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Messages - TruePikachu

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226
What about making a maze underground with one way out and a scattering of floodgates inside? Also put a pressure plate at the exit so you get a notification if your captives manage to escape

227
Forum Games and Roleplaying / Re: You are AI
« on: December 15, 2013, 11:51:05 pm »
GM:
How fast is our central core? In theory, if fast enough, we might be able to carry out Icefire's plan with a bit more precision, as we can do a so-called "calculation step" (i.e. us arguing over what to do) after each main part to decide on what we can do from there.

+1 on Icefire's plan up until the fork depending on bombing effectiveness

Long-term: We need weapons on the Corvette, at least enough to handle self-defense, but possibly enough so that it could clear out an area to deploy its contents in a larger battle

OO"C": it might be benificial for us (as players) to decide on how frequently in a battle we gain control. While a greater frequency would prolong the IRL time for a battle, and possibly increase GM workload, we would have a much greater degree of control over what happens. I propose a battle operations system:
* At the start of the battle, we obtain a large amount of information about what is happening (like we already have)
* We vote on what to do next, in a way similar to how RTD commands are given, but still with voting
* We get the effect of what happened back from the GM (generally in a comparable length to what the request was, like RTD), as well as any additional information on the current situation
* We decide on how to proceed from there
...
* Battle ends and the full dialogue stuff resumes

228
Forum Games and Roleplaying / Re: You are AI
« on: December 15, 2013, 03:44:47 pm »
Oh, yeah.  I forgot the fighters and bombers.

Load all our fighting units into the corvette save a few to protect the station-  if we can't fit them all, all the better.  Then send the eye drones down first.
+1

229
Roll To Dodge / Re: Roll to Dapper
« on: December 15, 2013, 04:51:14 am »
Point out to everyone that I was the most Dapper in this game, as I had the common decency to stay dead when I was killed, as opposed to what I'm sure must be countless others.
Kind sir, if you were indeed dapper, you wouldn't even be dead.

230
Roll To Dodge / Re: Roll to Dapper
« on: December 15, 2013, 12:01:06 am »
Give the topic a dapper hat, moustache, and bump

231
Forum Games and Roleplaying / Re: You are AI
« on: December 14, 2013, 11:59:33 pm »
. . . really?

Is that really the best thing to do?

-1


EDIT: Re-reading, the textual representation of the broadcast is slightly ambigious. Is Pentus aware of _us_ waking up, or saying to an unknown party that he is aware _they_ woke us up?

If the latter, -1 on action from Unholy. If former, +1 if we only send 30 spiders.

232
DF Dwarf Mode Discussion / Re: Screw your ☼steel left gauntlet☼s!
« on: December 12, 2013, 11:08:33 pm »
Pairs are not linked together in the game internally.

233
DF Dwarf Mode Discussion / Re: Vampirism and you
« on: December 10, 2013, 02:51:23 pm »
I might use some to extract addy strands and make them into bars, preventing the hospital from getting the threads. I'm not worried about how slow it will be, just concerned about the security of the bluemetal.

234
Forum Games and Roleplaying / Re: You are AI
« on: December 09, 2013, 08:01:16 pm »
The reactor puts out three main forms of energy - electricity we use on-board, energy which goes through the subspace link, and heat. Additionally, most of our electrical usage also generates heat. No matter what we do, we will always emit at least a little bit of heat, since no system is 100% efficient. Additionally, as it was stated, heatsinks and thermopiles and such work by operating on a difference of heat; while we could in _theory_ use space itself as the cold end, we are still going to be radiating that heat outwards (even moreso with space)

There is no such thing, IRL, as stealth in space. Space itself is a cold emptiness, and warm objects are very easy to find if they are at all present. It might be possible that our laws of physics don't actually apply in the universe in question, but in this universe, at least, it is impossible to attain proper stealth.

Now, I mainly suggested asteroid-looking cloaking because people were insistant on an asteroid base, probably since it wouldn't look like one. Keep in mind that we would still have the heat output problem, most likely to the same degree as otherwise, so hiding ourselves in an asteroid won't mask that. However, the disadvantage to an asteroid, as stated by the GM, is that we won't be able to get it to go FTL because of how massive it is.

I then suggested the asteroid cloak idea. In space, since there is no such thing as stealth, it won't do a whole lot. It can't do anything to reduce our heat signature; in fact, it might increase it a bit more. But the main reason I suggested it was so we at least somewhat don't appear artificial. If we come across a particularily stupid enemy, our cloaking might be effective. It might also be effective if we can get near enough to a star.

235
DF Dwarf Mode Discussion / Re: Need an easy way to Train Doctors
« on: December 08, 2013, 12:23:44 am »
I was going to say danger room, but someone beat me to it. Here are some other options:
* DFHack fastdwarf 1 1, get lots of miners, channel a large area, watch them all fall down as they dig the ground out from each other's feet
* Coinstar someone
* Captured wildlife
* Remember the child care?
* Lever-drawbridge-1-Z-drop
* ‼MAGMA‼ shower above an e.g. iron grate, followed by water to put them out
* Minecart impacts

Since haulers, the minecart is probably the best way to go. Make a circular track, unpowered, and have a dwarf push (not guide or ride) a minecart (preferrably a light one), and watch it come up behind them and hurt them. Make sure to stop the route afterwards so not everyone tries that.

236
DF Dwarf Mode Discussion / Re: Oh look, endless aquifer layers.
« on: December 07, 2013, 10:12:03 pm »
Just use tiletypes to remove the aquifer flag in specific areas. If you are using it responsibly and properly, it is completly safe IME

237
DF Dwarf Mode Discussion / Re: How to dig holes
« on: December 07, 2013, 07:03:00 pm »
Falling items don't cause injury, as far as I've ever observed.  You can use traffic markers on the edge to try and avoid any dwarves just loitering under it though.
I've observed them cause injury in the present version.

238
DF Dwarf Mode Discussion / Re: How to dig holes
« on: December 07, 2013, 02:56:52 pm »
D-H
(Diggy Hole)
(actually Designate-cHannel)

239
DF Dwarf Mode Discussion / Re: what is the WORST kind of zombie?
« on: December 07, 2013, 02:49:09 pm »
Someone needs to sig this.

Sigged.

...as soon as I get a sigtext post up. This is going into ~/sigs.txt for now

EDIT: If it isn't clear, I did not sig Dorsidwarf, only you :)

240
Forum Games and Roleplaying / Re: You are AI
« on: December 07, 2013, 01:44:56 pm »
For clarity, I wasn't saying all should be designed to accomidate us, but rather a single one, which we could move to.
An asteroid won't be able to go FTL, the GM already stated that. However, it might be possible to research cloaking tech which could make us appear as one.

+1 the scanners

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