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sniper4625
Sep 26, 2009

Loyal to the hEnd
I believe we all figured that one out.

Though the damage will be intriguing

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fits
Jan 1, 2008

Love Always,
The Captain
test the limits is nice but unless you can both do that and take care of civs we risk both being blown up if the crisis is a raider activation

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.
hmm

i hate crisis deck nonsense because otherwise we probably just win, but with bad luck we might lose

Dee, you sure it’s okay to leave the civvies where they are?

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS

Jen X posted:

hmm

i hate crisis deck nonsense because otherwise we probably just win, but with bad luck we might lose

Dee, you sure it’s okay to leave the civvies where they are?

if firs preventative-measures pop, then the worst case of civvies will be no big deal on a single raider activation

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS
*fits

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS
imo the risk is worth it. the path to victory is clear

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS
omg, podima is PMing me with new info about how raiders dont roll dice on civvies and just kill them. so it would be slightly less good than i thought. >___>

i'd still like to use this before we get another jump prep, as it is mighty convenient for us. but i can merely move civvies if you want

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.
There is a way to actually calculate an optimal path but I don’t wanna play reliability engineer with a bad headache rn

All paths lead to victory more probable than not I think, with a black box of crises in the middle

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS
i wish i didnt dump all my [card type] into that check, so i'd be able to [do thing that makes me check the next crisis card] and then play test the limits

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.
I’m worried about a lot of stuff rn and I think it settles to “do we force a jump prep for the risk of losing ftl and/or all but 1 pop”

Because if we start next turn at risk 1 pop, ftl up, and have more than 1 pop, we just win, I think

Vs jump prep now + post crisis possibly giving us a win

Assume crisis doesn’t kill us off I guess regardless

Depends on odds of jump prep being in a crisis, we can assume survival to my turn with 1 pop left I think? Secrecy is annoying here

fits
Jan 1, 2008

Love Always,
The Captain

Mr. Steak posted:

i wish i didnt dump all my [card type] into that check, so i'd be able to [do thing that makes me check the next crisis card] and then play test the limits

we dont have any raptors left to scout anyway :ssh:

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.
It’s tough but I think no matter what we need jump prep on a crisis, either this or next turn, assuming we *will* end up at 1 pop if civ ships aren’t moved

My brain really hurts

Do we delay to next turn

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.
If I wasn’t broken down I could solve this :(

fits
Jan 1, 2008

Love Always,
The Captain
i have civilian self defense so i can also just kill the three raiders and prepol either pop or morale and we can reevaluate next turn. ill think about it

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS

Jen X posted:

I’m worried about a lot of stuff rn and I think it settles to “do we force a jump prep for the risk of losing ftl and/or all but 1 pop”

Because if we start next turn at risk 1 pop, ftl up, and have more than 1 pop, we just win, I think

Vs jump prep now + post crisis possibly giving us a win

Assume crisis doesn’t kill us off I guess regardless

Depends on odds of jump prep being in a crisis, we can assume survival to my turn with 1 pop left I think? Secrecy is annoying here

heres the possibilities if i bump the jump prep:

-ftl is damaged and we don't automatically win on the next turn
and/or
-we get a crisis that includes raider activation, meaning we no longer win automatically on the next turn.
or
-we get a crisis with no jump prep and don't automatically win on the next turn.

barring those two things, its a win. i think

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS
*er.... three things

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS
in other words we'd need ftl to be undamaged (like 70% chance?) and to get a crisis card with only heavies activating (probably rare?)

maybe its safer to delay

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.
To muddy the water further: we don't actually need FTL undamaged, as long as we keep resources up sufficiently and get to -1

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS
the only issue im so hasty to use this card is, if we get +1 jump prep with the upcoming crisis, i'll no longer be able to use the card ever. i mean, its a good card for eng checks, but still

fits
Jan 1, 2008

Love Always,
The Captain
:shrug:

##prepol pol
##xo steak

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS
okay we're rolling the dice!!

(wait, before i do the thing, i assume u meant "prepol pop" not "prepol pol"...?)

fits
Jan 1, 2008

Love Always,
The Captain
yes thats supposed to be pop

Podima
Nov 4, 2009

by Fluffdaddy
Tory makes sure there's a surplus of SPACE BABIES on hand should anything untoward happen, and it's up to Dee to do whatever she's gonna do!

(POL-5 [Preventative Policy]
LEA-1 [XO])

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS
PLAY TEST THE LIMITS

Podima
Nov 4, 2009

by Fluffdaddy

Mr. Steak posted:

PLAY TEST THE LIMITS

Please see your channel on Discord.

fits
Jan 1, 2008

Love Always,
The Captain

Mr. Steak posted:

PLAY TEST THE LIMITS

you should move out of sickbay to comms first

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.
Let’s roll some goddamn dice!!!!

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.

Jen X posted:

Let’s roll some goddamn dice!!!!

Counterpoint: have you seen these dice? Let's not.

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS

fits posted:

you should move out of sickbay to comms first

yes i will do that! i totally forgot!

##move to comms then play the card

Jen X
Sep 29, 2014

To bring light to the darkness, whether that darkness be ignorance, injustice, apathy, or stagnation.

Max Peck posted:

Counterpoint: have you seen these dice? Let's not.

look I need to believe

sniper4625
Sep 26, 2009

Loyal to the hEnd
Dice please damage FTL and or Comms it will be very funny thank you or maybe a pop

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.

sniper4625 posted:

Dice please damage FTL and or Comms it will be very funny thank you or maybe a pop

For what it's worth, the damage tokens currently in the metaphorical bag are:
FTL Control
Weapons Control
Hangar Deck
Armory
Fuel Token
Food Token

sniper4625
Sep 26, 2009

Loyal to the hEnd

Max Peck posted:

For what it's worth, the damage tokens currently in the metaphorical bag are:
FTL Control
Weapons Control
Hangar Deck
Armory
Fuel Token
Food Token

Thank you!

So yes, FTL would be the nicest, followed by Fuel and Food.

If only you hadn't murdered all our Party Invitation Boarding Bots :(

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS

Max Peck posted:

For what it's worth, the damage tokens currently in the metaphorical bag are:
FTL Control
Weapons Control
Hangar Deck
Armory
Fuel Token
Food Token

wait, an area cant be damaged again after being repaired?

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS
asking re: comms

fits
Jan 1, 2008

Love Always,
The Captain

Mr. Steak posted:

asking re: comms

comms and research lab can't be damaged

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS

fits posted:

comms and research lab can't be damaged

oh. sweet

Podima
Nov 4, 2009

by Fluffdaddy
Dee moves to Communications... and sends a message to Engineering to CRANK THOSE ENGINES TO ELEVEN!

+1 Jump Prep! RISK 3 SPACE REACHED!
1d8=8! NO DAMAGE!
is that like the fifth 8 in a row tho wtf

DEFCON drops to 8.



It'll buff out. Maybe.

quote:

CRISIS: Hangar Accident

Skill Check: TAC/PIL/ENG = 10
PASS: No Effect
7+: -1 Population
FAIL: -1 Population and damage two vipers in the reserves.

POST CRISIS: Activate Heavies, +1 Jump Prep

Action Queue:
==> All Players: Play into the Crisis

Mr. Steak
May 9, 2013

by Jeffrey of YOSPOS

Podima posted:

1d8=8! NO DAMAGE![/b]

!!!


Podima posted:

Activate Heavies, +1 Jump Prep

!!!!!!!!!

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fits
Jan 1, 2008

Love Always,
The Captain
thats game. we dont even have to worry about the pop loss lol

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