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Lazybones

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Some housekeeping issues:

I will be on vacation on October 13, and will not be able to host a session.

We have roughly 10-12 more sessions of X-COM left, so we'll be finishing up around late November/early December. We have several options on how to proceed from there as a group.
  • I have the sequel to X-COM, Terror from the Deep, more or less ready to go. It's easily good for another 15-20 sessions.
  • If you're feeling a bit tired of modern stuff, I plan on starting the beta run of my new fantasy campaign, Siege of Aldera on Sunday mornings beginning November 2. I could easily run it for the Monday crew as well, and you would benefit from the bugs I catch on Sunday.
  • I don't remember if my Monday group has ever run through my Dragon's Village Asian campaign (at least I don't have records of such a run in my game folder). I haven't run it in a while but I could easily dust it off if we ran out of material. If we're going to go fantasy, however, I'd prefer to run Aldera.


All presuming that the interest level is still high; I'm still having fun so I'll keep going as long as there are players waiting to play.

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karvon

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I'd be up for any of the above myself

Karvon

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cigol712

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I'm fine with all three myself, though I'm leaning towards the X-COM sequel and the Aldera setting. In fact ... the Aldera setting might allow me to dust off one of the characters I have currently out of commission.

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Jenniza

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I'd love to see the X-COM story to the second part. After X-COM part 2, then I'd love to continue on to your Fantasy campaigns. I'm basically down to one campaign per week now for all practical purposes. So, I'd like to see X-COM to it's logical conclusion, then I'm open to anything.

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Lazybones

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Well, X-COM 1 will end on a decisive note; the sequel is one of those things that takes place 10 years later with the same characters. It will involve a totally different alien threat (the title sort of gives it away ).

I can go either way. If the campaign goes long enough eventually we'll get to it all.

« Last Edit: on: Sep 3, 2008, 3:41AM » I.P. Logged
Jenniza

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From: Jane Swift
To: Dr. Kimberly Wagner, Dr. Stanley White
CC: Alpha Team Members, Michael Garret
Re: Estimates on Projects

Could we get an estimate on the Reaper Autopsy, the Regenerative Serum 1, and a possible estimate on the Floater Navigator? I'd like to consider them as possibilities for this week or next.

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cigol712

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on Sep 3, 2008, 3:41 AM, Lazybones wrote:
Well, X-COM 1 will end on a decisive note; the sequel is one of those things that takes place 10 years later with the same characters. It will involve a totally different alien threat (the title sort of gives it away ).

I can go either way. If the campaign goes long enough eventually we'll get to it all.


10 years later!? My character would be in her early forties! I don't know how to RP someone in their early forties!

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Jenniza

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I'd like to suggest:
Research:
  • Alien Medicine (Level 2) 10 [10] – advanced medikit
  • Reaper Autopsy: We have two specimens of a new genetically engineered alien race in cold storage.
  • Floater Navigator – We might learn something of their homeworld perhaps or other tidbits


Manufacturing:
  • Personal Armor (4) [10/14/4] : 6; upgrade Jane's armor to Stealth PA; Helmets have been upgraded to resist alien psionic attacks (+2); (Catalina’s armor is treated to be a (+2) stealth suit that can also be made at +4 engineers per week)
  • Medikit (lots) [3] : Doctor White's medical lab can construct eight of these kits each week without compromising our manufacturing capacity. If you wish to dedicate additional resources to the project, the kits can be produced at a faster rate.

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Smart Alec

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Vasily looks at the email for at least a full minute before replying, his tone a little unsure - or maybe that's just the sound of the wind outside the Skyranger, drowning him out. "You think you need stealth armour, right now? Am just thinking..."

He tails off, but after a few more moments carries on, a little more confident. "Am thinking, we not got much needs building right now. Labs buried with work, though. Maybe more to do still yet. Am thinking, we got new reactor, we get medkit supply from Americans now, they doing work on base now anyway... maybe is good time to finally get building third lab."

"Also remembering you suggest plasma cannon last week. Am thinking that, good idea. They try hit us with little ship, it not work. They try sneaking up on us, it not work. Next time they come for us, they probably coming loaded for bear."

***

With a few fingerpoints, Vasily suggests...

Research:
- Plasma Cannon (10)
- Reaper Autopsy (5)
- Advanced Medikit (5)
- Floater Navigator (4 - finish off the little git)

Manufacturing:
- Laboratory 3 (30, this week that is)
- Personal Stealth Armour (6, for now maybe?)

« Last Edit: on: Sep 3, 2008, 10:28AM » I.P. Logged
Jenniza

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ooc: PA (4) means only 4 needed to upgrade to stealth... we have 6 personal armors made already. PA (6) will just get it made in 2/3's the time, I guess?

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vanya mia

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Levering herself up onto a Skyranger's medical bed with a little cursing. "Getting that third lab up and running is a good idea. Why not just put them all into getting that research lab built?" Catalina asked. "We've projects piling up in research. How about asking what they need in terms of workers and giving them all we can? Make that a priority." Catalina gestured at the light cast on her leg. "Stan, be a sweety and get this damn thing exchanged for a strapping will you?"



((OOC Is there a maximum number of workers that can be used for building a new lab here? We can find out what that is and go from there?))

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Smart Alec

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on Sep 3, 2008, 12:35 PM, Jenniza wrote:
ooc: PA (4) means only 4 needed to upgrade to stealth... we have 6 personal armors made already. PA (6) will just get it made in 2/3's the time, I guess?


OOC: I guess it depends if already-existing suits can be upgraded, or if they have to be built from scratch; the email only mentions the option to build from scratch.

It also might be awkward, to say the least, for the techs to try to upgrade a set of armour that's in-flight to Dallas already.

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Lazybones

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on Sep 3, 2008, 3:55 AM, Jenniza wrote:
From: Jane Swift
To: Dr. Kimberly Wagner, Dr. Stanley White
CC: Alpha Team Members, Michael Garret
Re: Estimates on Projects

Could we get an estimate on the Reaper Autopsy, the Regenerative Serum 1, and a possible estimate on the Floater Navigator? I'd like to consider them as possibilities for this week or next.


Stan comes by the deliver the answer himself (this is before the mission starts). "full team" = 10 researchers.

"I believe we can get the autopsy done in a week with a full team. We can do it faster, as we're getting better at these, but it would cut into medikit production."

"I've heard that the navigator prisoner is about to break, but they've been saying that for a few days now. I'd keep at least the same number of folks on him to be sure."

"As for the serum, that's the big unknown; there's still a lot we don't know about the Russian data. But I'll go out on a limb and say maybe two weeks with a full research team on it." (ooc there is a roll with this one, so a certain random factor is involved. chiz can help out while his character is absent)

On the new lab, Grace says that putting 30 engineers on the project will give results in 2 weeks. The difficulty isn't manpower, it's space, but she says she'll work with whatever you give her.

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Lazybones

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on Sep 3, 2008, 1:46 PM, Smart Alec wrote:
OOC: I guess it depends if already-existing suits can be upgraded, or if they have to be built from scratch; the email only mentions the option to build from scratch.

Existing suits can be upgraded, but yes, you'd have to leave it behind for this mission.

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Jenniza

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ooc: if we're going for the 3rd research lab, I'd say put all 36 into it.

there was a behind-the-scenes issue with character development I was discussing with LB for Jane as to why I was considering the stealth upgrade on the PA armor instead of going with medium armor.

I'm debating the merits of taking Jane in a new direction... 9th level going rank 6 Treat Injury + Surgery, instead of Medium Armor, and 10th level taking Field Medic so we have a back-up Field Medic... I still have to work out the roleplay reasons for doing this, other than tactical/convenience-for-the-team.

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Smart Alec

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"Ohhh," Vasily replies, nodding his head in that slow, gradually-comprehending way of his. "Is because new alien so big, yes? Ok... maybe forget medkit research until next week. Medicine good, but knowing how to best kill these things also good."

***

OOC: Soooo...

Research:
- Plasma Cannon (10)
- Reaper Autopsy (10)
- Floater Navigator (4)

Manufacturing:
- Laboratory (36). I guess anyone not able to help out with the lab itself can be kept busy enlarging the shower blocks or putting together some new IKEA bunkbeds.

It's open for comment!

As for Jane's feat choices, if it was up to me I'd probably go for Medium Armour still, regardless of what I did with my skill points. But then, I really do like the medium armour.

« Last Edit: on: Sep 3, 2008, 4:44PM » I.P. Logged
Jenniza

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okay....

so I updated the "scorecard" with as much information as I could figure out...

please review...

Research Priorities (24 points total)

Completed Research:
  • Laser research completed: Laser Weapons, Laser Pistols, Laser Rifles
  • Laser Cannons completed – All future interceptors will be equipped with this weapon.
  • Lasers Defense completed (+100% Base Defense)
  • Plasma Pistol – Alien weapon, we have several in storage (some for field agents, the remainder to be converted to consortium funds, re: the Americans’ 75% share of Firestorm costs)
  • Plasma Rifle – More powerful Alien weapon (requires Personal Firearms Proficiency)
  • Motion Scanner: Research completed
  • Heavy Weapon Platform: Research completed – Laser Tanks may be constructed.
  • Alien Power Supply: Research completed (Anti-matter w/ Elerium-115)
  • Alien Navigation: Research completed (plus alien power coupling device)
  • Alien Alloys: Research completed; Personal Armor Available (ooc: light armor); Helmets have been upgraded to resist alien psionic attacks (+2)
  • Powered Armor – Elerium-115 powered armor available (ooc: medium armor); Helmets have been upgraded to resist alien psionic attacks (+2)
  • Elerium-115 Reactor (+20% Research, +20% Manufacturing, +50% Base Defense)
  • Project FIRESTORM (Advanced new Interceptor) – Research completed
  • Alien Medicine: Research completed; The new Medical Lab will produce eight medikits per week. Dr. White reports that when the lab is involved in research projects, such as alien autopsies, the rate of production will slow. Further upgrades may come from research into alien life forms.
  • Advanced Surgical Kit – Resuscitate downed patients (ooc: one-shot Raise Dead)
  • Elerium-powered Biogenesis Unit [10 researchers, 5 engineers] – (increase medikit production by 50-75%, etc)
  • Prisoners researched: Sectoid, Sectoid Leader, Snakeman Soldier
  • Autopsies completed: Sectoid, Snakeman, Floater
Current Projects:
  • Plasma Cannon (10) [20] – prerequisite to ship-mounted plasma weapons, plasma tanks and plasma defense
  • Reaper Autopsy (10) [10] : We have two specimens of a new genetically engineered alien race in cold storage.
  • Floater Navigator 4 [4]: Alien intelligence
  • (freebie) Project LIGHTNING (Advanced new Skyranger) is underway (ETA 3 weeks)
Available Projects:

  • Heavy Plasma [20] – A massive Alien plasma weapon. (also requires Exotic Firearms Proficiency)
  • Small Launcher (Stunner) [10] – Alien stunner
  • Vibroblade [10] – Alien melee weapon
  • Alien BioGrenade (Elerium-115) [10] – alien biochemical grenade based on Electrum-115
  • Alien Medicine (Level 2) [10] – advanced medikit
  • Regenerative Serum 1 [20] : Based on data taken from the Russian base, these serums temporarily grant field agents regenerative abilities, but with mild to moderate side effects. Future upgrades may be possible.
Prisoners held in Alien Containment:
  • Sectoid Engineer [5]
  • Snakeman Engineer [5]
  • Snakeman Navigator [5]
  • Snakeman Leader [10]
  • Floater Soldier [5]
Manufacturing Priorities (36 points total)
  • Note: Future base expansion will run into problems due to base size limitations.
  • Elerium-115 Reactor (+20% Research, +20% Manufacturing, +50% Base Defense) (online)
  • Manufacturing Labs: 3
  • Research Labs (36) [60] : 2; Soon: 3
  • Medical Labs: 1
  • Defense: Missiles & Lasers (Base Defense Rating = 40)
Current Projects:
  • Medikit [3] : Doctor White's medical lab can construct eight of these kits each week without compromising our manufacturing capacity. If you wish to dedicate additional resources to the project, the kits can be produced at a faster rate.
Available Projects:
  • Laser Pistols [5/8/3] :9, (upgrade: integrated VDU (+1 attack) that can also be made at +3 engineers per week, (Buzz, Baron, each have one regular laser pistol; Allen, Vasily, Yeren, Hadrian, Soheil, Catalina each have one VDU laser pistol; one regular laser pistol unaccounted for – possibly Yeren has it)
  • Laser Rifles [10] : 1 (Jane) (they come equipped w/ +2 laser-sighted scope standard, Jane has one)
  • Motion Scanners [10] : 2 (Catalina & Jane)
  • Heavy Weapons Platforms : Laser Tanks: 2 [10 to produce, 3 to repair, it was 7 to upgrade rocket launcher]
  • HWP Repair Kit [6] : 1 (Hadrian) - These repair kits can only be used on HWPs and require about twice the resources of a medikit to construct.
  • (come free w/ armor) Helmets have been upgraded to resist alien psionic attacks (+2) and integrated with VDU’s.
  • Personal Armor [10/14/4] : 6 (Catalina, Vasily, Allen, Jane, Hadrian, Yeren); (Catalina’s armor is treated to be a (+2) stealth suit that can also be made at +4 engineers per week)
  • Powered Armor [15] : 3 (Soheil, Vasily, Allen) ; laser packs can be left behind, when worn; 2 Russian-model suits retrieved (inferior to ours though); Powered Armor cannot be made into stealth suits
  • Plasma Cells: Ammunition for the alien plasma weapons can be constructed, requiring Elerium-115.
  • Advanced Surgical Kit : 1 (Vasily) – Resuscitate downed patients (ooc: one-shot Raise Dead)


So the suggested list is:
Research:
  • Plasma Cannon (10) [20] – prerequisite to ship-mounted plasma weapons, plasma tanks and plasma defense
  • Reaper Autopsy (10) [10]: We have two specimens of a new genetically engineered alien race in cold storage.
  • Floater Navigator (4) [4]– We might learn something of their homeworld perhaps or other tidbits
Manufacturing:
  • Research Labs (36) [60] : 2; Soon: 3

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Jenniza

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ooc the reasoning is basically:

when someone dies that Dr. Allen is unable to or unavailable to resusitate... we are put in an awkward position to scrub the mission due to being unable to use a resusitation kit on them.

that's essentially what it boils down to.

I think we could live with inefficient use of medikits, etc, but scrubbing a mission is serious stuff.

If we go onto X-COM part 2, I'd like to have at least one of us being a second field medic for that reason.

I think if I can come up with an IC reason for doing it, I'd like to do it. I've not committed to it yet, So the options are still open. I'm curious what people's opinions are.

I examined the stats of the powered armor ... very tempting. didn't see all the details, still looks tempting. but being able to save lives is even more tempting.

Anyway, I'm still thinking the merits of both choices over.

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Jenniza

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ooc: update... turns out Field Medic requires Treat Injury, Surgery AND Spot... so I wouldn't be able to take F.M. 'til level 11 anyway given my luck. So, it's back to the drawing board.

SA provided an alternative of Dedicated class if I just want to go with the Treat Injury skill for Jane and skip the Field Medic equipment like resuscitation equipment, etc. This would still leave us in the predicament of potentially scrubbing missions when we have team members down... but it gives us the flexibility of having someone with Treat Injury training.

This also gives Jane the freedom to take Medium Armor (Powered Armor) unhampered at level 9, etc. In other words, I'd have Jane take Fast at level 9 (personal goal), and Dedicated at level 10.

Something to consider really for anyone that is interested in this route.

« Last Edit: on: Sep 3, 2008, 8:14PM » I.P. Logged
Lazybones

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Since Dr. Allen is frequently absent during your excursions, I'll have Stan work on a "Resuscitation for Dummies" handbook that will allow any class to use the Advanced Surgical Raise the Dead Kit. And with the DARPA kits available you should be able to handle injuries as they arrive. The regen kits will help too; they'll grant a temporary slow regen that will last for a few minutes at a temporary cost in movement speed and physical stats (improving the kits will reduce those penalties, as well as speeding up the regen rate).

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