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Old 07-12-2006, 12:03 PM   #351
Talgian
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Join Date: Jul 2006
I didn't realize that a promotion doesn't go into effect until day 3. That changes things, as tonight is when we really needed an extra guard. Since it isn't as crucial then to change things, I can either go on an away mission or change who is going in the brig, whichever you guys think is best. We can scan someone more important, like an officer who went yesterday or whatever.

I can't find anything other than the quote you posted hoops, but it makes sense and it seems like someone exhausted would be at much greater risk for conversion during a mission.

-Talgian
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Old 07-12-2006, 12:05 PM   #352
Chubby
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Location: Syracuse, NY
Does exhustion prevent someone, like me, from performing the only night action they have? (guarding the security HQ?) I don't see where it would but I better ask now before work.
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Old 07-12-2006, 12:07 PM   #353
Talgian
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No chubby, you still can, but you'll probably not be very good at it.

-Talgian
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Old 07-12-2006, 12:08 PM   #354
path12
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Quote:
Originally Posted by Chubby
I don't want to put a spawn in there, I want to keep the people I KNOW to be on my side safe (and since everyone seems to think the doctor is a good choice I added him). I'm assuming someone gets scanned so that person can now get added to the list as well, I don't want to add someone to the list and have that prevent them from doing something important at night.

Couldn't there have been a conversion last night? For all we know bullet might have been targeted.
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Old 07-12-2006, 12:09 PM   #355
Chubby
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Location: Syracuse, NY
Quote:
Originally Posted by Talgian
No chubby, you still can, but you'll probably not be very good at it.

-Talgian

Well what is better, protecting it or sleeping and having no protection?


Does it matter if I'm issued a phaser again? No one tried to attack the Security HQ last night.
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Old 07-12-2006, 12:11 PM   #356
Chubby
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Location: Syracuse, NY
Quote:
Originally Posted by path12
Couldn't there have been a conversion last night? For all we know bullet might have been targeted.


If he was, as far as I can tell by the rules he wouldn't have any powers so would he be a threat to CW (or if CW were infected today)?

At least people can be added or removed I think from my list due to my not really understanding the strategy yet.
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Old 07-12-2006, 12:12 PM   #357
Talgian
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Well, certainly it's better to have some protection. I just don't want our warden to die
Exhaustion gives a penalty, the phaser gives a bonus. I doubt they balance each other, but certainly the phaser wouldn't hurt. However, it may be in our interest to focus all our guarding on the engine, water, and cargo rooms tonight, if we get enough crystalilium to leave.

-Talgian
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Old 07-12-2006, 12:13 PM   #358
Barkeep49
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Major post forthcoming as soon as I can type it up.
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Old 07-12-2006, 12:16 PM   #359
Chubby
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Location: Syracuse, NY
Quote:
Originally Posted by Talgian
Well, certainly it's better to have some protection. I just don't want our warden to die
Exhaustion gives a penalty, the phaser gives a bonus. I doubt they balance each other, but certainly the phaser wouldn't hurt. However, it may be in our interest to focus all our guarding on the engine, water, and cargo rooms tonight, if we get enough crystalilium to leave.

-Talgian

Good point.

Are we farther along in gathering crystalilium then in past game(s)? When has takeoff occured before?
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Old 07-12-2006, 12:26 PM   #360
KWhit
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Quote:
Originally Posted by Barkeep49
Major post forthcoming as soon as I can type it up.

That doesn't sound good.
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Old 07-12-2006, 12:28 PM   #361
Chubby
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Location: Syracuse, NY
Arrrgh 20 mins til I have to leave for work...
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Old 07-12-2006, 12:29 PM   #362
Barkeep49
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Join Date: Jan 2001
Location: Not too far away
As the morning's activities continue, suddenly the lights on the ship flicker for a moment. Simultaneously, there is a large noise and the ship begins to vibrate. A few of you recognize immediately that this is an earthquake. As the ship vibrates, and the lights settle into an almost strobe like flashing, the crew begin to see Spawn, who are not yet Spawn, on the ship. How did they get there?

There is no time to figure that out now. Some of the more quick minded among you start to squash the Spawnlike creatures. But there are waves of them. Finally the main power goes out and the emergency lights come on after a moment and the battle between the crew and the Spawnlike creatures continues with the crew becoming gradually more and more exhausted. The crew, which had been spread out, has no idea what is going on in other parts of the ship. Finally, after what seems like an eternity, but was really only a few minutes, the rumbling stops, and just as suddenly as the creatures started coming they stop.

However, the ship is in bad shape, with many areas being damaged. The carcasses of these creatures are strewn across the ship. It seems as though
Swaggs faced a heavier attack then in most parts of the ship as he defended the slave pens from attack, though becoming wounded in the process. Qwikshot and Raiders Army were also wounded during the attack. They explain that they were near the Cargo Hold when the attack began and that the creatures have damaged some of the supplies, however, they ensured that the room itself remained accessible.

The crew starts to assemble as they figure out how to respond from this latest development.


Ship’s Status

Room Reports
Engine Room – Damaged 4 man cycles to repair
Water Plant – Damaged (Partially Operational: 10 units of water produced daily) 2 cycles to repair
Cargo Hold - Fully Operational(Maximum Capacity: 85 units)
Water Supply – 30 units (Enough reserves for more then 3 days at current consumption)
Crystilium Supply – 43 units
Security Headquarters Damaged (Non Operational) 3 man cycles to repair
Brig – Empty
Weapons Locker – 5 phasers

Slave Pens – Fully Operational
Sleeping Quarters – Damaged. 6 berths requiring repair (enough berths for 13 people to sleep)

Crew Status

Command Staff
Captain - KWhit
First Officer - sndvls
Second Officer - Talgian
Security Chief - Tyrith
Ensign - Schmidty

Engineers
QwikshotWounded
Anxiety
Hoopsguy
Exhuasted
Path


Medical Staff
Doctor - bulletsponge

Security Staff
Sergeant at Arms - dubb93
Warden – Chubby Exhausted
Galley Master - Raiders Army Exhausted Wounded
Slavemaster – Swaggs Exhausted Wounded
Security Crewman - kingfc22 Exhausted

Scientists
Coffee Warlord
Fouts


Privates
Blade6119
Bek


Slaves
20 slaves accounted for

No actions will be accepted until I send out some PMs related to this event

Last edited by Barkeep49 : 07-07-2008 at 08:52 AM.
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Old 07-12-2006, 12:31 PM   #363
Bek
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intersting...damn spawn
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Old 07-12-2006, 12:35 PM   #364
Abe Sargent
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Don't put any Engineers on away teams
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Old 07-12-2006, 12:37 PM   #365
SnDvls
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WOW! what the hell just happened?
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Old 07-12-2006, 12:37 PM   #366
Abe Sargent
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In fact, I suggest that engineers fix the Security HQ. With three repairs needed and three non-wounded Engineers, we can fix it before nightfall.

-Anxiety
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Old 07-12-2006, 12:38 PM   #367
Bek
High School JV
 
Join Date: Aug 2005
Quote:
Originally Posted by Barkeep49

Ship’s Status

Room Reports
Engine Room – Damaged 4 man cycles to repair
Water Plant – Damaged (Partially Operational: 10 units of water produced daily) 2 cycles to repair
Cargo Hold - Fully Operational(Maximum Capacity: 85 units)
Water Supply – 30 units (Enough reserves for more then 3 days at current consumption)
Crystilium Supply – 43 units
Security Headquarters Damaged (Non Operational) 3 man cycles to repair
Brig – Empty
Weapons Locker – 5 phasers

Slave Pens – Fully Operational
Sleeping Quarters – Damaged. 6 berths requiring repair (enough berths for 13 people to sleep)

ok, here are my thoughts after what happened...
1) we need to fix the engine room and water plant first
2) im not sure about the security hq...if we are ok with who we passed out the phasers too then this isnt a worry atm
3) not sleeping i can deal with, but i think it is something that we should keep an eye on
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Old 07-12-2006, 12:38 PM   #368
path12
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Anywhere in particular you'd like me to start, command staff?
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Old 07-12-2006, 12:39 PM   #369
path12
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And of course the bigger question is how did they get on the ship?
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Old 07-12-2006, 12:40 PM   #370
Abe Sargent
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Engineers need to corrdinate here, hold on path, let's figure this out
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Old 07-12-2006, 12:40 PM   #371
Talgian
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Join Date: Jul 2006
Alright, first reaction is that this is the spawn overlord, not a player spawn. I think we should immediately get 3 engineers on the engine room, and the 4th on the water plant. That way we can still (hopefully) leave tomorrow. We don't need to worry about the brig anymore

I don't like the lack of phasers, but it seems more pressing to get off-planet. Theoretically, we could get phasers by the end of the day...I dunno.

Anyhow, here's what I suggest for away missions in light of this:

Team A:
Talgian leads
Coffee
Bek
Blade
dubb

Team B
Schmidty leads
Fouts
Slaves

No enigneers on these, and with no phasers to pass out, dubb doesn't have a whole lot to do. Also, no one here is exhausted, which is good.

Captain kills the slaves when they get back (Shhh, don't let them hear)

-Talgian
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Old 07-12-2006, 12:41 PM   #372
Bek
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Join Date: Aug 2005
Quote:
Originally Posted by Anxiety
Don't put any Engineers on away teams

agreed

Quote:
Originally Posted by Anxiety
In fact, I suggest that engineers fix the Security HQ. With three repairs needed and three non-wounded Engineers, we can fix it before nightfall.

why the security hq???....if we can get off this damned planet then we can reduce the number of spawn and prevent future massive attacks of this nature
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Old 07-12-2006, 12:41 PM   #373
Abe Sargent
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WHy water supply? It's still making 10 units a day while we have 30 in storage?

-ANxiety
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Old 07-12-2006, 12:43 PM   #374
Chubby
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Join Date: Oct 2000
Location: Syracuse, NY
Quote:
Originally Posted by Talgian
Alright, first reaction is that this is the spawn overlord, not a player spawn. I think we should immediately get 3 engineers on the engine room, and the 4th on the water plant. That way we can still (hopefully) leave tomorrow. We don't need to worry about the brig anymore

I don't like the lack of phasers, but it seems more pressing to get off-planet. Theoretically, we could get phasers by the end of the day...I dunno.

Anyhow, here's what I suggest for away missions in light of this:

Team A:
Talgian leads
Coffee
Bek
Blade
dubb

Team B
Schmidty leads
Fouts
Slaves

No enigneers on these, and with no phasers to pass out, dubb doesn't have a whole lot to do. Also, no one here is exhausted, which is good.

Captain kills the slaves when they get back (Shhh, don't let them hear)

-Talgian

Why not put 3 on the water plant to get that back to full strength and the 4th on the engines? We'd also still be able to lift off tomorrow this way but also have a fully operational water plant...
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Old 07-12-2006, 12:44 PM   #375
Alan T
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You shouldn't have parked your spaceship in San Francisco.
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Old 07-12-2006, 12:44 PM   #376
Bek
High School JV
 
Join Date: Aug 2005
Quote:
Originally Posted by Anxiety
WHy water supply? It's still making 10 units a day while we have 30 in storage?

-ANxiety

becuase if it gets attacked again then its completly damaged and we wont have any water being produced...i would rather have water and be off of the planet then not have water be stuck on the planet still but have a phaser in hand...
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Old 07-12-2006, 12:44 PM   #377
Talgian
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Join Date: Jul 2006
Quote:
Originally Posted by Anxiety
WHy water supply? It's still making 10 units a day while we have 30 in storage?

-ANxiety

As we get more crystal, we hold less water, since we have to make room to store the mineral. Since we have enough water for now, it's okay, but we need to start fixing the plant now.

-Talgian
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Old 07-12-2006, 12:44 PM   #378
Bek
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Join Date: Aug 2005
Quote:
Originally Posted by Chubby
Why not put 3 on the water plant to get that back to full strength and the 4th on the engines? We'd also still be able to lift off tomorrow this way but also have a fully operational water plant...

im glad someone else is looking to get off of the planet as well
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Old 07-12-2006, 12:45 PM   #379
KWhit
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Join Date: Jan 2003
Location: Conyers GA
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 damaged neither place may be accessed and the security system might, or might not be, operational. Any weapons not in the security locker will stay with whoever had them when the Security HQ became damaged. A successful spawn attack requires 2-5 man cycles of repair time.

What does the bolded part mean to us exactly?
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Old 07-12-2006, 12:45 PM   #380
Talgian
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Join Date: Jul 2006
Quote:
Originally Posted by Chubby
Why not put 3 on the water plant to get that back to full strength and the 4th on the engines? We'd also still be able to lift off tomorrow this way but also have a fully operational water plant...

Because the sooner we lift-off the better.

-Talgian
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Old 07-12-2006, 12:46 PM   #381
Talgian
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Join Date: Jul 2006
Quote:
Originally Posted by KWhit


What does the bolded part mean to us exactly?

It means we can't use the brig and we can't get phasers, which are currently locked up (they get returned at the beginning of the cycle).

-Talgian
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Old 07-12-2006, 12:47 PM   #382
hoopsguy
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Join Date: Oct 2000
Location: Chicago
I don't have any PMs in regards to this event so far.

I'm ready to repair one of the rooms. I'll wait for awhile for one of the commanders to give an order, or a suggestion, if they are so inclined. I would probably go for either the water or engine, if left to my own devices. But I would prefer that the engineering efforts are a coordinated effort so we completely repair the water/engine.

Also, I'm OK with not sleeping - I'm already exhausted and, as stated earlier, I don't have any reason to believe that exhaustion prevents me from executing my duties.
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Old 07-12-2006, 12:47 PM   #383
Abe Sargent
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Location: Catonsville, MD
Quote:
Originally Posted by Chubby
Why not put 3 on the water plant to get that back to full strength and the 4th on the engines? We'd also still be able to lift off tomorrow this way but also have a fully operational water plant...


Because the Water Plant is only damaged twice, and we can fix other stuff now, Water Plant later?
-Anxiety
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Old 07-12-2006, 12:47 PM   #384
Bek
High School JV
 
Join Date: Aug 2005
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 damaged neither place may be accessed and the security system might, or might not be, operational. Any weapons not in the security locker will stay with whoever had them when the Security HQ became damaged. A successful spawn attack requires 2-5 man cycles of repair time.
if this is the case then killing the slaves wont be possible as we wont be able to reach the slave pens...which im not necessarily complaining about but that means that they wont be able to go on the away mission either
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Old 07-12-2006, 12:49 PM   #385
KWhit
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Join Date: Jan 2003
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We should send the away team(s) out before we start work on the repairs to see what kind of mining we get. That could determine if we should focus on the engines or water first.
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Old 07-12-2006, 12:49 PM   #386
SnDvls
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ok question..need some fast answers.

who is the most important person to clear right now? bulletsponge?
is it more important to clear him or heal the wounded?
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Old 07-12-2006, 12:49 PM   #387
Chubby
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Join Date: Oct 2000
Location: Syracuse, NY
Quote:
Originally Posted by Talgian
Because the sooner we lift-off the better.

-Talgian


Either scenario has us lifting off tomorrow.

One scenario has us with a 100% water plant before tonight, the other does not. I don't see why we wouldn't fix the water plant when we can still get off the planet tomorrow (and we can't get off of it today anyways).

I'm off to work, I'm sticking with my No Vote since I won't be home til after 10:30pm EST almost guarenteed. I'm heavily in favor of have 3 totally fix the water with the 4th on the engines so we can lift off tomorrow AND have a 100% water plant.

my $.02
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Old 07-12-2006, 12:49 PM   #388
hoopsguy
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Agree with KWhit.
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Old 07-12-2006, 12:50 PM   #389
Swaggs
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Ouch...
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DOWN WITH HATTRICK!!!
The RWBL
Are you reading In The Bleachers?
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Old 07-12-2006, 12:50 PM   #390
Abe Sargent
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Location: Catonsville, MD
Here's my thinking:

We cannot launch tonight. If we put three onteh security HQ and one on the engines, then we have a good chance of being protected tonight. Then, tomorrow, we finish the engines and can lift off at any time.

-Anxiety
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Old 07-12-2006, 12:50 PM   #391
KWhit
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Join Date: Jan 2003
Location: Conyers GA
Quote:
Originally Posted by Bek
if this is the case then killing the slaves wont be possible as we wont be able to reach the slave pens...which im not necessarily complaining about but that means that they wont be able to go on the away mission either

Well, I asked the question because it says that the slave pens are fully operational and we have enough beds for 13 of us to sleep. However the initial rules say that if the security HQ is damaged, we may lose our beds and the slave pens. So I want understanding from Barkeep on the status of those 2 locations.
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Old 07-12-2006, 12:51 PM   #392
Coffee Warlord
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Join Date: Oct 2002
Location: Colorado Springs
Holy shit.

Okay, if we do ANY away teams, I suggest we do only one (a mining operation still) I also suggest it be as many of my team as possible again, for the same reasons as was stated last page.

With the ship this messed up, I think keeping our exposure planetside is important. But, if we can 1) expose SOMEONE on the away team as a spawn, or 2) do well and get enough minerals, the risk is worth it.
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Old 07-12-2006, 12:51 PM   #393
SnDvls
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Join Date: Jul 2001
Quote:
Originally Posted by KWhit
We should send the away team(s) out before we start work on the repairs to see what kind of mining we get. That could determine if we should focus on the engines or water first.


so are we exploring for water then?

guess I need to PM BK and find out if I need to specificy what we are exploring for of it it's just a general exploration mission.
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Old 07-12-2006, 12:51 PM   #394
hoopsguy
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Join Date: Oct 2000
Location: Chicago
Also, from last game - if anyone had any kind of encounter with Spawn last night, even if you feel like you defeated them, there is a pretty good chance they ran a spawn attack against you.

I don't want to see someone try to get clever by withholding information for any reason, only to find themselves inadvertantly playing for the other team tomorrow as a result.
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Old 07-12-2006, 12:51 PM   #395
KWhit
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Quote:
Originally Posted by Anxiety
We cannot launch tonight.

Why do you say that? It's a possibilty, isn't it?
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Old 07-12-2006, 12:52 PM   #396
Chubby
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Location: Syracuse, NY
ack I thought 3 people were needed to fix the water plant (read it wrong)

2 on water plant and 2 on engines is my sugegstion.
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Old 07-12-2006, 12:52 PM   #397
Bek
High School JV
 
Join Date: Aug 2005
[QUO
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Old 07-12-2006, 12:52 PM   #398
Talgian
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Join Date: Jul 2006
Quote:
Originally Posted by Chubby
Either scenario has us lifting off tomorrow.

One scenario has us with a 100% water plant before tonight, the other does not. I don't see why we wouldn't fix the water plant when we can still get off the planet tomorrow (and we can't get off of it today anyways).
my $.02

Yes, but according to the rules, lift-off is immediate when all the conditions are met. SO lifting off at, say, 10:30 sounds a lot better than lifting off at 3.

-Talgian
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Old 07-12-2006, 12:53 PM   #399
Bek
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Join Date: Aug 2005
Quote:
Originally Posted by KWhit
Well, I asked the question because it says that the slave pens are fully operational and we have enough beds for 13 of us to sleep. However the initial rules say that if the security HQ is damaged, we may lose our beds and the slave pens. So I want understanding from Barkeep on the status of those 2 locations.

im agreeing with you and i think clarification in this is key
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Old 07-12-2006, 12:53 PM   #400
Barkeep49
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Join Date: Jan 2001
Location: Not too far away
As the crew assembles, suddenly First Officer sndvls collapses to the ground and writhes around in pain. Something is wrong with him. The doctor is fetched but he can find no wound or injury. Hopefully this is a temporary condition.

Ok most vital PMs have been sent. Some are still forth coming, however. I will post when all are sent. Actions may not be performed again.
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