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Mars 2050 - The Red Dawn - OOC/Signups

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Scheduled RP Length (IRL time)?

Infinity squared.
22
69%
All Summer: (50 - 100 turns)
5
16%
Another Month or 2. (25 - 50 turns)
1
3%
Another week or 2. ( - 25 turns)
0
No votes
I'm already bored with this.
1
3%
Now that we know the rules, lets start over.
3
9%
 
Total votes : 32

User avatar
ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Fri May 05, 2017 6:53 pm

New Minahasa wrote:
G-Tech Corporation wrote:
Well, effectively. French soldiers and Italian soldiers gain 1 HP base when mobilized.

Harkback Union wrote:If anyone's colonist has +1 HP, that is because they are veteran.

Since I introduced the veterancy mechanics after posting starting colonists, it may no be said specifically if a +1 HP unit is veteran.

But it is.

I hate to say it, but the turns are moving really slow. The people only posting rolepalys without posting their turns are making things much worse, as well. Are we gonna stay like this if new people keep coming and coming each day just because they're left behind? They can always catch up by doing multiple turns.

I'm going to progress to turn 5 in my next post, if that's any consolation.

User avatar
New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Fri May 05, 2017 6:55 pm

ApplePieistan wrote:
New Minahasa wrote:
I hate to say it, but the turns are moving really slow. The people only posting rolepalys without posting their turns are making things much worse, as well. Are we gonna stay like this if new people keep coming and coming each day just because they're left behind? They can always catch up by doing multiple turns.

I'm going to progress to turn 5 in my next post, if that's any consolation.

Idk man, I didn't post anything yesterday hoping that today the turns would move to at least 2058, cuz right now I'm about to jump to 2060.

User avatar
The Burning Sun
Senator
 
Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Fri May 05, 2017 7:02 pm

Harkback Union wrote:
ApplePieistan wrote:If two people go for the same thing in the crash site, how is it decided who gets it?


Nobody.
One faction pulling one side of the crate, the other faction the other.
Until someone gives up... or dies... it can't be taken.

Since rovers have three movement, whoever arrives first(uses less movement) should get it.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

User avatar
Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Fri May 05, 2017 7:51 pm

The Burning Sun wrote:
Harkback Union wrote:
Nobody.
One faction pulling one side of the crate, the other faction the other.
Until someone gives up... or dies... it can't be taken.

Since rovers have three movement, whoever arrives first(uses less movement) should get it.


Possibly.

User avatar
Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Fri May 05, 2017 7:52 pm

New Minahasa wrote:
ApplePieistan wrote:I'm going to progress to turn 5 in my next post, if that's any consolation.

Idk man, I didn't post anything yesterday hoping that today the turns would move to at least 2058, cuz right now I'm about to jump to 2060.


To be frank, the oldest players are the most behind, since they got involved in conflicts while the new guys are just chilling in the corners.

User avatar
Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Fri May 05, 2017 7:53 pm

New Minahasa wrote:
G-Tech Corporation wrote:
Well, effectively. French soldiers and Italian soldiers gain 1 HP base when mobilized.

Harkback Union wrote:If anyone's colonist has +1 HP, that is because they are veteran.

Since I introduced the veterancy mechanics after posting starting colonists, it may no be said specifically if a +1 HP unit is veteran.

But it is.

Veterans get +3 HP though, not +1 HP? I'm pretty confused. Why would a colonist with +1 HP Mobilized be considered Veteran? AFAIK my German buddies are +3 HP plus the +1 Mobilized.

I hate to say it, but the turns are moving really slow. The people only posting rolepalys without posting their turns are making things much worse, as well. Are we gonna stay like this if new people keep coming and coming each day just because they're left behind? They can always catch up by doing multiple turns.


Uhh
Okay, So, I too tend to confuse this but + should only be used if it adds onto something.
Units have 2 base HP
Veterancy adds +1 for a total of 3 HP.
Last edited by Harkback Union on Fri May 05, 2017 7:53 pm, edited 1 time in total.

User avatar
Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Fri May 05, 2017 7:54 pm

I've reduced the amount of kills needed to level units up.

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Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Fri May 05, 2017 7:55 pm

And, you can make your units fight each other, but you have to arm every unit involved.
Otherwise you're just massacring unarmed man and there is no skill gained in that.

User avatar
New Minahasa
Diplomat
 
Posts: 797
Founded: Sep 05, 2016
Ex-Nation

Postby New Minahasa » Fri May 05, 2017 8:10 pm

Harkback Union wrote:
New Minahasa wrote:
Veterans get +3 HP though, not +1 HP? I'm pretty confused. Why would a colonist with +1 HP Mobilized be considered Veteran? AFAIK my German buddies are +3 HP plus the +1 Mobilized.

I hate to say it, but the turns are moving really slow. The people only posting rolepalys without posting their turns are making things much worse, as well. Are we gonna stay like this if new people keep coming and coming each day just because they're left behind? They can always catch up by doing multiple turns.


Uhh
Okay, So, I too tend to confuse this but + should only be used if it adds onto something.
Units have 2 base HP
Veterancy adds +1 for a total of 3 HP.

Now that I think of it, their colonist is the most OP one atm, seeing that each get +1 Rifle or +2 bC per colonist.
EDIT: I think 1 turn should equal to 6 months instead of 1 year, seeing how slow-paced this roleplay is, in 20 turns from now people would still try to stabilize their economy, but by then their characters would be really old. In turn 40 everyone's characters would probably be dead by ageing.
Last edited by New Minahasa on Fri May 05, 2017 8:15 pm, edited 2 times in total.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62558
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri May 05, 2017 9:45 pm

I'm down shortening turn time. Call it a season, even, so characters will last for a good time.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Sat May 06, 2017 12:45 am

G-Tech Corporation wrote:I'm down shortening turn time. Call it a season, even, so characters will last for a good time.


I'm a proponent of short IC time - I'd go as far as to suggest months, but I might be more extreme than most.

Also, y'all will be happy to know that Seno and I will be merging our colony, make it a bit easier for us to get stuff out quickly :P
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

A & Ω

Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

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G-Tech Corporation
Khan of Spam
 
Posts: 62558
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat May 06, 2017 4:10 am

The Grim Reaper wrote:
G-Tech Corporation wrote:I'm down shortening turn time. Call it a season, even, so characters will last for a good time.


I'm a proponent of short IC time - I'd go as far as to suggest months, but I might be more extreme than most.

Also, y'all will be happy to know that Seno and I will be merging our colony, make it a bit easier for us to get stuff out quickly :P


Ah yes, I was curious about that. Did you guys land on different base sites?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Sat May 06, 2017 4:17 am

G-Tech Corporation wrote:
The Grim Reaper wrote:
I'm a proponent of short IC time - I'd go as far as to suggest months, but I might be more extreme than most.

Also, y'all will be happy to know that Seno and I will be merging our colony, make it a bit easier for us to get stuff out quickly :P


Ah yes, I was curious about that. Did you guys land on different base sites?


Nope, same base site. We share the one ore source and a meteor drop, as well as a water ice source.

By the by, if we do revise the IC implications of turns (i.e. from a year-long to a season-long), would we be wanting this to be retroactive, or would we just change it moving forward from Year x? Just a general thought.
Last edited by The Grim Reaper on Sat May 06, 2017 4:18 am, edited 3 times in total.
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

A & Ω

Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62558
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat May 06, 2017 4:19 am

The Grim Reaper wrote:
G-Tech Corporation wrote:
Ah yes, I was curious about that. Did you guys land on different base sites?


Nope, same base site. We share the one ore source and a meteor drop, as well as a water ice source.


Gotcha! That's what had me puzzled when I was looking at economic viability earlier. By the by, you do know that Base site had two sources of Ore, not one?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Sat May 06, 2017 4:31 am

G-Tech Corporation wrote:I'm down shortening turn time. Call it a season, even, so characters will last for a good time.


But, its 2050.
Nanomedicines and anti-aging pills can double lifespan.
I think I forgot to mention that.

Quarters/seasons are a nice Idea but they make keeping track of turns kinda painful.

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Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Sat May 06, 2017 4:37 am

New Minahasa wrote:
Harkback Union wrote:
Uhh
Okay, So, I too tend to confuse this but + should only be used if it adds onto something.
Units have 2 base HP
Veterancy adds +1 for a total of 3 HP.

Now that I think of it, their colonist is the most OP one atm, seeing that each get +1 Rifle or +2 bC per colonist.
EDIT: I think 1 turn should equal to 6 months instead of 1 year, seeing how slow-paced this roleplay is, in 20 turns from now people would still try to stabilize their economy, but by then their characters would be really old. In turn 40 everyone's characters would probably be dead by ageing.


IMO the colonists are nicely balanced.
There are ones that double ore output and ones that give you free research, for comparison.

User avatar
The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Sat May 06, 2017 4:41 am

G-Tech Corporation wrote:
The Grim Reaper wrote:
Nope, same base site. We share the one ore source and a meteor drop, as well as a water ice source.


Gotcha! That's what had me puzzled when I was looking at economic viability earlier. By the by, you do know that Base site had two sources of Ore, not one?


I think we've all established that I only developed literacy well after applying for this RP ._. Thanks for the heads-up >_>
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

A & Ω

Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62558
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat May 06, 2017 4:49 am

The Grim Reaper wrote:
G-Tech Corporation wrote:
Gotcha! That's what had me puzzled when I was looking at economic viability earlier. By the by, you do know that Base site had two sources of Ore, not one?


I think we've all established that I only developed literacy well after applying for this RP ._. Thanks for the heads-up >_>


Now you know :) That's the reason I was so confused why you insisted you needed an ore doubling colonist to supply two factories haha.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62558
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat May 06, 2017 4:50 am

Harkback Union wrote:
New Minahasa wrote:Now that I think of it, their colonist is the most OP one atm, seeing that each get +1 Rifle or +2 bC per colonist.
EDIT: I think 1 turn should equal to 6 months instead of 1 year, seeing how slow-paced this roleplay is, in 20 turns from now people would still try to stabilize their economy, but by then their characters would be really old. In turn 40 everyone's characters would probably be dead by ageing.


IMO the colonists are nicely balanced.
There are ones that double ore output and ones that give you free research, for comparison.


Yus, doubling ore is noice. Or things like a free tech from the Americans. Africans are basically half of an ISA starting bonus by themselves, plus more efficient food producers.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Sat May 06, 2017 5:06 am

Check the resource map on the IC, its got all the resources listed.

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Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Sat May 06, 2017 5:08 am

I'm a bit preoccupied to respond to every post, but you can assume that the colonists will join Ulls if noone else makes a bet, and that those who reach the crash site first get to choose first the crate they want.

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G-Tech Corporation
Khan of Spam
 
Posts: 62558
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat May 06, 2017 5:12 am

Harkback Union wrote:I'm a bit preoccupied to respond to every post, but you can assume that the colonists will join Ulls if noone else makes a bet, and that those who reach the crash site first get to choose first the crate they want.


Coolio. Quick confirmation question: would the ISA favor a smaller lump sum over a larger eventual installment plan? Or vice-versa? Say, for instance, I offered 7 Creds now, while Ulls offered 10 over the next five turns.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Sat May 06, 2017 5:15 am

G-Tech Corporation wrote:
Harkback Union wrote:I'm a bit preoccupied to respond to every post, but you can assume that the colonists will join Ulls if noone else makes a bet, and that those who reach the crash site first get to choose first the crate they want.


Coolio. Quick confirmation question: would the ISA favor a smaller lump sum over a larger eventual installment plan? Or vice-versa? Say, for instance, I offered 7 Creds now, while Ulls offered 10 over the next five turns.


If anyone offers them 1 credit in perpetuity, I'll be impressed. Doubtful of your calculations, but impressed.
If I can't play bass, I don't want to be part of your revolution.
Melbourne, Australia

A & Ω

Is "not a blood diamond" a high enough bar for a wedding ring? Artificial gemstones are better-looking, more ethical, and made out of PURE SCIENCE™.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62558
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat May 06, 2017 5:20 am

The Grim Reaper wrote:
G-Tech Corporation wrote:
Coolio. Quick confirmation question: would the ISA favor a smaller lump sum over a larger eventual installment plan? Or vice-versa? Say, for instance, I offered 7 Creds now, while Ulls offered 10 over the next five turns.


If anyone offers them 1 credit in perpetuity, I'll be impressed. Doubtful of your calculations, but impressed.


I'm not willing to pay nearly that much- but I am prepared to pay quite a bit. Their Rover and proximity to the crash site means they have very good odds of being able to retrieve one of the crashed parcels. That's value right there, a lot of it.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Sat May 06, 2017 7:03 am

G-Tech Corporation wrote:
Harkback Union wrote:I'm a bit preoccupied to respond to every post, but you can assume that the colonists will join Ulls if noone else makes a bet, and that those who reach the crash site first get to choose first the crate they want.


Coolio. Quick confirmation question: would the ISA favor a smaller lump sum over a larger eventual installment plan? Or vice-versa? Say, for instance, I offered 7 Creds now, while Ulls offered 10 over the next five turns.


they'll take into account when you are paying them.

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