Primordial Industrial Discussion - Into Industrial pt 2
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Since last thread suddenly disappeared.
>what the hell is this?
This is a discussion thread for the upcoming game. I'm guessing the game will start next week or so, or when we hammer out the details about Industrial.
Anyways, from last thread's discussions, it turns out the West Continent has a lot of 'free space'. Even though for the most part it's either Mevola lands or infested with Adonis. But, the nations of the West have neglected to expand there... until now.
The Enclave was very focused on the Vyrii War from late Tribal to the end of Metal. But now that the Vyrii are decimated as a threat, they might want to expand elsewhere.
The Nad'lun was quite content with their peaceful life, but this peace and abundance of farmland and thus food available has caused a sort of population boom. Businesses might get more competitive, and some trading companies might want to head to the western frontiers because of this.
The Mevola tribes were quite content living as they did in Tribal for ages, but they could react to the expansion by either the Enclave or the Nad'lun.
There could be other nations from other continents taking note of the ample unclaimed land of the West and going for a land grab.
As for the scope in Industrial, a player can choose to play as a subfaction about the size of a guild, a trading company, a pirate group, a mercenary group, a family of traders, or maybe even a political party.
Anyways, discuss away. Also, roll call!
Girls und Panzer Quest: Ambush at Oldtown Edition.
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Momo's round goes high, impacting on a building behind Black Jack- but it wasn't exactly a far miss- She'd probably fired before the 38(t) had completely stopped. Either way, at this distance she'd probably have you on the second shot. Well, assuming Rose's training had stuck.
You are Commander Russells of the M26E1 Pershing "Black Jack" and this his how tankers play hide and seek- with abandoned towns and paint shells.
You hit the commander's override, bringing the turret around. "Bringing you on target, Rose." You call down as the turret swings to the left. While the M26's turret rotation wasn't slow, you weren't going to be on target before she got another shot. Normally this wouldn't be a problem since the 38(t)'s 37mm would have trouble piercing Black Jack's relatively thin side armor.
But these are paint rounds- she doesn't have to penetrate to freeze your tank.
>Push through the ambush- keep the aggressive pressure on.
>Turn and pursue- we don't need Turtle team sneaking around behind us.
>Fall back- we can come at this from another angle.
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Old one here >>26037712
Aranax laughingly agrees to drop you off at the warrens as he leaves the mountain, and does so before taking wing to enjoy the fresh air at full speed.
"Would you care to stay with us, as an honorary, and revered member of our society?" Zapson asks a weary Ardghal. "We will offer you protection, and you can learn with us about the runes of your ancestors." Ardghal looks around contemplatively. "Tell ye what lad, I'll think on it. There's an ethergate on the other side of the mountain, down on the edge of Bile-Scum Bog. Right froggy there, lots of Bullywugs.. but I have a keystone that'll take me to Opal Island and another one that will bring me back to that gate. I'm gonna go spend some of this gold and silver, spend some time in a nice warm bed. I'll come back to visit, and if I like the operation you've got going on in that ole ghost town of yours I'll even get some of me travellin' buddies to stop by. In a shit-hole like this ye need all the help ya can muster, eh? Well.. it's been good. Take care, boyo! I'll drop in soon." With that he hugged the Gnome, and let himself out with his loot in tow.
Weapons: Sharp sticks, stone slings, toothed spears
Heroes: Zapson Hextech, Ardghal
Food: Steady supply
What will you do?
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We accidentally created a silly mini-setting in the form of a cursed mining town. Let's have some more discussion, with the hope that we attract some more writefags or drawfags.
>spread by looking at the unarmored face of a sufferer who has gone through the complete process of becoming an armor-wearer
>can be removed by a mage before the sufferer puts on the armor, but becomes permanent once they do so
>gradually builds over the course of a few hours
>the sufferer receives a mental guidebook on crafting armor along with the curse as well as a resistance to high temperatures
>the sufferer feels a mental compulsion to wear full-body armor, whether self-made or received as a gift
>the sufferer's armor reflects their profession, personality, build and is often decorated to make it feel unique
>the armor must be at least 60% metal and can encorporate other materials like cloth, leather and other clothing types, however it must have a fully-enclosed helm and reveal no skin
>the sufferer feels very safe and secure within their armor and does not feel uncomfortable, even able to sleep within it peacefully
>the sufferer cannot steal or otherwise unlawfully claim materials or parts to create the armor, however they can mine or scavenge it from un-owned land or unstaked claims as long as it's legal
>the sufferer can remove their armor for up to an hour every day in order to bathe and clean themselves
>the sufferers are well-aware that their Curse can cause chaos if spread and so take steps to prevent accidental transmission, such as using locks to keep their helmets in place or carving runes and carms into their armor to prevent accidental or forced removal
>the Curse only affects sentient races, it does not affect animals or plants
Star Ranger Quest
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>January 14th, 2395.
>World Name: Orthan IV
>Settlement Requesting Assistance: New Jalalabad
>Assistance Priority: III
You quietly sip your coffee as you contemplate just where and how you got where you are. You are currently aboard your ship, traveling through the atmosphere of a distant world so far away from Sol as to be effectively alien to it. Sitting within the lounge of your personal craft, a corvette-sized vessel that runs almost entirely off of its advanced AI suite, the SolCorp craft-- much like most of your gear-- cutting-edge in nature.
You stare at the holographic display before you, thinking back on your past, on the past of humanity, that has brought you here. This has been almost a century in the making, ever since Earth's surface was scoured and leveled with the invention of mankind's first FTL engine, the ION drive, its first activation powerful beyond all imagining. With only the lunar metropolis of Luna City and the Mars colony left the future looked bleak. The Coalition Of Governments, the remnants of the nations that had worked together to form these colonies across the Sol system, seized absolute dictatorial power in the aftermath, for the "Good of Humanity."
You sip your coffee again as you look over the report of the world. It's a planet with a primarily temperate climate, with a few scattered desert tundras and drifting arctic ice caps in the oceans that are not anchored to any particular landmass.
That absolute governance was vital when the first aliens, detecting the activation of the ION Drive, investigated the anomalous readings in what had been reported as a lifeless system. The truth was, the Grays-- the ominous aliens of Old Earth folklore-- had kept humankind a secret while experimenting upon them for one very valuable reason.
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Continued from >>25996456
To recap, we're the the deeply religious lizardfolk cult of Otimgo the Green Dragon, mightiest of all scaled beasts. We escaped our homelands after 1. nearly being crushed by our hated enemy, the INSECTS, and 2. being persecuted as heretics by the High Priesthood of the Swamp Mother. We've built up a settlement, started a brush war with a human mining settlement, and pledged ourselves to serve Otimgo the Green with our lives.
tl;dr lizards fighting humans for dragon
Pick any 2 actions:
A. Scavenge/hunt for food.
B. Research technology (1/2 speed)
C. Scout the area (choose)
D. Assemble a raiding party to attack the humans.
E. Expand the settlement.
F. Your suggestion.
Population: 84 (84 lizardmen, 32 eggs)
Food: 2.5 turns' worth. (self-sustaining)
Infrastructure: Spawning pool, expanded floating gardens, fisheries, 4 wooden huts (houses 20 lizards), crocodile farm, longhouse (houses 100).
Weapons & Armor: Bamboo spears, stone tipped javelins, hide shields, iron axes, macahuitl, vorpal swords, hide armor.
Tech: Wood Working, Mixed Unit Tactics, Agriculture, Fisheries, Body Armor.
Magic: Lemprai (Fireball), Gyandat (Conjure Fire Elemental)
Defenses: Sturdy palisade (wooden), spiked barricades (wooden), crocodile moat.