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Author Topic: Exodus: Escape to the Stars (SG)  (Read 3507 times)

Taricus

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Re: Exodus: Escape to the Stars (SG)
« Reply #30 on: June 08, 2014, 10:40:20 am »

At most the worst reaction would be a minor one, likely resulting in hayfever at worst. It mostly depends on the chemical makeup of the lifeforms on that world.
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Kevak

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Re: Exodus: Escape to the Stars (SG)
« Reply #31 on: June 08, 2014, 10:44:32 am »

Contact poisons exist you know.
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Taricus

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Re: Exodus: Escape to the Stars (SG)
« Reply #32 on: June 08, 2014, 10:55:43 am »

Lets be honest though, if it affects the local lifeforms, it's gonna affect us :P
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kaian-a-coel

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Re: Exodus: Escape to the Stars (SG)
« Reply #33 on: June 08, 2014, 11:06:26 am »

Lets be honest though, if it affects the local lifeforms, it's gonna affect us :P
Not necessarily...
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Kevak

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Re: Exodus: Escape to the Stars (SG)
« Reply #34 on: June 08, 2014, 11:08:22 am »

Lets just stay in space, mine some asteroids, maaaybe in the distant future set up a colony, but we want to be safe for now.
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tryrar

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Re: Exodus: Escape to the Stars (SG)
« Reply #35 on: June 08, 2014, 11:17:02 am »

I agree with the Red Dwarf idea. Let's get some industry going, so that if we want, we can use automated rigs to slowly terraform any world we want to colonize rather than try to adapt to an existing biosphere. Though, one of the first things to build would be a mobile cloning lab so we can get started on increasing the workforce
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Kevak

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Re: Exodus: Escape to the Stars (SG)
« Reply #36 on: June 08, 2014, 11:20:02 am »

I agree with the Red Dwarf idea. Let's get some industry going, so that if we want, we can use automated rigs to slowly terraform any world we want to colonize rather than try to adapt to an existing biosphere. Though, one of the first things to build would be a mobile cloning lab so we can get started on increasing the workforce
Yesh.
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GiglameshDespair

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Re: Exodus: Escape to the Stars (SG)
« Reply #37 on: June 08, 2014, 12:25:18 pm »

We don't need to stay mobile. We're far out enough the enemies wouldn't follow us, and staying mobile increases the risk of meeting a different hostile alien faction. For now we need to consolidate and rebuild, and we can do that best with a colony.

It's for morale reasons, as well. We can have a new home, rather than having lost everything and being forced to become wanderers.
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Kevak

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Re: Exodus: Escape to the Stars (SG)
« Reply #38 on: June 08, 2014, 12:33:10 pm »

*land on planet*
*set up basic base*
*enemy civ we didn't notice/large angry animals comes/come and kills/kill us*
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TopHat

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Re: Exodus: Escape to the Stars (SG)
« Reply #39 on: June 08, 2014, 12:35:33 pm »

*land on planet*
*set up basic base*
*enemy civ we didn't notice/large angry animals comes/come and kills/kill us*
*stay in spaceship*
*hit micrometeorite*
*everyone dies*
Any planet that can support life is one we want.
Go for the yellow star.
+1
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Kevak

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Re: Exodus: Escape to the Stars (SG)
« Reply #40 on: June 08, 2014, 12:37:55 pm »

Actually it's:

*stays in spaceship*
*micrometeor hits forcefield*
*nothing happens*
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GiglameshDespair

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Re: Exodus: Escape to the Stars (SG)
« Reply #41 on: June 08, 2014, 12:45:46 pm »

Actually it's:

*stays in spaceship*
*micrometeor hits forcefield*
*nothing happens*
Assuming we have forcefields. And if we do, we can protect our colonies with them as well, presumably.

We're more likely to run into enemies if we kept moving around. And if we have small arms, we'd be easily the match of any large creatures we encounter. See: humans taking down elephants with rifles. Besides, if we have forcefields, no doubt we can keep them out anyway.

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Kevak

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Re: Exodus: Escape to the Stars (SG)
« Reply #42 on: June 08, 2014, 12:57:48 pm »

If you recall, only some modules are detachable, and seeing as how our ship is not a well equipped ship for colony founding, we should stay in space, mining that metal rich system until we have upgraded it to a seed ship. I would rather not risk the deadly airborn contact poisons when we have a much safer spaceship to hide on until we have the resources to reasonably build a colony safely.

We cannot lose anybody right now. Making a colony just straight off the bat is a surefire way to take heavy casualties if the planet is hostile.
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escaped lurker

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Re: Exodus: Escape to the Stars (SG)
« Reply #43 on: June 08, 2014, 01:02:31 pm »

How about we compromise on the yellow star, but first set up a mining outpost, build up a bit of an economy, and land on the planet with shuttles when the time comes. That way we would retain the mobility that most of the red dwarf faction wants, while not loosing out on a terrestrial world like the other faction wants to.

I honestly see no other solution to the current discussion, as both faction actually do have a point. Arguing over trivialities won't make any of them switch sides either. Thus;

Compromise: Set up a mining operation in the Yellow Star System
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Kevak

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Re: Exodus: Escape to the Stars (SG)
« Reply #44 on: June 08, 2014, 01:06:10 pm »

Does the yellow system have decent resources? Doesn't look like it, I mainly want red because of the industrial possibilities.
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