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Jenniza

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From: Jane Swift
To: Dr. Joan Beauvais, Dr. Stanley White, Chief Grace Thelon-Beluca
CC: Dr. Kimberly Wagner, Alpha Team, Michael Garret

Any estimates on R&D teams needed for the Psi-Amp and Advanced Psi Research projects? They sound like very exciting projects. I'm eager to help out in any way I can.

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Lazybones

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The project managers conclave together and report back that the best guess is three team/weeks for each (so approximately 30 research/units for each project). With support from Alpha and a bit of luck those times could be reduced. If you did a crash project with most of X-COM's researchers working on one, you could likely finish it before the China Base Attack mission is ready to launch.

Completing the Psi Amp project will give you a working prototype.

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vanya mia

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"This doesn't really affect me very much, I suppose, but I think we should research the possibility of psionic advancement," suggested Catalina, putting away her xPhone after reading the email response. "No one will be able to use the amplification device, even if the prototype is ready on time. However, if we are successful in advancing the lab facilities then it will practically guarantee one of the Doc's will be able to train up to use it as soon as it's ready."

The blue eyes looked at Vas. "Plus I'm not sure, you know better than us, but from what Doc B says if we improve the facilites then it might tip the balance for you." She chuckled. "It's not going to make a dent on my skill, but at least someone could be an instant winner."

"So, I think we give all the hands Grace needs to that project, and if there are any surplus to requirements then we use them elsewhere." Catalina pulled out her xPhone and flicked down the list again. "I'm not sure what though."



((OOC - Basically from the scores and training even if they score well I don't think anyone will top the 125 level for at least another week. So if we get the prototype it's unused. If we do the research everyone gets a +5 then either James or Mary will almost certainly be able to use it if we throw a full team in next week. The other thing is I believe it will throw Vas up into the next protection bracket. So for me, the research then the psi amp.))

« Last Edit: on: Oct 22, 2008, 3:14PM » I.P. Logged
Smart Alec

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"Anything they can do to make this... psi thing easier get my instant vote," admits Vasily, rubbing his head. "I guess you right, if I understand all this so far... none us us able to use 'psi-amp' yet, not even you, Allen. Extra research help all get there some day maybe. "

"For the rest, I guess it looks like lab going to be tied down for the next while, so... maybe I get my thumb out my backside and get to work on these grenades. Anyone give me some help, is good."

"In meantime, what we build? We get second tank refitted for plasma weapon, we get those motion sensors built too? Make some more of new serum? Not had a chance to test yet. If you guys going to be messing up aliens with your minds, maybe serum will be handy so you have time to do that."

((OOC: I agree that those of us on the lower end of the psi-scale need all the help we can get. Man, our rolls suck.

Maybe something like...

Research

Advanced Psi Research (30)
Alien Grenades (6)

Vasily working on the grenades: Demolitions 16, Craft: Chemical 6. He picked one up last mission from the Ethereal leader, who helpfully killed himself before he could throw it.

Manufacturing

Tank Repair/Upgrade (15)
Motion Sensors (15 or 10)
Medikits (6) or Regenerative Serum (11)

Not sure how we get more serum, it's not listed. Do we have to build it?))

« Last Edit: on: Oct 22, 2008, 4:11PM » I.P. Logged
vanya mia

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"Grenades are a good idea," Catalina said then gave a mischievous smirk. "If I can't distract them with images of alien love then I can still throw an explosive device with alacrity and style."

"If you want it, you've got my help," she continued. "I'm not much good with a chemistry set but I might have a couple of ideas about the ignition mechanism. Wouldn't have the first idea how much of the stuff we'll need to make it go bang, but I've dismantled enough explosive devices to know how a trigger works."


((OOC - Catalina will help out with the grenades if this is agreed. Knowledge Tech 15 or Disable Device 20, depending on what best represents an understanding of trigger mechanisms.))

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Jenniza

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From: Jane Swift
To: Dr. Stanley White
CC: Dr. Kimberly Wagner, Alpha Team, Michael Garrett
Re: Medical Projects

Thank you once again for all your breakthroughs that have saved us countless times. Once again, it's time to play the priorities game and ask the questions: what are the R&D times for things like Alien Medicine 3, Regerative Serum Mk2 and Regnerative Serum Mk1. My understanding is that Mary has the last batch of prototype Mk1 tablets still.

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Jenniza

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ooc: current scorecard

Research Priorities (36 points total)

Completed Research:
  • Laser research completed: Laser Weapons, Laser Pistols, Laser Rifles, Laser Cannons, Laser Tanks, Laser Defense
  • Plasma research completed: Plasma Pistols, Plasma Rifles, Heavy Plasma
  • Plasma Cannon – All future Interceptors, Plasma Tanks & Plasma Defense will be equipped with this weapon (or based on it). Plasma Cannon with superior range and stopping power compared to the Laser Cannon. However, unlike the laser it requires a supply of Elerium-115 to function.
  • Vibroblade – Research completed
  • Small Launcher (Stunner) – Alien stunner (fires Stun Bombs)
  • Blaster Launcher – This devastating weapon launches guided blaster bombs that explode in an incredibly powerful fusion explosion. The blast radius is considerable, and friendly fire must be a consideration. This weapon cannot be reloaded and once discharged can be discarded. We cannot reproduce this weapon with our current technology.
  • Motion Scanner: Research completed
  • Heavy Weapon Platform: Laser & Plasma Tanks may be constructed.
  • Alien Power Supply: Research completed (Anti-matter w/ Elerium-115)
  • Alien Navigation: Research completed (plus alien power coupling device)
  • (come free w/ armor) Helmets upgraded to resist alien psionic attacks (+2) and integrated with VDU’s. (Stealth +2 VDU Helmets w/ Gas Masks)
  • Alien Alloys: Research completed; Personal Armor available (ooc: light armor);
  • Powered Armor – Elerium-115 powered armor available (ooc: medium armor)
  • Elerium-115 Reactor (+20% Research,+20% Manufacturing,+50% Base Defense)
  • Project FIRESTORM (Advanced new Interceptor) – Research completed
  • Project LIGHTNING (Advanced new Skyranger) – Research completed
  • Alien Medicine – The new Medical Lab will produce twelve 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.
  • Alien Medicine (Level 2) – advanced medikit
  • Advanced Surgical Kit – Resuscitate patients (ooc: one-shot Raise Dead)
  • Chryssalid Countermeasure – Our Biological Sciences team has produced a serum and is now working on minimizing the side effects.
  • Regenerative Serum 1 – 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.
  • Elerium-powered Biogenesis Unit – increase medikit production by 50-75%, etc
  • Psi Lab: Research complete. Construction is underway.
  • Advanced Medical Production Interface: This upgrade uses alien computer technology and information from the captive Floater Medic to improve the efficiency of our Biogenesis unit. While not affecting base medikit production, this improvement allows one engineer to produce one medkit per week's work, compared to two engineer/weeks at present.
  • Prisoners that were given preliminary interrogations and sent on: Floater Soldier
  • Prisoners researched: Sectoid, Sectoid Leader, Snakeman Soldier, Snakeman Navigator, Snakeman Leader, Floater Navigator, Floater Engineer, Floater Medic, Ethereal Leader
  • Autopsies completed: Sectoid, Snakeman, Floater, Reaper, Chryssalid
Current Projects:
  • Advanced Psi Research 1 [30] : Applies newest intelligence from alien data sources. Grants +5 to Psi scores of entire team.
  • Alien BioGrenade (Elerium-115) (6) [10] – alien biochemical grenade based on Electrum-115
  • (freebie) Highly Classified Project AVENGER – Advanced Space Craft (intended destination: Mars)
Available Projects:
  • Alien Medicine (Level 3) [20] – advanced medikit
  • Regenerative Serum 2 [20] – A more potent version of the serum.
  • Psi-Amp [30] : Doctor Beauvois and Grace Beluca have put together a plan for a device that will allow X-COM field agents to amplify psionic energy, granting them abilities similar to Sectoid commanders and Ethereals. This device can only be used by individuals with advanced Psionic Potential scores that have trained in the Psi-Lab.
Prisoners held in Alien Containment:
  • Sectoid Engineer [5]
  • Snakeman Engineer [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: 3
  • Medical Labs: 1
  • Defense: Missiles, Lasers & Plasma (Base Defense Rating = 84)
  • Psi-Lab: This lab will enable us to improve our defenses against the alien mental attacks, and may even eventually allow some of our agents to develop any nascent psionic abilities that they may possess.
Current Projects:
  • Medikit (10 or Regenerative Serum 1 too) [1] : Current level: Advanced Medikit 2. Doctor White's medical lab can construct twelve 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. With the new Advanced Production Interface online, each additional engineer dedicated to medikit production produces +1 medikit/week.
  • Heavy Weapons Platforms (3+7) : Laser Tanks: 1 (damaged); Plasma Tanks: 0 [10 to produce, 3 to repair, 7 to upgrade]
  • HWP Repair Kit [6] : 0 - These repair kits can only be used on HWPs and require about twice the resources of a medikit to construct.
  • Improved Motion Sensors : (make 5 more for the rest of the team eventually) 1 (Catalina) improvements in range and resolution, sensor hooked into the helmet’s VDU’s, providing a chance at identifying unseen aliens picked up by the sensor.
Available Projects:
  • Laser Pistols [5/8/3] :9 (regular: Buzz, Baron & 1 missing (Yeren?); VDU +1: Allen, Vasily, Yeren, Hadrian, Soheil & Catalina) ; (upgrade: integrated VDU (+1 attack) that can also be made at +3 engineers per week
  • Laser Rifles [10] : 1 (Jane) (they come equipped w/ +2 laser-sighted scope standard, Jane has one)
  • Stun Rods [5] : 2 (Vasily, Soheil) stun aliens for capture
  • Motion Scanners [10] : 2 (Catalina & Jane)
  • (come free w/ armor) Helmets have been upgraded to resist alien psionic attacks (+2) and integrated with VDU’s. (Stealth +2 VDU Helmets w/ Gas Masks)
  • Personal Armor [10/14/4] : 6 (regular: Vasily, Allen, Yeren; Stealth (+2) (Stealth +2 VDU Helmets w/ Gas Masks): Catalina, Jane, Hadrian); (upgrade: armor can also be treated to be a (+2) stealth suit at +4 engineers per week)
  • Powered Armor [15] : 6 (regular: Soheil, Vasily, Mary; Mk2 (80% weight) : Jane, Hadrian, Dr. 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
  • Experimental Heavy Armor [30] : Exceptional protection, but requires the Heavy Armor Proficiency (or the armor penalty ring) to use.
  • Ablative Armor Shielding: Personal Armor Upgrade. Adds 5 Positive Energy resistance in exchange for a -1 Armor Check penalty. Note that this upgrade is already included in the X-COM Powered Armor.
  • Plasma Cells: Ammunition for the alien plasma weapons can be constructed, requiring Elerium-115.
  • Advanced Surgical Kit (3) [10 engineers or 5 medikits] : 2 (Dr. Allen & Mary)– Resuscitate patients (ooc: one-shot Raise Dead)


So the suggested list is:
Research:
  • Advanced Psi Research 1 [30] : Applies newest intelligence from alien data sources. Grants +5 to Psi scores of entire team.
  • Alien BioGrenade (Elerium-115) (6) [10] – alien biochemical grenade based on Electrum-115
Manufacturing:
  • Medikit (4) [1] : Current level: Advanced Medikit 2. Doctor White's medical lab can construct twelve 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. With the new Advanced Production Interface online, each additional engineer dedicated to medikit production produces +1 medikit/week.
  • Heavy Weapons Platforms [3+7] : Laser Tanks: 1 (damaged); Plasma Tanks: 0 [10 to produce, 3 to repair, 7 to upgrade]
  • HWP Repair Kit [6] : 0 - These repair kits can only be used on HWPs and require about twice the resources of a medikit to construct.
  • Improved Motion Sensors [10] : (make 5 more for the rest of the team eventually) 1 (Catalina) improvements in range and resolution, sensor hooked into the helmet’s VDU’s, providing a chance at identifying unseen aliens picked up by the sensor.
  • Regenerative Serum 1 (6)


Research
Round One 1
Advanced Psi Research 1 [30]
Alien BioGrenade (Elerium-115) (6) [10] (ooc: that is, we put 6 researchers on it, plus Catalina & Vasily, not 10)
(plus Catalina – Knowledge Tech 15 or Disable Device 20)
(plus Vasily – Demolitions 16, Craft: Chemical 6)

Round Two
Psi-Amp [30]
Snakeman Engineer [5]

Round 3
Alien Medicine 3 (20)
Sectoid Engineer [5]


Manufacturing
Round 1
Improved Motion Sensors [10]
Regenerative Serum 1 (6)
Medikits [4]
Plasma Tank (repair & upgrade) [3+7]
HWP repair kit [6] (plus Jane's craft mech +16 & repair 15)
(ooc: may Jane control and repair the tanks? Also is there some way to help deter the “self-destruct” side-effect
when a tank runs low/out of ammo and goes into melee (Hari-Kari mode) ?

Round 2
Experimental Heavy Armor [30] (chiz said James can use it)
Improved Motion Sensors (5 of them made)

Round 3
Plasma Tank [10]
HWP repair kit [6]
(cont) Improved Motion Sensors (5 of them made)


(plus Mary – K/ Life Sciences & Craft Pharma 14)
(plus Jim – Treat Injury around 20 & K/Life Sci & Craft Pharma around 13)

« Last Edit: on: Oct 23, 2008, 2:00AM » I.P. Logged
Smart Alec

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Vasily looks sceptically at the outline. "Are you sure you able to handle a heavier rig, Allen? I thought you only just got the hang of that one," he comments, pointing at a nearby suit of powered armour.

"Maybe worth bearing in mind that soon as we get Alien commander, might need to put team on him to get him to tell us what we want to know, at least. Might slow up psi-amp a bit. Will have to see how it goes, maybe."

***

((OOC: Does Allen really have Heavy Armour Proficiency, and does he want a suit of Heavy Armour? We only just built him a suit of Powered. I know I found it difficult to jump straight from Light Prof to Heavy Prof in the course of one level - was just wondering if there was a bit of feat confusion.

I know I was hoping to take a suit of heavy experimental armour at some point, but I get the feeling we won't be able to build many suits, if any - so might be worth making it absolutely clear if anyone wants one.

As for the tank, I was controlling them purely because no-one else volunteered. The only way to stop their suicide-charge is, I think, to tell them to follow you twice and then run away from the battle.))

« Last Edit: on: Oct 22, 2008, 11:14PM » I.P. Logged
Lazybones

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on Oct 22, 2008, 3:02 PM, vanya mia wrote:
((OOC - Basically from the scores and training even if they score well I don't think anyone will top the 125 level for at least another week. So if we get the prototype it's unused. If we do the research everyone gets a +5 then either James or Mary will almost certainly be able to use it if we throw a full team in next week. The other thing is I believe it will throw Vas up into the next protection bracket. So for me, the research then the psi amp.))

Just to clarify, anyone with a Psi Training rating of 101 or higher can utilize the Psi Amp. A score of 126 or higher opens up latent psionic powers that do not require the Amp.

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Lazybones

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on Oct 22, 2008, 4:04 PM, Smart Alec wrote:
Not sure how we get more serum, it's not listed. Do we have to build it?))

Ah, sorry, yes, it can be manufactured like any other project.

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Lazybones

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on Oct 22, 2008, 6:11 PM, Jenniza wrote:
From: Jane Swift
To: Dr. Stanley White
CC: Dr. Kimberly Wagner, Alpha Team, Michael Garrett
Re: Medical Projects

Thank you once again for all your breakthroughs that have saved us countless times. Once again, it's time to play the priorities game and ask the questions: what are the R&D times for things like Alien Medicine 3, Regerative Serum Mk2 and Regnerative Serum Mk1. My understanding is that Mary has the last batch of prototype Mk1 tablets still.

Regen 1 is complete. You can research Regen 2 or manufacture Regen 1.

R&D is basically: "easy" on grenades and engineer captives (under 10 research units to complete) and "hard" on Medicine 3 and Regen 2 (around 20 units to complete). Exact results will depend on the weekly roll. If you want to guarantee success add a small padding to the numbers.

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Smart Alec

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Vasily's brow beetled as he read the new information.

"Well, guess that change things," he admitted, grudgingly. "I guess... if some can use them now, and we can get them now, then we maybe get them now."

He looks at the other members of the group, eyeballing the psi high-score members. "That is, if you think you up to that."

***

((OOC: Possible change of plan! If we can use it, then I daresay I'm ok with the psi-amp being researched and deployed now.))

« Last Edit: on: Oct 24, 2008, 12:24AM » I.P. Logged
vanya mia

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"I'm not sure, I still think the general improvement would be more worthwhile but, like I said, doesn't really affect me." Catalina gave a small sigh and a shrug. "If the majority think this then who is a mere mortal to stand in the way of gods? As long as none of said gods ends up blasting me mentally because I'm standing in the way then ... whatever. " She looked at James. "Though perhaps it should go to the one who can make best use of it, so that we learn it's full capability. Not sure, but from what Doc B said is that you?"



((OOC - I'm undecided as to what is the best investment. I still think the overall gain might help everyone out more, and at least two or three of you should definately have their own powers after the next lot of training. That seems a faster route to it for me, though we wouldn't get to see how the neat item works. Mind you, Chiz being the first to get something new would make a change, I think he's been last to everything. ))

« Last Edit: on: Oct 23, 2008, 11:13PM » I.P. Logged
Lazybones

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Both ways have advantages and disadvantages, that's the fun part.

In case it helps with the decision: the concrete advantage of the Psi Training upgrades is that every added level (gained every 25 points) is a cumulative +1 to Will saves, along with mental powers gained at levels 4, 5, and 6 (126, 151, and 176 points respectively). I didn't expect anyone to get to levels 5 or 6 in this campaign but I included them just in case. Now with the rolls I've been seeing, I'm no longer sure.

On the other hand, the Psi Amp would let you start doing freaky mental stuff now, so I'm sure that's a lure as well.

Oh, and remember, if you posted RE the psi training before the last roll, you can post again before the next session for another +1 credit.

« Last Edit: on: Oct 23, 2008, 11:28PM » I.P. Logged
Smart Alec

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((It's a tough call.

Might actually need input from the rest of the team here. I know that Jen, VM and I have kind of been orchestrating the R&D game-behind-the-game for a large proportion of the campaign, but as Catalina IC points out, this does genuinely concern those who are stronger in their psionic abilities, possibly more than those who don't, and I really would like to hear which way you guys would like to go. Beforehand it seemed that training was the way to go, but now... I genuinely don't know, and I don't want to make a unilateral decision about it if I'm not sure.

I get the impression there are only a handful of sessions left, so gotta make the most of what we can do! ))

« Last Edit: on: Oct 24, 2008, 1:49AM » I.P. Logged
Jenniza

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Jane was in very good spirits when it came to the Psi-training. She seemed to take to it like a duck to water. She was very comfortable with the staff, the equipment, the environment and the overall experience. The consequences didn’t frighten her either… she knew what was at risk and what the consequences were. She trained with a clear focus on what the objectives were. In fact, she had been taking some training courses in that stuff for some time with some of the base personnel.

Jane volunteered for as much time as possible with the Psi-lab as was feasible. She spent some time studying the research of the stuff too. Soon, it’d be time to build the stuff and she wanted to be ready.

Ooc: Jane is still very into this.

This is a nice area for her to apply the Focused feat, not that it affects anything but an RP aspect of the character.

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Jenniza

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ooc: I'm okay either way...

Amps: certain individuals get cool abilibilties... Effectively 3 to 4 of us,

Team Packs: {edit: +5 points for team, right?)

is essentially what it boils down to...

ie, individuals/offensive vs team/defensive

Edit: I'd still vote for team benefits over individdual benefits, as I still think of this as a long-termer fight than one session. I still seeing us research and manufacture a chain of stuff after this that will chain into a nice set of benefits because of this.

« Last Edit: on: Oct 27, 2008, 10:26AM » I.P. Logged
Jenniza

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Despite the Psi-lab work, Jane continued work on the HWP repair kit, hoping that perhaps if she got lucky that either she'd make a breakthrough with Dr. Sandesh on the efficiency of production rates or simply produce a second kit before week's end.

ooc: craft mech +16 & repair 15
Int 16 and Focused Feat

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Smart Alec

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OOC: I don't think the psi training adds points to will saves, except indirectly. It adds to the psi rating. Every 25 points of psi gives a team member a +1 bonus to will saves, so a psi rating of:

- Between 1-50 gives no bonus
- Between 51-75 gives +1 will save
- Between 76-100 gives +2 will save
- Between 101-125 gives +3 will save
- Between 126-150 gives +4 will save
etc.

Anyone with 101 or more can use the psi-amp. Anyone with 126 or more can use powers without the psi-amp.

Now, advanced psi research gives a 5-point bonus, according to the post:

Advanced Psi Research 1: Applies newest intelligence from alien data sources. Grants +5 to Psi scores of entire team.


and at the moment, I think our psi ratings are:

Vasily 72 (+1 will save)
Jane 103 (+3 will save)
James 116 (+3 will save)
Catalina 41 (No bonus)
Mary 113 (+3 will save)
Hadrian 100 (+2 will save)

At the moment Jane, James and Mary are 101 or over, so all three can use the psi-amp to start using psi power (though to begin with we'll only get one psi-amp; we'd need to build more in the following week).

If we researched the training, those would all be increased by 5 points:

Vasily 77 (+2 will save)
Jane 108 (+3 will save)
James 121 (+3 will save)
Catalina 46 (No bonus)
Mary 118 (+3 will save)
Hadrian 105 (+3 will save)

You'll note that this moves Vasily and Hadrian into the next 'bracket' each, changing Vasily's will save bonus from +1 to +2, and Hadrian's from +2 to +3. It also allows Hadrian to use a psi-amp if he wants, though we won't have a psi-amp until the following week at least, because we won't have researched it yet. It also moves James and possibly Mary to the point where it is likely another successful round of training will move them to 126+, where they will be able to use powers without the psi-amp.

So to sum up -

Researching the psi-amp definitely allows one of us to use psi powers in the coming week, and the likelihood is that three players at least will be able to use psi powers the week after that, if we build two extra amps. Maybe even four, if we can build a third extra amp and if Hadrian changes his mind and decides to use psychic powers.

Researching the training means that none of us will get to use psi powers in the coming week, but it does improve the will saves of two characters by 1, and makes it more likely - but still not certain - that two players will be able to use psi powers the following week if they get good rolls on the training.

Usually I'd say, 'go for the long-term' and choose the training, but we know that the final conflict is coming soon, so I am in doubt.

***

EDIT: Although, stop the press:

on Oct 23, 2008, 11:27 PM, Lazybones wrote:
Oh, and remember, if you posted RE the psi training before the last roll, you can post again before the next session for another +1 credit.


When you say 'session', do you mean 'training session' or 'game session'? If it's the latter, it implies that there will be another round of will rolls for psi boosts before the coming game.

« Last Edit: on: Oct 24, 2008, 7:58AM » I.P. Logged
vanya mia

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((OOC - That's precisely what I mean, SA, and why I prefer the cross team approach, mostly as I don't consider it the long term option either.

This session two of the front guys, the ones who will get in close with the stun rods, will improve by +1 to will save. To me that's more of a benefit than one person being able to use a weapon that will probably be limited to a number of uses and against which I'd imagine the psi aliens will have a good save. The tear gas already pins most of them, after all.

Two people safer as opposed to one person being able to do something a limited number of times seems the better tactical route to me, no matter how groovey the thing is! And the odds are 4 to 1 that at least one person has something the following week anyway.

I'm never going to get to use the groovey stuff, and I know I would have very much liked to , so I'd understand if we go the other way.))

« Last Edit: on: Oct 24, 2008, 8:39AM » I.P. Logged
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