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Author Topic: Battles for the Land - Turn 1, Execution+Pre-Battle Phase. (MINI HIATUS)  (Read 7346 times)

~Neri

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Re: Battles for the Land - Test round Start!
« Reply #90 on: October 26, 2013, 03:06:21 am »

Ptw.
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Nirur Torir

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Re: Battles for the Land - Test round Start!
« Reply #91 on: October 26, 2013, 10:40:04 am »

Questions: You've mentioned that our ships have refineries, factories, and labs. I assume they also have command and control, troop training areas & barracks, and a hangar-bay. Anything else notable? How long will they be available for?
How much can we sell minerals for?


Team Two

Armament Design: Scavenger laser pistol, a cheap and easy to use weapon.
Military surplus flak vest, a light armor imported from off-world. Provides very basic torso protection against laser and ballistic weaponry.
Military surplus laser carbine, a durable laser gun important from off-world. Cheaply manufactured.

Recruit:

4 squads of militia, 5 each, equip with surplus military laser carbines and flak vests. spend $500 to purchase equipment if others agree to the expenditure.

2 squads of heavy infantry, 3 each, equipped with carbines and flak jackets as above and a man-portable mining laser with power pack (one per squad, 2 men to transport and set up)
Seconded, but give the heavy infantry Scavenger laser pistols instead of carbines. Give them all very low training for now. Prioritize a militia squad and Mineral Shuttle and have them on standby for reinforcing the expeditionary force. If purchasing military surplus equipment will take too much time for them to be ready for the battle, just arm them with laser pistols for now.

Buildings:

Confirm the mining well.
Build a spaceport.
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FelixSparks

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Re: Battles for the Land - Test round Start!
« Reply #92 on: October 26, 2013, 11:51:50 am »

TEAM ONE

I suggest we work on the Drill Grounds, A Conscript Barracks, AND A MOVIE THEATER. The troops could use the theater to relax and improve morale, and we can use it to get some income!
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Chiefwaffles

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Re: Battles for the Land - Test round Start!
« Reply #93 on: October 26, 2013, 12:28:43 pm »

Onboard facilities will always be available, but they'll not be that amazing. While you'll always have the ship's labs, ground labs will be a lot better. The Refineries/Nano Factories can only produce small(like a gun, light armor, etc) items, etc. Same goes for all the facilities. Your assumptions are correct, and I'll introduce them when needed. Assume that the ship has almost everything you need (unless it's a special design) for the first while, but keep in mind ship facilities are inefficient.

Also, training works like this:
Design a unit. Design them as "special forces" level of skill. Bam. The design is done. However, the skill level effects how long it will take to recruit those units, and the base price for the units. If you have a supersoldier with super skills, you'll probably have to pay a lot for the soldier himself, and wait a while to train him (time would be effected by training facilities and maybe barracks) before you can fully utilize said supersoldier. I may implement individual skill eventually, but probably not.

Minerals would probably sell at about a 1:2 rate. One unit equals two credits. Subject to change.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

cheesemcmuffin88

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Re: Battles for the Land - Test round Start!
« Reply #94 on: October 26, 2013, 12:29:50 pm »

Team one
Buildings
I support Felix suggestions of a
Conscript Barracks
Drill Grounds
Movie Theater
But I wish to add a few of my own
Armory
Grass Landing Strip
Weapons design
My design I am going to use Rolepgeeks catorgrization system
P/F/12_36/S/115 rpm (not including reload times)/X/MRK 1/A/(i am not sure)/ The Riley Service Rifle
Unit Design
Conscript Squad
Weapons: Riley Service Rifle Mrk 1 a
Armor: NA
Skill: Low (they know basic tactics and they can pretty much fire a gun)
Count:8 + 1 Commissar

Commissar
Weapons: Riley Service Rifle Mrk 1 a
Armor: Black heavy leather Trench coat (it can catch and absorb some small caliber rounds)
Count: 1

Orders
Train 2 conscript squads and 2 commissars spend $1,500 equipping them that should cover expenses I hope.
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Urist Mc Dwarf

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Re: Battles for the Land - Turn 1, Execution+Pre-Battle Phase.
« Reply #95 on: October 26, 2013, 01:59:59 pm »

Develop the L/G/30/55/A/12000/XHL/MKI/a/Death spewer/LasMachGun 1 a vehicle mounted laser machine gun.

Chiefwaffles

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Re: Battles for the Land - Turn 1, Execution+Pre-Battle Phase.
« Reply #96 on: October 26, 2013, 02:02:00 pm »

Urist, I'd like to point out that you're on the waiting list. If someone stops playing, I'll contact you and put you in the team with a vacancy if you're okay with it at the time
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Rolepgeek

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Re: Battles for the Land - Test round Start!
« Reply #98 on: October 26, 2013, 04:32:40 pm »

First, the armor and vehicle classification systems.

Team One; Coalition of Sovereign Independent Colonies
Armor Design:

An example suit:
M03-E2.sm Mark IIIc "Voicebox" Vehicle Operations and Interface Suit
And a breakup of what each one means.
M | 0 | 3 | -E | 2 | .s | m | _Mark III | c | _"Voicebox" | _Vehicle Operation & Interface Suit

  • M: Protection Type;
    Spoiler (click to show/hide)
  • 0: Armor Size;
    Spoiler (click to show/hide)
  • 3: Purpose;
    Spoiler (click to show/hide)
  • E: Extra
    Spoiler (click to show/hide)
  • 2: Armor Rating;
    Spoiler (click to show/hide)
  • s | m: Modifications;
    Spoiler (click to show/hide)
  • Mark III: Version Designation
    Spoiler (click to show/hide)
  • c: Variant Designation
    Spoiler (click to show/hide)
  • "Voicebox": Nickname
    Spoiler (click to show/hide)
  • Vehicle Operations & Interface Suit: Basic Name
    Spoiler (click to show/hide)

Designs soon, gimme a bit.
« Last Edit: October 27, 2013, 01:41:12 pm by Rolepgeek »
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Rolepgeek

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Re: Battles for the Land - Turn 1, Execution+Pre-Battle Phase.
« Reply #99 on: October 27, 2013, 08:49:25 pm »

Team One; Coalition of Sovereign Independent Colonies

Weapon Design

Weapons:
Spoiler (click to show/hide)

Scopes and Sights:
Spoiler (click to show/hide)

Other Attachments:
Spoiler (click to show/hide)

Other Gear:
Spoiler (click to show/hide)

Rounds/Ammunition Types:
Handgun Rounds
Spoiler (click to show/hide)

Rifle Rounds
Spoiler (click to show/hide)

Shotgun Shells
Spoiler (click to show/hide)

Grenades
Spoiler (click to show/hide)

Other
Spoiler (click to show/hide)

Armor Design
Spoiler (click to show/hide)

Unit Design
Rifleman (Standard/Typical):
Spoiler (click to show/hide)
Designated Marksman (S/T):
Spoiler (click to show/hide)
Automatic Rifleman (S/T):
Spoiler (click to show/hide)
Grenadier (S/T):
Spoiler (click to show/hide)
Commissar (S/T):
Spoiler (click to show/hide)
Fireteam:
Spoiler (click to show/hide)
Infantry Squad:
Spoiler (click to show/hide)
Riflemen Squad:
Spoiler (click to show/hide)

There, I'm done, I'm finally fucking done. I got up at 8 this morning and have been working almost non-stop on this since 9 or 10. It's currently 6:40 PM. I started hating myself about half way through for doing this to myself, since I didn't eat how I should, either. I'm free!
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Rolepgeek

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Re: Battles for the Land - Turn 1, Execution+Pre-Battle Phase.
« Reply #100 on: October 27, 2013, 10:00:07 pm »

Oh right, actions.

Construction:
I think we should drop in 3 Nano-Construction Pylons to increase construction speed and capability, then work on Shuttle Dock, Material Collection Base, Bank, Dormitories, Fusion Reactor, and Orientation Center.

Research:
Begin researching anything needed to achieve listed weapons and armor. 1500$.
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Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

techno65535

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Re: Battles for the Land - Turn 1, Execution+Pre-Battle Phase.
« Reply #101 on: October 27, 2013, 11:32:17 pm »

Rolep......You have way too much free time on your hands.
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They're cute but my god that's terrifying.
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Chiefwaffles

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Re: Battles for the Land - Turn 1, Execution+Pre-Battle Phase.
« Reply #102 on: October 28, 2013, 02:17:32 am »

Pretty impressive, Rolep.

An update should arrive today (The 28th).
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Nirur Torir

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Re: Battles for the Land - Turn 1, Execution+Pre-Battle Phase.
« Reply #103 on: October 29, 2013, 02:30:37 pm »

Rolep! Your overthinking of flavor text has not only intimidated your foes, but also the GM!

Don't think you'll get away with this. Our troops are already recovering, and assembling to converge on ... er, anyone know what we're fighting over?
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Urist Mc Dwarf

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Re: Battles for the Land - Turn 1, Execution+Pre-Battle Phase.
« Reply #104 on: October 29, 2013, 03:32:06 pm »

I think it's a planet that's been newly discovered.
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