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Old 01-11-2021, 10:35 AM   #181
ericthered
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Default Re: DreadStormers (OOC)

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Now that you mention it, I have been wondering about the map's legends. Could we have a list of symbols? It might be helpful when reading the map.
I just created and uploaded a document named "Legend". It describes a lot of the symbols there.


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On the other hand, how many yards is the smallest square? For example, in map 12 there's a place called "establishments", and there is another label that's blurry and there are smaller squares over there.
The small squares on the underlying grid are 5 feet. Sorry, that wasn't clear at all. Though I mostly orient the size by knowing the hallways are narrow and extrapolating from there.



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I downloaded the maps when I joined the IC, I think you did great job now; I know it takes a deal of effort to finish stuff like this.
Thanks. The map is actually older than the game. It was originally built for playing damage control after a hit with. Which is why its flammability is rather well defined (and surprisingly high)



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I look at the maps when coming up with a plan to do XYZ (Burn flour, steal filler, etc.) Guess the symbol can be difficult sometimes, though having multiple locations indicated can make things easier.

Are the maps known/accurate information? Might try to come up with a plan to burn the quarters in 11F, 13F, 15F (x2), and 17G...
The maps are known information to the dreadstormers: getting the floor plans of old enemy ship designs is something intelligence agencies are rather good at.



Because the ship is old, some design decisions may have been slightly modified. Which is to say I haven't combed over the thing with a fine toothed comb and I reserve the right to occasionally reverse the layout of a kitchen if it makes a lot of sense. Fair enough?
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Old 01-11-2021, 01:40 PM   #182
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Default Re: DreadStormers (OOC)

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Which is to say I haven't combed over the thing with a fine toothed comb and I reserve the right to occasionally reverse the layout of a kitchen if it makes a lot of sense. Fair enough?
Fair enough. Just want to make sure that piles of hydrogen bricks next to cabins isn't an error.
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Old 01-11-2021, 02:23 PM   #183
ericthered
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Default Re: DreadStormers (OOC)

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Fair enough. Just want to make sure that piles of hydrogen bricks next to cabins isn't an error.
ahhh, that's the pattern... I was wondering why it was doing that weird every other thing.


So the ship uses huge amounts of hydrogen: that's why its full of it, and why one person in 12 does little but spend all day moving the stuff around. When the ship launches, it has huge amounts of the stuff, but the longer its out, the more its used. The crew slowly expands into the various rooms that empty out, using them as additional living space from the exceptionally cramped quarters.

Those brick containers are probably among the first to have been emptied, so that the crew has more room. Some of them might still have bricks in them though. You'd have to check.
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Old 01-12-2021, 01:58 AM   #184
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Default Re: DreadStormers (OOC)

Thanks Erick!
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Old 01-14-2021, 11:43 AM   #185
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Default Re: DreadStormers (OOC)

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Talent (Craftiness) 3 [15]; ... (Note: Swapped camouflage with filch, since it fits the setting more appropriately).
I wish I thought of that.

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Though I wish I'd indicated a difference between zorbani soldier and dreadstormer training.
Me too. I could justify a lot of things from Expert Skill (Dreadstorming), coded messages that can be done by hand, replacement tactics for the supplements, better plans than "shoot everyone", probably stuff I forgot.

One other thing; are lasers loud?

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Old 01-16-2021, 01:34 AM   #186
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Default Re: DreadStormers (OOC)

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I wish I thought of that. (...)
Hahaha, but Hua is pretty awesome at sneaking!

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I think we're ready to run the first meeting now.
Please let me know what you need for this. Also, I would like some insight regarding the new “windows”. What would I have to do in order to sneak to the meeting during each of these new windows?
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