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Old 07-08-2008, 08:31 AM   #201
Passacaglia
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Join Date: Oct 2000
Location: Big Ten Country
Quote:
Originally Posted by Mrs. Schmidty View Post
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.
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Old 07-08-2008, 08:39 AM   #202
Barkeep49
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Originally Posted by mccollins View Post
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.

Last edited by Barkeep49 : 07-08-2008 at 08:40 AM.
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Old 07-08-2008, 08:48 AM   #203
Barkeep49
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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

Last edited by Barkeep49 : 07-08-2008 at 08:59 AM.
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Old 07-08-2008, 08:56 AM   #204
Mrs. Schmidty
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We made it! Now I'm off to work, but I'll be back in time for deadline.
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Old 07-08-2008, 08:58 AM   #205
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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.
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Old 07-08-2008, 09:02 AM   #206
Passacaglia
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Whew, glad to see the edit on the sleeping quarters -- fighting for two beds would have been tough.
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Old 07-08-2008, 09:07 AM   #207
Telle
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Sooo.. now what happens?
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Old 07-08-2008, 09:10 AM   #208
Passacaglia
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We figure out what's our top priority to repair, and think about away teams -- that's where I'm thinking we should start.
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Old 07-08-2008, 09:12 AM   #209
mccollins
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Not to get all weird and stuff, but can we not sleep together?
Tough times call for desperate measures and all!
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Old 07-08-2008, 09:13 AM   #210
mccollins
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Who can fix stuff? Only our team of 4 engineers?
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Old 07-08-2008, 09:15 AM   #211
Barkeep49
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Quote:
Originally Posted by mccollins View Post
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 View Post
Who can fix stuff? Only our team of 4 engineers?
Correct
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Old 07-08-2008, 09:20 AM   #212
PurdueBrad
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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.
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Old 07-08-2008, 09:22 AM   #213
PurdueBrad
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Not to get all weird and stuff, but can we not sleep together?
Tough times call for desperate measures and all!


<------calls big spoon
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Old 07-08-2008, 09:23 AM   #214
Alan T
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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.
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Old 07-08-2008, 09:24 AM   #215
Alan T
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Quote:
Originally Posted by PurdueBrad View Post
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.
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Old 07-08-2008, 09:25 AM   #216
Passacaglia
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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?
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Old 07-08-2008, 09:25 AM   #217
Barkeep49
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Quote:
Originally Posted by Alan T View Post
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.
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Old 07-08-2008, 09:26 AM   #218
PurdueBrad
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That's cool, I didn't quite realize how important the security HQ is. I'm up for working on that.
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Old 07-08-2008, 09:27 AM   #219
Passacaglia
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BK -- who has the weapons now?
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Old 07-08-2008, 09:31 AM   #220
KWhit
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Quote:
Originally Posted by Barkeep49 View Post
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?
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Old 07-08-2008, 09:33 AM   #221
Alan T
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Quote:
Originally Posted by Barkeep49 View Post
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.
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Old 07-08-2008, 09:33 AM   #222
KWhit
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Barkeep: Exploration missions: Do they give a bonus to just a single future away mission, or all future away missions?
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Old 07-08-2008, 09:34 AM   #223
Alan T
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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?
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Old 07-08-2008, 09:34 AM   #224
Barkeep49
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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.
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Old 07-08-2008, 09:35 AM   #225
Barkeep49
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Originally Posted by Passacaglia View Post
BK -- who has the weapons now?
No one. They are inaccessible.
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Old 07-08-2008, 09:36 AM   #226
Barkeep49
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Quote:
Originally Posted by KWhit View Post
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).

Last edited by Barkeep49 : 07-08-2008 at 09:36 AM.
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Old 07-08-2008, 09:36 AM   #227
Passacaglia
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No one. They are inaccessible.

Do you mean that they're inaccessible because they're in the damaged weapons locker, or something else?
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Old 07-08-2008, 09:39 AM   #228
Alan T
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Quote:
Originally Posted by Passacaglia View Post
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.
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Old 07-08-2008, 09:40 AM   #229
Passacaglia
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Quote:
Originally Posted by Alan T View Post
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.
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Old 07-08-2008, 09:41 AM   #230
KWhit
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Quote:
Originally Posted by Alan T View Post
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.
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Old 07-08-2008, 09:42 AM   #231
KWhit
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I'm thinking that I start out by planning an exploration mission focused on finding good locations for mining.
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Old 07-08-2008, 09:43 AM   #232
oliegirl
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Location: Caught somewhere between Raising Hell and Amazing Grace...
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.
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Old 07-08-2008, 09:43 AM   #233
hoopsguy
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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.
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Old 07-08-2008, 09:45 AM   #234
hoopsguy
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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.
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Old 07-08-2008, 09:46 AM   #235
Alan T
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Originally Posted by KWhit View Post
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?
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Old 07-08-2008, 09:46 AM   #236
Barkeep49
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The phasers are locked in the now inaccessible Security HQ. They may be distributed once the Security HQ is fixed
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Old 07-08-2008, 09:47 AM   #237
hoopsguy
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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.
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Old 07-08-2008, 09:47 AM   #238
Passacaglia
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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.
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Old 07-08-2008, 09:47 AM   #239
Alan T
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Any idea where the phasers are currently?
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Old 07-08-2008, 09:48 AM   #240
Barkeep49
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Originally Posted by Alan T View Post
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.
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Old 07-08-2008, 09:48 AM   #241
PackerFanatic
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Are the slaves just extra bodies to go on away missions? Extra bodies that aren't us, basically?
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Old 07-08-2008, 09:48 AM   #242
Alan T
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Originally Posted by Barkeep49 View Post
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
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Old 07-08-2008, 09:48 AM   #243
Barkeep49
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Any idea where the phasers are currently?
See post 126.
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Old 07-08-2008, 09:49 AM   #244
Barkeep49
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Originally Posted by PackerFanatic View Post
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.
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Old 07-08-2008, 09:49 AM   #245
Passacaglia
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Any idea where the phasers are currently?

I'm a villager!!!!
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Old 07-08-2008, 09:49 AM   #246
Alan T
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See post 126.


I was kind of joking... my humor is obviously locked in the security HQ currently also!
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Old 07-08-2008, 09:51 AM   #247
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I was kind of joking... my humor is obviously locked in the security HQ currently also!

*rimshot*
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Old 07-08-2008, 09:52 AM   #248
Alan T
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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.
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Old 07-08-2008, 09:53 AM   #249
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Well if you guys want a scientist along on any of those, be it tonight or tomorrow, I am offering myself.
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Old 07-08-2008, 09:53 AM   #250
Passacaglia
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Quote:
Originally Posted by Alan T View Post
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.
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