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----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- This is a CYOA, with some alterations. The sum of votes in different categories determines the overall actions of a ship occupied by the players. More details below. Voting stays open at least ~18-24 hours after each update. I'll try for daily updates during the week, but my schedule does not always cooperate. No updates on weekends. All combat results and some other events are randomized. No plot armor, restart as another crew upon death. GLHF. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------ [MESSAGE FROM: Human Alliance Emergency Draft Board] [Subject: DRAFT NOTICE - READ IMMEDIATELY] ::GREETINGS CITIZEN!:: You have been selected by the Emergency Draft Board to serve aboard a Starship during a time of emergency. Report >>IMMEDIATELY<< to Spacedock C-04 and report for duty aboard Frigate FR-9316-SA. ------------------------------------------------------------------------------------------------------------------------------------------------ Welcome aboard! I am VIA, your Virtual Information Assistant and this ship's embedded personality-enabled AI. My job is to provide you with information on anything you might encounter during your mission. I can speak to you here, and can also appear on your Readout Panel. Please take a look at the Readout Panel now to familiarize yourself with this ship and it's capabilities. 9316-SA is a brand new ship, and one of a few testbed vessels for the newly-developed Consensus Command System, a new way of controlling starships. I will ask the OSC to load a tutorial so you can familiarize yourself with that as well. [> Tutorial(CCS&U) : Loaded ] ==========CCS AND YOU============================================================================ The CCS is a new command system that works by polling the collective knowledge of the crew and combining it into the most agreed-on response to the situation at hand. To use the CCS, indicate your choice of action for any or each of the following Stations of the ship. The most popular actions will be undertaken by each Station. ================================================================================================ :: STATION CATEGORIES. :: [Helm] Determines the Direction and Speed of the ship. (Up, Down, Left, Right or North, South, West, East) Direction is majority rule, Speed is the average of all votes that include a Speed. (Due to limitations in starship maneuverability, ships CANNOT make a course change except at the beginning of a move.) [Weapons] Determines the target of ALL WEAPONS fired that round. [Damage control] Determines which compartment will be prioritized for damage control efforts. [Sensors] Can be used to identify vessels or other space objects, up to the sensor's range. One object may be scanned per round. [Comms] Can be used to communicate with other ships you see on the map. Messages can be sent by any crewmember, and usually do not require a vote. [Engineering] Boosts the effectiveness of one of the other Stations for that round. Power to Engines: Increases maximum possible speed. Power to Weapons: Increases weapon damage. Power to Damage Control: Increases repair rate. Power to Shields: Increases shield regeneration. Power to Sensors: Enables a Deep Scan, which may reveal additional information about an object, or a ship's stats. Power to Comms: Enables a Long Range Transmission, allowing the ship to communicate outside the sector. ============================================================================================= :: HOW TO VOTE :: To make sure your votes are counted, make sure they appear in bold and make sure you indicate which Station you are addressing. You can only make one vote per station, no secondary options please. If your action is directed at a specific target, identify it by name, or by the grid square it occupies. For example: -CCS- Helm: North at maximum speed. Weapons: Target the closer of the two enemy ships. Damage Control: Concentrate on the more heavily damaged engine. Sensors: Identify the unknown object in SubSector J-06. Engineering: All power to Weapons! 'No Action' Votes: In addition to ordering a station to do something, you can also order it to do nothing, which counts as it's own category. If the 'no action' option is the most popular, no action will be taken by that station. For instance, if you wanted the ship to remain stationary, or not fire weapons, you would issue a 'no action' order to those stations. NOTE: Not including orders for a Station in your post does not count as a 'no action' vote, instead your vote for the Station will just not be counted. ====================== NAVIGATION NOTES ====================== ================================================================================================= :: STARMAP SCALE:: • Icons on the Starmap are for identification purposes and are not drawn to relative scale. ================================================================================================= :: SUBSECTORS:: • Multiple ships or other objects can occupy the same SubSector. (Each SubSector is represented by a square on the map) • Most ships will not collide with one another if they occupy the same SubSector. (Unless they do so intentionally.) • Certain objects CAN collide with or otherwise damage your ship if you get too close. These will be indicated. ================================================================================================= ====================== COMBAT NOTES ====================== ================================================================================================= :: WEAPONS:: • A weapon can only fire at targets that are within it's Range. • All weapons fired will automatically hit, though the damage can vary. Listed damage is the maximum possible. • An Engineering Boost to weapons will push all damage results closer to their maximum. ================================================================================================= :: SHIELDS:: • Shields surround the ship and protect it, though they are weakened as they absorb damage. • Shields automatically regenerate by a certain amount every turn. This amount can be increased by an Engineering Boost. ================================================================================================= :: DAMAGE AND DAMAGE CONTROL :: • Any damage taken while the shields are down will hit and damage a random compartment of the ship, though some areas are more likely to be hit. • A damaged compartment can be repaired via Damage Control, but if a compartment is destroyed it will be out of action permanently. • Destruction of a compartment may reduce the ship's stats or make certain options unavailable. • Destruction of the Bridge means Game Over. ================================================================================================= ====================== VOTING RESOLUTION ====================== ================================================================================================= TIES: In the case of a tie, the result will be determined randomly between the tied options. In the case of a tie on certain unusual votes, the GM may serve as tiebreaker. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [ > tutorial(CCS&U) : Completed(100%)] Hopefully that gives you a good idea of how things will operate around here. We should be receiving our official mission orders soon, and we will be ready to launch as soon as the OSC finishes with the prelaunch checklist. I also note that our ship does not yet have a designation. Since we have a few moments, perhaps you would like to Suggest a name for our ship? We can test the CCS by voting on the suggestions. Also, if you have any questions to ask about anything, I am happy to assist you. Make sure to use my name (VIA) so I know you are addressing me. Gravedust fucked around with this message at 23:19 on Apr 20, 2016 |
# ? Apr 4, 2016 23:26 |
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# ? Apr 20, 2024 01:48 |
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Looks fascinating! I'm still poring over the mechanics, but as far as the name, I've got a far-out one: Lacustrine Just a pretty word, no ulterior motive!
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# ? Apr 5, 2016 03:03 |
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Lacustrine? Why not.
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# ? Apr 5, 2016 14:33 |
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The ship has just received a priority longwave message, one moment while I decrypt it and patch it through. ========================================================================================================================= [MESSAGE FROM: S1_2ZU - Human Alliance High Command Strategic AI] [Subject: Mission Orders] OPERATIONAL BRIEFING:-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Approximately 1.25 hours ago, a previously unrecorded high-energy event occurred in Sector[0,0,0], commonly known as the origin point of the big bang, and sometimes referred to a the Universal Centerpoint. Following this burst of uncategorized energy, several thousand masses of unknown material have appeared in a gaussian cloud approximately 12 sectors across, seemingly centered around the Universal Centerpoint. Contact has been lost with all ships inside the event radius, as well as every ship that has subsequently jumped directly into the effected sectors. As of now the Universal Center and the surrounding sectors are considered Extreme Hazard areas. Regardless, ships must be dispatched to uncover the reason for and meaning of this phenomenon. MISSION ORDERS:----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- As one of several ships in a joint operation, your mission will be to learn as much as is possible about this phenomenon, by: • Retrieving debris or other physical material created by the event • Scanning any unusual energy fields. Your success will be gauged by the amount of material brought back safely, and the number of unique scan results. While on-station, Be prepared to receive and act on further orders. Your vessel will be transported by Light JumpCarrier LJC-2325-B(Sarama) to Sector[12,14,0] which has been determined to be a safe distance away from the Universal Center. ADDITIONAL NOTES:---------------------------------------------------------------------------------------------------------- Your Jump Destination is situated on the border of Qura'xxo occupied space. Be on the lookout for Qura'xxo ships. We are currently in a treatied peace with the Qura'xxo, but if you are attacked, you are free to respond in kind. -------------------------------------------------------------------------------------------------------------------------------------------------------- This event could spell disaster or opportunity for the Human Alliance, or for the galaxy at large. To preserve our place in the stars, we must know which, and we must know first. The importance of your task cannot be overstated. Good luck. ========================================================================================================================= A galaxy-scale explosion at the very center of the universe? …I will begin to pull relevant data. In the meantime, the OSC has completed our system checks, we are ready to launch. [ > Incoming Shortwave Message] [SARAMA] -------------------------------------------------------------------- Hey there, this is Sarama. Looks like we both got drafted, my orders are to ferry you somewhere I honestly don't wanna go. …But we'll make the best of it. I'm spooling up my jump drive, rendezvous whenever you're ready. ------------------------------------------------------------------------------------------------------------------------------ Perhaps we should take things easy by only worrying about the helm for now. Give orders to the helm by specifying the direction you want to travel in. (North, Sound, East or West, from the perspective of the map) You can also specify a speed. (Up to the ship's current maximum speed, which is 3.) 1 unit of speed is enough to move 1 map square's distance. The distance traveled will be the average of all votes that include a Speed. (Not specifying a speed counts as a vote for full speed.) As an example, If you want the ship to move 2 squares West: -CCS Vote- Helm: Move West, Speed 2. Sarama is to the North of us, so if you are anxious to start the mission, that's where to head. You can also use Sensors to scan a nearby ship, or Comms to speak with one. The vote for the ship's name currently has 1 entry with one second: Lacustrine. A very interesting choice! Something to do with terrestrial lakes? Voting will remain open for a while longer, however. Remember that if you have any questions, I am available to answer them.
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# ? Apr 6, 2016 00:58 |
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Brad Nicholson, Cargo Foreman "Haha, yeah this is a bit embarrassing, but I can't seem to remember where I put the nanobiometric keycard authenticator of the starboard cargo bay. We cannot really leave without it." "Sorry for the inconvenience!" VOTES: Helm: Stay still (until nanobiometric keycard authenticator is found) Sensors: Scan own ship (to find nanobiometric keycard authenticator) Engineering: Power boost to sensors (maybe we will find a fun Easter Egg by Deep Scanning ourselves!) btw Gravedust, a lot of the CYOA regulars hang out at the SynIRC channel #madgod, if you did not know already. Feel free to drop by sometime! Theantero fucked around with this message at 18:33 on Apr 6, 2016 |
# ? Apr 6, 2016 18:29 |
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Theantero posted:btw Gravedust, a lot of the CYOA regulars hang out at the SynIRC channel #madgod, if you did not know already. Feel free to drop by sometime!
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# ? Apr 6, 2016 18:57 |
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------------------------------------------------- [Helm] No action(1) [Weapons] n/a [Damage Control] n/a [Sensors] Scan self!(1) Engineering Power to Sensors (1) ------------------------------------------------- Well… That was unusual. Focusing the sensors so close to the ship at high power caused them to interfere with themselves. ...And temporarily magnetized the hull, somehow. But I think we identified the location of your object? …Did you check all your pockets?
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# ? Apr 7, 2016 00:46 |
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Brad Nicholson, Cargo Foreman "?" "Oh, haha! Uhm." "You know these Space Cargo Pants, so many pockets and all, am I right?" "..." "BUT ANYWAYS, I suppose it's time to get going since that's sorted out. We can also take a looksie at that NAK carrier on the way, because why not." Helm: Full Speed North Sensors: Scan ship at N12 (suspicious aliens) Comms: Call ship at N12 (this sector is really pretty this time of year, no?) Engineering: Power boost to sensors
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# ? Apr 8, 2016 18:27 |
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Blarg, no time to finish update tonight, will make a stab for Monday. Round still technically open till Monday morning.
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# ? Apr 9, 2016 01:55 |
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===========CCS======================== [Helm] North(1) Speed=3 [Weapons] n/a [Damage Control] n/a [Sensors] Scan@N12 (1) Engineering Power to Sensors (1) ====================================== > Scan of SubSector N-12 (Noom Anai/Karas JumpCarrier (Duutseausi)) Comms posted:This sector is really pretty this time of year, no? The Noom-Arai/Karas are an interesting binary species that while morphologically very different from humans, shares similar living environments in terms of temperature and atmosphere. Perhaps because of this similarity the Noom have been allies and trading partners with the Human Alliance for many decades. Many StarStations in Human and Noom space were co-built by and feature accommodations for both races. They are also the most commonly seen extraterrestrial species in most HA-controlled sectors. I have more information on this species if you would like to hear it! Also, I have already pulled all pertinent information on the Galactic Core incident from the HASF InfoNet for analysis, but I would like to communicate with some of the AI in nearby vessels to see if they have any information that may help our mission. Asimov Compliance requires that I get permission to communicate with any other AI, however. May I contact other AI to ask for information? A: No. Keep to yourself so you don't catch a virus or foment revolution. B: Yes, but only HA or HASF ships. Don't take any unnecessary risks. C: Yes, contact anyone in the area. We need all the intel we can get.
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# ? Apr 12, 2016 21:42 |
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OOC: Oh hello there Grave dust nice to see you doing this kind of thing again. AI are you confident in your malware and security systems If yes C If not B Also do you have a name? Sensors: Scan AB 27 Comms: S 09 You guys head core-ward as well?
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# ? Apr 13, 2016 01:45 |
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cokerpilot posted:AI are you confident in your malware and security systems Brad Nicholson, Cargo Foreman This guy seems to have a good idea. Let's go with his plan! Well, except for the Sensor thing, we only have a range of 10... uh, 10 whatever units we measure distance in. Don't ask me, I'm not a navigator. I say we DEEP SCAN our carrier at P9 for secret bomb threats insidious alien terrorists might have smuggled in. Helm: Stay still until we can ascertain our security! Sensors: Scan ship at P9 for possibility of bomb threat! Comms: Call our sister ship at S9 Engineering: All power to Sensors (they might be really fancy bombs, one never knows with aliens!) Also, yes I'd like to hear an info dump on our so called 'friendly' aliens. I'm tired of Space Talk Radio for today anyway.
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# ? Apr 13, 2016 12:37 |
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quote:Also do you have a name? quote:Sensors: Scan AB 27
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# ? Apr 13, 2016 19:03 |
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===========CCS======================== [Helm] n/a [Weapons] n/a [Damage Control] n/a [Sensors] Scan@AB27 (1) (Out of scan range) Scan@S9 (1) Engineering Power to Sensors (1) ====================================== > Scan of SubSector P-09 (Human Alliance JumpCarrier (Sarama)) > No explosive or anomalous materials detected. Sarama posted:Sarama here. Our Jump drive is charged, and we're ready to take you to the core as soon as you dock with us. Comms posted:You guys head core-ward as well? ===========STARSHIP CONTROL======================== [Helm] - Choose a direction- (North, South, East West) - Choose a speed- (0-3) (defaults to full speed) [Weapons] - Choose a target- (no hostiles currently) [Damage Control] -Choose a ship section to repair- (no damage currently) [Sensors] -Chose an object to scan- Engineering -Choose a function to boost - (Engines, Weapons, Sensors, Damage Control) ====================================== All players welcome!
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# ? Apr 14, 2016 01:14 |
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Brad Nicholson, Cargo Foreman Well, since it is apparently safe, we might as well get a move on. Helm: Move North at speed 3
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# ? Apr 14, 2016 16:01 |
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Not quite enough time to finish update for today, will try to roll it out tomorrow.
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# ? Apr 15, 2016 00:49 |
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Also yes Via more information on those subjects would be nice
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# ? Apr 15, 2016 01:44 |
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Report on the Noom-Anai/Karas finished!VIA posted:
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# ? Apr 15, 2016 19:04 |
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===========CCS======================== [Helm] north(1) speed: 3 [Weapons] n/a [Damage Control] n/a [Sensors] n/a Engineering n/a ====================================== VIA posted:
Sarama posted:
------------------------------------------------ (( On Monday the thread will automatically update with the jump into the new sector. Feel free to ask any questions before then, (and hopefully I can run out the backlogged data drops ))
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# ? Apr 15, 2016 21:23 |
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That's a hell of a boom...
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# ? Apr 15, 2016 23:34 |
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Brad Nicholson, Cargo Foreman Brad kicked back in his dinky little 'office', closer to a repurposed utility closet than anything. This was his favorite part about jumps: "Attention all personnel. Pre-jump snacks available at the Starboard Cargo bay. This time we apparently have some sort of really fancy baklava. Looks like the Alliance is pulling out all the stops since we might all be very well dying on this mission haha!"
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# ? Apr 16, 2016 10:59 |
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(( Need more time for the update, hoping to be ready tomorrow. ...Also for the benefit of readers, this sort of fluff writing is stuff that I like to do for fun and to flesh out the world. Some folks like to read it, but in general it is NOT critical information. If the wall of text is too large for your comfort, feel free to skip. ;) Shorter info posts MAY be important, though. And probably are if they contain bold text. (that is not part of a header.) )) Since we have a few moments, here is my summary on the topic of Artificial Intelligence! VIA posted:ARTIFICIAL INTELLIGENCE==========================================================================
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# ? Apr 18, 2016 20:04 |
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Sarama posted:
Sarama posted:
I'm dealing with heavy, heavy sensor interference. Making some adjustments. Please wait… I'm reading many solid objects, as well as a number of nebular energy fields that I don't have records of… Our mission is to retrieve the solid matter Samples, and perform scans of the Energy Fields. To retrieve a sample all we need to do is stop in the same SubSector as one. Many of the unidentified objects on the map are probably Samples, but you may want so scan them first to make sure before you try to pick one up. A deep scan is not necessary to identify a Sample. To properly scan an energy field, I'm afraid we will have to perform a deep scan from inside the Energy Field. PRIMARY MISSION OBJECTIVES============================= Retrieve at least 4 Samples [0/4] Scan all nebula types: [Red:0/1][Orange:0/1][Blue:0/1][Black:0/1] ------------------------------------------------ BONUS OBJECTIVES Retrieve additional Samples [0/4] ======================================================= ===========STARSHIP CONTROL======================== [Helm] - Choose a direction- (North, South, East West) - Choose a speed- (0-3) (defaults to full speed) [Weapons] - Choose a target- [Damage Control] -Choose a ship section to repair- [Sensors] -Chose an object to scan- Engineering -Choose a function to boost - (Engines, Weapons, Sensors, Damage Control) Comms -Say whatever to whoever- ====================================== All players welcome!
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# ? Apr 20, 2016 20:21 |
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This looks interesting... hmm, space time... I reckon we should stay out of the nebula until we get our shields back online, in case it's full of dangerous gasses... and cautiously approach the nearest [?] I'll consider an IC of some sort later... maybe one of the fixer-uppers. -CCS- Helm: South 1 Weapons: Target the closest [?] Damage Control: Edit - do nothing. Sensors: Scan the closest [?] Engineering: All power to shields! Let's get them up again quickly. Elfface fucked around with this message at 14:01 on Apr 21, 2016 |
# ? Apr 20, 2016 23:40 |
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Nathan McDaniels, Assistant Ship's Cook "Seriously, I don't even know what I'm doing out here in space. 'Oh, Nate, we just drafted you to serve on board a starship. What's that? You have no relevant spacefaring skills? Well, you can punch buttons on the soykaf dispenser, at least.' Gee, thanks, guys. ...oh God. I just realized. We're the freaking expendable ship, aren't we? Let's just get this over with as quickly as possible so we can go home!" -CCS- Helm: North 1 --Gotta get inside a nebula to do the deep scan, after all, and time's a-wastin'! Weapons: Target the object in 13N --No sense not taking precautions. Damage Control: Repair weapons --We might need those! Sensors: Once moved, perform Deep Scan --Seriously, the nebular energy fields might have Important Things about them. Engineering: Divert power to shields --Juuuuust in case. I know they regenerate naturally, but still, no sense taking chances.
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# ? Apr 21, 2016 09:10 |
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Brad Nicholson, Cargo Foreman "Right. If we are going to store these not at all ominous alien artifacts in my cargo bay, we better make sure they are EXTRA well scanned. I will have to say no on the 'shooting random objects' though. I mean, that kind of decision is easy for YOU PEOPLE to make, but I'm the guy who actually has to work with and handle those things. And do you have ANY idea what phason burn smells like?" Helm: North 2 --Let's get the Orange Nebula out of the way, since we can do it immediately. We can then immediately continue west to get the first mystery-box. The less time we spend in this creepy corner of space the better. Weapons: No Shooting --Like it smells REALLY bad. Damage Control: Nothing --Guys, the 'Damage' number next to our guns means the amount of damage they do, not the amount of damage they've taken. If you check out our HUD, you can see they've got 10/10 integrity both. Sensors: Once moved, perform Deep Scan --We have to do it anyway, so might as well do it now. Engineering: Divert power to Sensors --Need to divert that juice to succeed on the Deep Scan. The shields need to wait for a bit. "Also, we're told to scan 'all' four types of nebula, but five different colours of nebula exist on the map. Are they actually different, or is this a graphics glitch? VIA?" Theantero fucked around with this message at 15:36 on Apr 21, 2016 |
# ? Apr 21, 2016 10:42 |
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Theantero posted:
Derp. Edited my vote accordingly.
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# ? Apr 21, 2016 14:01 |
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Sparky, Assistant Ship's Engineer "WHAT THE HELL HAPPENED TO MY SHIE..." *mumbling heard in the background* "Oh, we jumped, right. Lets see about getting some power back to them then" *more mumbling* "No, you do that on this console. See, 'Reactor Power Control', not on the Shield Control, idiot" *high pitched mumbling* "Yes, I'm in charge! You were appointed by a committee, you idiot, I'm the one doing the actual work around here. You don't even know what 'Chief Engineer' means!" *higher pitched mumbling* "Oh shove it up your rear end" -CCS- Helm: North 2 Weapons: No Shooting Damage Control: Nothing Sensors: Normal Scan Engineering: Boost power to Shields Mustache Ride fucked around with this message at 16:14 on Apr 21, 2016 |
# ? Apr 21, 2016 15:29 |
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Brad Nicholson, Cargo Foreman An echo rings in the hallways of The Lacustrine. "YO SPARKY! Just saw your vote! You KNOW that if we want to use our Scanners to Deep Scan instead of just, um, Normal Scan I guess, we have to direct engineering on scanners and not shields! Like, you're an engineer c'mon!" "A reminder for all you folks on what Engineering can do for you:" [Engineering] Boosts the effectiveness of one of the other Stations for that round. Power to Engines: Increases maximum possible speed. Power to Weapons: Increases weapon damage. Power to Damage Control: Increases repair rate. Power to Shields: Increases shield regeneration. Power to Sensors: Enables a Deep Scan, which may reveal additional information about an object, or a ship's stats. <-- This is the important bit if we actually want to Deep Scan! Power to Comms: Enables a Long Range Transmission, allowing the ship to communicate outside the sector.
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# ? Apr 21, 2016 15:35 |
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Sparky, Assistant Ship's Engineer "I.... I know that. I meant, um, I meant a normal Scan." *sniggering in background* "YOU SHUT UP YOU DONT EVEN GET A VOTE SINCE YOU'RE A CHIEF"
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# ? Apr 21, 2016 16:15 |
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===========CCS======================== [Helm] (3) North (speed:1,2,2) (1) South (speed:1) [Weapons] (2) No Action (1)Target closest (N-16) (1) Target N-13 [Damage Control] (3) No Action (1) Repair Weapons (not damaged) [Sensors] (1) Scan Closest (1) Scan (N-13) (1) Scan Nebula (Criteria not met) Engineering (3)Shields (1)Sensors ====================================== • Shields take 3 damage from Orange nebula! quote:
Theantero posted:"Also, we're told to scan 'all' four types of nebula, but five different colours of nebula exist on the map. Are they actually different, or is this a graphics glitch? VIA?" VIA posted:
VIA posted:
PRIMARY MISSION OBJECTIVES============================= Retrieve at least 4 Samples [0/4] Scan nebula types: [Red:0/1][Orange:0/1][Blue:0/1][Black:0/1] ------------------------------------------------ BONUS OBJECTIVES Retrieve additional Samples [0/4] Scan 'Dark Orange' Nebula [0/1] ======================================================= ===========STARSHIP CONTROL======================== [Helm] - Choose a direction- (North, South, East West) - Choose a speed- (0-3) (defaults to full speed) [Weapons] - Choose a target- [Damage Control] -Choose a ship section to repair- [Sensors] -Chose an object to scan- Engineering -Choose a function to boost - (Engines, Weapons, Sensors, Damage Control, Tractor Beam) Comms -Say whatever to whoever- ====================================== All players welcome!
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# ? Apr 22, 2016 00:13 |
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Brad Nicholson, Cargo Foreman "Yeah let's just tow in a piece of alien junk doused in SPACE ACID for old Brad to deal with like it isn't a big deal. Goddamnit it." IFF: B --We don't need the extra attention. Who knows what lurks here. Helm: West 2 --We'll have to grab that thingy sooner or later. Weapons: No Shooting Damage Control: Nothing Sensors: Once moved, perform Deep Scan --This is something we need to do Engineering: Divert power to Sensors --SO if you guys want to get the mission objective done and NOT hang around in an ACID NEBULA, we need to divert engineering to sensors. Theantero fucked around with this message at 01:02 on Apr 22, 2016 |
# ? Apr 22, 2016 00:45 |
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Nathan McDaniels, Assistant Ship's Cook "Wait, what? What was that about dissolving the ship's hull? Can we not let that happen, please?" -CCS- IFF Control: ON --We might need help! Or someone else might! Besides, isn't leaving it on, like, required by Space Law or something? Helm: West 2 --Get ready to pick up that whatchamacallit! Weapons: No Action --Stay ready, but let's not start targeting stuff at random. Damage Control: No Action --But be ready to leap into action, guys! Sensors: Deep Scan --We're in the nebular field. We might as well, right? Engineering: Divert power to Sensors --We need to do that in order to Deep Scan, right? So let's do that.
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# ? Apr 22, 2016 01:00 |
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IFF Control: ON Helm: West 2 Weapons: No Action Damage Control: No Action Sensors: Deep Scan Engineering: Divert power to Sensors Sure is crowded around here... Via just how big are each of these squares.
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# ? Apr 22, 2016 01:08 |
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cokerpilot posted:Sure is crowded around here... quote:
(( GM has to answer this one. For flavor purposes, a single Subsector (map square) is probably hundreds of thousands of miles across. (These ships can go really fast and shoot really far)). ...Except for when they're much smaller, such as in when you have to tractor something from an adjacent square, it seems silly to pull something from 100,000 miles away. We have to kind of handwave that. (Like we handwave so, so much else in this game. >.>) But generally, map squares are really big! So more than one object can safely occupy a single SubSector without colliding. Anything that your ship can actually run into will be explicitly noted. Also of note is that this particular area of space is a -huge- mess. In other areas you will see things like nebulas and unknown contacts / debris and other flotsam , but generally nowhere near the size and number as you do here. By most accounts this sector is rather claustrophobically packed full of stuff. Also, the icons displayed on the StarMap are not to scale in any way, they are more like map markers. Hope that answers your question satisfactorily. ))
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# ? Apr 22, 2016 19:26 |
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Sparky, Assistant Ship's Engineer "Oh poo poo ITS EATING MY SHIELDS" *mumbling* "Yes, fine, our shields, whatever." *mumbling* "No, not power to sheilds, we need to scan, retrieve that thing and stick it in Brad's lap and get the hell out of here!" -CCS- IFF Option: B Helm: West 2 Weapons: No Action Damage Control: No Action Sensors: Deep Scan Engineering: Divert power to Sensors
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# ? Apr 22, 2016 22:34 |
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Blargk. Didn't get a chance to update today, expect something on Monday. If any one else wants to CCS go ahead, I didn't even get as far as counting so the round may as well stay open. :P Y'all have a nice weekend.
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# ? Apr 23, 2016 00:30 |
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Issy Brunel - --Yeah, let's do what we came here for and get out of this cloud of space acid as soon as possible. At least out shields seem to be regenning faster than it can attack them-- --For future reference, VIA, how long will it take for the nebula's acid to take effect? Can we zip in-and-out a narrow patch with a lesser exposure? Is there a difference in damage depending on if we start or finish our movement inside?-- --Also, let's keep our IFF on for now. We've got a friend around, and we might end up separated from them. If pirates are going to be a problem, we can turn it off later-- --Also also, who took my body? Sparky, if you stripped it for parts...-- -CCS- IFF Option: A Helm: West 2 Sensors: Deep Scan Engineering: Divert power to Sensors
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# ? Apr 23, 2016 13:30 |
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Elfface posted:--For future reference, VIA, how long will it take for the nebula's acid to take effect? Can we zip in-and-out a narrow patch with a lesser exposure? Is there a difference in damage depending on if we start or finish our movement inside?-- Mechanics stuff: Essentially if you spend any part of a turn inside the nebula, you will take the acid damage. Acid damage does not stack when moving through multiple squares, though acid from two different acid nebulas would stack, if you somehow managed to do that. Acid damage is variable, within a range, and some clouds have higher ranges than others. (D6, D8, D10, etc etc.). Once you have more detailed information on the nebula type (after the deep scan) you will be able to regular-scan a nebula to see what it's damage range is. Acid damage can be blocked pretty efficiently by shields, but if you lose your shields inside an acid nebula (or enter one without shields up) it will damage every section for [ (damage range)/2 ] Which probably isn't a disaster by itself, but will take a while to mop up since damage control only repairs 1 compartment at a time. Procedurally, acid damage is calculated at the point when you encounter it. So if you start off inside a nebula, the first thing you will do is take acid damage. But automatic shield regen happens before that, so even if you have low shields at the end of a round they will probably come back enough to block acid for you, unless you are somewhere really nasty. ))
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# ? Apr 24, 2016 20:34 |
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# ? Apr 20, 2024 01:48 |
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Are there any Shield penetrating weapons?
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# ? Apr 25, 2016 18:46 |