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Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265062#msg1265062
« Reply #84 on: June 07, 2017, 07:22:03 am »
No, it's that we are the only ones who can currently turn on the food production for right now. I know it looks like we're being rude and selfish, but really, it's for the betterment of the entire system. We won't invade the scientists besides the generator, we will put out the fire and we will work on assisting against the NPC faction. We apologize for anything negative we have done up to this point but we would like to try to fix all wrong up to this point.

For food production to work you dont have to be in control of the generator. I will refuse to believe its to anyones benefit besides your own until you give your real reason.
How do you put out the fire? It's crucial for that to happen as the fire emits both heat and pollution threatening the generator.
Also fueling the generator on the round when theres 0 MJ left will be enough to keep the processes going. Given that the generator has been exposed to heat the last 2 rounds (very likely to burst in flames), I advice to wait that round that is left.
« Last Edit: June 07, 2017, 07:26:33 am by kaempfer13 »
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Offline Fippe94

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265063#msg1265063
« Reply #85 on: June 07, 2017, 08:44:03 am »
As far as I can tell, it seems like everyone has the same faction goal: Control the N15 generator.
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Offline cribcreaky

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265072#msg1265072
« Reply #86 on: June 07, 2017, 12:40:40 pm »
I am definitely not in favour of waiting till the last minute to start food production, I think we need to top up our supplies as soon as possible. I agree that Medics should help by offering supplies to put out the fire though

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265073#msg1265073
« Reply #87 on: June 07, 2017, 01:55:46 pm »
I think they are not offering supplies but to put it out themselves. I am sure the cultists would appreciate it if they could elaborate how to do it though. Speaking of cultists, i still think the NPCfaction needs to be eliminated asap and thus a NAP doesnt help us at all in the long run, they will only grow and take items from the pipeworks. We would like to help if its in everyones interest, but it actually seems counterproductive.
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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265075#msg1265075
« Reply #88 on: June 07, 2017, 03:08:54 pm »
I'll have the Brewers attack from the other side.

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265076#msg1265076
« Reply #89 on: June 07, 2017, 03:19:28 pm »
There is a chance that our people might not like being dragged into another faction's conflict though.

Offline CleanOnionTopic starter

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265090#msg1265090
« Reply #90 on: June 07, 2017, 10:53:05 pm »


Round 8



Spoiler for Pipeworks at the end of Round 7:


Conflict fuelled the events of today!

One faction won a battle, but lost another.
One faction took back something they'd lost, and stole something else.
One faction kept to the shadows, playing safe or biding their time.
One faction took a risk that didn't pay off.
One faction clung to a split by the skin of their teeth.

The Medics have taken control of the Generator, and along with the Terminals, they now control the entirety of the Pipeworks themselves! Well, for a few seconds they did, anyway!

Please bear in mind that the food supply will run out soon. A gentle, non-intrusive reminder has been added to the sheet. You'll barely notice it.

Faction inventories will take a while to update again - apologies!

Weather report: A few people starved.

Round 8 ends: Round 8 has ended.

Please PM any queries to myself and Naii_the_Baf.
« Last Edit: June 08, 2017, 06:09:35 am by CleanOnion »

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265091#msg1265091
« Reply #91 on: June 07, 2017, 11:42:43 pm »
Gonna have to discuss this with my team, but it is clear that you set your personal goals above everyones survival, even if it means your own demise (fortunately it looks like the fires went out by themselves and not enough pollution reached the generator (making it uncontrollable), this would be a major enough event for CO to post about this, no?). I'm of course talking about the Medics. Every other faction has been helpfull so far (ok lords didnt have their opportunity yet to help the public, but they seem cooperative), but you have done nothing but kill people in your greed for territory (and no I am not going to value the one time you actually helped someone else enough to make up for it and I am not going to count your empty promises this round at all). everyone is starving and food production cannot start until action 2 next turn wasting one of the precious mcal we could get (a 6th of our remaining time), because you refused to start the hydroponics everyone has been begging you for. If you want I can recite all the other offenses you have accumulated, but lets just say for now that no faction is able to do as much harm as you did so far (in total to everyone) in a single turn, even if they use all the officially listed items in the most destructive way possible.
I seem to have been gravely misinformed about the medics job.

I will not be so insane as to steal the Generator, as its imperative you use it on action1, so food production can start on action2 at least, but know that you've earned my wrath.
« Last Edit: June 07, 2017, 11:47:04 pm by kaempfer13 »
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Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265092#msg1265092
« Reply #92 on: June 07, 2017, 11:51:59 pm »
The Green Invaders also seem intent on taking the generator. That's why they're pushing this way. I don't know what they intend to do with it. We can knock them back to U21 if the Cultists blow up their split on Action 1, and the Brewers invade their computer room, assuming they don't find a room up there to create their own split first.

Offline kaempfer13

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265093#msg1265093
« Reply #93 on: June 07, 2017, 11:59:47 pm »
I brushed this topic a bit off last time and if I understood it correctly what I said about it remains true. Was it really just a nonaggression pact that the darkgreen faction suggested or is there room for some common goals?

Because if its gonna be green vs green:


Of course only after the generator has been used, but if the medics have any intend of surving it will be.
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Offline mathman101

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265094#msg1265094
« Reply #94 on: June 08, 2017, 12:00:50 am »
something....something....something.....

Offline Ryli

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Re: Pipeworks II - by CleanOnion https://elementscommunity.org/forum/index.php?topic=64551.msg1265095#msg1265095
« Reply #95 on: June 08, 2017, 12:01:23 am »
They asked for an alliance. I assume it works like any other, we combine influence on joint attacks, trade items etc.

 

anything
blarg: