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Messages - Mephansteras

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31
My general instinct is to sell it, but it could come in handy I suppose. What do we have as backup mechs right now, in case some of ours get too badly damaged to fight?

32
Sounds like the 20% battle loss might be a safer bet, then, in case we're forced to stay in a bad situation.

33
Seems generally quite solid. Definitely favor the 65% salvage in exchange for not being responsible for the FedCom troops. We're good enough that we should be able to make use of their distractions even if they do stupid stuff.

I don't have any particular preference between support and 20% battle loss.

34
It's a little known secret in the mech-tech trade that if you can get enough Urbanmech parts you can make an Ubermech from them.

35
Mafia / Re: Mafia Setup Discussion and Review
« on: January 14, 2024, 01:41:07 pm »
Sounds a bit like the old Wizard Duel games I used to run.

36
How do our support/loss numbers usually stack up compared to pay? My inclination is to prioritize salvage and base pay since those give us the most out of a successful engagement, but I'm flexible if better worst case options would have done more for us in the past.

Not sure we care too terribly much about controlling employer units, as long as we're not responsible for what happens to them.

37
After thinking about it, let's go for the 12 Month contract. Going against the Capellans was our reason for staging out of here anyway, and if we can ask for good terms we should be able to get decent pay and salvage from it.

38
I'd say from an RP perspective Drake would prefer to keep on FedCom's good side. They are the biggest power, after all.

From a player perspective, I'm cool either way. I agree that the FRR one is the worst and we should avoid it.

39
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: January 12, 2024, 12:01:51 pm »
Yeah. While being able to be the uber-captain who can set up an empire to rival the Hegemony's power in just a few cycles is fun, you don't always want that out of a run.

More options to meaningfully act as a small player in the sector would be welcome.

40
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: January 12, 2024, 11:13:40 am »
Yeah, a deeper economy simulation would be nice. I know Alex is more focused on it being a combat and exploration game, but trade is a natural avenue that people want to do as well. Maybe that'll be something he spends more time on once the game gets to 1.0 and all of his current 'core' systems are done.

41
That extraction raid definitely seems like the best bet. Certainly a solid pay/month rate compared to the others and it keeps up the goodwill with FedCom.

42
I'm good either way. I think we have enough money that the extra time isn't a big deal.

43
If they are straight upgrades I have no issues with doing them.

44
I'm with Euchre on the mix of Phoenix Hawk refits. Costs less and adds some flexibility (heat neutral short range is great for urban contact, for example).

I also like the Crab upgrade.

It would cost us a pretty penny, but I see that Ravens are on the FedCom list. That could really open up some tactical options if we go with that instead of a Wasp.

I'm also broadly in favor of adding another lance. We have the spare mechs and money to support it, let's make use of the opportunity before we go out again.

As far as Contracts go, my inclination is to see if anything amazing is out on the board, and if not we take our chances with FedCom. They're not likely to screw us over too badly, and they make very good friends. Especially with the relationship we already have with them. But since we're doing refits we can of course wait a bit before checking to see what it available.

45
Makes sense. I've vote going down to the Capellan border. Better salvage options, gets us in better with FedCom, and there is almost always something going on down there.

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