Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Next game (If you guys want it)

More Pangaea
- 1 (14.3%)
Home Fleet
- 2 (28.6%)
Rage Across The Heavens:
- 4 (57.1%)
Ruin Scape:
- 0 (0%)

Total Members Voted: 5


Pages: 1 ... 3 4 [5] 6 7 ... 18

Author Topic: Orbiter: The End  (Read 14687 times)

Tyrant Leviathan

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Creation/Aliance sign up.
« Reply #60 on: April 27, 2018, 08:27:15 pm »

Everything, including cloaked things would be seen as Crystal Spire scan is currently the most advanced sensor. Just very backwards though.

So if scan occurred and your guys spearing info web in area and blasted, true fog of war is silenced in area. Would know if everything in said area.

Funny note:

Was originally going to have two extra base treasures. Decided no.

Access to tunnel system of ship like a subway rail system for quick movement when found access holes. Second?

Turns vase into a fortress. As your base is in one. Big walls, turrets and yet enough wiggle room behind walls for farming and stuff.

For a defensive minded player.

Glass

  • Bay Watcher
  • Also known as the Chroniqler
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Creation/Aliance sign up.
« Reply #61 on: April 27, 2018, 08:28:26 pm »

I meant after the pulse, would we keep that lack of fog of war there?
Logged
Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Tyrant Leviathan

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Creation/Aliance sign up.
« Reply #62 on: April 27, 2018, 08:30:27 pm »

Yes it would stay as the AI/Digital sprites That make up the area would keep it logged on.

Madman198237

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Creation/Aliance sign up.
« Reply #63 on: April 27, 2018, 09:29:46 pm »

Made an edit. My creative faculties (hahahaha what a joke) are letting me down, but it's got some semblance of finished. We can always change tribe names later, right? Maybe put it to a vote of those more creatively inclined than myself?
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Tyrant Leviathan

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Creation/Aliance sign up.
« Reply #64 on: April 27, 2018, 09:39:46 pm »

Yep it can be changed. Alrighty. Before I sleep tonight I am going to post the threads, link them here. And well start this.

Tyrant Leviathan

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Hub thread.
« Reply #65 on: April 28, 2018, 12:59:14 am »

First post now links to tribe threads.

This thread will be npc updates too. Not to flood the board with even more stuff.

And Alliances declares here and broken here. Happy hunting.

Glass

  • Bay Watcher
  • Also known as the Chroniqler
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Hub thread.
« Reply #66 on: April 28, 2018, 12:58:09 pm »

Just thinking, do the Potatoes' and Aragamis' stealth stuff work on each other? Because, y'know, they've both got Explore 20. And the Potatoes actually have the "from the shadows" thing.
Logged
Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Tyrant Leviathan

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Hub thread.
« Reply #67 on: April 28, 2018, 02:29:53 pm »

A 20 vs 20 in explore means they will be able to detect each other.

From the Shadows adds more A-Z options in SG section. In which attempt to do spy stuff.

Tyrant Leviathan

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Hub thread.
« Reply #68 on: April 28, 2018, 03:19:37 pm »

Okay someone tell Leodandy or something. Starting posts on those that have replies.

Tyrant Leviathan

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Hub thread.
« Reply #69 on: April 28, 2018, 08:45:51 pm »

Everyone’s resource chart.


Starting Resources (everyone pc wise. Nomad traders are different.)

Seven hundred people (100 are children rest grown ups.)

Meat, Fruits, and veggies enough to feed them all for three turns/time units.

Please note: Farm decides how much fruit and vegetables you grow. Add two zeros to number of farm for that.

Do same thing for tame as that’s grown meat.

Please note searching new areas can get more food stuff and other things. Sometimes even items.

Need to have people keep working on farming for food or trade for food ( farm is times ten your farm skill in whatever food units you want.)

Note if have spices (start with three) it makes meat units half needed to feed someone for rationing (can grow herbs too, in time.)

Currency:

Pretty much bullets/Ammo and Batteries.

Batteries can be recharged at recharging stations all base camps have.

300 if both. Ammo? If used in fight it is gone. It does more damage against animals. Batteries charge energy weapons and small electric devices.

Everyone also has:
15 things of lumber
15 Of plant fiber (crafting mostly)
15 bones (craft)
15 spare parts ( crafting)
10 Metal debris (crafting)

Everything else resource wise has to be discovered. Water is unlimited as that unit in base is not tampered with.though a event can tamper with it (requires engineering and tech skill.)

Otherwise water will be a resource unit and things for that tribe even more intense.

What start with. There is more and making a file chart to count on everyone’s stuff including the npcs.

You guys can make up stuff. Just trying to be reasonable with supplies before people strive and go team Blackguard.

Glass

  • Bay Watcher
  • Also known as the Chroniqler
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Hub thread.
« Reply #70 on: April 28, 2018, 11:07:33 pm »

Query: If/when new players join the tribes, do they also get in-game characters, or are we all collectively our tribe’s leader?
Logged
Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Tyrant Leviathan

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Hub thread.
« Reply #71 on: April 29, 2018, 01:08:34 am »

Collective leader mentality like a spam game. The other tribe members becoming name brand characters with a 2 point character spread (that allows more choices pre turn, chain of command and all) has to be selected in SG choice.

Get to vote said characters stuff though some options taken away and said character comes from tribe numbers poll. If all commanding characters are dead. Then roll up new five point leader. The maximum officer staff is 4. Making five commanders in total and the SG sections gain more meat. So to speak.

Leodanny

  • Bay Watcher
  • Ah
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Hub thread.
« Reply #72 on: April 29, 2018, 10:15:54 am »

Sorry, My stuff got taken by parents. :-(
But I’m back now, yay!
Logged

Tyrant Leviathan

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Hub thread.
« Reply #73 on: April 29, 2018, 12:34:38 pm »

? Sorry to hear that. And Leodandy I did your Armory update to what you got.

As for gear:

Generic armor/Weapon And ammo is a unit. Said unit can cover (including leader if in unit) 50 people.

Meaning one bow and arrow and hide armor covers 50 people.


Unique stuff, better weapons and say power armor is a individual thing, along with personal shields.

Also one unit of ammo is in reality ammo that lasts whole round that if spent, well needs to be replaced. ( why Melee Weapons are sometimes the bomb, no ammo use. Though they can break.)

Everyone can access up to three weapons.

( one on hand, another on back/shoulder straps, and third tiger in belt container.)

Please note the craft skill times ten is how much stuff you can get from a craft resource (bone, Metal, etc.)

Like if one had cross bow gun, could craft lumber, bone, and scrap metal for bolts. Hellbwith plant fibers and scrap metal, craft the damn cross bow gun in first place.

A hint: In future turns will be options to “upgrade.” Ones stats.

And turns are not done until everyone does two/three actions and Arms race results.

On here in Hub thread,  I post just what the Hell The npcs are up to.


Lastly: More npcs can pop up out of the wood work. Each being different from last. The randomizer does not stop until all treasures are accounted for. But relax, need serious dice Mumbai jumbo for it to happen.

I hope everyone is having fun. You guys got it right so far. When clan grows with others posting, can get really interesting, especially Arms race.

Tyrant Leviathan

  • Bay Watcher
    • View Profile
Re: Orbiter: Tribes in Space. Tribe Hub thread.
« Reply #74 on: April 29, 2018, 01:45:10 pm »

Alright heads up:

Glass and crazyabe are done. Leodandy is catching up. Need madman, so turn 1 ends for everyone and the npcs get a update.
Pages: 1 ... 3 4 [5] 6 7 ... 18