Jump to content

Archimage A's Alpha Centuri!


archimage_a

Recommended Posts

Hello, basically a new RPG which focuses more on killing stuff than on researching ways to kill stuff. There is some resource management, but its not too difficult.

 

[Hide=Introduction]The year is 2151. Chronic overpopulation of Earth, and the looming Gene-Wars have forced the UN into sanctioning the first Interstellar flight, even though it will take many years to reach its destination and will be an investment of resources that no one really has to spare. Somehow the twenty year project succeed, but corners were cut so the ship only had enough power and rations to get from Earth to Alpha Centuri's sole rocky planet. The planet was named Cybele, from the ancient sister of Gaia.

As all nations came together it looked like the uneasy peace might finally give way to a complete peace, but even at this crossroads there was fighting between some of the smaller nations and no one took time to rest. Finally the ship was completed and people from all walks of life and from all the different sub factions are chosen to go on the historic mission. The Capitan of the expedition, Lord Archis, declares that the mission must and will succeed.

The ship is launched a week later and is in regular contact with Earth for the next two months. The situation on Earth rapidly deteriorates, begun by the Kentarian's launching a nuclear strike on the Herefordishirians. When the Archipelago of Angland explodes into nuclear war the Scandinavian powers are suspected of instigating the whole thing and are invaded by the East Coast powers via the Canadian Sea. Shortly after the Imperial dynasty nukes the East coast. Meanwhile the Hymnians lay waste to the remains of The Asian Peninsula. As reports become increasingly sporadic it becomes apparent that the world is finally on its way to self destruction, with millions of lives being lost every day. The final report states that General Germanicus and General Britannic were to show down in the straits of Europe to decide the final victor...But the results never came.

As space became increasingly dull and violence ever more appealing the crew began to fragment more and more and no one typified this more than Lord Archis twice having the entire crew, minus his own people, flogged for no reason and threatening to conduct 'TWO' or Time Without Oxygen drills. Fortunately he was killed before he could implement this insane tactic but his second in command, who was not quite as mad, soon took control of the Pure Human contingent and travelled down to Deck G, where they have not returned from.

[/hide]

 

Basically this story will take place with 1 equalling 1 month of game time. After 60 days(60 months or 5 years) the ship will enter orbit of Alpha Centuri where everyone will be forced off of the ship because there is not enough power to keep the ship going, which also means there is not enough food because that is provided by the replicators.

The battle for the starship might not seem very important, seeing as after 60 days it is all gone, but how much and what you control on the ship determines what you can take down to the planet...effectively it determines your chance of survival.

 

You will need to take control of different parts of the ship to keep your 200 human/mechs alive. To do this you will use replicators, credits and cunning. To start you will need to create a race sheet, which is basically:

Name:

Advantages:

Disadvantages:

10 Techs:

 

Then look at the 7 decks and chose 10 rooms(They can be on different decks, but they cannot be ones which have already been chosen).

 

Then you can start playing. We recommend you read the indepth rules for more information.

[hide=More indepth]To play the game you will need to invent a race which vaguely resembles human, or a mechanical race. No AIs, Aliens or Almighties. Your race can be anything but normal human(that is my race), any bonus must be offset by disadvantages. For example a Mechanoid race does not have to breath, but on the flip side of that they cannot be healed by aerosole healing sprays(One of may race's techs). You will also need to create 10 techs which your race has, you can say whether other people can invent them too(meaning they have to put it down as one of their 10 techs), this is called open tech, or whether they are unique(No one else can put them down), this is called closed tech and you can only have 3 of them. There is a great deal of open tech floating around so you don't need to put down anything you could find in today's world. If you are not sure about something then ask me. Finally you need to claim 10 rooms on the ship map. These rooms are yours and you can use the resources in them. I will come back to them in a minute.

 

My race is pure human, there are no advantages or disadvantages to being a pure human, but there is an arrogance that makes them think they are better than all other humans. They do get on with Mechs though, as they see them as equals.

The 10 techs are:

1.Aerosole Healing Spray(Open tech): Can heal in battles

2.Maser Knife(Closed tech): +1 to close quarter attacks

3.Shielding Light(Closed tech): +1 to close quarter defence

4.High Beam Flashlight(Open Tech): Can see further in the dark and can blind people temporarily

5.Perimeter Nets(Closed Tech): Cannot be snuck up on when they are in use

6.Magnetic Boots(Open Tech): Not effected by low gravity

7.Credit Stealer(Open Tech): Gets 1 Credit for each drone death

8.Tricorder(Open Tech): Can scan stuff for more info

9.Turrets(Open Tech): Will automatically shoot stuff it doesn't recognise, even if it is near something it does

10.SunBeams(Open Tech): Funky sunglasses which make the wearer immune to flashes of light.

 

Conflicts can and should be resolved between two people in a simple manner, either by agreeing on what happened or asking an outside to come an abitrate. Another, more fun method, is to play a game to find the winner. This could be noughts and crosses(Tic-Tac-Toe for our American friends) or draughts or chess or something like this:

http://www.kongregate.com/games/Gamebrew/tactics-100-live-v1-5

Or even a full game like one of the Total War series or even(if you think it is sooooo important) Civalisation.

You should be able to come to some kind of arrangement in terms of limiting one side based on combat advantages and numbers.

 

Anyway. Back to the Rooms:

There are 3 types of basic room. Red, Oranges and Blues.

Red are crew quarters, they are registed to the computer and for each berth(Space in a room) you occupy you get 3 credits a month, even if you don't have enough people fill them! Each room can support 20 people. So each room can get you 60 Credits a month!

Oranges are power zones, these generate power and can be used to shut down different areas of the ship, which is good for you, bad for other people. You can also reactivate zones which other people have shut down.

Blues are science labs, these are the most important zones because they have replicators in. Replicators are where you spend your hard earned credits on armour or weapons or food or whatever else you might need. You can spend 120 Credits per Blue room that you control per month.

 

Then there are Yellows, which cannot be controlled because they are not rooms(They can be turned off via oranges though, only one yellow though)...They are Turbolifts, they are your fastest way of moving around the ship because any yellow leads to any other yellow....instantly! Thats right none of the mucking about waiting you can instantly attack and as soon as the other person gets on you can resolve the attack. This is where stratagy takes over because you only have so many people, approximately 200 people(Every person represents 1000 when you get to Alpha Centuri because of the colonomats)...so rushing to defend areas can prove costly in the long run, even if you win this combat.

 

Now, as you can imagine that would get boring very quickly and so drones are avalible, at the cost of 30 Credits each, which have the 3* the stats as you do and you can equipt them with the same weapons as you do. The people are mainly there to be killed, because the less people you have the the less people you have when you get to Alpha Centuri. Weapons, armour, shields, space suits and ect have a cost of 5 credits. Each person you control needs 1 credits worth of Food a day. Tools and small objects also cost 1 credit. Larger objects cost 10 credits and defensive structures are on a sliding scale depending on how powerful they are, a turret for instance costs 15 credits. Mechs can be replicated for 200 credits per mech (Humans may increase their population by natural reproduction, which takes at least 1 month, at no cost)

 

Finally you will have to, occationally, deal with the Computer. The Computer is not good or evil...it just is. (It is basically there to stop people hacking machines for more power) It is possible to disable the computer on Deck E and Deck D by moving to the central area. However doing so is probably not in your best interests, as it will remove all limits EXCEPT the actual power limits. So you could build 1200 drones, take over the ship and then die because it runs out of power a light year short of Alpha Centuri. Of course someone else could build 1200 drones and fight you...[/Hide]

 

[hide=Floor Plan]

Goes from Deck A to Deck G

G2n3m.png

[/hide]

 

[hide=Races in play]

[hide=Pyronites]

Name: Pyronites

Advantages: Extremely quick, extremely difficult to kill by physical means, can throw fire, can eat almost anything, expel a blinding light from themselves

Disadvantages: Small, expel a blinding light from themselves (can be bad and good), need food frequently, very slow reproduction rate

10 Techs:

Closed

Flares: +3 to ranged, cost 10 credits

Oiled Swords: +6 to close range/melee, cost 30 credits

Plasmacides: Cost 50 credits and kill 1 Pyronite, but annihilates almost everything within 6 yards.

EMP swords: +2 to offense, EMP effect, costs 40 credits

Flame Walls: Puts a barrier up, but covered in fire. The barrier then has +1 offence and +1 range towards anything that comes near,even turrets. Costs normal cost of a barrier + 40 per turn, and the fire effect takes 1 turn to activate.

Temporal Field: Allows 1 person/creature to move up or down a floor, at the cost of 200 credits and a turn of immobility for that person/creature.

Turrets: Shoots stuff it doesn't know.

Credit stealer: Gives me 1 credit for every drone I kill.

Food Pack: Essentially just a great deal of food in a small pack. Can heal for some races, for others is just useful if a group is cut off.

Gravity Boots: Allow the user to temporarily become much lighter than they usually would be. Does not work with Magnetic Boots.

Magnetic Boots: Allow the user to stick to the floor in case of a loss of gravity. Does not work with Gravity Boots.

Death Disks: A disk filled with explosives and a detonate-on-impact trigger. Costs 60 credits and is not reuseable.

Black Pepper Spray: Can be used as a painful distraction to organics, and a blinding agent to robotics. One-use, costs 10 credits.

 

[/hide]

 

[hide=Lichten]

Name:

Lichtens

 

Species:

Lichtes (humanoidish, imagine aquanites walking on two)

 

Advantages:

Lays eggs instead of giving live birth (eggs need 1 credit per turn to maintain, can be destroyed, but frees up parent from sitting and doing nothing) , High Morale and Defence (protective of territory), Squished (Can hold more people per room)

 

Disadvantages;

Not technologically advanced (only 5 techs), Amphibious (sorta positive, but not as adept as humans in air breathing)

 

Techs:

-Laser Bayonet (+2 close combat)(40 credits)(closed)

-Protective Egg Casings (Allows eggs to be laid on land)(open)

-Kelp Spa Treatment (heals, someone please help me make a figure)(open)

-Coilgun (+2 long ranged combat)(40 credits)(closed)

-Standard Turrets (open)

-Kelp Genetics (Nutritious Kelp has been enhanced, only requiring half the food to feed a population, rounded up)(closed)

-Master-Lock Doors

-Close-Combat "Defences" (Much smaller range than a turret, but half the price)

-Aquarium (Open)(Prevents Drones from entering your rooms) (300 Credits per room)

[/hide]

 

[hide=Mechos]

Name: Mechos

 

Advantages: Resiliant, immune to bioweapons, no morale, quick, no human error involved

 

Disadvantages: Expensive to produce, heavy, loud, no morale (Listed this twice, it can be counted as a disadvantage too)

 

10 Techs:

plasma cutters (+2 to close combat, 40 credits) (Open tech)

Sonic Cannon (+4 to ranged combat, 160 credits) (Closed tech)

Advanced ship interface (Reduces cost to create doors and shields, as well as reducing the cost to open them) (Closed tech)

Autocannons (Turret) (Open tech)

Knockout gas (Temporarily incapacitates enemies in one room) (Open tech)

Credit recycling (+1 credit per drone killed) (Open tech)

Motion sensors (Notifies me if somebody steps nearby my rooms) (Open tech)

Chainblades (+5 to close combat, 250 credits) (Closed tech)

Iridium plating (+5 close combat defense and ranged combat defense, 500 credits) (Open tech)

Riot shields (+2 to close combat defense and ranged combat defense, 80 credits) (Open tech)

[/hide]

 

[hide=Werewolves]

Name:

 

Werewolves.

 

 

Advantages:

 

High strenght,

hightened sences,

good night vission.

 

 

Disadvanages:

 

Weak to silver,

not too quick-thinking,

high pain-tolerance(that might be an advantage to each individual but...)

 

 

Techs:

 

(open)Titanium claws (+3 close combat attack)(90 Credits)

(open)Full-torso kevlar armor,(+2 close combat defence)(40 Credits)

(open)moonlight pendants(making them werewolves all the time) (+1 to close quarters attack and defence) (+1 credit drain per day)

(open)paw-fitting plasma-guns (+4 Ranged Combat attack) (160 Credits)

(open)HUD headgear(see-through, red screen in front of right eye fastened on a sort of headset),

(closed)Mini-missiles(small missiles) (+20 ranged combat) (200 Credits, one time attack)

(open)Instinct enchansing drug(allows for better sences and survival skills).

(closed)Direwolf(robotic combat-suit armed with mini-missiles and paplasma-guns), (+10 close combat attack and defence, +17 Ranged Combat) (4890 Credits)(Can't be used by drones)

(closed)Alpha-wolf(two-man tanks armed with mini-missiles both small(secondary) and larger( main-turret).(+15 Ranged combat, +25 Close Combat attack, +25 Close Combat defence)(14750 Credits)(Can't be used by drones)

 

[/hide]

[hide=Bio-Humans]

Name:

Humans.

 

Species:

Bio-Humans.

 

Advantages:

Strong immune systems, immunity to certain harsh environments, can use biotic powers.

 

Disadvantages;

Slow reproduction rate, prone to genetic diseases (not viruses or anything, stuff like high cholesterol etc), go completely mad if they use their powers for too long.

 

Techs:

Overload - Overloads shields and electronics using biotic powers (Closed tech)

Throw - Throws enemies by using biotic powers (Closed tech)

Master Lock - Securely locks any door so that it cannot be opened by conventional means/electronical overload at all (Closed tech)

X-Ray Goggles - Can see through some walls (Open tech)

Credit Stealer - Gets 1 credit from every drone death (Open tech)

Turrets - Shoots at nasties (Open tech)

Plasma Torch - Can cut through metal, +1 to close quarter attacks (Open Tech)

Tactical Computer Integration (Basically a HUD that's built into their helmets, feeds them information (Open tech)

High Beam flashlight - Same as Arch's (Open tech)

Aerosole Healing Spray - Can heal in battles (Open tech)

[/hide]

 

[hide=Cyborgs]Name:

Cyborgs.

 

Species:

Humans with cybernetic body parts.

 

Advantages:

Much faster than your average human (the vast majority of Cyborgs have robotic legs and human upper bodies), much more precise with tools and such things (means building things takes less time).

 

Disadvantages:

Can not use aersosol healing sprays, can be immobilized with EMPs.

 

10 Techs:

Healing Patches: Heal slowly over time but last for a long time. Closed Tech.

Electron Shields: Strong electrical shields that can destroy drones and paralyze people that try to bypass them. Closed Tech.

Rail Crossbow: Fires thick tungsten bolts with precision accuracy. +8 ranged. Closed Tech.

Turrets: Shoots bad guys. Open Tech.

Magnetic Boots: Unaffected by low gravity. Open Tech.

Credit Stealer: +1 credit for each drone killed. Open Tech.

Master Lock - Securely locks any door so that it cannot be opened by conventional means at all. Open Tech.

Kinetic Scanners: Built in scanners which can detect footsteps and heart beats. Open Tech.

WiFi: Can store any information on an all-accessible information net, can upload using special cards. Open Tech.

Plasma Blowtorches: Like welding torches, 'cept plasma. +1 to close range attack. Open Tech.

[/hide]

[hide=Homo Pure]

Name: Humans(Homo Pure or Pure Human or Homo Deus or Godly Men)

 

Species: Humans

 

Advantages: None

 

Disadvantages: None

 

The 10 techs are:

1.Aerosole Healing Spray(Open tech): Can heal in battles

2.Maser Knife(Closed tech): +1 to close quarter attacks

3.Shielding Light(Closed tech): +1 to close quarter defence

4.High Beam Flashlight(Open Tech): Can see further in the dark and can blind people temporarily

5.Perimeter Nets(Closed Tech): Cannot be snuck up on when they are in use

6.Magnetic Boots(Open Tech): Not effected by low gravity

7.Credit Stealer(Open Tech): Gets 1 Credit for each drone death

8.Tricorder(Open Tech): Can scan stuff for more info

9.Turrets(Open Tech): Will automatically shoot stuff it doesn't recognise, even if it is near something it does

10.SunBeams(Open Tech): Funky sunglasses which make the wearer immune to flashes of light.

[/hide]

[/hide]

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

  • Replies 480
  • Created
  • Last Reply

Top Posters In This Topic

Name:

Replicators.

 

Species:

Nano-robotic.

 

Advantages:

Self replication, can walk through things, can "probe" minds.

 

Disadvantages;

Cannot kill humans except on very (few)specific cases, must fight of any invaders that are NPC.

 

Techs:

Organic cell reconstruction(can repair any living thing completely), "Project: Toy Story"(can create smaller "toylike" bug-versions of themselves composed of small thin metalic blocks), "Project: House of Toys"(block replicators can make themselves into houses if they are in great enough quantities, "Project: WiFi"(all human-form replicators are connected to a collective where they can access information, comunicate and recieve updates/-grades), ZPMs(replicators can make Zero-Point-Modules(very powerfull, very small generators) if they have the right materials), "Project: Living Walls"(can use nanites to repair ships and metalic buildings), "Project: Power of Mind"(counts as two)(replicators can make ships and drone weapons controlled through neural-controll chairs(light crafts are controlled similarly by touching the dashboard) all of these have to be controlled by a organic being though), "Project: HUD"(all ships made by replicators have HUDs(Heads Up Displays) that show on "screen"(front window thar is) general information such as speed and location or threats and dangers), the last I cannot think of what to have as.

 

Rooms:

Deck C; computer core, physical and engineering labs, Deck G; torpedo magasine, planetary science and weapons analysis lab, Deck E; sickbay and med-lab, Deck F; cargo bay.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

Name:

Humans.

 

Species:

Bio-Humans.

 

Advantages:

Strong immune systems, immunity to certain harsh environments, can use biotic powers.

 

Disadvantages;

Slow reproduction rate, prone to genetic diseases (not viruses or anything, stuff like high cholesterol etc), go completely mad if they use their powers for too long.

 

Techs:

Overload - Overloads shields, barriers and electronics using biotic powers (Closed tech)

Throw - Throws enemies by using biotic powers (Closed tech)

Pulse Laser - +15 to Ranged combat (Closed tech)

X-Ray Goggles - Can see through some walls (Open tech)

Credit Stealer - Gets 1 credit from every drone death (Open tech)

Turrets - Shoots at nasties (Open tech)

Plasma Torch - Can cut through metal, +10 to close quarter attacks (Open Tech)

Tactical Computer Integration (Basically a HUD that's built into their helmets, feeds them information (Open tech)

High Beam flashlight - Same as Arch's (Open tech)

Aerosole Healing Spray - Can heal in battles (Open tech)

 

Rooms:

Deck F: Crew & Crew Support Rooms, Command & Mission support room, access corridor, Science & Medical Labs, Mechanical area, Turbolift tubes, Turbolift car, Power zone.

Pretty much all of Deck F. We shall see who I must fight to keep it from!

 

Hm it seems some of these replicator things are in my cargo bay. Make 'em leave Mather or I'll turn them into scrap metal.

Link to comment
Share on other sites

Hm it seems some of these replicator things are in my cargo bay. Make 'em leave Mather or I'll turn them into scrap metal.

I have no intention of fighting you as you cannot harm my people, I will be glad to share the cargo bay even though Archi said it belonged to the first there, however prove to much of a neusance and the block form replicators will get annoyed(and they have no problem with killing or even physically replace your skeleton with blocks).

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

Self Replication takes 1 month and 200 credits

No insta-conversions.

Mather style Healing costs 5 Credits

Zero-Point Energy cannot be extracted for two reasons, first, and most obviously, subspace does not exist. Secondly Zero Point Energy is the lowest state that can exist, but such a state could not be thermo-dynamically interacted with, so extracting energy from it would violate the laws of themodynamics...simply being that at the maxium disorder usable energy cannot be extracted.

Drones are close circuited so you cannot interface with them unless you can actually touch them, at which point you will have to overcome nano-point encryption. Turrets and such are similarly designed.

 

I was planning to deliver everything together but...

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

Hm it seems some of these replicator things are in my cargo bay. Make 'em leave Mather or I'll turn them into scrap metal.

I have no intention of fighting you as you cannot harm my people, I will be glad to share the cargo bay even though Archi said it belonged to the first there, however prove to much of a neusance and the block form replicators will get annoyed(and they have no problem with killing or even physically replace your skeleton with blocks).

I sure can harm your people. Get them to leave.

Link to comment
Share on other sites

Hm it seems some of these replicator things are in my cargo bay. Make 'em leave Mather or I'll turn them into scrap metal.

I have no intention of fighting you as you cannot harm my people, I will be glad to share the cargo bay even though Archi said it belonged to the first there, however prove to much of a neusance and the block form replicators will get annoyed(and they have no problem with killing or even physically replace your skeleton with blocks).

I sure can harm your people. Get them to leave.

If you shoot them you'll kil a few nanites, but then the bullet will stop and be made into new nanites by the billions-trillions still left.

 

Archi, could you please tell Dusty that you ruled that after a room is claimed it cannot be taken by someone else without the use of lethal force, which in this case is nearly(although not completely) impossible.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

Alright, starting off, I'm going to lock the cargo bay with my master locks, and trap inside the "replicators" (another stargate silliness), and set up turrets pointing towards the turbolift cars, that will fire on anyone getting out of them.

 

Archi, could you please tell Dusty that you ruled that after a room is claimed it cannot be taken by someone else without the use of lethal force, which in this case is nearly(although not completely) impossible.

What is the [bleep]ing point in playing this game if you make a race that is invincible?

 

If you shoot them you'll kil a few nanites, but then the bullet will stop and be made into new nanites by the billions-trillions still left.

I never said I'd shoot them.

Link to comment
Share on other sites

I am pretty sure 'uber invunrability' was not one of your advantages.

Advantages:

Self replication, can walk through things, can "probe" minds.

Nope, isn't there.

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

Rocco, the nanites are conected together in a preprogrammed human shape and look.

 

I am pretty sure 'uber invunrability' was not one of your advantages.

Advantages:

Self replication, can walk through things, can "probe" minds.

Nope, isn't there.

It is far from invinsible and unvounerable, however, if something is made from small robots that can quickly replicate themselves it is only logical that physical dammage is not the way to go.

 

But Dusty, I do not wish to fight you but I need the cargo bay so that I have enough room to experiment and allow the block-forms to reach their replicating potential; creating an über-queen. If you however need it yourself I have nothing against sharing, I could even heal those of you who get hurt during whatever you plan there.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

Self Replication takes 1 month and 200 credits

My race is built upon the wish to replicate, that is their prime goal, it is also not a "mech" but advanced nano-robotics formed together into human form, while robots and mechs need expensive materials and factories to make new versions, I need only solid matter for the nanites to rearange, but even though it should be free or at least almost in this case(due to the fact that my race cannot go under the title mochos or robot) I am willing to compromise, 30 credits and one week. Anyways you don't want me to be low on number as I am taking the job of healing the wounded and sick on this ship.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

Anyways you don't want me to be low on number as I am taking the job of healing the wounded and sick on this ship.

Thats not really how this game works... But yeah I will compromise to 30 credits and 1 month(since the game is played in months)

 

Archi, my sheet is okay then?

 

How exactly do we play? Like how do we begin gathering credits and fighting?

 

 

You automatically accumulate credits based on the number of Pink(soon to be Red) rooms you own(you get this per month). You can only 'own' a room by sending a Human(or in your case a Cyborg) to that room. You can then spend your credits in Blue Rooms, which you claim in a similar way. You build drones(using credits), you attack each other(agreeing on what happened or using RNGs or online computer games to settle the outcome) and try to get as many pink/red, blue and orange rooms as possible.

 

Your sheet is fine as far as I can see. Everyone can spend 5 points on attack and defence(so you can have 2/3 or 1/4 or whatever), but this is only for your race, all drones have a base of 3/3, modifers are then added if you produce the weapons and such.

You are expected to keep track of your own credits.

 

 

I want to finish the easy to read map before the game starts, if that is ok with everyone else?

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

People might want to claim different areas, so order of preferance is Mather, Dusty, Rocco(reminder that you can only pick 10 Rooms)

Outlines denote the room type.

Red is Crew Quarters, they generate 60 Credits per month.

Blue is Laboratories, they can create up to 120 Credits worth of goods per month.

Green is corridor space, these cannot be claimed but they can be turreted(you can deploy turrets and such in them, you can't do this in other rooms)

Orange are power rooms, they can shut down any other room(Even other Oranges) or turbo lift.

Yellow is Turbo lift, any of these can go to any other one of these.

Light gray zones are safe zones, this doesn't mean you are safe, it means that you are not going to die from natural causes.

Mid and Dark gray are impassable zones.

The A M D R at the bottom is just so you can C&P your letter onto the areas you control. It also keeps track of who is playing.

 

Anyone who wants to join still can, just claim 10 unoccupied rooms.

 

[Hide]G2n3m.png[/hide]

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

Then I'll take the upper floor(8), power room closest to elevator in the floor bellow(9) and crew room on the same floor(10).

 

Anyone who is hurt, is sick, is lacking a limb or has any sort of virus/mutation/syndrom/disabillity/anything can com to the upper floor to be completely cured.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

[hide]WSUrL.png[/hide]

 

You can add doors(which can then be locked, locked doors can be opened by destroying them(costs 60 Credits and takes 2 months) or by paying the computer to open them(costs 120 Credits and is instant) ) to corridors at a cost of 10 credits. Doors will be purple. No two doors can touch the two of the same straight edges.

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

I believe we all are imune to doors, LOL, I walk through them, you guys picklock them. Archi you should rather say we can add forcefields.

And how about adding decryptions to Power rooms?

 

If you have some sort of list that says all stuff we have, add "Project: Computer Friend"(allows for comunication directly with computers allowing unlimited access and sped up work(not research)) as my tenth tech.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

[hide]Ra1a9.png[/hide]

Fine. Impassable Forcefields which cost 10 Credits per turn to run and cost 240 credits to shut down. Power Rooms can also cancel a forcefield. Forcefields must not touch the same two straight edges twice(Basically no layering forcefields)

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.