06-18-2012, 12:03 AM | #151 |
Head Coach
Join Date: Dec 2009
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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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06-18-2012, 02:36 AM | #152 |
Head Coach
Join Date: Jul 2001
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unvote hoopsguy
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06-18-2012, 04:00 AM | #153 |
Hall Of Famer
Join Date: Dec 2001
Location: Catonsville, MD
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Heading to bed, see ya'll in teh morn
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Check out my two current weekly Magic columns! https://www.coolstuffinc.com/a/?action=search&page=1&author[]=Abe%20Sargent |
06-18-2012, 05:22 AM | #154 |
Grizzled Veteran
Join Date: Oct 2000
Location: Syracuse, NY
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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 |
06-18-2012, 05:57 AM | #155 | |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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Quote:
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? |
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06-18-2012, 06:08 AM | #156 | |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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Ok, I found my answer to 2.:
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06-18-2012, 06:27 AM | #157 |
College Starter
Join Date: Jan 2005
Location: Little Rock, AR
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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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06-18-2012, 06:32 AM | #158 |
College Starter
Join Date: Jan 2005
Location: Little Rock, AR
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Barkeep, read the whole damned thread and not just the bolded part
K. Thanks |
06-18-2012, 06:43 AM | #159 |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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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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06-18-2012, 07:28 AM | #160 | |||
Coordinator
Join Date: Jan 2001
Location: Not too far away
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Quote:
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06-18-2012, 08:08 AM | #161 |
Pro Starter
Join Date: Aug 2005
Location: Bethlehem, Pa
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when does CF get his rectal exam?
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06-18-2012, 08:09 AM | #162 |
Pro Starter
Join Date: Aug 2005
Location: Bethlehem, Pa
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dola, do i get that as a free action since i won the bet?
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06-18-2012, 08:14 AM | #163 |
Head Coach
Join Date: Dec 2009
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*crosses his legs*
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06-18-2012, 08:29 AM | #164 |
Head Coach
Join Date: Dec 2009
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why are you posting all in bold?
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06-18-2012, 08:55 AM | #165 |
Coordinator
Join Date: Jan 2001
Location: Not too far away
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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 |
06-18-2012, 09:01 AM | #166 | |
Coordinator
Join Date: Jan 2001
Location: Not too far away
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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. |
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06-18-2012, 09:51 AM | #167 |
Pro Starter
Join Date: Jul 2005
Location: Appleton, WI
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Security Chief is here and is ready to chief that crap out of all the security...or something like that
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06-18-2012, 10:01 AM | #168 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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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. |
06-18-2012, 10:02 AM | #169 |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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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. |
06-18-2012, 10:03 AM | #170 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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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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06-18-2012, 10:09 AM | #171 |
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Join Date: Nov 2000
Location: St. Paul, MN
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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. |
06-18-2012, 10:25 AM | #172 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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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. |
06-18-2012, 10:28 AM | #173 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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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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06-18-2012, 10:33 AM | #174 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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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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06-18-2012, 10:46 AM | #175 | |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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Quote:
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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06-18-2012, 10:57 AM | #176 | |
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Join Date: Nov 2000
Location: St. Paul, MN
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It looks like Spawn have an attack type to potentially convert others: Quote:
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06-18-2012, 10:59 AM | #177 | |
Grizzled Veteran
Join Date: Nov 2004
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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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06-18-2012, 11:02 AM | #178 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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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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06-18-2012, 11:03 AM | #179 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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So do the spawn convert instead of kill?
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06-18-2012, 11:05 AM | #180 | |
Grizzled Veteran
Join Date: Nov 2004
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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.
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06-18-2012, 11:06 AM | #181 | |
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Join Date: Nov 2004
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More serious matters.
It's day 1 and Hoops is still alive....
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06-18-2012, 11:09 AM | #182 |
Coordinator
Join Date: Jan 2001
Location: Not too far away
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06-18-2012, 11:16 AM | #183 | |
Grizzled Veteran
Join Date: Nov 2000
Location: St. Paul, MN
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Quote:
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. |
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06-18-2012, 11:25 AM | #184 |
Pro Starter
Join Date: Jan 2011
Location: Madison, WI
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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). |
06-18-2012, 11:28 AM | #185 | |
General Manager
Join Date: Oct 2000
Location: Chicago
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Quote:
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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06-18-2012, 11:33 AM | #186 | |
Coordinator
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06-18-2012, 11:33 AM | #187 | |
General Manager
Join Date: Oct 2000
Location: Chicago
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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. |
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06-18-2012, 11:34 AM | #188 |
Pro Starter
Join Date: Jan 2011
Location: Madison, WI
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Okay, JAG, LSG, whoever else needs to do it, I'll help train Abe.
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06-18-2012, 11:36 AM | #189 |
General Manager
Join Date: Oct 2000
Location: Chicago
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06-18-2012, 11:37 AM | #190 |
College Starter
Join Date: Jan 2011
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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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06-18-2012, 11:37 AM | #191 |
Pro Starter
Join Date: Jan 2011
Location: Madison, WI
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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. |
06-18-2012, 11:37 AM | #192 |
General Manager
Join Date: Oct 2000
Location: Chicago
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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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06-18-2012, 11:38 AM | #193 |
Pro Starter
Join Date: Aug 2005
Location: Bethlehem, Pa
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Does any one have any other suggestions for me other than to scan Captain JAG?
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06-18-2012, 11:40 AM | #194 |
Grizzled Veteran
Join Date: Oct 2000
Location: Syracuse, NY
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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) |
06-18-2012, 11:42 AM | #195 |
Coordinator
Join Date: Jan 2001
Location: Not too far away
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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. |
06-18-2012, 11:46 AM | #196 | |
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Thank you, I was about to do this and you saved me some work. |
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06-18-2012, 11:49 AM | #197 |
Pro Starter
Join Date: Jan 2011
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What's a scientist without a mission to do? :-D
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06-18-2012, 11:49 AM | #198 | |
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Location: St. Paul, MN
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Quote:
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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06-18-2012, 11:52 AM | #199 | |
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Join Date: Nov 2000
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Gah, that's horrible. We have a hell of a lot of ground and people to protect. |
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06-18-2012, 11:59 AM | #200 |
Head Coach
Join Date: Feb 2003
Location: Bath, ME
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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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