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Messages - Angle

Pages: 1 ... 181 182 [183] 184 185 ... 223
2731
Forum Games and Roleplaying / Re: The Conduit Game
« on: January 30, 2012, 01:20:16 am »
Also, I'd like to change my turn. I already sent the new turn.

2732
Forum Games and Roleplaying / Re: The Conduit Game
« on: January 29, 2012, 09:52:13 pm »
Shouldn't those two bit's wait until next turn to respawn?

2733
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 29, 2012, 09:27:47 pm »
Yeah, we need to keep that information to hand. Maybe have it in the cloning module under "Genomes"?

Here are the genomes so far:
Spoiler: Minnion (click to show/hide)

Spoiler: Go-Ro (click to show/hide)

Wait a moment, clones that can be grown two at a time? We're already the goddamn zerg!

2734
Forum Games and Roleplaying / Re: The Firestar
« on: January 29, 2012, 07:59:19 pm »
It'd probably be better to have them search that debrsfield, we got a lot of good stuff out of there earlier.

Also, we still need to name the cargoship. Asy ideas?

2735
Forum Games and Roleplaying / Re: The Firestar
« on: January 29, 2012, 07:49:25 pm »
It's too late to give the cargoship directions, that'll need to wait until we get back to the other system.

2736
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 29, 2012, 07:46:25 pm »
I hadn't been thinking of taking on armored targets, just the local animals that keep attacking us. What I wanted was something akin to a humanoid bear - big, tough, sharp claws, able to take on most any other animal and have a fighting chance. And be cheap and expendable, so we can just throw them at trouble in numbers.

That said, what you've got seems decent, although I'd focus less on the mouth and more on the other musculature - I was thinking of having it claw things to death, not bite them. Although if it is gonna bite them, a snout might be better than a beak. very few creatures go the biting path with beaks.

2737
Forum Games and Roleplaying / Re: The Firestar
« on: January 29, 2012, 06:12:57 pm »
aw. well alright then, lets go for catch a spy and/or catch a saboteur, they're both high pay and in-system.

2738
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 29, 2012, 06:11:08 pm »
They are not ridiculous cartoon monsters! And they don't need scythe arms, just big sharp claws and strong muscles. And biology is much more efficient than mechanics, the reason you don't run into stuff like zerg monsters is because it's not worth it from an evolutionary standing point, not because it's not possible. Although now that I think about it, we might need some kind of super food in order to keep these things alive. Let's make buying that xeno cloning software a priority, eh? That way we can engineer some kind of super alien cabbage or something.

2739
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 29, 2012, 05:50:23 pm »
Well, no. Lasers are actually kind of wimpy. Behold:

Colonytech Arms Brochure:
Name:   Cost:   Damage:   Description:
Basic Laser   250   2
Basic Machete   250   2

Basic machetes do as much damage as basic lasers. The normal Laser we have deals 4, but it's more expensive than the clone to wield it. We should, with a it of effort, be able to put together a melee clone that could hit for 4 - 8 damage and be easily replaceable. As an additional bonus, we could sell the genome and probably get at least a few hundred yollars.

2740
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 29, 2012, 05:28:42 pm »
I don't mean an actual zerg, I just mean something that could serve in combat without extra equipment.

2741
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 29, 2012, 03:19:39 pm »
Spoiler (click to show/hide)
Yeah, except more human. And less likely to bite our faces off.

Also, how does the education module work? would it be able to teach something like that combat skills? Can we make custom education courses, like for scouts, miners, foragers, Melee/Ranged Specialists, etc?

2742
I'm afraid I have to cancel this, I have too much on my plate right now. But once I'm doing less I'll definitely start a game.

2743
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 29, 2012, 01:32:31 pm »
I was thinking a clone with big claws or spike launchers or something. So that we wouldn't need to buy laser for it. Like a Go-ro, Except bigger and meaner and faster and tougher and with big claws. Or maybe smaller and a lot faster. something like that.

2744
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 29, 2012, 01:09:13 pm »
Armok: We can't clone xenos yet, we don't have the software for that.

Evil Lincoln: We don't seem to have the mineral scanner in our inventory, did you forget about that?

Dream interpretations:
Some kind of local beast, then cloning module tanks, then white stuff falling from the sky, then green liquid draining, then clone firing laser, then dark doorway with white lines erupting from it and closing it off.

Actions
>Improve mine with covering and maybe support.
>Dig deeper and hope thats not where the trouble is.
>begin researching new clone. Maybe an unarmed combat clone? or DORF. whatever.
>Start cloning minnions.
>Harvest plumpets.
>Plant more plumpets. Way, way more plumpets. Either on the hills to the north or inside our fence to the north.
>Send out hunting party for sample of bantha cow DNA.
>Fabricate heets and planks.
> Try to find some fibrous material so we can start making cloth. This will be used for hammocks placed down in  the mine.
and/or
> Inquire with Red Tape abaut the cost of very low cost mass housing for clones. Maybe a pair of outhouses and a warehouse full of several layers of hammocks or very basic bed.
> Order a workerdrone to start building two quality ladders and attatch them to the houses (removeble ofcurse), also start to build a small fence on the houses, and prepare for an simple second roof made out of trees there aswell. (To create a good, simple watchtower)
>We need spotlights as well, torches are ok, but the cant be directed. This will improve our defence greatly. How to get them, is a whole other matter.
> Ask Kilo-nile if they have a good map over our local area.
> Research the production of Biofuel from all our Cabbages.

2745
Forum Games and Roleplaying / Re: The Firestar
« on: January 29, 2012, 01:01:51 pm »
We don't have to tell the clients we'll do them, except for the transportation ones. we can simply inquire to the details without promising anything, and then show up with the results and ask for payment.

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