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Old 06-20-2012, 10:03 AM   #1251
CrimsonFox
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BK does doing that exmination require a full day? also what if it is boobytrapped and set to blow up
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Old 06-20-2012, 10:03 AM   #1252
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Correction was made to the start of Day 3 post. The Slave pens are fully functional, the Brig, however, is not.
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Old 06-20-2012, 10:04 AM   #1253
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I agree. It doesn't make sense that the slave pens would also be affected, they don't share a power source, so we should investigate.
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Old 06-20-2012, 10:04 AM   #1254
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man hoops, were you talking about doing that power conversion for last night's action? You should have specified. I thought you meant today's conversion
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Old 06-20-2012, 10:04 AM   #1255
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Originally Posted by CrimsonFox View Post
BK does doing that exmination require a full day? also what if it is boobytrapped and set to blow up
The repair or examination of the Fence will require 1 AP.
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Old 06-20-2012, 10:05 AM   #1256
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What does that mean, BK, "Inaccessible"? Just that we can't use the brig because of the power loss?
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Old 06-20-2012, 10:06 AM   #1257
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i don't want to touch a boobytrap.
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Old 06-20-2012, 10:06 AM   #1258
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Do we have a thief in the party? He should search this.
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Old 06-20-2012, 10:08 AM   #1259
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Originally Posted by CrimsonFox View Post
man hoops, were you talking about doing that power conversion for last night's action? You should have specified. I thought you meant today's conversion

I thought it was very clear he was talking about working through the night.
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Old 06-20-2012, 10:09 AM   #1260
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Originally Posted by Autumn View Post
What does that mean, BK, "Inaccessible"? Just that we can't use the brig because of the power loss?
Correct. If there had been people inside they'd be trapped but since no one was inside it's just not usable.
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Old 06-20-2012, 10:11 AM   #1261
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It's strange if the Spawn targeted the brig, since it's the one room we haven't been using at all. Perhaps there was something random about it?

However, this doesn't seem like they attacked a location, right? That would show damage in particular places. this must be a special ability of some sort.
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Old 06-20-2012, 10:14 AM   #1262
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One of our power facilities (2) is partially converted (needs 3/5 cycles to be fully converted), that's probably why we don't have brig functionality.
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Old 06-20-2012, 10:14 AM   #1263
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I don't see anything in the rules to explain this, Unless there is now a Spawn Overlord and this is a special thing granted to them. I wouldn't be surprised if there was, given how quiet the first night was, so I'll assume this is the case.

JAG, if you have one of the engineers check this out, it will cost us cycles today, but maybe allow us to fix the fence.
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Old 06-20-2012, 10:15 AM   #1264
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So any reason why we shouldn't have Abe train us a doctor today? Another engineer would be useful as well as another security person, but doctor seems to be the most useful.
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Old 06-20-2012, 10:17 AM   #1265
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I think both our scientists should work on the high level research option. Britrock, is research a day only action?
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Old 06-20-2012, 10:17 AM   #1266
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Originally Posted by JAG View Post
One of our power facilities (2) is partially converted (needs 3/5 cycles to be fully converted), that's probably why we don't have brig functionality.

Oh yes, that explains it. Fair enough. Thanks Hoops.
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Old 06-20-2012, 10:18 AM   #1267
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I think both our scientists should work on the high level research option. Britrock, is research a day only action?

I think he said day and night.
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Old 06-20-2012, 10:18 AM   #1268
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So any reason why we shouldn't have Abe train us a doctor today? Another engineer would be useful as well as another security person, but doctor seems to be the most useful.

If he can make a doctor I'm all for it. That would be awesome.
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Old 06-20-2012, 10:19 AM   #1269
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I also don't see a reason for an away mission today. Let's figure out what to convert and put most of our efforts towards doing that. That will give us a lot of slave power to use if we choose to do so also.
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Old 06-20-2012, 10:20 AM   #1270
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With Hoopsguy working last night we now need 43 cycles of work to lift off. We can do 17 today, if we ignore the fence. If we decide to just exhaust people we could work through the night and be almost done.But we can probably afford to check out hte fence and still be almost done by tomorrow.

Well, actually, this may not be possible depending on how the work divides up, that's always a pain.
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Old 06-20-2012, 10:22 AM   #1271
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If he can make a doctor I'm all for it. That would be awesome.

The rules don't say we're limited to one, so I figured it would be possible, though it might be like chief engineer where we can just have one and it's not listed.

If we can do that, we should figure out who we want to make into one.

saldana, again I'd hold off on your investigation for a little while.
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Old 06-20-2012, 10:24 AM   #1272
Autumn
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Here's my idea. Have one engineer check out the fence. Then do the following work:

Hoops+5 = 5

Engineer+Chubby = 5

Engineer+3 = 3

This requires 8 workers, 13

Two teams work on the crew quarters, for 10, converting that. The other team works on the power facility which Hoops started, converting that.

This of course assumes that we don't learn how to fix the fence.
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Old 06-20-2012, 10:27 AM   #1273
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We can do 14 if we have your 3rd engineer use people instead of slaves. We should probably have enough people to do that since we're not doing away missions and you and I might be able to chip in APs.
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Old 06-20-2012, 10:29 AM   #1274
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The rules don't say we're limited to one, so I figured it would be possible, though it might be like chief engineer where we can just have one and it's not listed.

If we can do that, we should figure out who we want to make into one.

saldana, again I'd hold off on your investigation for a little while.

Aye, captain.
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Old 06-20-2012, 10:29 AM   #1275
Autumn
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I have the third engineer using people. Or rather the third engineer is checking out the fence, one is using slaves with Chubby, and one is using three people. They could use four, it's just that we don't have a use for hte extra point.
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Old 06-20-2012, 10:30 AM   #1276
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Also, looking back at the rules I forgot that the Chief engineer can reroute power, for free the first two times. So that could factor into our plans, though at the moment I don't see a need for it (unless we want hte brig running).
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Old 06-20-2012, 10:30 AM   #1277
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Rule clarification: anyone with multiple APs may only do ONE conversion task per day.
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Old 06-20-2012, 10:32 AM   #1278
Autumn
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Rule clarification: anyone with multiple APs may only do ONE conversion task per day.

d'oh!
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Old 06-20-2012, 10:33 AM   #1279
Autumn
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I get it. I'm just a paper pusher.
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Old 06-20-2012, 10:33 AM   #1280
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Even with the fence issue, the Spawn are still being oddly quiet...
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Old 06-20-2012, 10:40 AM   #1281
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I agree.
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Old 06-20-2012, 10:41 AM   #1282
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I suppose it's even possible we'll discover that it's not even the result of Spawn. Are there neutral events in these Spawn games that just occur over time?
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Old 06-20-2012, 10:44 AM   #1283
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I imagine that is possible. But I am sure they could cause issues without actually damaging it.
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Old 06-20-2012, 11:03 AM   #1284
JAG
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So brief summary of what we've decided to work on today:

Schmidty and Britrock: Both do Research: High level of research towards honing spawn scanning thing (you two can submit this order now, I don't think there is anything more useful to do than work on that)

saldana: Investigate someone

Danny: Pass out weapons

1 engineer: Investigate what's wrong with the fence

Other 2 engineers + chief engineer: Convert crew quarters (10 cycles) and power facility 2, hoops also reroutes power from backup to areas covered by facility 2 (optional, we can discuss if there's a reason not to do this)

Abe: Train someone to be a doctor

Other people TBD


We need to figure out who we want Abe to make a doctor.
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Old 06-20-2012, 11:11 AM   #1285
dubb93
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I need to be examined today.

I fired my phaser last night in defense.
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Old 06-20-2012, 11:17 AM   #1286
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I need to be examined today.

I fired my phaser last night in defense.

Wow, okay. So what was your action last night? I see you were in the crew quarters again.
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Old 06-20-2012, 11:18 AM   #1287
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Also, looking back at the rules I forgot that the Chief engineer can reroute power, for free the first two times. So that could factor into our plans, though at the moment I don't see a need for it (unless we want hte brig running).

And this is the point in the game when that action would be useful. Once we're off the ground, the ability to do this becomes moot, as spawn can't attack the power source.

JAG -- aye aye, submitting my order now.
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Old 06-20-2012, 11:19 AM   #1288
Chief Rum
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BTW, did anyone see the implied suggestion BK worked into his deadline spiel?

It seems maybe we're a little too afraid of exhaustion and perhaps we should be working night and day to get the cycles done.

Perhaps tonight we have more than just hoops doing conversion work (us security people still in patrol, though, I presume).

FWIW, I decided to sleep last night so we would have a security personnel who was still alert tonight.
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Old 06-20-2012, 11:20 AM   #1289
saldana
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Ok, so candidates for scan

Another command line officer
The new doctor
Dubb

Anyone else?
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Old 06-20-2012, 11:24 AM   #1290
saldana
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I am wondering why the daily report says 18 phasers accounted for...I would think if Dubb fired his, it should say, 19 accounted for, 1 expended, 18 available
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Old 06-20-2012, 11:24 AM   #1291
britrock88
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Let's not understate the importance of the perimeter fence. Isn't it that anyone who steps outside has a 10% chance of becoming a spawnling if it fails? That goes for anyone who works somewhere other than the medical facilities or the science labs.
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Old 06-20-2012, 11:28 AM   #1292
Autumn
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I think the first engineer to log in should go ahead and submit an order to investigate the fence so we can get the results (not you though, Hoopsguy).

JAG, I think the idea of rerouting is smart.
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Old 06-20-2012, 11:29 AM   #1293
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I need to be examined today.

I fired my phaser last night in defense.

Interesting. Obviously we want to know mroe about this. Do you want to be examined because you think it's possible you've been spawnified and don't know it? Is that how it works?
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Old 06-20-2012, 11:33 AM   #1294
Abe Sargent
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Mornign all!
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https://www.coolstuffinc.com/a/?action=search&page=1&author[]=Abe%20Sargent
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Old 06-20-2012, 11:38 AM   #1295
dubb93
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It came at me from the shadows. I fired my phaser and it scurried away.

It moved so fast I could barely see it.

I suspect I could be infected.
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Old 06-20-2012, 11:39 AM   #1296
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I am wondering why the daily report says 18 phasers accounted for...I would think if Dubb fired his, it should say, 19 accounted for, 1 expended, 18 available

What makes you think phasers can't be re-used? Is that from past Spawn games?
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Old 06-20-2012, 11:41 AM   #1297
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What makes you think phasers can't be re-used? Is that from past Spawn games?

That's how it worked in Spawn 1, at least.
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Old 06-20-2012, 11:41 AM   #1298
Chief Rum
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It came at me from the shadows. I fired my phaser and it scurried away.

It moved so fast I could barely see it.

I suspect I could be infected.

What was your nigth action last night?
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Old 06-20-2012, 11:42 AM   #1299
Chief Rum
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That's how it worked in Spawn 1, at least.

Ah okay. Well, dubb using his would explain the missing phaser. Maybe BK just decided not to count any expended phasers anymore.
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Old 06-20-2012, 11:44 AM   #1300
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nuts, almost caught up, made it to top of page 26, ill be back in the afternoon today though to submit orders and things. FOUL SPAWN! I shall sing songs of demise and doom on their wirey/tentaclely heady thingies. *runs into the distance and starts chanting, waving arms wildly* (You see him retreating to the crew's quarters for the time being)
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