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Offline cribcreaky

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1241735#msg1241735
« Reply #168 on: August 20, 2016, 01:07:47 am »
"First"

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1241737#msg1241737
« Reply #169 on: August 20, 2016, 01:15:38 am »
It doesn't matter where people expand, and Hunters are the most poised to fight yellow, actually. They can use a hammer and start fighting them in 1 or 2 rounds if they want.

Chances are that the comms will work like an NPC in a MUD. They respond to specific keywords. Some keywords that come to mind are: hello, surface, elevator, help, and stuff like who/where/etc.

If you expect megas to fight yellow, we're only going to focus on expanding, so someone else will need to man the comms. Wraiths can work on attacking yellow from an alternative direction.

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1241739#msg1241739
« Reply #170 on: August 20, 2016, 01:59:27 am »
Good point, I'm not convinced they pose that large a threat anyway considering how they have negligible influence compared to all our factions.

I don't think that's how the comms will work, I would imagine Clean will personally respond to the message as the surface (can we get some clarification on this pls Clean).

The messages have to be fairly short we'd be happy to send one this round if anyone had any particularly good ideas for what to say?

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1241740#msg1241740
« Reply #171 on: August 20, 2016, 02:02:23 am »
"Pipeworks might collapse."

or

"We need help."
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Offline CleanOnionTopic starter

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1241742#msg1241742
« Reply #172 on: August 20, 2016, 02:15:32 am »
clarification on this pls Clean
Alright so
If you broadcast a message, there's no guarantee that it will be received. Who knows what going on up there? The world could be completely irradiated. Remember, most denizens of the Pipeworks believe that the surface doesn't even exist.

Say you do come into contact with someone. Unless it's an automated service for topping up your phone, chances are you'll be talking to an actual person. That means you can say whatever you like so long as they can understand it. Long story short, you'll be talking to me, roleplaying as someone else. Whether or not this person knows who you are, or about the existence of the Pipeworks, remains to be seen.

You get to send 36 characters per usage of Communicate action. Each action takes up a full line in the console box. So if you spend all 6 actions on Communicate, you can send 216 characters.
However, the chat box physically only has 5 lines, and you'll need to leave space for your correspondent to reply. So if everyone tries to Communicate at once, chances are, you'll miss the response. It scroll upwards like a normal chat box, with the most recent message being at the bottom.

If for whatever reason the console deactivates, the bottom line will read "ERROR" and the previous 4 lines will remain in the box.

Offline cribcreaky

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1241797#msg1241797
« Reply #173 on: August 20, 2016, 06:09:59 pm »
Thanks Clean!

Well since it looks like we won't be using a uranium rod this round we'll use our 6th action to communicate a message this round. So far I've put "We are in danger, please help!", my logic being that if the external world doesn't know about the pipeworks then "pipeworks collapse" won't mean much to them, we can always explain in later messages I guess. Does this sound ok to everyone?

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1241906#msg1241906
« Reply #174 on: August 21, 2016, 04:28:23 am »
It doesn't matter where people expand, and Hunters are the most poised to fight yellow, actually. They can use a hammer and start fighting them in 1 or 2 rounds if they want.

Chances are that the comms will work like an NPC in a MUD. They respond to specific keywords. Some keywords that come to mind are: hello, surface, elevator, help, and stuff like who/where/etc.

If you expect megas to fight yellow, we're only going to focus on expanding, so someone else will need to man the comms. Wraiths can work on attacking yellow from an alternative direction.

Why not just trap them? Wraith group action U11/Q9 would serve to both trap the Yellow faction _and_ to reconnect Wraiths to an area with quicker/simple connection to Mega and the path to reactor?

I am pushing for Hunters to turn on Water/Hydro with Action 1 this round.
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Offline Demagog

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1241909#msg1241909
« Reply #175 on: August 21, 2016, 04:34:14 am »
It doesn't matter where people expand, and Hunters are the most poised to fight yellow, actually. They can use a hammer and start fighting them in 1 or 2 rounds if they want.

Chances are that the comms will work like an NPC in a MUD. They respond to specific keywords. Some keywords that come to mind are: hello, surface, elevator, help, and stuff like who/where/etc.

If you expect megas to fight yellow, we're only going to focus on expanding, so someone else will need to man the comms. Wraiths can work on attacking yellow from an alternative direction.

Why not just trap them? Wraith group action U11/Q9 would serve to both trap the Yellow faction _and_ to reconnect Wraiths to an area with quicker/simple connection to Mega and the path to reactor?

I am pushing for Hunters to turn on Water/Hydro with Action 1 this round.

That's not how combat in this game works. If you attack someone, you take their territory unless they attack you from the same place at the same time. If that happens it's whoever has more influence. You can't trap someone. And they probably have bombs or even nukes anyway.

Also, I'm still requesting that the cooks be taken out. I doubt having them alive will help us much and I'm more inclined to believe they will end up doing something very bad like setting off nukes.

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1241980#msg1241980
« Reply #176 on: August 21, 2016, 12:40:14 pm »
I agree with Rob here, it will be nice to go over and grab their territory and rooms etc in a little while but why not trap them for now. Even if they do have bombs then they'll need to use one to get out so its at least chipping away at their supplies so they can do less damage to us.

Shall we vote on the cook matter? I for one vote to keep them alive.

Also how did the mega territory get separated into two bits?

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1241989#msg1241989
« Reply #177 on: August 21, 2016, 02:28:35 pm »
Megalomaniac territory was separated into two bits when they tried bombing V23, which did not succeed in breaking into the five squares to its southeast.

I'm fine with letting the cooks be.

No idea where this notion of 'trapping' came from; yellow has shown that it can expand, which would indicate that it can also invade currently occupied territory just like any other faction. They would need to be conquered to prevent them from doing anything more.
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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242017#msg1242017
« Reply #178 on: August 21, 2016, 09:42:21 pm »
The idea for trapping them came from the Wraiths' group action to Infiltrate and swap two tiles, so they could swap for instance U11 and Q9 (or even Q10 I believe, which would destroy some of yellow's territory as well), because then yellow would be trapped and would have to use a bomb to escape as no drill could get through the wall.
I still think this is a good idea and worth a shot, especially if the Wraiths thought they could spare two actions and then swap U11 with Q10 and W26 with S9, though of course it is entirely up to the Wraiths about whether they deem it worth it.

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Re: The Pipeworks - by CleanOnion https://elementscommunity.org/forum/index.php?topic=62441.msg1242018#msg1242018
« Reply #179 on: August 21, 2016, 10:08:01 pm »
Issue is that yellow can probably adjust their moves on the fly. So we'd swap them and then on the same move they could expand into where their territory was, taking it back and now having a territory where we swapped from.

Slow and steady for now will be much better.

 

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