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Author Topic: Dwarf Engineer Squad RTD! (Turn 6)  (Read 5440 times)

Jack A T

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Re: Dwarf Engineer Squad RTD! (Turn 6)
« Reply #45 on: February 03, 2011, 07:12:16 pm »

Shore tunnel more, examine fuel line, examine valve 3, go home, read book on engineering.
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Quote from: Pandarsenic, BYOR 6.3 deadchat
FUCK YOU JACK
Quote from: Urist Imiknorris, Witches' Coven 2 Elfchat
YOU TRAITOROUS SWINE.
Screw you, Jack.

Darvi

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Re: Dwarf Engineer Squad RTD! (Turn 6)
« Reply #46 on: February 03, 2011, 07:12:43 pm »

 
Quote
In order to inspect them, you'll have to climb a rusted, rickety   service ladder which is set into the wall. If you choose to do this, it   will take place during this turn.
Do this.

But first, repair valve.
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vadia

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Re: Dwarf Engineer Squad RTD! (Turn 6)
« Reply #47 on: February 03, 2011, 09:49:41 pm »

If you won't hold that I can be foreman to myself for that command then in this turn I go back home (following others if reasonable), eat, and sleep.
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Mullet Master

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Re: Turn 6
« Reply #48 on: February 05, 2011, 03:58:41 pm »

I want to ask the players (and any spectators) about the game flow.

There are some repair tasks which are going to take a LONG time - such as the tunnel shoring.
I want to give the players some input on how the game goes from here.

Option 1 is what I would like to do.
Every game work day is 12 hours long. For each workday, I will make two turns. One will be an information gathering and planning turn, which you can take up to five diagnosis/examine actions, and then the next turn will be you choose which task to work on, and what to work on if you get done early, or if you are going to help/etc.
For each block of work, I will make a danger roll, and one work roll for each 4 hours of work. Danger is self explanatory - does your dwarf get hurt by any of the dangers present (Some tasks are inherently easier than others... and I will make it very well known on the work order). Work roll is simply a "Does your Dwarf complete the task?"
"If so, how fast?". This is what is directly modified by your skill. 

Option 2 is keep the current format, restrict every day to four turns, and focus on the details like we are now. This will mean fewer "unique" jobs per real-life week. 

Also, if any player is disinterested in the game at this point, let me know so I can contact the waiting list.
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adwarf

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Re: Dwarf Engineer Squad RTD! (Turn 6)
« Reply #49 on: February 05, 2011, 04:04:26 pm »

I have to quit sorry to much stuf going on right now
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Mullet Master

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Re: Dwarf Engineer Squad RTD! (Turn 6)
« Reply #50 on: February 05, 2011, 04:20:54 pm »

Understand adwarf, thanks for playing!
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Darvi

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Re: Dwarf Engineer Squad RTD! (Turn 6)
« Reply #51 on: February 05, 2011, 04:23:11 pm »

Option one sounds good.
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vadia

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Re: Dwarf Engineer Squad RTD! (Turn 6)
« Reply #52 on: February 05, 2011, 08:06:28 pm »

I'm fine with option 1.
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Jack A T

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Re: Dwarf Engineer Squad RTD! (Turn 6)
« Reply #53 on: February 05, 2011, 08:44:52 pm »

Either works for me.
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Quote from: Pandarsenic, BYOR 6.3 deadchat
FUCK YOU JACK
Quote from: Urist Imiknorris, Witches' Coven 2 Elfchat
YOU TRAITOROUS SWINE.
Screw you, Jack.
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