea.

In any decision they make, we should push hard land wise. Beginning work on the tank and getting the 40mm autocannon running will definitely help there, as will be creating more production facilities.

I purpose we design and construct the following:
Swordfish upgrades (turrets, radio, and upgrading the 793 Revolving Cannon mounts for our upcoming 40mm cannons)

40mm autocannon

40mm munitions (HE and AP)

Tank (the case mate sounds like it'll make it simplier to design and put less weight on the tank, we can put the 40mm on it as well)

2 x 300 t drydocks/slips (we do need to step up ship production to keep up with their Z-Classes, and if they increase their ship production this turn and later ones, doing this will prevent us from being overwhelmed as much next turn)

Munitions Testing Facility (I'd rather it only take 1 turn to get basic munitions we like rather than 2. Plus it'll help us get FAE, incendiary, and cluster munitions easier.)

Airfield/Aerodynamics Testing Facility  (the latter will possibly help better with designing planes. With it, we can create an airfield and better design a plane next turn.)

Factories (Any engineers left over if any can help keep us competitive production wise.)

All of this presuming that any designs we made last turn are not cripplingly flawed.

Also an idea that would be better done sooner than later: A recruitment program. Instead of joining the infantry, how about you join the design engineering corps? We'll train you in skills that will be useful for the rest of your life, you'll have a safe, government assured job, and you're skills will be in high demand for reconstructing ex-Monarchy territories after we win the war.

@Torpedos: That is unusual and might be resolved by next turn?

1443
Forum Games and Roleplaying / Re: Vinland
« on: August 07, 2016, 03:59:28 pm »
Runes to your memory=>Memorial=>Death

At first I thought that the second part might mean that we're going to want to pay close attention to everything that goes on,  but some googling suggests that this might be the answer.

Proposal: Do some scouting to try to get more information about the village, like how many people are there or if they seem to be armed. We can also see if they have any obvious signs of likely to murder us on contactness.

We can decide to raid, diplomacy, or pull back depending on what we can find out.

+1 to Mjoll being interested in our wife's well being, we should see about rewarding that idea.

1444
Sounds sort of like adding another layer or two to the 0/X system. Sort of like 0/X for ship to ship which progresses into and interrupts the 0/X for sieging which progresses into and interrupts the 0/X for invading.

It looks like it would be a hell of a lot of extra book keeping, but if you want to run it that way, that's your prerogative. Removing the siege stage like Taricus said or combining it with the invasion stage should provide you with the feel that you want while making things easier all around.

So Science is similar to Tech in the latest Sensi game as far as I understand, in that having it allows you to make things relating to it a lot easier and with signficantly less complications?

You're going to want to make sure that your prep work is thorough and that you have detailed explanations of the starting designs and science in regards to how they work and why it was decided to use technology in that way. The most difficult part I see is making sure the players have a grasp of the general physics involved and how new physics affects that. All in all, I'm interested.

1445
Move: 8-10
Action: Use Surgery Kit on B.B. for 27 HP

((Amended for rules learning.))

1446
Forum Games and Roleplaying / Re: [Pathfinder] Haeum Sung
« on: August 06, 2016, 03:08:28 am »
And I can't make it to today's session. Sorry guys. Feel free having Matty guard the carts. If we end up spending multiple days here, Matty should be able to provide you guys 5 140 minute sessions of Hide from Undead at CL 7 daily without it affecting resources besides extracts and daily abilities.

1447
Jump into a fighter and throw them out if they try to kick you out? Grab their weapons and use them against them if they try using them?

1448
Do we handle ship repairs? If so, how does that work and how much dock time does that use up?

Spoiler: Future turn ideas (click to show/hide)

1449
Forum Games and Roleplaying / Re: [SG] Draconic Dominion
« on: August 05, 2016, 02:20:24 am »
Illustrious Name: Talnakalnu Verespedain The Soon-to-possess-many-titles
Binary Gender: 0 False
Specific Race: Black Dragon

I like the idea of running a positive influence Black Dragon. We can use the threat of us killing them to make social and economic improvements.

1450
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: August 05, 2016, 02:09:47 am »
I originally intended Joe to be a doctor but I felt that would make Bob less sympathetic. Becoming a doctor who saves lives takes a lot of hard work and self-sacrifice.

And a follow up to that, just because one person is put into a position to become a job that we consider to be prestigious and another isn't, doesn't mean that they don't still have equal value as sentient sapient beings. A problem with meritocracy and capitalist society is that the idea that people have a right to live and have access to food and shelter regardless of their ability or inability to work is regularly ignored or shut down altogether.

The solution is to establish that former idea and make sure that people have access to food, shelter, and medicine regardless of whether or not they are able to or decide to work or contribute production. Once people are guaranteed to not have what they need to live taken from them, the rest of local governing becomes about maintaince, regulation, and permissions, which doesn't seem that bad to me. Then it just becomes a question of how to decide who does the governing.

1451
Forum Games and Roleplaying / Re: You'll Show Them All!
« on: August 04, 2016, 10:40:46 pm »
Alright, we've got our AI up and are starting to get them learning. We should look into setting up some sort of income now I think.

1452
Alright so if we have 4-5 engineers assigned to the project of upgrading the turret of the 75mm cannon on the Type B (as well as possibly mounting our new radios) and have part of project be applying those fixes to all 5 current Swordfish, we should be able to manage to have changes go into effect this upcoming battle report rather than designing the fix and then implementing it next design/production phase. We'll be relying on not getting a botch and that any errors or bugs aren't significant enough to screw over the ship, but it sounds like it's worth the risk to me.

Using engineers to attempt to immediately implement a design is unprecedented to my knowledge and possibly not game legal. I am attempting to weasel out an advantage by throwing more engineers than likely needed at the design, so I'm fully expecting this to get shot down. The reason for my weaseling is because at the moment, we have 1 Type B and 4 regulars. The battle report suggests that we can trade ships at about 2 Type Bs per 1 Z-Class reliably. If they're churning out 2 a turn, if we can't shove out the fix this turn, we'll most likely remodel the 4 regulars into Type Bs and produce 3 more Type Bs. The next naval engagement is then going to be 8 Type Bs against 3 Z-Classes, presuming they didn't make any new drydocks last turn. A best case scenario with the loss of regular Swordfish providing distraction is something like 2 Type Bs remaining and all other ships being lost. We come out ahead,  but we'll have lost most of our fleet and capacity to intercept any trade or diplomatic ships they might send. So it's a pyrrhic victory at best. With the additional drydocks listed in my currently suggested plan, we'll be able to recover from that fairly decently with 7-8 Type Bs with the new turret coming out the turn after that, but we're still probably going to be hammered this upcoming battle report.

1453
That sounds great, and I'm glad that you're able to include your brother in the project. Improvements can be as simple as designing combat boots that are preshaped, steel toed, and are better able to handle weather and moisture. You don't necessarily need to know how a design improves something depending on what it is, though that tends to help, as long as that the problem is addressed. Something that might help is typing out the thing you're looking at and adding 1910s to it, like "insulated military blankets 1910s wiki" and you might get something usable for the design. Or as my google attempt with that shows, you might not.

1454
Something like 4-5 months. Breeches also works apparently.

Mind if I get confirmation on the below question?
Spoiler (click to show/hide)

1455
The problem is that we have about 15 different things we need to do and standardizing and improving uniforms is rather low ranked on that list.

Here's what I purpose you do Slick. On the first page there's a list of what the standard equipment is for our soldiers. Create design proposals that improve or provide 4 areas at a time. Something like
Quote from: Improved Infantry Equipment
Providing standardized rations, a small shovel, a pocket watch, and identification tags, this update to the standard Republic soldier's equipment is aimed to help streamline logistics and help better coordinate our troops.

Come up with something like three more of those and we'll be able to include modernization of Infantry kit as a possibly reasonable project to work on.

The color of the uniforms are "not camo but otherwise neutral stat wise" to my knowledge. I'm not quite sure what our national colors are.

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