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Old 07-08-2008, 08:51 PM   #651
Tyrith
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Join Date: Jun 2005
Location: Houston, TX
Quote:
Originally Posted by hoopsguy View Post
+1

Exhausting if you are playing catchup, but a lot of fun when you are able to follow along.

Since I'm going to be out tomorrow for large chunks of the day, I will likely find myself exhausted (RL, not in-game)

This is why I'm glad this game is during summer school when there's no one in town and on non-golf days I have nothing to do :P Although tomorrow is a golf day and I will be gone from 3 to about 830....oh, crap.
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Old 07-08-2008, 08:52 PM   #652
Barkeep49
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Originally Posted by mccollins View Post
BK, I need a clarification - if I train a person (say, in the security department) who already has abilities to have a specialist's abilities (say, a doctor), do they have access to all those abilities all the time to utilize their AP on?

Just curious because one private is already on an officer track and soon there won't be any more privates.
A person only can only have one job, so if you train them to something else they lose their former abilities.
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Old 07-08-2008, 08:53 PM   #653
Barkeep49
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Originally Posted by hoopsguy View Post
+1

Exhausting if you are playing catchup, but a lot of fun when you are able to follow along.

Since I'm going to be out tomorrow for large chunks of the day, I will likely find myself exhausted (RL, not in-game)
I agree. I'm just happy I have a job during the summer that mostly lets me do what I want on the computer.
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Old 07-08-2008, 08:54 PM   #654
KWhit
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My thinking on Pass:

First, we discussed putting Alan in the brig at one time. I even suggested it might be a good idea (and so far I'm the only cleared villager), so I don't hold that against him too much.

Also, the only way it makes sense for Pass to maliciously put Alan in the brig is if Path (the doc) or Alan (captain) is a Spawn and could turn the other one (or me, but I'm less important). If a Spawn is currently in a position of such power such as the captain or the doctor, don't you think they'd lay low and try to use their public role to affect the game instead of riskin gouting themselves by trying to convert someone in the brig?

So I don't think Pass did anytihng to intentionally hurt our cause.
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Old 07-08-2008, 08:56 PM   #655
KWhit
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It won't.

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Old 07-08-2008, 08:57 PM   #656
Barkeep49
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I'm calling early deadline since the vote is clear and I want to get the end of day post up before I leave work.
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Old 07-08-2008, 08:58 PM   #657
Barkeep49
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The day had seemingly gone well. The mining away mission was a bit of a disappointment, but the lack of visible Spawn can hardly be called a disappointment. As the day comes to an end the engineers report that the Security Headquarters, which had started the day as all but impassable, is now once again usable. Little else had been done, but the crew felt pretty satisfied with the results of their day’s labors.

But the lack of progress elsewhere was nothing but trouble. Things started off innocently enough. A slave simply testing the force field. And the force field did what it was supposed to do: it shocked the slave. Except the force field didn’t feel as strong as normal. Now slaves aren’t the smartest creatures, but being penned up is something that no human, altered or not, likes. And so when the shock comes, and it’s a shock, but doesn’t really hurt? Excitement forms. And so the slave starts putting his hand in the force field and taking it out. Again. And again. Pretty soon a second slave notices and then joins in. Then a fourth moseys on over, a fifth sees what the commotion is about, and soon the weakened force field simply fails. At first five slaves simply put their hands in and feel nothing. Nothing but air. And then one takes a step. And soon all twenty are out, expressing their chemically stimulated rage. And the ship, and the crew are worse for the wear.

Emergency measures are taken to try and stop the situation. All personnel that had phasers may now as a night action do the “Hunt for slaves” action, attempting (with a good chance) to kill a slave. In order to corral any remaining slaves, the slave pens and security HQs will both have to be fully operational and it will take 1 AP worth of effort to get 4 slaves back in their pen. Non-security personnel have a good chance of be injured and a small chance of being killed, while security personnel have a chance of being injured, but will not be killed.


Room Reports
Engine Room – Damaged 7 man cycles to repair
Water Plant – Damaged (Non Operational) 6 cycles to repair
Cargo Hold - Damaged 2 man cycles to repair (Maximum Capacity: 125 units)
Water Supply – 100 units (Enough reserves for a little less than 4 days at current consumption)
Crystilium Supply – 16 units (at least 75 required)
Security Headquarters Damaged (Non Operational) 3 man cycles to repair
Brig – Empty
Weapons Locker – 5 phasers

Slave Pens – Damaged 5 man cycles to repair
Sleeping Quarters – Damaged. 12 berths requiring repair (enough berths for 11 people to sleep)

The Crew

Command Staff
Captain - Alan T
First Officer – Kwhit Wounded
Second Officer - Render
Security Chief - Hoopsguy
Ensign - Telle

Chief Engineer - Tyrith

Engineers
PurdueBrad
Danny
JeHeinz72


Trainer - mccollins

Medical Staff
Doctor - path12
Medic - The Jackal Wounded

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

Scientists

LoneStarGirl
PackerFanatic


Privates

Claphamsa
Marc Vaughn
Chubby
bulletsponge


Slaves
0 slaves accounted for

Last edited by Barkeep49 : 07-09-2008 at 10:18 AM.
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Old 07-08-2008, 08:58 PM   #658
mccollins
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And another clarification - do the people in the brig get a good night's rest? Thus, is that akin to some extra beds for us?
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Old 07-08-2008, 09:00 PM   #659
Barkeep49
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Originally Posted by mccollins View Post
And another clarification - do the people in the brig get a good night's rest? Thus, is that akin to some extra beds for us?
Yes
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Old 07-08-2008, 09:01 PM   #660
Tyrith
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Oh, darnit. Well boys, we're working tonight.
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Old 07-08-2008, 09:03 PM   #661
hoopsguy
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McCollins, I'm not sure that matters since the Brig now appears wrecked. Also, a lot of us may need to be awake tonight with the bed situation. I'm not too worried about this, as we've seen many people stay awake at night in past games.

Guess it is time to reconsider the night actions. We've got our four phasers allocated, so we can go hunting for slaves ... anyone have strong feelings on the risk/reward proposition of doing this versus protect actions or other assorted night actions?

Nice wrinkle, BK.
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Old 07-08-2008, 09:03 PM   #662
KWhit
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Oh man. This is no good.
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Old 07-08-2008, 09:04 PM   #663
mccollins
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Who said the engineers didn't have much to do? There's even more stuff broken now!

Did their PM instructions to fix things have to be in already by 10 pm or can they now decide what to fix at night?

To the group:
Does the Security headquarters need to be fixed again to ensure our safety overnight?
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Old 07-08-2008, 09:04 PM   #664
KWhit
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Oh man. This is no good.

But it's why I love this ruleset. Always something going on.
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Old 07-08-2008, 09:06 PM   #665
hoopsguy
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Way to pay homage to Schmidty with the self-quote.
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Old 07-08-2008, 09:06 PM   #666
claphamsa
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wait, i thought the security HQ was fixed!
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Old 07-08-2008, 09:06 PM   #667
mccollins
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McCollins, I'm not sure that matters since the Brig now appears wrecked.

Wrote the question before the big post went up
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Old 07-08-2008, 09:07 PM   #668
Tyrith
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I need one other engineer to go Security HQ.

Hoops, it probably wouldn't be a bad idea to just shoot all/most of the slaves. Guarding tonight is going to be dodgy; everyone is an available target pretty much because all of our defenses are fouled up, so who knows what the wolves will do. It costs us a fair amount of information, but having these slaves run around is going to cost us a fair number of wounds, I suspect, and that's just gonna get our folks killed.

That said, I trust the judgment of our security personnel, and it's probably best for the group if you guys keep your decisions mostly on the down-low. I'm just in the position where I have to say where I'm going or else waste cycles we can't afford to waste.
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Old 07-08-2008, 09:07 PM   #669
mccollins
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Originally Posted by claphamsa View Post
wait, i thought the security HQ was fixed!

It was fixed before deadline and then broken again. Along with extra damage on other things.
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Old 07-08-2008, 09:07 PM   #670
hoopsguy
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Also, did folks see the three "Wounded" in the update?
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Old 07-08-2008, 09:07 PM   #671
KWhit
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I was wounded by a slave but escaped.
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Old 07-08-2008, 09:08 PM   #672
PurdueBrad
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I need one other engineer to go Security HQ.

Tyrith, I'm on it as Heinz is out for the night I believe. Sending in a new action now.
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Old 07-08-2008, 09:08 PM   #673
hoopsguy
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Thanks for the feedback, Tyrith. That is what I'm hoping to get - whatever the opinion - from a few folks before putting in the order.
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Old 07-08-2008, 09:09 PM   #674
KWhit
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Since I am now wounded and am cleared (semi-CoT status, I'd say at the moment), I think I will be a prime candidate for an attack/conversion attempt tonight. It wouldn't hurt to have me guarded tonight to perhaps catch a Spawn in the act.
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Old 07-08-2008, 09:11 PM   #675
Tyrith
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Actually, darnit, I misread it somewhat. I didn't realize they all got out; I saw the number 4 and just thought it was some of them.

We can't possibly shoot them all. We're going to have to spend tonight and tomorrow repairing all our crap, seems like. Unless we send everyone willy-nilly slaughtering slaves.

Reading the Day 1 post again, is it possible that we aren't dealing with any, or multiple fully grown Spawn yet? If there are only one or two out there we could probably just go wild tonight, but I really don't know.
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Old 07-08-2008, 09:14 PM   #676
hoopsguy
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Quote:
Emergency measures are taken to try and stop the situation. All personnel that had phasers may now as a night action do the “Hunt for slaves” action, attempting (with a good chance) to kill a slave. In order to corral any remaining slaves, the slave pens and security HQs will both have to be fully operational and it will take 1 AP worth of effort to get 4 slaves back in their pen. Non-security personnel have a good chance of be injured and a small chance of being killed, while security personnel have a chance of being injured, but will not be killed.

I don't see this as very high reward, getting to kill one slave with my night action. If we repair the facilities, then we can spend 1 AP to get four of them back in their spot.

Damn, wish we had Alan just crush the slaves with a remaining action point at the end of the day (I think this was an option, right)?

Last note - my suspicious mind has me thinking that there is a reasonable chance that a Spawn was hurt by the slaves - slaves don't know the difference, right? If you trust Path's clearing of KWhit, that gives us a 50/50 shot between MrsS and Jackal. I'll be very interested to see if that holds up at the end of the game.
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Old 07-08-2008, 09:15 PM   #677
claphamsa
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i will hunt for slaves instead of sleeping if that woudl help!
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Old 07-08-2008, 09:15 PM   #678
claphamsa
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oh wait, nvm cant do that
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Old 07-08-2008, 09:16 PM   #679
Tyrith
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Damn, wish we had Alan just crush the slaves with a remaining action point at the end of the day (I think this was an option, right)?

No, it takes 3 AP and BK said it wouldn't work if the Slave Pens were damaged.
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Old 07-08-2008, 09:16 PM   #680
KWhit
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Originally Posted by hoopsguy View Post
I don't see this as very high reward, getting to kill one slave with my night action. If we repair the facilities, then we can spend 1 AP to get four of them back in their spot.

Agreed. Let's focus on repairs and let the security folk guard key personnell and locations.

I already mentioned that I think I will be a target tonight.
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Old 07-08-2008, 09:18 PM   #681
KWhit
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So since the security HQ is damaged, that means we don't have a brig tonight, right?
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Old 07-08-2008, 09:18 PM   #682
Tyrith
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Nope, KWhit, you're out in the open to be eaten by spawn, slaves, random angry people with assassin abilities, etc.
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Old 07-08-2008, 09:19 PM   #683
KWhit
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Grrrrr.....
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Old 07-08-2008, 09:20 PM   #684
KWhit
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But at least I'll be guarded tonight. Right guys? ... Right? ... Hello?


hold me.
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Old 07-08-2008, 09:21 PM   #685
KWhit
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Alan and the Doc are targets for the Spawn tonight too, of course.
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Old 07-08-2008, 09:22 PM   #686
Mrs. Schmidty
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Originally Posted by KWhit View Post
Alan and the Doc are targets for the Spawn tonight too, of course.

I've got Kwhit covered for tonight, though I'm wounded so I don't know how that will play into it. I'm armed, so I should still be good.
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Old 07-08-2008, 09:24 PM   #687
hoopsguy
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I'll take your word for it, Mrs S. But outside of saying that I will not be guarding KWhit, I don't want to give out info.

I'll be out and about, hunting 'wabbits. Or something.
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Old 07-08-2008, 09:29 PM   #688
Barkeep49
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Quote:
Originally Posted by KWhit View Post
But it's why I love this ruleset. Always something going on.

I didn't get a chance to use the slave riot last game, so I was happy when I saw that I'd get to whip it out here.
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Old 07-08-2008, 09:31 PM   #689
The Jackal
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I was also wounded by a slave, I'll have some decisions on who to heal tomorrow, will have to coordinate with you path but I imagine you might be examining.
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Old 07-08-2008, 09:31 PM   #690
KWhit
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I didn't get a chance to use the slave riot last game, so I was happy when I saw that I'd get to whip it out here.

We're just overjoyed about it too.
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Old 07-08-2008, 09:33 PM   #691
Barkeep49
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I've gotten asked a couple of times: Night actions may be changed any time up until the night action deadline. So if you sent in an order during the day and would like to change it, no problem. Unlike Day PMs, which happen "immediately", these do not.
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Old 07-08-2008, 09:43 PM   #692
PackerFanatic
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*hides in the corner*
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Old 07-08-2008, 09:50 PM   #693
Alan T
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I wonder what type of unlucky odds we happened to hit to have a slave riot with only 2 man hours of damage to the slave pen.. last game it was damaged more and no problems at all..


Ahh well, not much we can do about that now I guess but fix things...

My opinion on the night is that the security personal need to probably focus on keeping people more safe from the spawn than slaves tonight.. The slaves can be disruptive, but so can the spawn.. but the slaves are brain-dead damaging with no larger picture plan...

We'll have to have the Security HQ and the Slave pen fixed and that won't be done tonight... so up to Tyrith and his gang to figure out the best way to allocate those resources.
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Old 07-08-2008, 09:59 PM   #694
mccollins
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Quote:
Originally Posted by Barkeep49 View Post
I've gotten asked a couple of times: Night actions may be changed any time up until the night action deadline. So if you sent in an order during the day and would like to change it, no problem. Unlike Day PMs, which happen "immediately", these do not.

I'm with ya now - got it.
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Old 07-08-2008, 10:07 PM   #695
Danny
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Tyrith, would you like me to repair something tonight as well?
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Old 07-08-2008, 10:08 PM   #696
mccollins
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While catching up earlier, I noticed that Saldana's mission was average or below average or whatever and then multiple people commented on it like it was a failure or something.

I've got to say, before the results of the expedition I had been hoping (without reading the previous Spawn games) for around 15 crys because getting 75 in 5 mining trips seemed about right.

If I understand right, all we need is to get the 75 crys and get the engines fixed and then we can take off. Once we're off the planet then we can fix the water maker? Perhaps earlier if we have time, but from all the other breakages it seems we won't. Hopefully the rioting slaves are the reason for what seems like a lot of extra damage.
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Old 07-08-2008, 10:11 PM   #697
mccollins
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dola, Also, I've seen people talking about 3 or 4 phasers, but from the Day 1 and Night 1 posts, all I have seen is that we have 5 phasers in the weapons Locker. Am I missing something?
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Old 07-08-2008, 10:12 PM   #698
Tyrith
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Tyrith, would you like me to repair something tonight as well?

Probably. Especially if heinz isn't around until the AM, we're going to need to get some cycles in on some stuff tonight in order to get everything fixed tomorrow. Who knows what other bad things could happen to us.
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Old 07-08-2008, 10:14 PM   #699
mccollins
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Originally Posted by LoneStarGirl View Post
So the scientists dont get a weapon? Damn Packer we are getting the shaft

If it makes you feel better, I think the scientists are important on those away missions.

But I'm also the kind of guy who doesn't have the heart to weed out a perfectly growing plant in my garden to give the other plants some breathing room. There's no way I could've been the Water Master.
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Old 07-08-2008, 10:17 PM   #700
hoopsguy
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mccollins, I just went looking for the phasers stuff and it looks like you are 100% correct. I could have sworn I read about 3 phasers earlier. Maybe I ran across the "3 shot phasers" I carry or something stupid like that? Bizarre - sorry if I was involved with starting confusion on this point instead of just following along with what someone else posted.
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