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-   -   LXXVII Spawn III: Game Over (See Post 4507) (http://forums.operationsports.com/fofc//showthread.php?t=66244)

Passacaglia 07-08-2008 08:31 AM

Quote:

Originally Posted by Mrs. Schmidty (Post 1771285)
You can count on a vote from Pass. ;)


No worries about that. This is what I meant by "Villager Checking In" posts not being part of the score -- it's such a tradition for people to say something like that as soon as they get their PM, that I don't want to ruin that. It's just as worthless, but I don't think it's as big of a deal. Also, people saying it just to make fun of my scorecard (I'm looking at you, CR) also don't get points for it.

Barkeep49 07-08-2008 08:39 AM

Quote:

Originally Posted by mccollins (Post 1771572)
Looks like an engineer is already listed as a specialist so I don't know that I can train you into a more special specialist in that of a Chief Engineer.

An existing engineer can't be trained to become Chief Engineer, though there is an automatic chance of that happening upon death of the Chief Engineer.

I'm sending out some PMs now and then will post the results. We're looking at closer to 10 after all.

Barkeep49 07-08-2008 08:48 AM

Insanity. Stupidity. Death wish. These are some of the words that have been used to describe this mission. But really a better word can be used to describe why this ship is where it is: desperation. For the past two years the amount of Crystilium has been gradually decreasing. Without that, humans will have no way to conduct intergalactic travel. And that is a big deal. The entire galactic economy is based on the assumption that goods can be brought from one point to another. It’s not always easy, and it’s certainly not cheap, but it can be done. But now that assumption, indeed that premise for colonization is at risk. As are millions of jobs, dollars, and even lives.

But that risk is the last thing this crew can afford to think about. The task in front of it is daunting enough. Three previous ships have attempted to land on Spawn planet. All three were never heard from again. Some say it’s just bad luck, but that is hardly comforting. So it is with a sense of grim determination that the ship has made the voyage for the last week. Everybody aboard is a professional and at least competent at what they do, so hopefully that will help. And you are going to need all the help you can get.

If that wasn’t clear already, it becomes crystal clear when
Captain T announces, “We’re going to try and avoid the Spawn where we land. Buckle up, it’s going to get very bumpy.” The ship enters the atmosphere and is rocked. Entry that should have taken only a few moments goes on and on and on. Seconds of terror for much of the crew. Alarm bells ring. The power flashes. And then even worse the alarm bells stop, despite the turbulence that persists. Finally you land, hard (no doubt causing more damage), on the surface. The fear abates and the engineers get to work under the watchful eye of Chief Engineer Tyrith.

But if the fear of turbulence isn’t enough it’s what happens as the emergency lights start to come on that really frightens people: there are sightings of Spawnlings. Not at all once, so people aren’t sure if there is more than one (though through later reexamination it becomes clear that there couldn’t be more than 3), but there was definitely a Spawnling aboard. And then there wasn’t.


Room Reports
Engine Room – Damaged 5 man cycles to repair
Water Plant – Damaged (Partially Operational: 10 units of water produced daily) 4 cycles to repair
Cargo Hold - Fully Operational(Maximum Capacity: 125 units)
Water Supply – 100 units (Enough reserves for more then 5 days at current consumption)
Crystilium Supply – 0 units (at least 75 required)
Security Headquarters Damaged (Non Operational) 5 man cycles to repair
Brig – Empty
Weapons Locker – 5 phasers

Slave Pens – Damaged 2 man cycles to repair
Sleeping Quarters – Damaged. 7 berths requiring repair (enough berths for 16 people to sleep)

The Crew

Command Staff
Captain - Alan T
First Officer - KWhit
Second Officer - Render
Security Chief - Hoopsguy
Ensign - Telle

Chief Engineer - Tyrith

Engineers
PurdueBrad
Danny
JeHeinz72


Trainer - mccollins

Medical Staff
Doctor - path 12
Medic - The Jackal

Security Staff
Sergeant at Arms - oliegirl
Warden - Passacagalia
Galley Master - Schmidty
Slavemaster - Saldana
Security Crewman - Mrs. Schmidty

Scientists

LoneStarGirl
PackerFanatic


Privates

Claphamsa
Marc Vaughn
Chubby
bulletsponge


Slaves
20 slaves accounted for

Mrs. Schmidty 07-08-2008 08:56 AM

We made it! Now I'm off to work, but I'll be back in time for deadline.

PackerFanatic 07-08-2008 08:58 AM

Hooray for making it, even if we are a little banged up.

The slave pens definitely need to be fixed, because I for one don't want to have slaves all up in my face.

I am all for going on an away mission tonight.

Passacaglia 07-08-2008 09:02 AM

Whew, glad to see the edit on the sleeping quarters -- fighting for two beds would have been tough.

Telle 07-08-2008 09:07 AM

Sooo.. now what happens?

Passacaglia 07-08-2008 09:10 AM

We figure out what's our top priority to repair, and think about away teams -- that's where I'm thinking we should start.

mccollins 07-08-2008 09:12 AM

Not to get all weird and stuff, but can we not sleep together?
Tough times call for desperate measures and all!

mccollins 07-08-2008 09:13 AM

Who can fix stuff? Only our team of 4 engineers?

Barkeep49 07-08-2008 09:15 AM

Quote:

Originally Posted by mccollins (Post 1771626)
Not to get all weird and stuff, but can we not sleep together?
Tough times call for desperate measures and all!

No sleeping together, sorry
Quote:

Originally Posted by mccollins (Post 1771627)
Who can fix stuff? Only our team of 4 engineers?

Correct

PurdueBrad 07-08-2008 09:20 AM

Alright guys, so let's talk about repairs. IMO, although I didn't play the previous two games, I would think that the water unit, the engines, and (from what I've gathered about zombie slaves running all over the ship) the slave pens are likely our priorities (not necessarily in that order). I'm up for working on any of those, just let me know what we think.

PurdueBrad 07-08-2008 09:22 AM

Quote:

Originally Posted by mccollins (Post 1771626)
Not to get all weird and stuff, but can we not sleep together?
Tough times call for desperate measures and all!



<------calls big spoon :lol:

Alan T 07-08-2008 09:23 AM

I know that someone already has mentioned the slave pen for repairs, but I don't think we should fix that today. Worst case if the slaves get out of hand I could kill them all off.. That is something that I would rather us not have to do just yet though, but it is possible if worst comes to worst.

I think the most important place to repair for today is the Security Headquarters. We need to get our weapons out of there for our safety as well as the other protection that gives us (Such as protection in the sleeping quarters, etc).

We have 3 engineers plus a chief engineer. There is a bonus of +1 when the chief engineer works with another engineer, so either way, we should be able to repair the Security HQ if they all work on it today.

As for an away team, we obviously have to get started at some point with our mission. I'm wondering how much we should limit our exposure to the spawn until we can get the HQ repaired by either making a smaller away team for today.

Alan T 07-08-2008 09:24 AM

Quote:

Originally Posted by PurdueBrad (Post 1771639)
Alright guys, so let's talk about repairs. IMO, although I didn't play the previous two games, I would think that the water unit, the engines, and (from what I've gathered about zombie slaves running all over the ship) the slave pens are likely our priorities (not necessarily in that order). I'm up for working on any of those, just let me know what we think.



We have plenty of water for a few days for all of us, and our current water tank is producing at least some water. That doesn't seem to be a priority to me right now. The Engines only matter once we get closer to completing our mission and are ready to get off of this planet, and as I mentioned in my last post, the slave pens should be fixed, but I'm wondering if the HQ should be more of a priority than the slave pens.

Passacaglia 07-08-2008 09:25 AM

Quote:

We have 3 engineers plus a chief engineer. There is a bonus of +1 when the chief engineer works with another engineer, so either way, we should be able to repair the Security HQ if they all work on it today.

either way?

Barkeep49 07-08-2008 09:25 AM

Quote:

Originally Posted by Alan T (Post 1771644)
I know that someone already has mentioned the slave pen for repairs, but I don't think we should fix that today. Worst case if the slaves get out of hand I could kill them all off.. That is something that I would rather us not have to do just yet though, but it is possible if worst comes to worst.


The slaves must be in their slave pens to be killed.

PurdueBrad 07-08-2008 09:26 AM

That's cool, I didn't quite realize how important the security HQ is. I'm up for working on that.

Passacaglia 07-08-2008 09:27 AM

BK -- who has the weapons now?

KWhit 07-08-2008 09:31 AM

Quote:

Originally Posted by Barkeep49 (Post 1771649)
The slaves must be in their slave pens to be killed.


Do they also have to be in their pens to go on an away mission?

Alan T 07-08-2008 09:33 AM

Quote:

Originally Posted by Barkeep49 (Post 1771649)
The slaves must be in their slave pens to be killed.



Ahh it is the small details that always get you. Someone refresh my memory of what happens if the slaves do riot? Isn't it more damage to the ship? Or something worse? What are the chances of a riot, a percentage based on amount of damage or something else?

I still think repairing the Security HQ is a top priority, but I am open to other people's thoughts on the subject, and Tyrith and his crew of engineers should be able to provide their input on the subject too.

Once we get the security HQ repaired, the slave pens and the sleeping quarters are guarded each night which helps lessen the amount of coverage that our security team needs to perform. We also will get our weapons out and get access to the brig which also could be important.

KWhit 07-08-2008 09:33 AM

Barkeep: Exploration missions: Do they give a bonus to just a single future away mission, or all future away missions?

Alan T 07-08-2008 09:34 AM

Kwhit, if I remember right, last game you were an excellent captain that the majority of the people were pleased with. Do you have any thoughts or advise for how to get things going?

Barkeep49 07-08-2008 09:34 AM

Quote:

Originally Posted by KWhit (Post 1771655)
Do they also have to be in their pens to go on an away mission?

Yes. It should be noted that the slaves are currently in their pens.

Barkeep49 07-08-2008 09:35 AM

Quote:

Originally Posted by Passacaglia (Post 1771651)
BK -- who has the weapons now?

No one. They are inaccessible.

Barkeep49 07-08-2008 09:36 AM

Quote:

Originally Posted by KWhit (Post 1771657)
Barkeep: Exploration missions: Do they give a bonus to just a single future away mission, or all future away missions?

They give a decreasing bonus for a mission of that type (i.e. water, mining, other).

Passacaglia 07-08-2008 09:36 AM

Quote:

Originally Posted by Barkeep49 (Post 1771661)
No one. They are inaccessible.


Do you mean that they're inaccessible because they're in the damaged weapons locker, or something else?

Alan T 07-08-2008 09:39 AM

Quote:

Originally Posted by Passacaglia (Post 1771663)
Do you mean that they're inaccessible because they're in the damaged weapons locker, or something else?


The weapons were in the weapons locker in the Security headquarters while we traveled to this planet. On landing, our security headquarters became damaged meaning we can't access the weapons locker. So we have to fix the security HQ in order to gain the weapons.

Passacaglia 07-08-2008 09:40 AM

Quote:

Originally Posted by Alan T (Post 1771665)
The weapons were in the weapons locker in the Security headquarters while we traveled to this planet. On landing, our security headquarters became damaged meaning we can't access the weapons locker. So we have to fix the security HQ in order to gain the weapons.


Thanks -- I couldn't find that info anywhere, just making sure they weren't on people in the first place. Seems like getting to those is the best idea, then.

KWhit 07-08-2008 09:41 AM

Quote:

Originally Posted by Alan T (Post 1771658)
Kwhit, if I remember right, last game you were an excellent captain that the majority of the people were pleased with. Do you have any thoughts or advise for how to get things going?


I re-read the logs from Spawn 1 over the past day or two and one of the big things that helped that mission succeed was getting the hell off the planet as quickly as possible. I feel that we need to do whatever we can to minimize the time we spend on-planet.

So we mine like crazy, get enough Crystilium to get off this rock, and then launch. Along the way, we will have to repair a few essential areas, but our focus needs to be mining.

KWhit 07-08-2008 09:42 AM

I'm thinking that I start out by planning an exploration mission focused on finding good locations for mining.

oliegirl 07-08-2008 09:43 AM

I definitely think repairing the Security HQ should be our first priority. Without the weapons, we are defenseless against the Spawn and will never survive, let alone succeed in our mission.

hoopsguy 07-08-2008 09:43 AM

Quote:

Security Headquarters The Security HQ houses the weapons locker, the brig, and the ships’ security system. The security system protects the Slave Pens and Sleeping Quarters and automatically guards those places. If the Security HQ is undamaged neither place may be attacked by the Spawn. Any weapons not in the security locker will stay with whoever had them when the Security HQ became damaged. A successful spawn attack requires 3-7 man cycles of repair time.


OK, security system protects two areas - I think that is a new rule and makes repairing this a little more strategic.

Also, where are the phasers at tihs point? Do we need to repair this to have phasers to hand out? If so, this is a clear priority in my opinion.

hoopsguy 07-08-2008 09:45 AM

OK, question asked an answered while I typed my post. Security repairs is a real priority, in my opinion. Probably #1, as it feels like the Spawn are getting a free pass on N1 with their attack ... I don't want that to be a recurring issue.

Alan T 07-08-2008 09:46 AM

Quote:

Originally Posted by KWhit (Post 1771669)
I'm thinking that I start out by planning an exploration mission focused on finding good locations for mining.



If I remember right, don't you have to spend today's or tonight's turn planning the exploration mission which means it is not available until tommorrow? (ie: if we have any away teams today they won't be a planned team).

What I am wondering is what do you think about the idea of no away team today to limit the exposure to the spawn as we would be shooting in the dark anyways... Then today you spend one turn planning an away mission and do the same tonight.. So you would have two planned missions for tommorrow which you can lead one and the ensign lead the other?

Barkeep49 07-08-2008 09:46 AM

The phasers are locked in the now inaccessible Security HQ. They may be distributed once the Security HQ is fixed

hoopsguy 07-08-2008 09:47 AM

Also, I think that there should be some care taken in selecting the away team. The fact that they are going to be exposed means that they are likely a first candidate for votes, at least from where I sit.

So unless that first mission is uber-successful, I'm thinking that the people who "volunteer" for that mission are higher than average vote candidates for today.

Passacaglia 07-08-2008 09:47 AM

Quote:

Originally Posted by hoopsguy (Post 1771671)
OK, security system protects two areas - I think that is a new rule and makes repairing this a little more strategic.

Also, where are the phasers at tihs point? Do we need to repair this to have phasers to hand out? If so, this is a clear priority in my opinion.


The weapons were in the weapons locker in the Security headquarters while we traveled to this planet. On landing, our security headquarters became damaged meaning we can't access the weapons locker. So we have to fix the security HQ in order to gain the weapons.

Alan T 07-08-2008 09:47 AM

Any idea where the phasers are currently?

Barkeep49 07-08-2008 09:48 AM

Quote:

Originally Posted by Alan T (Post 1771675)
If I remember right, don't you have to spend today's or tonight's turn planning the exploration mission which means it is not available until tommorrow? (ie: if we have any away teams today they won't be a planned team).

What I am wondering is what do you think about the idea of no away team today to limit the exposure to the spawn as we would be shooting in the dark anyways... Then today you spend one turn planning an away mission and do the same tonight.. So you would have two planned missions for tommorrow which you can lead one and the ensign lead the other?

You may plan and then go on that away mission in the same day.

PackerFanatic 07-08-2008 09:48 AM

Are the slaves just extra bodies to go on away missions? Extra bodies that aren't us, basically?

Alan T 07-08-2008 09:48 AM

Quote:

Originally Posted by Barkeep49 (Post 1771682)
You may plan and then go on that away mission in the same day.



Ahh ok then. My memory is fuzzy on alot of this stuff :)

Barkeep49 07-08-2008 09:48 AM

Quote:

Originally Posted by Alan T (Post 1771681)
Any idea where the phasers are currently?

See post 126.

Barkeep49 07-08-2008 09:49 AM

Quote:

Originally Posted by PackerFanatic (Post 1771683)
Are the slaves just extra bodies to go on away missions? Extra bodies that aren't us, basically?

Correct. Slaves can be killed on away missions, but not infected as Spawn.

Passacaglia 07-08-2008 09:49 AM

Quote:

Originally Posted by Alan T (Post 1771681)
Any idea where the phasers are currently?


I'm a villager!!!!

Alan T 07-08-2008 09:49 AM

Quote:

Originally Posted by Barkeep49 (Post 1771685)
See post 126.



I was kind of joking... my humor is obviously locked in the security HQ currently also!

PackerFanatic 07-08-2008 09:51 AM

Quote:

Originally Posted by Alan T (Post 1771689)
I was kind of joking... my humor is obviously locked in the security HQ currently also!


*rimshot*

Alan T 07-08-2008 09:52 AM

It seems logical while the slaves are alive and the slavemaster is around that we should take advantage of them daily for away teams...

if Saldana was to lead an away team of just slaves to mine and see if they get lucky

Kwhit could plan an exploration mission today as well, that might be a good start.

Could probably let Telle lead the away team that you plan the mission for Kwhit unless you are really dying to go.

PackerFanatic 07-08-2008 09:53 AM

Well if you guys want a scientist along on any of those, be it tonight or tomorrow, I am offering myself.

Passacaglia 07-08-2008 09:53 AM

Quote:

Originally Posted by Alan T (Post 1771691)
It seems logical while the slaves are alive and the slavemaster is around that we should take advantage of them daily for away teams...

if Saldana was to lead an away team of just slaves to mine and see if they get lucky

Kwhit could plan an exploration mission today as well, that might be a good start.

Could probably let Telle lead the away team that you plan the mission for Kwhit unless you are really dying to go.


I like these ideas -- maybe Telle and KWhit leading small away teams? That way if something goes wrong, sabotage would be easier to identify.

Alan T 07-08-2008 09:58 AM

Quote:

Originally Posted by Passacaglia (Post 1771694)
I like these ideas -- maybe Telle and KWhit leading small away teams? That way if something goes wrong, sabotage would be easier to identify.



I'm wondering which has better chances for success:

1 larger away team with 1 officer, 2 scientists and 4 privates

or 2 smaller away teams with 1 officer, 1 scientist and 2 privates each.

The success of an away team is based on if it was planned (only one of the two could be planned), the number of non-scientist crew present, the number of scientists and the number of spawn..

Whereas regardless of how we break it up, every member going out has a 10% chance of being infected. Not sure what weight we want to put success vs being able to track spawn in the early stages.

KWhit 07-08-2008 09:59 AM

I think today I should plan an exploratory away mission as well as plan for a mining mission for tomorrow (they can be saved for future use). That will use my AP for today.

Telle can lead the exploration mission today.

We can also send the slaves on an away mission for mining today as well (unless the slave pen has to be repaired first).

hoopsguy 07-08-2008 10:00 AM

We probably need the scientist to take part on the away teams. And the scientist also needs to be scoped by the doctor sometime early in the game. I'm not endorsing it being Day 1, since he will get put in harms way a few times. But probably no later than after the Day 3 mission.

I know we want to check out the officers, but there isn't an officer who is going to be exposed as often as the Scientist. And the knowledge that he is going to be checked should serve as a counter-measure to the Spawn making him a night attack (theoretically). If he started as Spawn then we are going to have a couple of lousy away missions before we get him, but he won't make it into mid-game.

hoopsguy 07-08-2008 10:01 AM

Oops, missed that there are multiple scientists. Hmm.

KWhit 07-08-2008 10:03 AM

Quote:

Originally Posted by hoopsguy (Post 1771703)
We probably need the scientist to take part on the away teams. And the scientist also needs to be scoped by the doctor sometime early in the game. I'm not endorsing it being Day 1, since he will get put in harms way a few times. But probably no later than after the Day 3 mission.

I know we want to check out the officers, but there isn't an officer who is going to be exposed as often as the Scientist. And the knowledge that he is going to be checked should serve as a counter-measure to the Spawn making him a night attack (theoretically). If he started as Spawn then we are going to have a couple of lousy away missions before we get him, but he won't make it into mid-game.



Yes. The command staff as a whole will be priorities for scans, so I'm hoping the spawn lay off us for a while.

Alan T 07-08-2008 10:04 AM

Quote:

Originally Posted by hoopsguy (Post 1771703)
We probably need the scientist to take part on the away teams. And the scientist also needs to be scoped by the doctor sometime early in the game. I'm not endorsing it being Day 1, since he will get put in harms way a few times. But probably no later than after the Day 3 mission.

I know we want to check out the officers, but there isn't an officer who is going to be exposed as often as the Scientist. And the knowledge that he is going to be checked should serve as a counter-measure to the Spawn making him a night attack (theoretically). If he started as Spawn then we are going to have a couple of lousy away missions before we get him, but he won't make it into mid-game.


I would likely say we probably will be exposing Telle as much as the scientists if we have her lead alot of the away missions. So while I understand your point, I think we should also consider the same approach for Telle to be scanned at some point in the upcoming days.

Chubby 07-08-2008 10:04 AM

I'd rather mine/explore than risk trying to fix the Security HQ and have it not fully repaired after we spend our AP. Utilizing the slaves while we can is a good idea too. At some point we will need phasers...

As a lowly private I'm pretty much awaiting my orders :)

Passacaglia 07-08-2008 10:05 AM

BK -- in the rules, I (the Warden) get 1 AP per cycle...does that mean I get 1 AP each day, and 1 AP each night?

Alan T 07-08-2008 10:09 AM

Quote:

Originally Posted by KWhit (Post 1771701)
I think today I should plan an exploratory away mission as well as plan for a mining mission for tomorrow (they can be saved for future use). That will use my AP for today.

Telle can lead the exploration mission today.

We can also send the slaves on an away mission for mining today as well (unless the slave pen has to be repaired first).



Sounds good to me!

Barkeep49 07-08-2008 10:14 AM

Quote:

Originally Posted by Passacaglia (Post 1771712)
BK -- in the rules, I (the Warden) get 1 AP per cycle...does that mean I get 1 AP each day, and 1 AP each night?

Yes

KWhit 07-08-2008 10:19 AM

5 people max per away team. So we could send out 3 away teams today.

I can plan an exploratory mission and a mining mission.

Render can lead the planned exploratory mission with himself, a scientist, and 2 privates.

Telle can lead the planned mining mission after render gets back with herself, a scientistm, and 2 privates.

Sladana can lead a mining mission of all slaves.

hoopsguy 07-08-2008 10:23 AM

I'm in favor of maxing out our teams today. Theoretically, there should be fewer Spawn today than any other day up until the point where we catch one. We landed in the safe area, so we aren't likely to find as much Crys - which means that we may need to go with a volume approach to collecting it.

Only caveat is that we need to make sure we have sufficient resources left on the ship to help with repairs. I want phasers, dammit.

hoopsguy 07-08-2008 10:24 AM

Lets see if I can sneak in a dola ...

I'm not sure that "max teams" will be optimal strategy for tomorrow or any other following day. Depends on our results, to some extent. But we are also putting more people out there to potentially get converted by sending bigger teams. Tomorrow's teams may be compromised to a greater extent, which would dampen our success in finding Crys.

Barkeep49 07-08-2008 10:24 AM

"Excuse me First Officer Kwhit. Sir, would you please come with me?," Dr. path 12 asks. A little while later the two men emerge from the office.

Alan T 07-08-2008 10:25 AM

Quote:

Originally Posted by hoopsguy (Post 1771736)
I'm in favor of maxing out our teams today. Theoretically, there should be fewer Spawn today than any other day up until the point where we catch one. We landed in the safe area, so we aren't likely to find as much Crys - which means that we may need to go with a volume approach to collecting it.

Only caveat is that we need to make sure we have sufficient resources left on the ship to help with repairs. I want phasers, dammit.



As long as the Chief Engineer and 3 other engineers work on the HQ today, that should give the 5 points needed to repair the HQ (as long as no one fakes their work and I am understanding how the bonus point works for the Chief). We wouldn't want the engineers on the away teams any ways, so I don't think the two conflict at all.

The only things really I am worried about in away team planning is how much risk we are putting ourselves at in regards to spawns, and what the impact on our cargo hold that any crystlium that we mine up will mean (in regards to water that is dumped out to put in the crystlium). .

Either way I think what Kwhit suggests is fine with me, and we have to get the crystlium anyways so might as well get started.

KWhit 07-08-2008 10:25 AM

So here's what I suggest we do today (away team wise). I just put the privates and scientists in order as listed in the role list.

KWhit: Plans exploratory mining mission and plans mining mission.

Exploratory Mission (mining)
Render - Second Officer (Leads it)
LoneStarGirl - Scientist
Claphamsa - Private
Marc Vaughn - Private

Planned Mining Mission
Telle - Ensign (Leads it)
PackerFanatic - Scientist
Chubby - Private
bulletsponge - Private

Unplanned mining mission
Saldana - Slavemaster (Leads it)
4 slaves

Alan T 07-08-2008 10:26 AM

Are the slave teams limited to only 5 members also? I was under the impression that the full slave group went with Saldana.

KWhit 07-08-2008 10:27 AM

Actually, we might be able to send out another away team if we include the security guys. Do they do any good during the day cycle?

KWhit 07-08-2008 10:27 AM

Quote:

Originally Posted by Alan T (Post 1771742)
Are the slave teams limited to only 5 members also? I was under the impression that the full slave group went with Saldana.


Not sure.

BK?

KWhit 07-08-2008 10:27 AM

Quote:

Originally Posted by Barkeep49 (Post 1771738)
"Excuse me First Officer Kwhit. Sir, would you please come with me?," Dr. path 12 asks. A little while later the two men emerge from the office.


Works for me.

Telle 07-08-2008 10:30 AM

So, when leading an away mission.. do I actually DO anything? Or is what happens all up to Barkeep?

Passacaglia 07-08-2008 10:31 AM

Quote:

Originally Posted by KWhit (Post 1771744)
Actually, we might be able to send out another away team if we include the security guys. Do they do any good during the day cycle?


I can put people in the brig, but I don't think that's such a huge deal on Day 1.

KWhit 07-08-2008 10:31 AM

Quote:

Originally Posted by Telle (Post 1771749)
So, when leading an away mission.. do I actually DO anything? Or is what happens all up to Barkeep?


Just up to BK.

KWhit 07-08-2008 10:34 AM

Quote:

Originally Posted by Passacaglia (Post 1771750)
I can put people in the brig, but I don't think that's such a huge deal on Day 1.


That action's really only good during the night cycle, right?

So the question is how much we want to risk infection while out on away missions. I'll leave it up to you guys if you want to try to put together another mission.

Barkeep49 07-08-2008 10:34 AM

Quote:

Originally Posted by Alan T (Post 1771742)
Are the slave teams limited to only 5 members also? I was under the impression that the full slave group went with Saldana.

Limited to 5. Saldana can only keep track of so many. Also just a reminder that officers can lead slaves on away missions as well, but Saldana can ONLY lead slaves.

KWhit 07-08-2008 10:35 AM

Running off to lunch. I sent in my actions to BK (planning for the away missions).

Alan T 07-08-2008 10:35 AM

Quote:

Originally Posted by KWhit (Post 1771744)
Actually, we might be able to send out another away team if we include the security guys. Do they do any good during the day cycle?



Not sure how much I want to expose the people who need to protect us from the spawn at night outside to possibly be infected. To send them out would mean risking another officer as well as the security team who needs to guard us, plus giving far too many targets for the doctors to look at.

Barkeep49 07-08-2008 10:41 AM

KWhit goes to his small office. He emerges a while later carrying two plans for away missions.

Tyrith 07-08-2008 10:43 AM

I agree with everything that's been said about the Security HQ, so that's what I'm going to spend my day doing. Note to other engineers -- make yourselves useful :)

The Jackal 07-08-2008 10:43 AM

If you think you'll need a medic for any of these away teams I'm up for it, otherwise I'll wait and hope there aren't too many injuries to deal with.

jeheinz72 07-08-2008 10:43 AM

Ok, reading up now. I'm open to fixing anything. I still havent' had a chance to back-read previous games. I'm off to do that now.

I'll defer to those in the know as far as what I should repair, and am happy to work with the Chief to get that bonus cycle.

Passacaglia 07-08-2008 10:44 AM

Quote:

Originally Posted by KWhit (Post 1771754)
That action's really only good during the night cycle, right?

So the question is how much we want to risk infection while out on away missions. I'll leave it up to you guys if you want to try to put together another mission.


No, it's a day action.

PackerFanatic 07-08-2008 10:45 AM

So are LSG and I going to split up on the two planned missions then?

Tyrith 07-08-2008 10:45 AM

Should we be sending slaves instead of privates on these missions? Having them dead doesn't really hurt us, and the infection chance is per person, so it might be worth it to use them instead of taking a chance of getting actual crew infected.

Passacaglia 07-08-2008 10:45 AM

Quote:

Originally Posted by The Jackal (Post 1771765)
If you think you'll need a medic for any of these away teams I'm up for it, otherwise I'll wait and hope there aren't too many injuries to deal with.


I think your day action should be used doing medical stuff.

PackerFanatic 07-08-2008 10:46 AM

Quote:

Originally Posted by Tyrith (Post 1771772)
Should we be sending slaves instead of privates on these missions? Having them dead doesn't really hurt us, and the infection chance is per person, so it might be worth it to use them instead of taking a chance of getting actual crew infected.


After seeing BK's post, I was thinking this too.

Alan T 07-08-2008 10:48 AM

Quote:

Originally Posted by Tyrith (Post 1771772)
Should we be sending slaves instead of privates on these missions? Having them dead doesn't really hurt us, and the infection chance is per person, so it might be worth it to use them instead of taking a chance of getting actual crew infected.



Pros:

You get a bonus for having the privates on the away team


Cons:

Privates are risk of being infected by spawn.
If any of the privates are spawn they could interfere with the mission.

Maybe the slaves would be a good idea if they went 3 slave + scientist + officer... but I think that should be left up to Render and Telle to decide how they want to handle their away teams (or if they don't want to go at all for some reason)

Barkeep49 07-08-2008 10:49 AM

Tyrith picks up his tools and heads over to the Security HQ. It's going to be tough, but he's confident he can do it.

oliegirl 07-08-2008 10:50 AM

I was planning on spending my day repairing the HQ, but if I'm not needed there, please let me know what you'd like me to be doing.

hoopsguy 07-08-2008 10:51 AM

Quote:

Originally Posted by jeheinz72 (Post 1771766)
Ok, reading up now. I'm open to fixing anything. I still havent' had a chance to back-read previous games. I'm off to do that now.

I'll defer to those in the know as far as what I should repair, and am happy to work with the Chief to get that bonus cycle.


If you are in agreement with Tyrith, you can send in your order to take advantage of that bonus.

I think there are numerous people here who think that the Security HQ is a priority for repairs (me included) and I would prefer the engineers make their own call today rather than waiting for someone to use an Action Point issuing an order.

The Jackal 07-08-2008 10:52 AM

Quote:

Originally Posted by Passacaglia (Post 1771773)
I think your day action should be used doing medical stuff.


It seems the only thing I can do is cure people's wounds, and unless we've got people on the suicide watch, doesn't seem like anyone's hurt yet.

Passacaglia 07-08-2008 10:52 AM

Quote:

Originally Posted by Alan T (Post 1771779)
Pros:

You get a bonus for having the privates on the away team


Cons:

Privates are risk of being infected by spawn.
If any of the privates are spawn they could interfere with the mission.

Maybe the slaves would be a good idea if they went 3 slave + scientist + officer... but I think that should be left up to Render and Telle to decide how they want to handle their away teams (or if they don't want to go at all for some reason)


From the rules:

(The Slave Master may only lead an away team made up completely of slaves).

Passacaglia 07-08-2008 10:53 AM

Quote:

Originally Posted by oliegirl (Post 1771781)
I was planning on spending my day repairing the HQ, but if I'm not needed there, please let me know what you'd like me to be doing.


You can't repair -- you're not an engineer. Also, your day action of handing out weapons will be needed once the engineers get the security HQ repaired.

PackerFanatic 07-08-2008 10:54 AM

Quote:

Originally Posted by Passacaglia (Post 1771786)
From the rules:

(The Slave Master may only lead an away team made up completely of slaves).


I think he was talking more about the other two missions that KWhit planned.

Passacaglia 07-08-2008 10:55 AM

Quote:

Originally Posted by The Jackal (Post 1771785)
It seems the only thing I can do is cure people's wounds, and unless we've got people on the suicide watch, doesn't seem like anyone's hurt yet.


That action will probably be needed after the away mission.

Alan T 07-08-2008 10:56 AM

Quote:

Originally Posted by Passacaglia (Post 1771786)
From the rules:

(The Slave Master may only lead an away team made up completely of slaves).



Quote:

Originally Posted by Barkeep49 (Post 1771755)
Limited to 5. Saldana can only keep track of so many. Also just a reminder that officers can lead slaves on away missions as well, but Saldana can ONLY lead slaves.


Was referring to this.

The Jackal 07-08-2008 10:56 AM

Quote:

Originally Posted by Passacaglia (Post 1771794)
That action will probably be needed after the away mission.


Standing by.

hoopsguy 07-08-2008 10:57 AM

Medic!!!

hoopsguy 07-08-2008 11:01 AM

Hmm, hope our medic is more alert in the case of a real emergency.

path12 07-08-2008 11:03 AM

I would humbly suggest that First Officer KWhit and I spend the night together in the brig.


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