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I'll play.
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If by "underrated' you mean "really, really good" then I agree.
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i am out there one week a month from now on (have spent 6 weeks out there since St. Patrick's Day)...i am flying out tomorrow night...landing at o'hare around 8 so i will be in rockvegas around 9 staying at one of the hotels at state and bell school...be there til Thursday afternoon. |
Would still love any new sign-ups but will probably stop sign-ups around 7 Central. Will then decide and send-out roles in advance of Day 1 starting tomorrow morning between 8 and 9 Central.
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So sad that I can't play in this. Will be fun to read along
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Ok, going to close sign-ups and work on getting out roles. Excited to have everyone.
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At least in this game, I can use the golden rule to clear up my day 1 dilemma.
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"Jackal is always a wolf"? |
Man you forgot about the Golden Rule — a huh huh
It's OK when you vote hoopsguy Don't have to try when you vote hoopsguy He's a wolf in the game, trying to lie The nightfall's great in a day one vote hoopsguy |
Day 1 nightfall would be unprecedented, to the best of my knowledge.
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Hey look at this, a chance to break out my GM color before the game even starts!
Nightfall won't be accepted during a Spawn game because of actions that may be performed. |
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Unless it's combined with a hoopsguy vote. |
I'm ready to play! Hopefully not a nerdy scientist this time
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Ooooooooooooh Ahhhhhhhhhhh! Pritty colorrrrrrrrrrs!
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Weren't you a nerdy wolf scientist? |
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Didn't you get to nerd out on away missions and junk? |
Few last minute changes made to the rules:
*Privates are now Miners and give small bonus to Mining Away Team missions *Existing rule that allows for a Medic to become a doctor is now explicit in the rules *Percentage made explicit for chance of Engineer becoming Chief Engineer *Rules around a Swarm Lord attack have been tightened *Added Scrying Spwan role *Duplicant now has 50/50 chance of keeping role if they become a Spawn I'm beginning to send out PMs. Please wait to post in the game until you see my official N0 post |
You didn't want to believe it at first but there can be no doubting it after the unfortunate death of 2 miners in the past two days, the Spawn are back. Come tomorrow morning it will be time for you to start getting off this planet.
Given your new situation, the Command Staff gathers to begin to prepare for your exit. They emerge agreeing that while no trainer is yet present, having one would be useful. The scientists inform them that there is a way for a new trainer to be trained. If a player spends 4 cycles (Day or Night) in training, assisted in at least 2 of those cycles by a scientist, it will be possible for a person to become familiar enough with the training equipment to use it. It's now up to the Second Officer and Captain to decide who, if anyone, that trainer may be. The second officer, with the consent of the Captain, may designate 1 player for study as the trainer as a free action; any future designees will cost 1 AP from either the Captain or Second Officer. Any player who is studying to be the trainer must spend all their APs to do so and will forfit any other role they had at the end of their 4th cycle. The Crew Command Staff Captain - JAG First Officer - Autumn Second Officer - Lonestargirl Security Chief - Packerfantic Ensign - Zinto Chief Engineer - hoopsguy Engineers Crimson Darth Simbo Medical Staff Doctor - saldana Security Staff Sergeant at Arms - Danny Slavemaster - Chubby Security Crewman - Chief Rum Security Crewman - dubb Scientists Schmidty britrock Miners Shiggles Julio mauboy Abe Sargent Slaves 20 slaves accounted for Night 0 has begun. Please feel free to start asking questions and otherwise getting familiar with your roles. The game officially will begin tomorrow morning |
Second officer? I like it. I can't wait to take some of you guys to my office to 'train'.
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hmmm no medic, nurse, or galley master this time. Guess the boys upstairs are shortchanging our staff again.
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hmmm no medic but this rule exists. I wonder if someone can be trained to become a medic. |
I'm starting to regret not having read the previous Spawn games.
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Jag it looks like we have an important decision that needs to be made pretty quickly.
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Woo! i always did like working underground. Stupid hot planet. Anyone got some spare canteens? i plan on staying down there for a while. Should find out how were working the water rations and things. And a buddy, i dont want to get eaten by those spawn. TWO DEATHS? ugh. i hate this planet.
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Vote hoopsguy
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I'm a miner - how southern West Virginian of me!
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Me too. I think I have my night's homework cut out for me. Excited to have a cool looking role though. now to go find out what a Trainer is. |
So it sounds to me like the Trainer can basically give people some of the roles, of enlisted crew or specialists. So it would be a way to essentially fill in roles that we lose or don't have?
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I also need to figure this out. Plz help me out when possible.
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Barkeep, do we have night actions on Night Zero? As in, can I plan an away mission tonight?
For those familiar with this game, any advice about the First Officer role is welcome. Is issuing orders something generally used every day, just to get shit done? Or is it kind of used when we suspect someone's doing something we don't want them to? Any thoughts on what sort of missions we should prioritize and I should plan? |
Go dig some stuff, Mauboy.
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Three engineers seems a bit overstaffed ... |
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Also note that nurse was present in earlier Spawn games but is not present in this game. |
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I've only read the first Spawn, but that had 5 engineers with the same size crew. Hopefully this is a more efficient allocation. |
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Not with all the officers breaking things. :P I think there were 5 in other games. |
Barkeep when does night one start
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Well after watching one heck of a basketball game, I am excited to see that I am so far up the officer totem pole. Oh, wait I am the officer who can do nothing cool. Lame.
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I'm gonna wipe the sweat off my brow and dig in to the rules one last time tonight to try and get a more concrete idea of what mode to get into as a miner. Once I crack the surface of the world of Spawn, I hope to glean a few nuggets from our history on this planet. I'll be keeping my eye out for any fossil of truth I can excavate from our past.
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Anybody want to volunteer to be trainer? Anybody have suggestions for who it should be? A miner or a scientist, maybe?
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I think Julio is trying to signal us. But I can't fathom what? |
OK, happy to see that I have a good crew of Engineers to work with.
Despite having played every one of the Spawn games to date I'm going to need to spend some time on the rules here. There are always a pretty complex set of collaborative decisions to reach in these games, so I want to make sure I'm pulling my weight in terms of providing input to our leadership team. |
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Well lucky this time around, nothing's broken. SO we can concentrate on converting our buildings to things we need. Just tell us what you want us to do, chiefy. |
i wouldnt be too sure about that crimson...it is night zero, not day 1, so stuff can still change before it is officially game on....i will wager you an unlubed rectal exam something is broken in the morning.
anyone have any suggestions for me other than to examine our good captain? |
Does conversion work at a 1:1? I wonder if barkeep will have some "units required for conversion" information for us in the morning.
Um, Julio, my first guess is that miners and scientists like me would work well together on away mining missions. But I'm not sure I fully understand the benefit of mining more crystal at this juncture. (Okay - quick re-read... we need an undisclosed amount of crystlium to lift off, and crystlium is required to execute slaves.) To LSG's point, miners and scientists seem like good groups to pull a trainer from. Miners probably have an edge there. |
I need to know when I have to decide when to pick a trainer. Six people to choose from in the two groups. jag, any opinion?
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I thought the scientist has to train the trainer. He can't train himself so I wouild think the scientist wouldn't be a good candidate unless he could have multipkle jobs. But if the 2 scientists are out doing scientist stuff you don't want them to be trainers as they'd be too busy. Not that a dumb ole engineer like me would know much about such things.
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You will indeed have a sense of what needs work in the morning, both in terms of conversion and damage (if any). These will be listed in terms of "cycles". Engineers are able to perform both repair and conversion work OR they can supervise non-engineers performing conversion work. This supervision is a major new mechanic from previous Spawn games.
Day 1 will start sometime between 8-10 Eastern as it hopefully will each day of the game. Night 1 will start after I post lynching results around 10 PM. If you select a scientist to be trained as the trainer, you CAN double count that with the scientist requirement. The idea is that it takes 4 cycles for the trainer to be trained and 2 of those cycles must be done with a scientist. If it's a scientist being trained than all 4 of the cycles will be with a scientist. If you want a question answered bolding your question is always a good way to get my attention :). |
Made one last tweak: the Chief Engineer is now able to supervise 5 people or 8 slaves.
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OK, THANKS!!! |
I think the biggest decision I have to make is "Am I going to be Yaphet Kotto or Harry Dean Stanton?" I think I'll go with Stanton. THat way I can have a cat.
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unvote hoopsguy
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Heading to bed, see ya'll in teh morn
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yay not a spawn!
at work til 3pm EST but may be a hair later as I have to teach orientation again today. just a heads up |
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I would recommend a miner. Whoever we choose is going to lose their current public role and it seems like miners are the ones we can most afford to lose as: 1. There are more of them than most other groups. 2. They give a 'very small bonus' to mining mission success whereas scientists affect the success of missions of all sorts. Looking at what a trainer does (determining what the group needs among a large number of roles) and the group of miners, it seems like the type of role Abe would do really well with. I wouldn't mind seeing Julio designated as it either since he had a rather early exit last game and I think he could do well with it. It looks like we could potentially train more than one person to be a trainer if we so choose to do so, though the people we pick to be trainers are going to lose their actions and we only have so many AP to designate people to training. Barkeep: 1. Is the second officer suppose to PM you with who they choose or just announce it in thread? 2. Are actions we take submitted via PM or listed publicly? (probably a stupid question) 3. Do we need to submit an order for sleep at night or is it assumed if we do not submit any other night order? |
Ok, I found my answer to 2.:
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We are on the same page Jag. I was thinking Julio myself for the first trainer, but Abe is a good choice. We can have more than one I believe, so we can train both, but let's use Abe first.
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Barkeep, read the whole damned thread and not just the bolded part
K. Thanks :D |
It looks like you can assign enlisted crew (including miners) to other enlisted crew jobs once a day too, so it appears you can get a start on assigning other miners to more interesting roles. Since I have more AP than you, once D1 starts and it costs AP to designate someone to training, it probably makes more sense for me to do it for now so you can reassign enlisted crew.
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when does CF get his rectal exam?
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dola, do i get that as a free action since i won the bet?
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*crosses his legs*
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why are you posting all in bold?
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"Without the Spawn Overlord, the Spawn were doomed to die out and thus Spawn Planet has been made safe," the famous scientist had explained. He hadn't been all that famous at first, but as he was offering a theory that those in power in power wanted to hear, the fame soon came. Especially when two future mining missions result in plenty of Crystlium and no sign of the Spawn. The debate shifted to whether a permanent colony should be established and soon enough the answer to that became yes.
There were some initial struggles, but when aren't there when a new colony is established? The initial band of colonists was soon replaced by a slightly larger group. The plan had stated that in another 6 months the 22 present would be supplemented by another 150. Only those 150 will never come now. Schmidty had always claimed he'd created a device which would tell if there were any Spawn in a 50 km radius. Useless on the individual level, but perhaps useful on the macro level. Of course with no Spawn around it was impossible to know whether it worked or not, but the green glow of the device was reassuring. So it was understandable when a few became weary when the friendly green glow suddenly turned to an ominous red. Still the decision was made to forge ahead. When the first body turned up, that was far more of a concern. Still things had been so good for long enough that people were reluctant to leave. Leaving became the only option after the second body. The re-emergence of the Spawn had always been considered. It was why so many of those present and who had been mined had also been cross trained in other areas. Now the decision had been made by Captain Jag and Second Officer Girl to make one of the few pure Miners, Abe Sergant into the trainer. Flexibility has to be the key in these conditions after all. The buildings the colonists called home now had been converted out of parts of the colonization ship. And with some effort they could become a ship again. Those efforts would now have to be made. Locations Building A: Warehouse 1 7 cycles required for conversion Inaccessible Warehouse 2 7 cycles required for conversion Inaccessible Warehouse 3 7 cycles required for conversion Inaccessible Warehouse 4 7 cycles required for conversion 0 / 40 units filled Warehouse 5 7 cycles required for conversion 0 / 40 units filled Water Supply – 0 units (Enough reserves for 0 days at current consumption) Crystilium Supply – 0 units (at least 20 required for lift-off) Slave Pens Fully Operational Slave Pen 1 2 cycles required for conversion 4 slaves present Slave Pen 2 2 cycles required for conversion 4 slaves present Slave Pen 3 2 cycles required for conversion 4 slaves present Slave Pen 4 2 cycles required for conversion 4 slaves present Slave Pen 5 2 cycles required for conversion 4 slaves present Building B: Power Facilities Fully Operational Power Facility 1 5 cycles required for conversion Powering Building B Power Facility 2 5 cycles required for conversion Powering Building C Power Facility 3 5 cycles required for conversion Powering Building D Power Facility 4 5 cycles required for conversion Powering Security Fences Power Facility 5 5 cycles required for conversion Back-up Water Plant Fully Operational 7 cycles required for conversion Producing enough water for all Survivors each day Building C: Security HQ Fully Operational 2 cycles required for conversion Armory Fully Operational 4 cycles required for conversion 19 phasers accounted for Brig Fully Operational 4 cycles required for conversion No crew being held Building D: Crew Quarters Fully Operational; 20 sleeping berths 10 cycles required for conversion Medical Facilities Fully Operational 4 cycles required for conversion Scientists’ Lab Fully Operational 2 cycles required for conversion Officers’ Offices Fully Operational 7 cycles required for conversion Peremiter Fence Fully Operational Ship Nothing yet converted The Crew Command Staff Captain - JAG First Officer - Autumn Second Officer - Lonestargirl Security Chief - Packerfantic Ensign - Zinto Chief Engineer - hoopsguy Engineers Crimson Darth Simbo Medical Staff Doctor - saldana Security Staff Sergeant at Arms - Danny Slavemaster - Chubby Security Crewman - Chief Rum Security Crewman - dubb Scientists Schmidty britrock Miners Shiggles Julio mauboy Abe Sargent Slaves 20 slaves accounted for Day 1 has begun |
A reminder that there is a small bonus offered for people who post summaries every 125-250 posts to help those who need to catch-up do so. As an example:
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Summaries should include any major points of discussion, any events (i.e. away teams), and any actions which seem particularly pertinent. |
Security Chief is here and is ready to chief that crap out of all the security...or something like that :)
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So we have no water reserves, but the water plan it producing enough for us every day. It seems we want to build up a reserve right away so that the Spawn can't hurt us by taking out the water plant. I'm going to suggest we go out on a water mission today.
For my other action I can plan a mission for tomorrow. A mining mission perhaps, or just an exploration mission. Might be good to just pave the way for a successful mission, I assume Barkeep will be posting surprise mission opportunities over the course of the game. |
Alright, so some major areas for discussion today:
1. What areas to start converting Seems like warehouses 1-3 would be logical starting choices since we can't access / use them anyway and they are required for take-off. 2. What do we want to do for away missions? My first thought is we may want one of each for water and crystilium. The bonus to future missions might be good once we have some stock of things. 3. Do we want to execute or not execute today? Normally I'm not a fan of no lynch, but I have no understanding for what the starting numbers of spawn might look like (people who played in other Spawn games have thoughts on that?), but this is a rather different ruleset so I'm willing to hear an argument for not lynching if someone has one. |
It seems the main question is what order we want to convert things in. We lose the capability of a module once it's converted, so we want to have a smart order. Like stock up water, and then convert the water module. Keep the power module until we've converted enough other modules that it makes sense to take it offline. I'll admit this type of thinking is not my strong suit, but I think JAG is probably perfect for it.
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Even if we know what the perfect order is (which I don't to be honest), we may not want to advertise it immediately so that spawn can't easily interfere with our plans. The first three warehouses do seem to make a lot of sense as a starting idea though since they don't serve a function for us.
So I hadn't fully grasped the away team thing, but we could potentially run as many as 4 missions today (though I don't think we want to do more than 2-3), but Autumn, you can plan future missions and then those future missions have a better chance for success. |
I thought of that, JAG, but it seems a bit self-defeating to try to keep things to ourselves just so the Spawn don't find out. I do agree though that if you have a good idea of how to proceed, as our Captain I'm fine with you keeping your plan under wraps and revealing a bit at a time.
The warehouse seems smart, I don't know of a downside to that. I will be glad to spend one point leading a Water mission today. I will spend my other one planning a future mission. |
I'm not sure I quite understand all the spawn end of things. But since there's a chance of conversion of everybody who goes on an away mission, as I understand it, it seems we want to keep our missions as limited as possible. We know we need some water reserves, and we have to harvest 20 crystillium. It seems getting those two things done as efficiently as possible is key. Maybe we even want to consider not doing any Away missions today, and instead planning missions for tomorrow. I assume a planned mining mission, for instance, will harvest more than an unplanned one. If we can get away with one less mission becuase of that, we have less chance of spawnlings.
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So perhaps today we should focus on solely conversion work? I could plan two away missions for tomorrow (water and mining) and then tomorrow we could rake in the stuff. That's one suggestion for moving forward to limit missions and conversions. Are there other methods of conversion in the game?
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That's an excellent point, we should do what we can to make missions have the highest chance of success to limit that. That means having you plan our missions, include scientists on missions if possible, miners on mining missions, etc... So if we're going to do convert buildings today and prepare for starting some missions tomorrow, we need to have engineers supervise either people or slaves and since we want scientists to go on missions starting tomorrow, we probably want to have one (or two if possible?) work with Abe today on his trainer studying. |
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It looks like Spawn have an attack type to potentially convert others: Quote:
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Redshirt Dubb checking in. I'm willing to play my role out on away missions. Just make sure not to stand too close to me while we are out there. I think we've all seen this episode before.....
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So people can only do conversion work if being supervised by an engineer, is that right? So yeah we should figure out the max work we could get out of that crew.
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So do the spawn convert instead of kill?
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Probably, atleast in the early going. I've been spawn in the past. I really haven't read the rules for this one too well yet, but in the past it was an either or. You either convert or you kill. There will be other factors in play that make it impossible for spawn to convert. For instance, in past games spawn could no longer convert after lift off. |
More serious matters.
It's day 1 and Hoops is still alive.... |
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The Spawn can either convert or kill. After lift-off they may only kill. |
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So each person supervised does 1 cycle of work and slaves, in sets of 2, do 1 cycle of work. Engineers can supervise up to 4 people (4 cycles of work total) or 2 people and 2 slaves (3 cycles of work total) or 6 slaves (3 cycles of work total). The downside of using people is they may not have any APs to do other role activity. |
Can I, as a scientist, train with Abe at night?
I know my primary purpose should be to help out with any away missions. Given that talk for today is beginning to go in another direction, though, let me know what I can do to help out (at this point, I guess I'm asking what I should convert, though supervision does need to be figured out). |
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Only argument I would pose for this - and it goes against the grain for me - is that (going from memory) we did not have starting Spawn in the last game. Instead, they were created the first night. So if history repeats itself with this rule set then we might be executing someone when we have no chance of getting a spawn in the process. I'm not sure I believe this myself, but that would be the argument that I would pose if I'm trying to come up with reasons to bypass the lynch, essentially turning Day 2 into Day 1. |
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We're somewhat limited in trying to "keep plans to ourselves". The best we can do, in my mind, is make sound decisions in the thread. Be aware of when someone may be attempting to redirect good ideas in the thread. And we should try to make redundant decisions, as others have pointed out - water mission, protect water, etc. |
Okay, JAG, LSG, whoever else needs to do it, I'll help train Abe.
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Damn it, was hoping no one would notice. |
I think we need to make sure we collect water as much as possible without affecting making sure we lift off as soon as possible. It seems like it is vastly important to make sure everyone is getting their daily ration so that we can keep everything moving smoothly.
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The facilities REQUIRED on-ship and the manpower required to convert them:
Power Facilities (at least 4 of the 5) - 20 cycles Water Processing - 7 cycles Cargo Holds 1-3 - 21 cycles Crew Quarters - 10 cycles Officers’ Offices - 7 cycles That's 65 cycles at a bare minimum. The more facilities we can convert, though, the better. |
Missions - goal on those traditionally is to make sure command does not go on the missions. We don't want to compromise our chain of command to the chance for conversion. But we usually send the other folks out there, knowing that more bodies --> more resources --> take off faster (and eliminated conversions).
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Does any one have any other suggestions for me other than to scan Captain JAG?
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Got a break from orientation classs...
I can supverise slaves doing a building conversion with an eingeneer if we think that's the right way to go (not sure how gung ho I am on missions without planning) |
This seems worth clarifying publicly:
Right now when people go on away team they are subject to risk of becoming a Spawnling. Should the perimeter fence stop working each time a person moved between buildings, or otherwise went outside, they would be at risk for becoming a Spawnling. So, for instance, most people start the Day in Building D, as that's where the Crew Quarters are. If they were then to do work in Building B there would be a chance they would become a Spawnling. |
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Thank you, I was about to do this and you saved me some work. |
What's a scientist without a mission to do? :-D
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From BK's write-up, we have detected spawn in the vicinity with Schmidty's device and we're leaving due to a couple of deaths from spawn, so it seems unlikely we don't have any to start. So if that's the only reason not to, then we should be executing without question. |
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Gah, that's horrible. We have a hell of a lot of ground and people to protect. |
So if the Chief Engineer works with an Engineer they can do 6 cycles of work on a conversion. Alternatively a Chief could supervise up to 5 cycles of work. An engineer could supervise up to four cycles of work. So supervising costs 6 total AP for a chief (chief + 5 workers), or 5 total for an engineer.
Chief+Engineer Convert = 6 cycles, 2 AP Chief+5 person team = 5 cycles, 6 AP Engineer+4 person team = 4 cycles, 5 AP Chief+8 slave team = 4 cycles, 1 AP Engineer+6 slave team = 3 cycles, 1 AP We've got I think a chief and three engineers it seems having a chief and engineer work together is the best bang for the buck, but really cuts down on how many total workers we can mobilize. |
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