Monday, December 30, 2013

Proposal: Emergency power generators are back on-line

Self-Killed -Larrytheturtle

Adminned at 01 Jan 2014 18:25:55 UTC

Add a new dynastic rule called “Power” and give it the following text

There is a communal quantity of electrical power tracked in the Captain’s row of the GNDT in a column called Power, defaulting to 0.
As a weekly action, a Survivor may Repair the ships circuits. When a Survivor Repairs circuits, they may substract from their Recollection and add the same amount to the communal Power.

Add a new dynastic rule called “Modules” and give it the following text

The ship has various modules. if a module has a Required Power attribute, it is considered Operational if and only if the communal Power is at least as high as the Required Power attribute.

Add a sub rule to the “Modules” rule called “List of modules” and add to it the following sub-rules: “Infirmary”, “Evil A.I.”, “Subspace Transceiver”

Add the following text to the rule “Infirmary”:

Required Power: 100

Add the following text to the rule “Evil A.I.”:

Required Power: 200

Add the following text to the rule “Subspace Transceiver”:

Required Power: 300




12-30-2013 17:26:10 UTC

I like the idea, but I’m not sure if we should be subtracting from Recollection so heavily.


12-30-2013 17:32:47 UTC


The Cube:

12-30-2013 18:04:27 UTC

imperial That was my thought too - maybe if the end values were, say, 1/5 of their value now? 20, 40, and 60 seem a lot more reasonable.  Either that or a different mechanic that doesn’t eat up recollection so heavily.

Clucky: HE/HIM

12-30-2013 18:15:17 UTC

against I like the idea, but don’t really get how spending recollection makes sense here.


12-30-2013 18:28:55 UTC

Maybe base it off of Recollection without spending it?


12-31-2013 08:58:27 UTC


Kevan: HE/HIM

12-31-2013 18:20:05 UTC



12-31-2013 19:48:51 UTC

against self-kill, revised version exists