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archimage_a

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Everything posted by archimage_a

  1. I think we should do it like this: 1. Find somewhere we want to live. 2. Create proper characters and create a working town. 3. Level up the proper characters in whatever skills we want. 4. Find Rust Roots and Inkweed. 5. Find a mine. 6. Abandon the working town and move to the mine. 7. Build new town. 8. Profit. As to communism verses capitalism... Capitalists won't accept the need to do stuff without payment to grow the economy and Communists will rightly recognise that the Capitalists don't want to buy anything that they can make. After all, once the town has inititally been set up there is very little for crafters to sell until they reach higher levels, while food is always in demand. So crafters end up having to make their own food as well as craft...which makes the farmer economy worthless. Then stuff like sausage making machines...the sale value would be enormous because there aren't repeat sales... We would need a currency, which means we would need a reserve...So here is what I suggest: We build a house with a wall around. We build a dozen containers inside. We fill all the containers with Bread(Base currency*). A record is kept of who contributed what. This becomes the Bank...and the bank loans bread to people so they can craft. Whoever controlled the 'bank' would have to be shrewd at bussiness, so I am thinking Retech, who would judge what was a good investment and what wasn't. When the crafters began producing useful items they would sell the items for bread, which they would then use to pay back the loan, plus interest, and the Bank would pay back the investors with a dividence. Thus a functional economy. *Bread is the most filling food stuff, so we need less of it. It also has 0 FEP, so there is no point in scoffing it. It can also be made by anyone, but is time consuming, so if a crafter had squandered their bread, they can make more before Retech sends round the heavies.
  2. When we know, we will know. Maybe if we agree not to go and instantly establish a house and refuse to leave...instead post the location we want the town to be... Then we can choose the 'best' location and respawn there.
  3. Though some of us frown on the use of /me for actions, as it has the much more useful task of drawing the moderator's attention to a specific point or to seperate in game comments from metagame comments. The same people tend to dislike the third person narrative, which they are forced to use with the /me system. Though generally the moderator will make a decision of some kind.
  4. I would suggest taking part, as that is the only true explaination.
  5. Depends entirely on the mod of a specific game. http://www.wargamedevelopments.org/Wargame%20Developments%20Handbook.pdf Helps in Space Based Hegemonies: http://www.nbos.com/products/astro/astro.htm Helps with map editing: http://www.gimp.org/ Helps with write ups: http://www.openoffice.org/ Helps with research topics and history stuff: http://www.brothersoft.com/wikipedia-english---free-encyclopedia-204039.html Depends entirely on the mod of a specific game. Depends entirely on the mod of a specific game. If you imagine real life where someone acts as the voice of reality.
  6. I would say higher, since we only started talking about HnH today, and a new person would have no incentive to lie. In any event, hello new person.
  7. It was set at 36 to 48 hours after 12 midnight yesterday...GMT So the earliest we can expect it would be 19 hours time. :rolleyes: I don't know, Sere seems like the type to kill you soon as look at you, so really your odd are probably 1 in 9 of them not trying to kill you. That said: http://www.youtube.com/watch?v=lDQ7hXMLxGc
  8. So grassland with a river/lake.
  9. I tried the ancestral worship path...Right pain in the neck it was.
  10. Or have some sort of joint account with the key on? I am not sure if the rules prohibit joint accounts on other games, though it is obviously wrong on a game such as Runescape or any Jagex game, as a lot of hard work goes into them, while HnH is in beta. As long as no one acted like a plebite the system would work and we wouldn't be jam packed full of hearth fires, if we all had alts. And we were trying Retech :oops: Its just other things kept getting in the way. But now that we know how to hunt, collect seeds, ect we should be better able to not freeload. Anyway, what sort of area will we be looking for? Falador type(Lots of cliff walls with a well), Edgeville type(Grassland near water) or Retech/Doom Island...Or something else entirely? Remembering that such a settlement might only last a few days if we find Ore. :thumbup:
  11. Oh, thats not what I meant. Living as a hermit doesn't totally nerf your ability to play, its harder, yes, and there is no way you could compete...but you could still play and enjoy it. I meant playing a game entirely on your own, with no storyline, is boring. =P And its not so much that new villages have no chance...Its that the fun is the struggle up from the bottom(for me anyway)...When a village can jump development if someone comes along with a dozen high level items it is just fun killing. It really depends on if you see the journey as the means to gratification, or as gratification itself. You, seem to be the former, seeing the reward as the only point in doing something, while I am the latter, doing something because that thing is fun, worthwhile and interesting. Your way has a greater payoff rate, since you are doing things for a purpose beyond 'Wouldn't that be cool'...But to each his own. Crossroads/Keys/Walls...Realistically, I know that if someone finds the settlement, and has the ability to kill one of us, then we are probably screwed regardless. If you are playing a major settlement with players who specialise in fighting, then yeah, Crossroads system is great but ultimately we are talking about the Tavern, which is/has been more interested in working/competing together, and, while not opposing new people joining, doesn't actively seek them out. So, as a small settlement, with perhaps two people who are moderately ok at fighting...Even one person who was good at fighting would hem us into the settlement. Thus the walls are there for three reasons: 1) Physcological-They make us feel safe. 2) Hide from boars and bears. 3) To protect us from the wandering pilfers. They are not there to protect us from an organised rival settlement because we would, ultimately, lose...and lose badly...so someone dying with the key in their inventory only really affects 3, and that just requires replacing the gate. Obviously if things were to change later on then our approach would change...But presently, it is an approach that is unworthwhile...Like democratising a colony of ants. :lol:
  12. I agree Ico, I think myself and Sere made alot of 'top-down' mistakes, like planning a wall without talking to anyone else. We should change that and try to work together...Maybe steer away from the confrontational approach to everything we don't fully support =P
  13. Sounds good. I only had two problems with the game: 1) People could get a high level item and level faster than anyone who tried to go solo. Not inheritly bad, but the game was at a point where you had so many high levels that solo gameplay couldn't hope to compete and your only hope was to climb the greasy pole. In many ways it was a precursor to Space...Since there is an element of forced co-operation, and at some point your gameplay options narrow to hermit or debasing oneself for the purposes of playing a game. Former gets tiring rather quickly...especially when there is the constant threat of getting raided. Latter is debasing, though, in the long term offers a cushy position with other people debasing themselves for your benefit...Which I fundermentally deplore and disagree with. 2) People kept forming their own settlements quite distantly from the main settlement...and the main settlement only had two keys. The reset solves the first problem and if we work together we can solve the second problem too. :thumbsup:
  14. Indeed, sorry Earth, though we did get this: :thumbsup:
  15. /join #space28 tavern Log: http://dl.dropbox.com/u/12603519/Space/Logs/%23space28.Tip.It.log Channel is up, though I am not running it yet. Should be starting between 4 and 4:30
  16. Magnetic Fields take the place of the crankshaft. Ie. The total magnetic field can only ever be X or lower, thus particle speed can only ever be less than Y. Thus acceleration is capped at Z, regardless of how many engines you have. However more engines allow greater particle density, which can(at grossly inefficent rates) maintain a higher acceleration when under duress. :wall: * We are talking about acceleration...not speed. Speed isn't limited by anything except light speed, friction and the energy input. Space offers minute resistance, and you have relativistic forces...Not really important, just correcting. Tis ok. *Good if that made sense...if not then lets just go with the soft science approach and say we don't need to use megajoules and newtons since Archi will ignore it in game and just use the Engine infomation he wrote some time ago. In any event I am gonna take a shower because that was so much waffle on my part.
  17. Not quite... Imagine you have 4 car engines connected to a crankshaft. If you have each engine developing 40 miles per hour then the car will travel at 40 miles per hour, not 160 miles per hour. There is additional power there, so a car with 4 engines can travel at 40 miles per hour up a steeper hill than a car with 1 engine...But that is a seperate function. An Ion Engine (and all other engines in game) function on the same principle once a certain limit has been reached... End of the day you can propel androids really fast if you like, but acceleration curves of 100,000 m/s are just not gonna happen...since 200 kilograms becomes 20 million kilograms... Yup Indeed, a cannon would blast through a wall, or at least dent it. In the age of shields and armour though you need high powered weapons to make a dent in a human. And in the age of constant war, armouring and shielding walls to the same degree as soliders just isn't gonna happen. That...and Weapon researchers need to make a living, so weapons get ever more powerful...As in Hegemony, the fact that some of the weapons were powerful enough to blow away small planets wasn't enough when enemies had shields capable of absorbing that damage. Quantum Engines are quite a way off, as they are at the end of a 'tech tree'. A hyperdrive would just require a large amount of stored power/take longer to transverse the distance. Flying around as a base is possible, but would involve large amounts of waiting around, since you are talking about a vessel that travels at a snail's pace.
  18. Guessing: Flax Wheat/Barley/Rye/Millet And the hard one, which may be Snakeroot, Dogweed, Viburnum, Rhododendron, Leucophyllum or any host of other flowers. Anywho: 1. A Florist/Garderner/Farmer is charged with identifying useful proposes for these/Names, they are continually replanted, with some seed kept in reserve to test on and so a bad crop doesn't wipe everything out. 2. A team of experianced woodsmen, along with Greg's Braves, are dispatched to the Wood Node and are instructed to begin building a camp there(The actual settlers will be dispatched later.) 3. The wood chips are ground down to Wood dust and suspended in water, in the containers.
  19. You should run a game...they tend to consume your entire life. :rolleyes:
  20. Huzzah for flogging. Is there anything it can't do? <3: Anywho the orphaned children of the scouts are looked after by the village.
  21. Sorry for the late start, entirely my fault for oversleeping. /join #space27 tavern Logs: http://dl.dropbox.com/u/12603519/Space/Logs/%23space27.Tip.It.log
  22. So how many actions do I have? (I count 7 banked now?) Anywho: 1. A log is cut into tiny peices, around the size of finger...Hard, gruelling work, so children are told to help. 2. The plants that have grown from the seeds are looked at and more seeds gathered, then spread around the place the plants grew. (So turning 1 plant into 50-100 plants) 3. Greg's Braves are outfitted with the new sharper axes. 4. Dead animals are collected and a butcher is given the task of discovering sinews and harvesting them ready to be made into string. 5. Large square containers are made.(Around a meter square by half a meter deep) 6. Scouts are sent to survey the drumming source, they are given clear instructions that they are scouts, not envoys. Three daily actions are banked. Leaving 4 Actions.
  23. Condensed vapour, aka liquid. So, for instance, it could condense on your tounge, then, either, go down below the tounge, become compressed and then get ignited...or it could run down your throat and ignite. Also if you have any small holes in your teeth it could enter, then become heated, and explode...Which would be fairly painful. And as someone who regularly does silly things: Its not so much about keeping your body safe, its about making sure that, if something does go wrong, you are prepared to live with the consequences...Since a lapse in attention for a few seconds can lead to 3 weeks of, occassional (3 hours in 24, on average, sometimes more, sometimes less) extreme agony, following by 6 months of slowly decreasing pain...before getting back to where you started. And lapses tend to occur because you have done something for two minutes and have not crippled yourself, so relax, and then you cripple yourself. :thumbup:
  24. Archarian Economics: Stuff it, I have metal, I have Chlorine, deploy the mines!
  25. On a wednesday? I hope you are ok Earth.
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