ember3579
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Everything posted by ember3579
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3. What would be the consecuences (sp?) nuking Japan ended the WWII and created the ONU what would nuke NK would make? Well, it's like this. You know Hiroshima and Nagasaki? The two spots where nukes were dropped on Japan in World War 2, over half a century ago? It's still toxic to go anywhere near there outside of full hazmat setup. Mix that with nuclear fallout (dust from the explosion is irradiated, spread WAY the [bleep] out thanks to winds), and you could turn the region into a wasteland if you drop anything. That, my friend, is why they're f@$%ing called "Weapons of Mass Destruction": they annihilate everything in the entire area and make it uninhabitable for a very long time. http://www.cracked.com/article_16477_5-famous-sci-fi-weapons-that-theyre-actually-building.html #2."Rods from God," Space-Launched Kinetic Megabombs Much better than a nuke. If only it actually existed. I heard about those. All of the kinetic destructive power of a nuke without the radiation poisoning the land in the immediate area for a couple decades. It's a "Best of both worlds" type thing, with the only problem being the vulnerability of a satellite from a well-aimed rocket. At least with nukes it's hard to know where they're at.
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Here's an idea. Two sets of ditches 2m (~6 ft) wide, 3-4m (9-12 ft) deep spaced out so that the dirt from the holes will be able to make 2 walls, one in between and one on the inside of the ditches. This will take a good while, but we can start the first ditch/wall combination as a hole network and just keep going from there. Obviously, there'd be gates on opposite ends of the area. If possible, an exit only tunnel to escape the base when necessary might be used (cap the outside door in camouflage and make it only openable from the inside. This could take a long time if we want to make it suitable for use, but it's possible.
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3. What would be the consecuences (sp?) nuking Japan ended the WWII and created the ONU what would nuke NK would make? Well, it's like this. You know Hiroshima and Nagasaki? The two spots where nukes were dropped on Japan in World War 2, over half a century ago? It's still toxic to go anywhere near there outside of full hazmat setup. Mix that with nuclear fallout (dust from the explosion is irradiated, spread WAY the [bleep] out thanks to winds), and you could turn the region into a wasteland if you drop anything. That, my friend, is why they're f@$%ing called "Weapons of Mass Destruction": they annihilate everything in the entire area and make it uninhabitable for a very long time.
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Want to know what I suggest? Pitfalls dug as deep as we possibly can get them, then connect the bottoms of the pitfalls to make room for more zombies. Just leave them down there. we can periodically torch the bodies. Might be a good idea to make a good ladder to be able to get up and down there, too. Zombies, according to the ZSG, can't climb very high on a ladder, right? That shouldn't be a problem as long as we keep the zombie population in the holes low. Sound good?
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Alright, I just recently came up with an interesting zombie scenario that's both plausible and interesting. Here's how it breaks down; 1) Some random research organization (probably either medical or weapons research) develops a way to boost the general faculties of most organic life. This is in virus form, and unknown by the researchers, it can be transmitted effectively without medical equipment (they have all test subjects (animals, convicts, etc) in isolation and introduce the virus through injection). 2) An accident occurs (take your pick, lots of [cabbage] can happen that might do this) and the virus makes it out of the lab. Strangely enough, the normal immune systems of most organic life can suppress even comparatively large quantities of the virus (also unknown by the researchers, because they always flooded the virus into the subjects for maximum effect) in all conditions possible except near and very recent death. 3) The virus spreads to a significant population before it is discovered (difficult to detect while it is suppressed and it is specifically searched for), but it is too late by then. Around this time, people start to turn into zombies when they die (not guaranteed, virus has to be present in decent amounts up to 4 hours after death to take effect). Mortuaries are the first to go, then hospitals. 4) Abnormal zombies show up in notable amounts soon after (this is a virus, they mutate, and because the body is for the most part unchanged in it's capabilities, the virus can mutate the body too), with varying levels of mutation (increased speed, some basic tactical thought (just stuff to help them with their goal of feeding on everything that's alive), increased durability, etc) based on the levels/type of the virus present and when the zombification occurred in relation to the subject's "death" (no major mutations if turned post mortem, most heavy mutations will be the subjects). In order to facilitate the transformations and some regeneration, the zombies' digestive system is modified to make use of everything eaten. Lungs in most zombies are rendered almost useless, due to no need of oxygen. Most zombies have absolutely no sense of community, but will blindly follow orders from zombies with higher capacities for thought (somewhat similar to a colony of ants). If you want anything more, then ask.
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I grew up dead center of West Virginia, so I both know the area and am used to this sort of terrain. I can tell you right now that there's very low population density here, and more than enough wildlife to sustain a group if they have experienced hunters (I'm in West Virginia, deer capitol of the United States. Damn near everyone has some experience with hunting and/or firearms, and over half are good at it) and don't do anything stupid. Thanks to the proximity of some developed areas (east Virginia, D.C., NYC if we want a long trip) and abundance of ATVs and other offroad vehicles (Again, deer capitol of America), it shouldn't be too difficult to set up a wide territory if needed. The terrain is also very easily defensible (caves, mountains, waterfalls, etc.). The only real problems would be raiders and rednecks, if everyone works together with people who know their [cabbage]. Also, Buckhannon (nearby my area) is a college town AND it's not very densely populated. If we need something, we shouldn't have problems getting it there. Might still be somewhat dangerous, though. A ton fewer jackasses by percentage than out in the wilderness, though, so the only big problems are raiders and zombies (because of the weapon density of West Virginia, should be lower than normal for a while).
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Lol zombie hampsters. That is hilarous. And I believe I can officially say that dreaded phrase; Why.... that's so crazy... it just might work! :twss: The only problem I see with it is obtaining zombies which aren't too damaged. Well I mean define damaged. If it can run, itl work. the only thing would be getting the bugger to move at a constant rate. That is one of the advantages of a zombie; it will keep going and going at as high a rate of speed as possible (admittedly slow, but still) until there's literally nothing left to go with as long as you dangle food in front of it. It's why they're such a pain in the [wagon] when it comes to defense and escape. Oh, and it shouldn't be too hard to get them; find a few isolated zombies (alternatively, spear and clear a few from your defenses if you're under siege) and store them in a cattle car or something similar until ready for transit. Then tie them up with your kickass lasso skills and maneuver them wherever. Anti-bite equipment is required for all people involved in this. Sound good?
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Out in the field (not just screwing around at the base), the two main uses for thermite would be quick and easy zombie cleanup and structure modification (getting into something via a newly melted door, or just destroying it). It could be useful for slagging various things to be made into something useful, as well. Somewhat difficult to contain when it's hot, though. I personally think it would be a good idea to have a good supply of it around, for general use.
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I remember hearing about this and having some concerns about the sandbox aspect. Specifically, that it's not as sandbox as you'd think. I haven't played beta on it yet, but that's something I want to see. And no, guards should NOT be godlike. They should be powerful, yes, but in proportion to the monetary and political backing of the town in question. More money or influence, better guards. This should be a simple concept. And considering that most newbie spots will be well within areas like that, gankers shouldn't be a huge problem. Just give them some sensible AI, make them SOMEWHAT realistic. As in, there's patrols throughout the controlled area (might vary from spot to spot), guards can't be easily distracted, etc.
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DEFINITELY not a credit card. I used these to pay for my RS membership a while back (when I played). They work precisely how you'd expect them to; put in the code on the back of one of these into the site, spend the money on whatever it is you want to pay for (if it's on the freaking huge list of games that accept it as payment). You can pay for 2 full months of RS membership with one card,and ~6 months with 2. Sadly, you can't transfer excess money you use to pay for one game to pay for a different one. Still would recommend them over just about anything else for general gaming use, though.
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Here's my opinion on it. You should NEVER have anything other than a last ditch effort plan involve any of your team sacrificing themselves. As has been said before, every person you lose is one less on your side, and potentially one more on theirs. You want to go "HULK SMASH!!" ? Focus in building/deconstruction. That sort of body strength is best used in making/destroying structures, and for some heavy weaponry. The only excuse for trying to take on a swarm of zombies with a melee weapon is if you're out of bullets, your gun isn't working, or something similar. HOWEVER, swearing off melee weaponry is a very bad idea. First off, where are you going to restock your bullets? If you use strictly guns and other firearms, your ammo's going to evaporate very quickly, and most scenarios leave you with a limited supply. Second, it can in some cases be overkill. If there's less than 2 zombies per team member (can change depending on the team and the area), then there should be no difficulty in taking them out with melee weaponry safely. Third, firing a gun doesn't give you very much strength training. In most places that you'd find yourself holed up in, you'd need to find as many ways to keep physically fit as you can, and nothing does the job better than going to town on something with a melee weapon. The only better way possible would be MAYBE construction work, but that isn't always available.
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1. Scrap any solar panels, use as close to 100% wind energy as possible. Solar panels require too much space to be useful, and they'd be difficult to get a hold of. 2. Build a greenhouse on deck, and grow your own food. If you can grow plants, you may even be able to bring livestock. 3. While preparing the supertanker, try to get some fishing boats as well. they'd be useful for fishing for food or as scout ships, even as lifeboats if necessary. 4. Big battleship cannons = NO. Trying to bombard zombies with those guns would be massive overkill. You'd need to sacrifice valuable space on the supertanker for them, as well as cargo space to be used to hold shells. And as for bandits, bandits would usually travel in small, fast ships, where using big naval guns would be overkill as well. You're better off using handheld firearms, that way you can disable the raiders without destroying the ship, which could be used for spare parts/scouting/fishing/a lifeboat, as well as keeping the ship's potential cargo intact. With all that, you could survive on a supertanker almost indefinitely. 1) Solar Panels are alright if placed on parts of the ship that wouldn't be used by anything else. Free energy's free energy, and solar panels generally don't generate drag, which would slow down your ship. A few wind turbines would be useful if placed properly, though. Just the omnidirectional ones. 2) That's mandatory when it comes to surviving for long periods of time, no matter where it's at. Livestock might be difficult, though. Fishing SHOULD be able to handle the majority of your needs in meat. If not, then be sure to plan your trips so you can go on hunting expeditions. 3) Big ships like that should always have a bunch of small ones in tow when it comes to situations like this. It's just common sense. 4) What if you have an other big ship loaded with pirates who want your blood? You're not going to survive heavy combat very well with just some handheld firearms. Similar problem arises where land/island raider fortifications are concerned. They're not there for show, they're there for emergency.
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Even so, you should at least check to see if you could get one. Naval ships are nuclear powered, have enough food on board to feed hundreds of people for months, and would be unreachable for zombies once out at sea. Personally, I'd say have the main option be a base on land, but also be sure to check to see if you can find a working naval ship during/after the initial attack. The only problems with a naval ship is that you'd have to clear it of zombies and you would eventually have to come back to land for food (in which case building farms and ranches on a deserted island(s) could be used as a (ralatively) safe way to get food). And have someone that knows what to do with a nuclear reactor. Lucky for you guys, that's the field I want to go into. I don't know if I'm impressed or horrified. Probably both. Meh, it could be useful. Don't touch the big red button, okay? ^_^;;
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Ragmar, if you're not going to even TRY to be serious about this (kinda the WHOLE FREAKING POINT OF THIS THREAD), then get the Hell out. There's appropriate places to troll, and there's inappropriate places to troll. Guess which place this is?
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Sorry, I stand corrected. HOWEVER, I still don't trust the people running these merc companies, nor do I think that they should be paid that much. The only real reason that I can think of that they were used so much in the last 8 years is that they (the companies' leaders) had some buddies in W's administration. We DO need to pay our soldiers/teachers/etc. a Hell of a lot more than we do, though.
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I believe we could farm them...? Or just raid some random orange processin factory and we would be good for a while :thumbup: We would have to be someplace warm then. And there are sooo many orange processing factories. a ton of vitamin pills. might as well put a variety of vitamins into 1 liquid and call them Stimpaks (spicing things up with adrenaline would be nice if we could get some) ---------------- Listening to: Demon Hunter - Screams Of The Undead That's actually a good idea. Only question that comes to mind is how we make them. Just putting a bunch of fruit into a blender isn't gonna cut it.
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Compare the costs for one merc to one soldier. Then remember that the merc will do anything possible to increase their pay, including half-[wagon] a job which is paid on time spent. Mercs are good for deniable work and small to medium difficulty jobs, but don't delude yourself that they won't cut & run when they think that they are in any real danger.
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Mercs are basically paying twice (or more) the amount of money for half (or less) of the work that could be done with a national military. They're good for doing things which you both don't mind blowing money on and want some level of plausible deniability if it goes raw. Not a whole lot else. The only type of payment that would work well is a goal-oriented one (pay them based on what they accomplish), but right now we're paying for time. So the mercs over there will do a half-[wagon] job so they stay ON the job for as long as possible, getting the largest amount of payment they can. That's how their business runs; getting paid as much as possible as fast as possible. Want them to put forth some effort? Give them a heavy incentive to use some elbow grease. Otherwise, you just endangered your forces by putting a lazy, potentially traitorous element right next to and behind them.
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Just as a random question, how useful for a melee weapon would one of these be? http://www.nihonzashi.com/japanese_weapons_tetsubo.aspx It's purpose was for Japanese Samurai to be able to crush with minimal change from sword techniques they already have, by the looks of it. Any way you slice it, though, this thing will practically liquefy anything you hit with it that was previously living (zombies included). It also probably does a number on most armor as well. They're fairly cheap by comparison to other weapons from this site, so they might be useful.
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It's modeled on the games. Sorry, dude.
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...... I'm sorry if I come off as being rude, but have you tried ANYTHING that I have said, or even read it? I'm not an absolute expert, but I think that it's some decent advice. Seriously, Do I have to f#$king call up Doctor Phil and have him look at this thread?
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Aku Soku Zan. It's the primary Shinsengumi code that they went by. Shinsengumi being a group of people during the Bakumatsu in Japan (start of 1800s, I think) who tried to prevent the overthrowing of the emperor at the time. It translates to "Swift Death to Evil." It's something that I personally identify with VERY much. I imagine that a lot of military and similar folks will agree with that sentiment.
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At least a few acres square. And remember, as long as zombies can't detect humans, they won't go wandering in intentionally. They could see a building with evidence of humans, but as long as they have no idea there are humans in there, they won't go searching. Seeing as to how I have absolutely no idea how big an acre is (my googling skills fail), could you talk in terms of feet or meters? Diagram would be best, though. Would be good info to know how far this island is from the shore, on all sides. Zombies have absolutely no deductive reasoning whatsoever. Chances are, if they just so happen to be walking towards the river, they'll continue to do so until either something catches their fancy that directs them away from it or they're swept away by the current. They might also be able to detect humans by means other than just sight as well. Sound and smell, for instance. Remember, with the exception of touch, ALL of a zombie's senses are hyper-advanced.
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I don't think a bunch of zombies will be able to build up in any one spot along a river long enough for the fort to get flooded. HOWEVER, the current washing zombies and other fun things onto your upstream side could be a problem. An outward-angled "wall" along that side should do the trick, if you also have a normal wall around the perimeter of the little island. I just thought of something; how big would an average island like this be? I haven't seen a whole lot, myself. If it's too small, then the most it could be used for is a last-defense bunker, if that. Also, what sort of things are going to be along the riverbed on either coast? That can greatly affect our ability to stay there, as well as defend it.
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All animals and insects can detect that it's a zombie, and stay the f#ck away from them. Mosquito spray, bug zappers, and mosquito nets are all advised, though. The zombie virus isn't the only one to worry about.
