726

(8 replies, posted in Saga of Ryzom)

Well, I must say that my interest in MMORPGs in general has faded, with the influx of different, traditional RP campaigns into my life (not least importantly, the Seed IRC game). For me, the Seed IRC game is the "Seed community" thing right now, and it would seem it could continue for a very long while.

I don't feel the need to get back into the very time-consuming world of MMOs, maybe ever. But I'll give a try to any truly RP-oriented games, like Adellion (but not URU), if I ever find myself with extra time again.

727

(659 replies, posted in Steambaths)

Okay, one hint and one question changed:

Hint: number 2 is a trick question.

New question 3: Who built the place, that the location of the image is a part of?

728

(659 replies, posted in Steambaths)

http://www.hut.fi/~thorttan/arvoitus.jpg

1. What is the game?
2. In which part of the galaxy is the location of the image?
3. How many different virtual reality locations are there in the game?

729

(659 replies, posted in Steambaths)

1. From left to right: John Hancock, Thomas Jefferson, Hoagie, George Washington.
2. Day of the Tentacle.
3. Maniac Mansion

730

(15 replies, posted in TAU Space Message Board)

The population reached 1200 today, and still nothing has been done to make sure we'll all be able to live in this tower! We're running out of time!

Mira - Association of Scholars

((This is the last message in this thread, dated two weeks ago.))

731

(15 replies, posted in TAU Space Message Board)

((A lot of arguing follows, concerning whether this and that project is more important than tackling the overpopulation. The proponents of the project include several members of the Association of Scholars as well as The Common Good as a whole. Also The Horizon presses the importance of looking into the future instead of living day-by-day, and thus give their support to the project. They are denied access to the research equipment for this project by the Association, though. In addition to the majority of the Scholars, The Watch is strongly opposed to the project.))

732

(15 replies, posted in TAU Space Message Board)

Those projects at least have produced some results instead of mere infeasible designs and far-fetched plans.

Alexandra - leader of Association of Scholars

733

(15 replies, posted in TAU Space Message Board)

I agree there must be more action on this matter! Researching medicines and new tools is all very important, but the floatbeds are our lifeline and the clock is ticking. There are several projects supported by Association of Scholars that are nothing but pet projects of the people doing them, and should be scrapped immediately for the favor of this pressing concern!

Such projects include:
The weather simulation project - we know the weather: it's bad
The advanced genome mapping project - what's the point of eugenics if people start dying of malnutrition?

Mira - handler of Association of Scholars

734

(15 replies, posted in TAU Space Message Board)

How can you be so sure this will happen? I, for one, have no reason to think TAU would create any more colonists than it's able to support. You people are just causing panic based on an unlikely scenario.

Batula

735

(15 replies, posted in TAU Space Message Board)

Hello.

I wanted to remind people of this problem and urge the Scholars to reinstate the research project on floatbeds. It's been two years and TAU hasn't slowed down the production of colonists. This problem will become reality.

Khitasang - leader of The Common Good

((The message has been timestamped one year ago.))

736

(15 replies, posted in TAU Space Message Board)

((What follows is a detailed discussion about different suggestions on how to solve the problems apparent in freeing us from the floatbeds. Many solutions are put forward and rejected as too resource-consuming, too risky or downright infeasible. Nevertheless, The Initiative, that later merges with Association of Scholars, starts a research project for building independent floatbeds. The project is cancelled a year later, as it's not produced any results.))

737

(15 replies, posted in TAU Space Message Board)

That's exactly why we must start thinking about this now!

Mbuku - The Initiative

738

(15 replies, posted in TAU Space Message Board)

You do realize what it would require to start producing food for 3000 people?

As for floatbeds of our own: floatbeds require a very sophisticated AI, to keep the process properly balanced. The chemicals must be administered, the nanobots coordinated and the state of the subject constantly monitored.

And even if we managed to substitute TAU, there's still the matter of constructing a massive complex for the new floatbeds. Where would we place this and where would we get the workforce and resources. Our resources are scarce as it is - a megaproject like this would jeopardice the stability of the Tower.

Aini - Tower Engineering Society

739

(15 replies, posted in TAU Space Message Board)

First, a simple calculation:

There are 480 floatbeds available for the Middle Cluster's mature colonists' resustenance.

Every colonist requires 3 hours of floatbed sleep each day to facilitate vital functions.

Thus the current floatbeds can sustain 24/3 * 480 = 3840 colonists.

The current population of the Tower is 213 colonists.

There is a new patch of 5 colonists every 3,7 standard days arriving to Floatbed Chamber Alpha (excluding the faulty floatbed column 6).

Thus, the milestone of 3840 colonists will be reached in (3840 - 213) / 5 * 3,7 = 2680 days.

The mortality of colonists will extends this time limit somewhat further, but it should be clear that there's going to be a serious problem in approximately 7 years of time.

Action must be taken to stop our dependency on those 480 floatbeds. Thus I call for discussion on how to accomplish this. We at The Initiative have come up with two classes of solutions: either reactivate our natural digestion and sustenance processes or build floatbeds of our own.

I stress the importance and urgency of this task. Seven years might feel like a long time now, but neither of these solutions is trivial.

Yours truly,
Mohale - The Initiative

((time stamp of this message is three years ago))

740

(45 replies, posted in Seed: The Second Chance)

Well, the first session is over, and it appears to have gone quite nicely. Tantavalist, Mir, and Esme, you're still welcome to join us if you like, though I must admit five players is quite enough of a chore.:)

741

(45 replies, posted in Seed: The Second Chance)

Let's use your skill system, Darkhawk.

742

(45 replies, posted in Seed: The Second Chance)

EDIT: Since tdb also had a problem with 18 GMT, we'll start at 18:30 GMT. (Erased earlier message.)

743

(45 replies, posted in Seed: The Second Chance)

Okay, first session will be held on Friday January 19th, at 18:00 GMT, unless someone objects. Please try to have some sort of a character concept by then (you can tell it to me on IRC).

744

(45 replies, posted in Seed: The Second Chance)

Tantavalist doesn't want to GM Seed, he says so on the previous page.

It's just that I prefer wo work some stories based on the individual characters into my games (not necessarily solo stories). With eight players I don't think I can give everyone equal attention.

745

(45 replies, posted in Seed: The Second Chance)

So the players so far are:

Darkhawk, Mehken, Norah, Dustman, Tantavalist, Mir, tdb, and Esme (I'm still sure I forgot someone...). That's eight players, and that's pretty many for one GM to keep entertained. It would be a pity, though, to have to refuse someone entry, though.

It was suggested on IRC that someone would take the role of a co-GM to ease my burden (Esme was suggested to this role). If anyone would like to take the role of another GM instead of player, please say so in this thread.

Or if someone has some other idea on how to help this situation, I'd be happy to hear it.

746

(45 replies, posted in Seed: The Second Chance)

Let's add tdb to the list of the interested.

747

(45 replies, posted in Seed: The Second Chance)

Hello. Here's a draft for the skill system to use:

The skill development system is basically the same as Seed's, and I'll keep track of it using the Seed Skill Tracker program. The skills, themselves, however, need heavy redefinition.

The GM makes all rolls and describes the outcomes to the players.

All skills have a range of 10 levels at the start, but the limit might be increased by research.

The repair skills:

Mechanical repairs
Electrical repairs
Structural repairs (old: Engineering)
Electronical repairs
Contamination cleaning

These are the basic skills you need to do any specific kind of repair job. They measure if you have the required knowledge to handle the task if given enough time. Every repair job involves rolling against at least one.

Juryrigging

If time is limited, another roll against Juryrigging is required to see if you were quick enough to finish the work on time.

Quality Assurance

After making the repair, a roll on Quality Assurance will determine if the problem will reoccurr later.

The rest of the tradeoff skills are excluded.

Medical skills:

First aid

Helps keep people from dying but won't heal any injuries.

Surgery

Enables the doctor to heal injuries.

ANY SUBFIEDLS FOR EITHER? MORE MEDICAL SKILLS?

Science:

There's a skill for every relevant field of science, such as:

Medicine
Mathematics
Biology
Physics
Chemistry

The skills are used whenever you try to remember information about something or find new information through research.

SUBFIELDS LIKE MICROBIOLOGY OR SOMETHING?

Production skills:

I'm not quite sure how to handle production... it's such a complicated thing in the original Seed and not very suitable for a traditional campaign due to the need of repetetive, complex resource handling.

Administration skills:

I'd rather not have any administrators in the campaign at all. Instead factories would be controlled by rings, as they practically did in Seed anyway. Not quite sure about the ingame mechanism for how they control them. Perhaps anyone can configure factories but it's a lot of work so whoever puts their time into it, can do it? Perhaps there's some sort of deals in place to keep people from fitting and refitting factories and thus wasting time.

Social skills:

In addition to traditional Seed skills, I thought we could add some social skills for handling the masses of NPCs present. Such as:

Argumentation

Used to convince others that your point of view is the most reasonable. Because these discussions can get fairly detailed and lengthy, and the common workers don't have time to listen to them day and night, this skill is generally used to convince leader types.

Populism

Used to convince the masses that your ring and your goals are worth their support. Because Seeds are generally smart they're not susceptible to obvious propaganda. Nevertheless, efficient marketing of your ideas becomes at least as important as the actual wisdom in them.

Leadership

Your ability to lead the people immediately around you, for example a damage control team in a complex repair effort.

Management

Your ability to manage the complexities that come with working together in a ring or project. Rolled to determine how efficient your underlings are in some task.

End words:

Please give your comments on how to improve this further.

I find it strange that you'd need a workshop to work with an apprentice but could still work alone wherever you want.

749

(16 replies, posted in Data Sets)

The paranoid attitude against TM was IC. The OOC reason to oppose TM was simply because I and Arash thought that they weren't opposed enough to make things interesting.

Oh, and we weren't so worried about TM stealing credit but for TM doing the work due to their overwhelming efficiency.:)

750

(16 replies, posted in Data Sets)

Tantavalist wrote:

Another suspicion confirmed... That Oluf's biggest problem with Arash and TM was that they had influence and he didn't. And I never said that the other Rings didn't have goals, just that TM was the only one doing anything concrete to work towards said goals.

Well, Neshor did organize the ringleader meetings and panel discussions, a very concrete way to work towards in-tower communication (one of KDS's main goals). (And no, most of the panels didn't have any kind of an anti-TM agenda.) Then there was the Canyon signpost project which we would have completed if we hadn't had large chunks of our work erased *twice* by a patch. (We didn't advertise the project publically, to keep The Mission from taking away our glory.)

And yes, Neshor's main concern was indeed that few people ended up doing the major decicions for everybody else. An extra bad thing was that the most likely candidates seemed to be single-minded fundamentalists.