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Messages - Big_James_B

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121
Deon shouldn't enable vault dwellers to purify water - as they are upper class and prefer upper class drinks. Having drinkable water for them from caravans seems more likely, and lore-wise.

122
"Don't be too hasty in leaving the bridge Shia - they could be waiting in ambush and we haven't received their response."

123
Yep, the "booze" is actually an assortment of various alhocolic drinks, sodas, tea etc. I left ALCOHOL_DEPENDANT on purpose, because your vault citizens are used to fine beverages and purified drinks, and they don't like to drink "dirty" natural water "like those barbaric wastelanders".

Doesn't stop them from trying to give thirsty friends water when there's no booze...
What about having Brotherhood of Steel caravans (if you have them) carry the Fallout 3 bottled water? Or have Wastelander caravans carry the same bottled water. It'd be one that you can't make yourself and can only buy from passing caravans.

124
Most of it is booze, but there is a "tea", and nuka-cola....
But Yes, you still need booze. My newest fortress took about 120 food and booze; lasted me until the caravan came when it came to the last drop of booze.

125
You need a Recorder so you can determine how much food and drink you have. I don't know about a doctor; you'll get somebody eventually and if you don't do many crafts you have no fear of raids.
I'd stick with the 2 Miners, go 1 Woodcutter (IF the area has wood), 1 Mason, 1 Farmer, and the Overseer (has most of the administration skills; he'll be the trader) and a seventh member of your choosing.

Remember you can always repurpose Vault Dwellers that arrive to suit your industry and needs; and in the words of the wiki "Do not split your efforts yet."
Also, try taking enough food and drink to last until a caravan comes, and bring along a large bag filled with alcohol-making plants. Actually along those lines what is the best plant to use for booze making? I am quite partial to vodka so initially took along some yams and potatoes.

126
Oh, I thought you were talking to me actually.
 :-[
A little fluff here and there is good.
Probably would be better to actually do write in a creative writing style (i.e., signify who your talking to).

127
What?

128
Life Advice / Re: Space-Based Pen and Paper RPG Needed
« on: March 05, 2013, 11:47:32 pm »
Yeah I think I have that somewhere (;))...But I looked at it more so as the starships were there just to ferry the characters to their destination rather than battle within space.

129
Life Advice / Re: Space-Based Pen and Paper RPG Needed
« on: March 05, 2013, 11:38:49 pm »
I hadn't thought of Robotech being an rpg (however I did find a Sailor Moon one...::)), Star Wars on the other hand...I dunno. The old D6 one didn't impress me when I checked it out a few years ago, but having this one in D20 is interesting. I'll certainly check out Robotech sometime soon. A few more and I think I'll have enough to make a decision.

Actually I'll add this as well. I'm looking at the rpg with a decent ship-to-ship battle rules.

130
We are not opening up the airlocks because we might lose valuables that we can sell. So...

Lucas looks at the computer console for a moment before pressing what appears to be the intercom button. He leans over the console, unsure of where the speaker is, and begins to speak.
"Anybody who has enough brain cells will know that we've taken the bridge. We have decided that you'll have one chance to surrender. If we do not get a reply within five minutes that you have all disarmed and unloaded your weapons, we'll turn Life Support off for, oh...say thirty minutes. And if there's still some of you pirate scum left after that; we're going to be opening the airlocks. You better hurry up and make your decision - times ticking." Lucas depresses the button and turns to the other members of the boarding party.
"Well...now we wait."


A few corrections/ooc notes:
-Ebbor - I'm carrying my trusty laser pistol/blaster in addition to the slug-thrower.
-TopHat (regarding skills) - I don't know what the other guys did but I just picked three skills and assigned points to them based on how my character concept looked. So long as there's three skills (maybe one or two instead if you want) and they add up to...16 I think it was, then its good.

131
Weapons:
    -Missiles
    -Mining Railgun
    -Mining Railgun

Wait - mining rails? Something tells me these pirates are a LOT closer than we think...

??

The only pirate ship in vicinity is currently alongside you. Not really, but within meters anyway.

Ill chuck my response into a spoiler...
Spoiler (click to show/hide)

That's sort of what I meant. And about the computers...

132
Life Advice / Re: Space-Based Pen and Paper RPG Needed
« on: March 05, 2013, 04:05:27 pm »
If you like Star Frontiers you could just modify the rules to give the characters the skills/stats/whatever of a 10th level character at first level, and go from there. Pen and Paper games are nice exactly because they're so easy to modify and cheat to make work for a group.

Yeah just went through the Knight Hawks rules and found that the characters can jump into, what is essentially "Starfleet Academy" for two years and gain lvl 1 pilot and lvl 2 of another skill, also gaining the pre-requisite knowledge as well. I plan to do that in the case of Star Frontiers but not if I can help it.

I've heard of Traveller from both the net and "neckbeards" of pnp but can't really find a site that will give me an actual "low-down" of how it works, and tbh I really never searched like I should have.

133
Weapons:
    -Missiles
    -Mining Railgun
    -Mining Railgun

Wait - mining rails? Something tells me these pirates are a LOT closer than we think...

134
Life Advice / Space-Based Pen and Paper RPG Needed
« on: March 05, 2013, 04:06:44 am »
So joining ebbors space-based RP has given me a desire to get together my friends and do some good old fashioned pen and paper roleplaying in the same style. However, I do not really know where to start with when it comes to selecting a roleplaying game to do this.
So far I have Star Frontiers and Spacemaster (first, second and privateers). Is there anybody here who is knowledgeable enough in this area to direct me to a decent system? I like the complexity of Spacemaster, as well as the critical hit charts, but I don't want extremely complex character generation. Star Frontiers is good; simple yet enjoyable but I don't want to go through a lot of initial character development (from what I've read they need to pretty much level up to tenth before they're ready to own a starship).

Any advice is appreciated.

135
Hey ebbor - are there working computers in the bridge that have a viewscreen? Do the starships have security cameras, and if so how hard would it be to display the camera feed onto the computers viewing screen?
This way we can survey not only where they might be but also coordinate whether or not they have surrendered their weaponry (plus some troopers can stay on the bridge and direct us via radio as well).

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