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Author Topic: Space Cowboys for Hire [Month 7] (New Blood Welcome)  (Read 39135 times)

ConscriptFive

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #15 on: October 08, 2019, 12:54:49 pm »

Ha, and to think I pulled det cord from the list because I didn't think players would go full demolitions tech.

Anyhow, the top 3 items seem pretty set.  4th is still up in the air, so please vote if you haven't already done so.  I'll give it a bit more time before Neil guts the Armory.

ConscriptFive

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #16 on: October 10, 2019, 12:32:02 pm »

Neil looks over the list, "Semtex rather than lockpicks?  You've got more fire in you than I thought Ma'am.  It sure looks like Sam and you are going get us some interesting work."

Land Rover Defender 130 SUV (Quantity: 2)
The military version of the 20th century British 4x4 offroad safari jeep.  An extended version of the common 110 series, with a four person crew cab and a relatively small bed.  Powered by a 111hp 300 TDI engine on a manual transmission.  A vehicle snorkel and waterproof wiring allow for adventurous attempts at river fording.  Prominently features a hood mounted spare tire, a roof rack for fuel jerry cans, and a brush guard front bumper with a recovery winch.  Notably devoid of any modern luxuries such as airbags.  An inauspicious utilitarian workhorse from before Land Rover became a luxury brand in the 21st century.

FLIR Recon BN6 Thermal Binoculars (Quantity: 2)
The world's first set of "true" thermal binoculars in terms of both capability and size.  Outputs "white hot" images at 640x480 resolution and can operate for two hours on a pair of recyclable 3V CR123A tactical flashlight batteries.  A 4lb set of aluminum binos, with 100mm lenses that otherwise isn't conspicuously distiguishable from large field binoculars.  An uncommon item in its day that had to be custom ordered by US military and law enforcement personnel.

AS Val SP-6 Sound Suppressed Carbine (Quantity: 6)
In Russian, "Avtomat Special'nyj Val," literally "Special Automatic Rifle Shaft," or more precisely "Special Assault Rifle, Codename 'Shaft'"  The AS Val is a late 20th century integrally suppressed assault rifle, designed specifically for Soviet Spetsnaz operators.  Fires the custom SP-6 9x39mm subsonic round.  Revised off the infamous 7.62x39mm intermediate rifle cartridge, SP-6 has roughly twice the muzzle energy of the 9mm pistol cartridges commonly used in Western SMGs.  Fires in semi or auto from a 20 round magazine and effective to 300 meters.  Externally, very similar to an AK-series carbine with a folding stock, except for its prominent namesake "shaft" suppressor barrel.  Weighs 6lbs loaded without optics and is two feet long with the stock folded.  Even into the 21st century, it only saw limited production and was never legally exported out of Russia.

1kg Semtex Plastic Explosives Brick (Quantity: 4)
Ever try to handle nitroglycerin?  It's the kind of thing you get to try exactly once.  Plastic explosives stabilize extremely volatile high explosives into a ruggedize piece of hardware suitable for battlefield conditions and handling.  Waterproof up to 100m, pliable from -40C to 60C, can take a bullet and still not detonate.  Can be incinerated as dry firewood in an emergency situation.  Roughly the same performance as similar plastic explosives, actual effectiveness is highly based on the skill of the user in terms of placing, molding, tamping, and overall charge size.  Physically looks and feels exactly like red modeling clay.  Blasting caps, command wire, and manual clacker included.

After hours of Neil haggling in Mandarin over the phone and the Armory nearly empty, you make rent just barely, and are locked in for a month in FTL travel to the Thiel Planetary System.  You fall asleep peacefully know that no one from Paramour will be able to reach you for the next 27 months at least.

***

The next morning, you meet again with Sam and Neil.

Sam breaks the ice, "Well the good news is that were safe within the Mother Leviatian for the next nine months."
Neil snorts, "The bad news is that we're broke and barely functional as a PMC.  Our armory is gutted, and we have zippo for operators."
You interject, "Surely we've taken casualties before?"
"Not a full ten ma'am.  Plus without Danny, our waitlist just bailed on us.  Vets don't want to touch us anymore.  If we're going to train up an effective company by the time we hit Thiel, we're going to have to take whatever greenhorns and wannabes we can find."

***

Neil does manage to scrape together seven men and three women who met his basic standards.  Competent enough, but eager, it was now up to Sam to give them new identities.  In a process that Daniel Ocean himself pioneered, once signed on to the company, an operator has a legal name change and identity built to protect their planetside friends and family.  Even to this day, you never learned your husband's birthname.  "Daniel Ocean" also started the trend of using "nostalgia" names, something this particular batch of new hires has taken to rather enthusiastically.

Redrick "Red" Batiste
Anna Chapman
Erik Heller
James "Hoxton" Hoxworth
Ethan Hunt
Angus MacGyver
Evelyn Salt
Nikita Taylor
Simon Templar
Victor "Mr. Blonde" Vega

***

Specialist Training Phase.

"Ma'am, it's Chief McCauley.  So I'd like to talk to you about Specialists.  I think we've trained up a decent crew, but each month I'd like to really focus on developing a particular operator.  Slowly but surely, we'll build Ocean's Ten back into the kind of crew that could to anything from a bank robbery to a hostage rescue."

"Now I can name a dozen different specialties we should have.  But I think we should start with a Wheelman.  You're the boss though, so let me know if you'd like to prioritize something else."

Specialist: Wheelman
Quote
Manual or automatic, off-road or on, if it's got wheels the Wheelman can drive it.  Whether you need a getaway driver or a high speed interception with a PIT manuever, the Wheelman is your guy.  Familiar with a wide variety of vehicles, he makes a helluva hijacker as long as you can get him to the driver's seat.
Erik Heller should be trained as the Wheelman.

Quote from: Specialist Votebox
(1) Wheelman: OpsChief

***

Sam also calls to remind you that the Memorial Service is tonight, and hopes your eulogy is going well.
« Last Edit: October 10, 2019, 09:22:20 pm by ConscriptFive »
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Naturegirl1999

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #17 on: October 10, 2019, 12:49:05 pm »

Quote from: Specialist Votebox
(2) Wheelman: OpsChi, naturegirl1999
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Shadowclaw777

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #18 on: October 10, 2019, 01:09:35 pm »

Quote
Specialist: Scout
The Scout is simply there to be able to provide the necessary resource so vital to our operations and heists, the key being information. The Scout has gone through arduous reconnaissance training and has become much better at the job, and has superior adaptability and perception compared to others. Able to track and locate targets from faraway positions with its eagle-eyes even further enhanced by technology, can keep track of targets that try to hide from it, and intelligently provide information quickly and consistent feedback to its comrades on where targets are located. Stealth training is provided so that specialist can more easily get close and hide from the targets that the Scout tries to locate, bo one can escape the watch of the Scout. Nikita Taylor shall be trained as a Scout.

Quote from: Specialist VoteBox
(2) Wheelman: OpsChief, Naturegirl1999
(1) Scout: SC777
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1freeman

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #19 on: October 10, 2019, 01:29:01 pm »

Quote from: Specialist VoteBox
(3) Wheelman: OpsChief, Naturegirl1999,1freeman
(1) Scout: SC777

For the next month I recommend that we train redbrick as a demolitions expert (come on, its meant to be) .

Quote from: Demolitions expert
An expert in the use of explosives of all kinds, able to gauge the best way to achieve any objective using explosives to do anything from breaching through doors/walls/floors/ceilings, disable enemy equipment/vehicles, or set up effective ambushes in the most efficient way possible.
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Naturegirl1999

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #20 on: October 10, 2019, 01:41:58 pm »

I don’t think anything is stopping us from eventually implementing all 3 of these, though we need vehicle operations to eventually help with scouting
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1freeman

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #21 on: October 10, 2019, 01:45:20 pm »

That is why I voted Wheelman for this month. I am just getting my idea for next month's selection out there.
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Naturegirl1999

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #22 on: October 10, 2019, 02:05:47 pm »

Makes sense
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Shadowclaw777

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #23 on: October 10, 2019, 02:23:55 pm »

The less of a offensive statement/entrance we make for our contracts the less we need a Wheelman, the Scout is gert useful for any mission since Information is always the most vital resource. We get only two specialists and two hardware designs before we get our first contracts, I will vote for the Demolition Expert for the future, but I think we should get a Scout since it’s useful for both loud and quiet operations (assassinations, heists, hostage missions, what have you). That’s why you should vote for the Scout, also giving the Demolition Expert the Codename “Fuze”
« Last Edit: October 10, 2019, 02:26:04 pm by Shadowclaw777 »
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Naturegirl1999

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #24 on: October 10, 2019, 02:38:41 pm »

Quote from: Specialist VoteBox
(2) Wheelman: OpsChief,1freeman
(2) Scout: SC777, naturegirl1999

Agreed. Knowledge is Piwer
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1freeman

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #25 on: October 10, 2019, 02:42:20 pm »

We have nine months until we reach our next stop. each month we get to choose one specialist to train. that makes for nine of our 10 operators to be a specialist of some sort. We have been told that the frontier does not have Uber or any kind of public transport, and we wouldn't want to have to rely on public transit anyway. there will be plenty of time to train up a scout and a demo-man in addition to a Wheelman. I feel that the wheelman is going to be our most frequently used skill (much as I would love to blow everything up) and so should be trained first.
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Stirk

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #26 on: October 10, 2019, 02:44:14 pm »

Eh. Any idiot can drive a car from point A to point B without taking casualties. We only need a wheel man if we’re going from point A to point B with a bunch of guys trying to kill us. Likewise, any idiot can point binos at the target and tell his buddies where they are. Specialties don’t unlock “the ability to drive a car” or “scout”, they just make you better at it.

You know something that not everyone can do? Blow things up good without including themselves and their buddies in the explosion. Since we went with the explosives instead of the stealth gear we have to stick with that choice and make sure we can actually use them. My vote goes to Demmoman when I get back to a computer.

Quote from: Specialist VoteBox
(2) Wheelman: OpsChief,1freeman
(2) Scout: SC777, naturegirl1999
(1) Demolitions Expert: Stirk
« Last Edit: October 10, 2019, 03:03:08 pm by Stirk »
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Shadowclaw777

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #27 on: October 10, 2019, 02:57:01 pm »

Quote from: ConscriptFive from Discord
Also, you're going to get one more Hardware, and one more Specialist Phase AFTER you accept the contracts, but BEFORE you execute.

We probably have three hardware/specialist training before we actually do our Contracts, or two and we can’t deploy our third. We should get the crucial specialists before we going down the line. Anyways if your using that logic, you don’t need superior expertise to deploy an explosive gadget and then move away and activate, it only becomes more reliable once things go loud and hectic. All missions require intel, reliable and constant information to increase the chances of success. Not all missions need an explosive to open it up but can we used when the situation calls for it.
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Stirk

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #28 on: October 10, 2019, 03:15:05 pm »

Quote
We have nine months until we reach our next stop. each month we get to choose one specialist to train.

We have 1 month until our next stop. We have 9 months until next rent is due.

Quote from: ConscriptFive from Discord
Also, you're going to get one more Hardware, and one more Specialist Phase AFTER you accept the contracts, but BEFORE you execute.

We probably have three hardware/specialist training before we actually do our Contracts, or two and we can’t deploy our third. We should get the crucial specialists before we going down the line. Anyways if your using that logic, you don’t need superior expertise to deploy an explosive gadget and then move away and activate, it only becomes more reliable once things go loud and hectic. All missions require intel, reliable and constant information to increase the chances of success. Not all missions need an explosive to open it up but can we used when the situation calls for it.

You don't need to. Too bad throwing explosives at a target and running away isn't going to do anything unless you overcompensate by throwing a looooot of explosives, pick a soft target, or have ample opportunity to retry. Unlike with driving, basically every use of explosives is expected to be "loud and hectic". Unless we decide to use our blowy-upies to reduce avalanche risk for the local government instead of this whole PMC thing. There isn't much opportunity to "peacefully and quietly" plant explosives on the enemy's front door. A drive through the woods to an enemy base is liable to be a smooth country drive until the bad guys show up.

Point your binoculars at the bad guys. Say "There is a bad guy here". Don't confuse a dog for twenty enemy units. You have now successfully scouted the place. If we had gotten the camouflage instead of explosives then we could certainly focus on the stealth aspect, but since we did go with explosives we should have someone who can actually use them. If our men somehow manage to screw up scouting badly enough that we need specialist to keep them from going "All clear. No wait, are those smugy things human? Actually there is a thousand of them in that roo-oh too late" then we should invest heavily in edible crayons.
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1freeman

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Re: Space Cowboys for Hire (A PvE AR-like) [Pre-game Turn]
« Reply #29 on: October 10, 2019, 03:28:09 pm »

ah, my bad. I read the post wrong. I am now changing my vote to Demolitions Expert with the request that Redrick "Red" Batiste be our demo specialist.

Quote from: Specialist VoteBox
(1) Wheelman: OpsChief
(2) Scout: SC777, naturegirl1999
(2) Demolitions Expert: Stirk,1freeman
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