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  • File : 1323486302.jpg-(24 KB, 590x307, drooones.jpg)
    24 KB Where the fuck is TG Quest? 12/09/11(Fri)22:05 No.17161163  
    Where the bloody hell did TG Quest go?
    I want to get back to talking to and/or killing Strahd.
    >> Anonymous 12/09/11(Fri)22:41 No.17161544
    Seriously OP you said there would be /tg/ quest.
    >> Anonymous 12/09/11(Fri)22:50 No.17161624
    While waiting for OP, want to turn this into another planning thread?

    While people might want some fancy new ships, I still think we should stick to the older plan of getting Requisition to steal for us a Tausennigan Thunderhead-class military fabber foundry. The materials, equipment, weapons, and armor that such a thing could manufacture would give us a great amount of power.
    What a Schlockverse fabber loses out to Federation replicators and Antaeus Creation Engines in nanoscale manufacture and versatility of what it can replicate, it more than makes up for in the ability to produce neutronium-powered weapons and armor.
    And that we could churn out a number of anti-vehicle anti-matter grenades with built-in shield penetrators to give out to our heroes.
    >> Anonymous 12/09/11(Fri)22:54 No.17161655
    >>17161624
    OP should've been here by now.
    He said there would be /tg/ quest. There is no /tg/ quest.

    I think a single vial of Holy water from Nethack would be useful. With that stuff, you can turn INFINITE amounts of water into holy water, and bless all your stuff.
    >> Anonymous 12/09/11(Fri)23:10 No.17161799
    Op must have died or something.
    >> Anonymous 12/09/11(Fri)23:18 No.17161848
    >>17161655
    Can you think of a conceivable way for TG Requisitions to get ahold of some of that?
    >> Anonymous 12/10/11(Sat)01:39 No.17163045
    You know, I've just recently finished rewatching The Real Ghostbusters and Extreme Ghostbusters, and didn't realize how much of an unwitting ladies' man Egon is throughout the series.
    If we get more lady specialists, I wonder if it'll come up.
    >> Anonymous 12/10/11(Sat)02:01 No.17163191
    >>17161163
    I feel like drawing a raunchy picture for /tg/quest. How about some delicious Lyla?
    >> Anonymous 12/10/11(Sat)02:16 No.17163278
         File1323501384.png-(165 KB, 318x693, Crimson_Dragoon.png)
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    >>17163191
    Lyla and a Delta Green.
    Delta Greens are currently wearing these Chinese stealth suits.
    Have him hold up an FFT Dancer's dress on a hanger.
    Lyla in her White Mage robes looking furious and saying "I will KILL you!"
    >> Anonymous 12/10/11(Sat)02:17 No.17163287
    >>17163278
    Or after Lyla's changed into the costume and the Delta Greens trying to get pictures.
    >> Anonymous 12/10/11(Sat)02:22 No.17163312
    I wonder what Elaine would be like.
    >> Anonymous 12/10/11(Sat)02:33 No.17163374
         File1323502418.jpg-(578 KB, 2676x1741, FFT - Jobs - Sexy Version.jpg)
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    >>17163278
    >>17163287
    Use this version of the Dancer's costume.
    >> Anonymous 12/10/11(Sat)02:36 No.17163383
         File1323502578.jpg-(281 KB, 774x1000, 1c3f66176779a394249d226941dc65(...).jpg)
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    Remember guys, that we get a discount on recruiting Agrias Oakes because we already have White Mages from her world.
    >> Anonymous 12/10/11(Sat)02:56 No.17163449
    >>17163374
    >>17163374
    male set?
    >> Anonymous 12/10/11(Sat)03:00 No.17163473
         File1323504039.jpg-(146 KB, 780x705, i did not raise a whore.jpg)
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    >>17163374
    Given how they are dressed they have all multiclassed as whore.
    >> Anonymous 12/10/11(Sat)03:06 No.17163495
    Guys, you know that Geomancer is on the other butt-end of the job tree, right? The other end that starts with squire and leads over to knight?

    I wonder how FFT summons would turn out in /tg/quest battles. Would they be like Aeons/Eidolons (FF10/13) or be one-shot attacks...
    >> Anonymous 12/10/11(Sat)03:07 No.17163498
    >>17163383
    I wonder if it's plausible for Star-Lord or Darius to learn off Agrias' holy sword moves.
    >> Anonymous 12/10/11(Sat)03:13 No.17163524
         File1323504836.png-(72 KB, 1022x630, FFT_Job_List.png)
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    >>17163495
    I know that, but I don't think that other people actually remember the pre-reqs for each job that they've been asking for.

    For example, you can't go into Time Mage from White Mage; you first have to get a few levels in Black Mage.
    To get to Geomancer, you have to start from Squire, go to Archer, go to Thief, then go to Geomancer.

    This is the problem with a lot of us; we don't do the required research to make sure that our ideas are actually feasible. Considering how much information OP has to wade through, the responsibility is on us that the things we request are at least Canonically supported or possible.
    >> Anonymous 12/10/11(Sat)03:18 No.17163542
    >>17163495
    We'll have to see how Meta Op wants to handle it.
    He seemed fine with the leapfrogging, at least with the benefits of the materials from Azalin's lair providing the magic upgrade. So not your typical upgrade path.
    >> Anonymous 12/10/11(Sat)03:19 No.17163546
    >>17163524
    I think we'd be blowing through 1-3 low-intensity worlds before Elaine or Lyla get geomancer. We'd best be trying to get Time Mage/Summoner at this rate.

    Mystic doesn't really provide much against what we are and will be fighting.

    If I recall correctly, Agrias is able to get geomancer OOB.

    The other thing we could plausibly do is get Disgaea/Nippon Ichi-multiverse grunts.

    (I bet Prinnies come dirt-cheap for TG requisitions. The only catch is getting enough Hero Scarves to stop them from self-destructing).

    Wait, that's a crazy idea --aside from Crazy Hassan's camels to drown the enemy in numbers, we could throw Prinnies at them instead. Since it's GOOD for Prinnies to be "punished" and "abused", it's a win-win situation!
    >> Anonymous 12/10/11(Sat)03:21 No.17163552
    >>17163542
    Yes. We'll have to see if he wants to allow leapfrogging due to Azalin's loot, have Lyla, Elaine, and the third White Mage working on Black Mage levels right now in order to get to Time Mage at their next level-up, or just say that they came with Black Mage levels and so can immediately go into Time Mage.
    >> Anonymous 12/10/11(Sat)03:23 No.17163557
    >>17163524
    However, OP has already stated that he was familiar with Time Mage, so I think he is aware of how the upgrade path normally works, and he's already applying the upgrade, so I assume the magical nature of our upgrade is just getting us where we need to go.
    Though I'd love it if the prereqs came with the deal.
    >> Anonymous 12/10/11(Sat)03:24 No.17163564
    >>17163546
    >I think we'd be blowing through 1-3 low-intensity worlds before Elaine or Lyla get geomancer
    Elaine and Lyla are supposedly working on getting Time Mage right now.

    Also, so everyone has come to consensus, then? No more going to linchpin worlds, eliminating their surrounding low-level worlds first in order to grind and level-up?
    >> Anonymous 12/10/11(Sat)03:27 No.17163582
    How much more until the Anateus-01 is completed? I was thinking of finding a way to make larger-scale mass-rifles (or other sorts of exotic weapons) for mechs and vehicles.
    >> Anonymous 12/10/11(Sat)03:28 No.17163588
    >>17163564
    After the ass beating we've taken here, yeah we need to do some lesser worlds.
    My main plan for that is to immediately begin tracking down Azalin once we can transition back to meta-space. Break out the quantum flux scans, the Auror scrying with the true name, and Farseers while in the meta near the horror sphere and see if we can get a lead on where he ended up.
    That should lead to some interesting encounters.
    >> Anonymous 12/10/11(Sat)03:29 No.17163603
    >>17163582
    We'll need to requisition Element Zero to make most Mass Effect gear.
    >> Anonymous 12/10/11(Sat)03:36 No.17163641
    >>17163582
    We don't know.
    Also, it's unknown if the Antaeus' Creation Engine is up to the task of creating mass rifles.
    They might require special exotic materials that only Sandmen under an Etoil's control can make.
    Nanorobot constructors do not guarantee that anything and everything can be made.
    >> Anonymous 12/10/11(Sat)03:37 No.17163644
    >>17163603
    I believe he's referring to the Sandman Mass Rifles, the ones that fire micro-black holes. They don't use Element Zero.
    >> Anonymous 12/10/11(Sat)03:38 No.17163648
    >>17163641
    What are our upper-limits to fabrication then?
    >> Anonymous 12/10/11(Sat)03:39 No.17163656
    >>17163644
    Yes, this.
    >> Anonymous 12/10/11(Sat)03:39 No.17163659
    >>17163644
    Huh, missed that adventure, since they had ME armor I just assumed the black-hole guns were too.
    >> Anonymous 12/10/11(Sat)03:44 No.17163691
    >>17163648
    The original Antaeus cruisers could manufacture planes, tanks, hovercraft, helicopters, missiles, laser cannons, machine guns, small vehicle-scale cloaking devices, and nano-repair modules.
    It can't create exotic materials because either it can't create the necessary molecules because of missing elements, or because the manufacturing process of the material requires that certain forces be acted upon it and it can't be simply assembled.

    Same thing with Federation replicators; they can't create certain materials, and the object they create can't be too complex because of errors in the assembly process.
    Schlockverse fabricator foundries can make a lot of materials that Creation Engines and Replicators can't, simply because they have the gravitic systems needed to compress matter into neutronium.
    >> Anonymous 12/10/11(Sat)03:45 No.17163694
    >>17163641
    Programming and designing aside, a creation engine is a cornucopia machine. It you can provide the base materials, it could make it, up to 'large vehicle' size.

    A schlockverse fabber is similar, but adds in other fabrication techniques, and most improtantly intense gravitic systems to manipulate matter. Allowing them to make high density materials and neutronium annie plants.
    >> Anonymous 12/10/11(Sat)03:45 No.17163698
    >>17163659
    >Huh, missed that adventure, since they had ME armor I just assumed the black-hole guns were too.
    Read back through the archives. Who knows what else you've been assuming that's completely wrong.
    >> Anonymous 12/10/11(Sat)03:49 No.17163720
    >>17163659
    You'll need to read parts 6, 7, and 8, concerning the situation we had at the Mulder Building and how we lost our first Hero character.
    >> Anonymous 12/10/11(Sat)03:51 No.17163730
    >>17163691
    Correct.
    Except that replicators can create highly complex technological items.
    Even when the item being created is not understood by Star Trek science. Like when Quark put in the luck gambling machines, not knowing that they literally effected probability, when he simply took the small original machine and told the computer to replicate bigger versions to mount on his tables.
    >> Anonymous 12/10/11(Sat)03:54 No.17163755
    >>17163720
    >>17163698
    Yeah, I joined on just after that debacle.
    Glad I was able to help with the anime/starwars SUE world.

    ME2 has a singularity firing weapon, it was an easy mistake to make.
    >> Anonymous 12/10/11(Sat)04:08 No.17163821
    >>17163730
    Yeah, they can make what we consider to be fairly complex technological items, but replicators don't have the resolution necessary to manipulate things at the quantum level. Errors at the quantum level build up; in most things it's not a problem, but certain high-precision (by Federation standards) equipment can't be replicated, nor can actual living things. Certain foods, because of the quantum errors, actually become poisonous.
    >> Anonymous 12/10/11(Sat)04:35 No.17163961
    >>17163821
    Replicators build matter at the quantum level, though there are certain elements, refined materials, and organic compounds they cannot reproduce.
    >> Anonymous 12/10/11(Sat)04:41 No.17163987
    >>17163961
    They build matter at the atomic and sub-atomic levels but the patterns that they hold are at the molecular level.
    Replicators leave single-bit errors in replicated material, and can't replicate things with complex quantum patterns such as living things, dilithium, or latinum.
    >> Anonymous 12/10/11(Sat)05:56 No.17164339
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    >>17163498
    >I wonder if it's plausible for Star-Lord or Darius to learn off Agrias' holy sword moves.
    They might be able to do the physical moves, and the magic swords will help, but I don't think they can channel holy energy like Agrias.

    Now, pros and cons of recruiting Agrias:
    Pros - Good melee, able to wear heavy armor (especially versions made with super-alloys), holy energy attacks, able to take on other FFT jobs with training, and we can get her at discount.

    Cons - No real technological, scientific, or magical training or expertise. She would be just another melee Hero.
    >> Anonymous 12/10/11(Sat)08:12 No.17165096
    >>17164339
    Could you go check the already-opened bits of her job tree? Most of her holy attacks are ranged *just enough* that they're longer than sword/spear's length.

    Not as far as guns/bows, but there' still some reach.
    >> Anonymous 12/10/11(Sat)13:15 No.17166832
    >>17165096
    IIRC, her lightning sword move had no vertical limit, so if she gets anywhere near to being underneath a flying target, it can get walloped.
    >> Anonymous 12/10/11(Sat)17:49 No.17169489
    >>17163987
    That's not why, where are you getting this information?
    >>17163961
    is correct.
    Active organic compounds, certain compounds need different refinement or manufacturing than it can provide, and some exotic elements.
    And active organics isn't a hard and fast rule, they managed to replace Worf's spine though an experimental procedure.
    And somethings, while it can't produce them directly, it can make the components that go into them.

    You're so called single bit errors are just signs that someone with the right gear and knowledge might be able to tell something was replicated, and is related to why certain complex molecules can't be replicated. Though that is an atomic scale problem, not quantum. You could call the inability to create certain elements a quantum issue, but sub-atomic is more accurate.
    >> Anonymous 12/10/11(Sat)18:16 No.17169816
    >>17169489
    >That's not why, where are you getting this information?
    http://en.wikipedia.org/wiki/Replicator_(Star_Trek)
    >> Anonymous 12/10/11(Sat)18:27 No.17169933
    Someone wanted artillery right?

    We could buy a VB-6 Konig Monster (Macross) and replace it's overhead and arm-mounted weapons as needed, and bolt on extra equipment.

    With the Ex-Gear installed in the cockpit, it takes only one pilot to man this artillery.
    >> Anonymous 12/10/11(Sat)18:53 No.17170224
    >>17169933
    We're looking at grabbing a Macross Quarter as a 'smaller' ship choice. Ordering some VB-6s at the same time should come at a discount since it normally carries those.
    >> Anonymous 12/10/11(Sat)19:03 No.17170311
         File1323561787.jpg-(57 KB, 362x263, VB-6.jpg)
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    >>17170224
    >>17169933
    The Konig Monster is one of those things that exist in the Macross universe that I wish we had in Robotech.
    All the awesome of the MAC-II, plus it can fukken transform and fly!

    MAC-III isn't terrible, but the VB-6 really is the better successor to the lineage.
    >> Anonymous 12/10/11(Sat)19:24 No.17170479
         File1323563058.jpg-(29 KB, 600x450, VB-6 Come at me bro.jpg)
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    Hopefully we'll see OP today, but if not that's cool.
    I've been an overworked game master, I wish burn-out on no one.
    >> Anonymous 12/10/11(Sat)19:25 No.17170490
         File1323563158.jpg-(59 KB, 844x424, Paladin.jpg)
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    >>17163383
    I'm not familiar with Agrias's abilities, but isn't she just a smite-spamming paladin? One of those may well be useful, but we have two entire squads of them already, the Knights Inductor.

    At the moment, I'm thinking we could use the following heroes:
    A Hero that is skilled at defending other troops under our command.
    A Hero that can help with magical training, if many of our spellcasters survive this world.
    A Hero with uncanny intuition, or other Plot-o-vision*.
    A Hero that is essentially "Bullshit hax engineer"*.
    And, anything that can raise the corpses of the dead back to life.

    *Commander Data is bound to be useful for the uncanny plot-o-vision and bullshit engineering hax. Once we get the Antaeus and other manufacturing facilities, he should stay in orbit and apply said hax.

    For a Hero with Defense and Resurrection: Any WC3 Paladin of level 6 or more works. Should be cheap considering there's a lot of out-of-a-job paladins in the setting after Arthas razes Stratholme.
    >> Anonymous 12/10/11(Sat)19:50 No.17170686
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    >>17170490
    I'd say additional White Mages for personal defenses and rez.
    For a combat magic character, I've been looking at the Mentor from Orcs Must Die!, supposedly a more skilled, experienced, and disciplined version of what the hero can do, with a bad spot of luck in the opening credits.
    Not sure about uncanny intuition, I mean, we have a team of Farseers now dedicated to that task.
    We could use some more engineering mojo, mainly a fabber for more construction options. On a personnel side, I was thinking about trying to bring on a team of Gavs (or try for a gate-clone of Kevyn which could be an impossible task) and Rory Swann (though he might be unavailable as plot-important in the future releases damn), the engineer from the Hyperion in SC2 (and hopefully the full set of those armory techs). I feel the need for an ornery dorf-y tech engineer to wrangle our fabrication needs.
    As for rezing, we've got Raise, RED, and Nannybags. Anything more than that starts to need serious magical mojo.. or backups.
    >> Anonymous 12/10/11(Sat)20:00 No.17170749
    >>17170490
    If we grab the paladin, a Staff of Negation (Spammable Area of effect dispel that also harms summons) will come in handy. Any of the Aura items will be useful too, especially the drums that give +10% damage to everything, the flute that gives +10% damage to ranged units.

    >>17170686
    More white mages is a good choice.
    I'm not familiar with Orcs Must Die!, so I'll need to read up on that.
    Between Data, Egon, and the Farseers, we do indeed have enough plot-o-vision.
    A group of X-com engineers would have a lot of use. Cloaking devices for everyone!

    The good thing about WC3 paladin raise is that it's area-of-effect, it works on Mechanical, and it works any allied unit that leaves a corpse.

    Suppose you have 4 wrecked destroids and 2 wrecked madcats. The paladin comes in, pops res, and now you have 4 fully healed destroids and 2 fully healed madcats. Assuming the destroids and madcats work anything like War Golems, of course.
    >> Anonymous 12/10/11(Sat)20:01 No.17170753
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    >>17170490
    Here's a list of Agrias' Job skills.
    They give her a little more range than just her sword, but nothing like an actual gun or phaser.

    http://finalfantasy.wikia.com/wiki/Holy_Knight

    More magical healing and in-battle resurrection is always useful. If a WC3 paladin of the appropriate skill level is available, we should definitely discuss it further, in the context of what else we need, of course.

    The Farseers, the Aurors, and the Psions to a limited extent have given us pretty good plot-direction so far.
    >> Anonymous 12/10/11(Sat)20:03 No.17170775
    >>17170749
    >Assuming the destroids and madcats work anything like War Golems, of course.
    Probably won't work, because the mechs aren't magical constructs so don't have the magic circuitry that can be rebooted.

    But I don't think it'll be a problem once we get the Antaeus back, what with its Scarabs equipped with nanomachine repair modules.
    >> Anonymous 12/10/11(Sat)20:20 No.17170916
    Where did OP disappear to, anyway?
    >> Anonymous 12/10/11(Sat)20:28 No.17170982
    >>17170490
    You can multi-class Agrias too, you know. Like, give her samurai or ninja, or GEOMANCER.
    >> Anonymous 12/10/11(Sat)20:37 No.17171059
    >>17170982
    Yeah, but then we also have to level her up though.

    We've been doing okay so far in terms of how long it takes us to resolve each world we come to, but we don't exactly have forever in which to grind. Besides the fact that as each world is resolved, we can't go back repeatedly to grind on it, and resolving linchpins like this one will eliminate multiple worlds that we could have used to grind on, the march of time in the Meta continues.
    Our enemies in the Void Engineers and in the different flavors of Chaos have had a month already to dig in and consolidate their power. The more time we give them, the stronger they become, as well as closer to acquiring another S.T.O.B.
    >> Anonymous 12/10/11(Sat)20:38 No.17171066
         File1323567517.gif-(1.1 MB, 400x224, 1304039534862.gif)
    1.1 MB
    >>17169933
    >>17170311
    >>17170479
    >VB-6 Konig Monster
    >MFW
    >> Anonymous 12/10/11(Sat)20:44 No.17171107
    >>17171066
    Anyone else been getting cloudfire shouting 'Website Offline, No Cached Version Available' at you for random images the last couple days?
    >> Anonymous 12/10/11(Sat)20:45 No.17171113
    >>17171107
    Can't say that I've gotten those errors, but I have periodically gotten the 'Website is unavailable' CloudFire messages when trying to post.
    >> Anonymous 12/10/11(Sat)20:47 No.17171124
    >>17171059

    Dude.

    >>Also, so everyone has come to consensus, then? No more going to linchpin worlds, eliminating their surrounding low-level worlds first in order to grind and level-up?


    We already agreed to grind for exp and money.

    >>17171066

    VB-6 Konig Monsters... modified with all sorts of weapons.
    >> Anonymous 12/10/11(Sat)20:48 No.17171131
    >>17171107
    >>17171113
    Was getting some of those last week. Only thing that's been happening to me lately are posts just not going through.
    >> Anonymous 12/10/11(Sat)20:49 No.17171132
    >>17171113
    Yeah, those have been happening for a week now.
    The image thing is really starting to annoy me. Cleared my cache several times over and flushed various settings, but whatever images it does it to me for I can never see, while others still work fine.
    I can't get to the above image for example, can you?
    >> Anonymous 12/10/11(Sat)20:58 No.17171190
    >>17171124
    I don't remember agreeing to that.
    "Grinding for XP and money" isn't a very Transpace Guard thing to do. Saving worlds is well and good, though.

    Plus, there's nothing preventing us from going to a "stable" world, looking at it, and sending a Drooooone down to check it. It's likely there are still SUEs and Crossovers. Not enough of them to make reality shit itself, but they're there.
    C&C world
    Fallout world
    Shadowrun world
    Dark Matter world
    Horrible crossover US Deathstar world
    Middle Earth
    and the Horror world
    Of the 7 of these we've visited, 6 had crossovers, 4 had SUEs. Stabilising reality won't make existing factions and SUEs immediately vanish, though it DOES prevent them from making reality shit itself.

    It is our job to fix this shit, after all.
    >> Anonymous 12/10/11(Sat)21:01 No.17171213
    >>17171190
    We need to get our shit together first before we get our asses kicked horribly again.
    >> Anonymous 12/10/11(Sat)21:01 No.17171214
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    >>17170749
    Basically a bunch of combat spells, magic weapons, and the ability to summon/remove traps. Focus on tactical usage to hold off and grind away great mutherin' hoards of enemies, fastidiously protecting the portals to his homeworld. Seems like he'd integrate well with our combat teams.
    >> Anonymous 12/10/11(Sat)21:07 No.17171274
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    >>17171213
    >>17171190
    Aye, we need to work on saving some 'smaller' non-lynchpin worlds for a bit after this. Save some little guys while we work on training and funding before going right after a big one again.
    We've been getting torn up constantly here, last time at least we got loaned a lot of gear and had a solid plan. Here there are a lot of things we don't know until we're in the shit, makes our planning hard, and we're stretching our resources hitting several places at once.
    >> Anonymous 12/10/11(Sat)21:11 No.17171300
    >>17171214
    There's a certain FFT class skill that detects traps.
    >> Anonymous 12/10/11(Sat)21:18 No.17171369
    We need whatever device allows this.

    http://www.youtube.com/watch?v=TR9E5apzw-U

    Time travel through multiple phases in time, ignoring paradoxes like a boss.
    >> Anonymous 12/10/11(Sat)21:19 No.17171376
    What Worlds could we visit to gain practice, useful loot, and beef up our forces?

    Worlds most useful to us are ones with tons of BullshiTechâ„¢, Wizard fights, or Spaceship fights.
    For BullshiTech, we could go with Star Trek, D&D, the Schlock Mercenary canon, or Sid Meier's Alien Crossfire.
    For Wizard Fights, that's Magic: The Gathering, D&D, any Roguelike, and World of Darkness.
    Arcanum has elements of both.
    For Spaceship Fights, the folks at EVE have been at it for a damn long time. Macross, Starcraft and Master of Orion also have merit.
    Particular note of spaceship places to avoid:
    Marathon's universe, the System shock universe and Halo's universe. Durandal, SHODAN and the Gravemind are terrifying motherfuckers.

    If we decide to fully repair worlds that are already stable in order to gain more XP and Cash, then we've got 40 planets in the sector. We can choose which one to go to (if that canon exists here), based on what we want to loot or gain experience in fighting against.

    So, which worlds would be worth visiting?
    >> Anonymous 12/10/11(Sat)21:21 No.17171401
    >>17171376
    We can let TG Requisitions deal with the problems of trying to acquire the loot that we want.
    Any Canon has loot that we want (Star Trek, Schlockverse, Forgotten Realms) will inevitably have forces that can fight back against us, hard.
    I thought we wanted worlds that we can essentially steamroll, where we can harden our units in combat with minimal risk of loss.
    >> Anonymous 12/10/11(Sat)21:30 No.17171488
    >>17171376
    The low-intensity worlds on the chart, of course.
    >> Anonymous 12/10/11(Sat)21:31 No.17171494
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    >>17171376
    We don't pick and choose known worlds, we investigate the worlds in our sector and fix them up.
    We're just talking about looking after those for a bit before we hit the next Linchpin Hardmode world. 'cause we're just getting the shit slapped out of us here.
    >> Anonymous 12/10/11(Sat)21:32 No.17171504
    Why do we not have a single lightsaber?

    We bothered to go get an ancient elven sword forged out of low-grade steel, but not a blade made out of plasma?
    >> Anonymous 12/10/11(Sat)21:34 No.17171529
    >>17171504
    We have a lightsaber, several in fact.
    But no one is trained to use them, or has the powers of the Force that would help in wielding them.
    >> Anonymous 12/10/11(Sat)21:35 No.17171537
    >>17171376
    Or the Star Control universe. One exists here somewhere since the Orz came from it.

    >>17171401
    Good point that the best loot is guarded by the toughest monsters, and can be acquired by other branches of the Transpace Guard.
    Have the Transpace Guard's requisition office get copies of $Local_wikipedia_equivalent from Star Trek, the Schlockverse, Sid Meier's Alpha Centari, and Shadowrun. Lots of technology to be had from those.

    >>17171504
    We left them on the Executor Super-class Star Destroyer that we looted.

    >>17171494
    If we're going over worlds in the Already-stable sector, then we might get a choice of which worlds to take. It'd make sense to work out which world to take now, rather than spend 8 hours arguing.
    >> Anonymous 12/10/11(Sat)21:36 No.17171540
    >>17170490

    >Bullshit Engineering Hax

    We could draw upon the Starcraft canon again for this one, if we really wanted a dedicated specialist. In Starcraft II, the engineer/science guy on the Hyperion is Egon Stettman (no relation to Egon Spengler); canonically, he was capable of reverse-engineering a lot of Protoss tech to make microfactories on the Hyperion and other buildings, amongst other things. He was also able to learn enough from Zerg regenerative capabilities to create nanobots that can slowly repair tanks, gigantic battlecruisers, and all manner of vehicles.

    While these technologies themselves aren't that impressive from our standpoint, those tech tree items are practically unheard of in the SC universe. Given the resources and exposure, Stetmann could be a solid choice for engineering hax.


    Also, this has been mentioned before, but someone pointed out that nearly all of our troops outside of the Reasonable Marines are all spec-ops. We may need to get more troops that are front-up assault types.
    >> Anonymous 12/10/11(Sat)21:38 No.17171557
    >>17171504
    A) A lightsaber isn't plasma. They're high intensity 'laser' light that is bent back on itself through the power of the focusing crystals. No, it doesn't make scientific sense, take it up with Lucas.
    B) We apparently have a couple, but we don't want anyone slicing their own limbs off. We've considered lending Star-Lord one numerous times, but he's never received it.
    >> Anonymous 12/10/11(Sat)21:39 No.17171569
    >>17171540
    >We may need to get more troops that are front-up assault types.
    But if we're going into stable or near-stable worlds to beat up on smaller threats, then the TG restrictions on force and Meta-contamination will be even greater.
    We'd be able to field less of our teams in such cases, not more.

    We only get away with using overwhelming force because the Meta-contamination on high reality distortion worlds is enough that our forces won't make a significant difference and because we need the firepower.
    >> Anonymous 12/10/11(Sat)21:43 No.17171590
    I support this thread
    >> Anonymous 12/10/11(Sat)21:43 No.17171594
    >>17171540
    We already have two Science! heroes, Spengler and Data. No need to take a 3rd. Starcraft's bullshitech is pretty tame in comparison to some others, since Protoss runs on Psi (i.e. Magic) and the most impressive thing the Terrans have is cloaking, which we can already make thanks to our Apocalypse scientists, and the Yamato gun, which we already have better than.

    >nearly all of our troops outside of the Reasonable Marines are all spec-ops.
    Not surprising, considering nearly all of our missions are spec-ops. We do have the usual compliment of Kick-the-door-down-blow-up-the-building forces, though.
    >> Anonymous 12/10/11(Sat)21:45 No.17171610
    >>17171594
    You want high-end conventional troops, right?

    Spec-ops are excellent for the small quantities that low-intensity worlds require.
    >> Anonymous 12/10/11(Sat)21:48 No.17171643
    >>17171569
    >>17171540
    Our KI were also chosen as a 'special operations squad', that's why we chose them over a heavy squad.
    We are a SpecOps group and organization, we don't need or want any more up-front units.
    We may want some more artillery and troop-transport options, but that goes with our preferred 'fight smarter, not harder' style.

    I don't see Stettman figuring things out better than our X-Com Scientists. Would rather we had Swann, unfortunately both are still likely tied into future canon for SC, so we probably can't have them. Would be nice to get their tech tree though.
    >> Anonymous 12/10/11(Sat)21:55 No.17171723
    >>17171643
    Our spec ops squads keep getting thrown into conventional army situations. Meat grinders.
    >> Anonymous 12/10/11(Sat)21:55 No.17171726
    >>17170490

    >Magic Training

    If we're looking for someone to instruct the FFT people we have, we could consider recruiting FuSoYa from FFIV. He's got a HUGE repertoire of both black and white magic, and he's experienced in combat. We'd essentially be recruiting a very high level black mage and white mage for the price of one (or 1.5? I dunno). Although like most mages, he is rather fragile. Also, if you ignore The After Years, he's in a rather non-critical plot state right now.

    I dunno who we'd get for FR/D&D casters, though. All the ones I know are either legendary or hilariously evilly disposed.
    >> Anonymous 12/10/11(Sat)21:58 No.17171770
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    >>17171594
    For straight-forward steamrollering, we have:
    Mechs. Not many, but enough. Any situation where we're prepared to investigate enemy armies with our face, we'll deploy Mechs (and hopefully remember to use the transport that they can all fit in, this time).
    Starship Troopers' Mobile Infantry.
    District 9's Prawn suits.
    2/3rds of an X-com veteran squad.
    the Knights Inductor, as mentioned.
    BLU Team. Not the strongest, but if you've got a meatgrinder that needs 9 psychopaths thrown into it repeatedly, then you call BLU Team.

    We don't have a field army, and if we ever get in a situation where we'd NEED a field army, we pull the fuck out and glass the place from orbit.

    >We may want some more artillery and troop-transport options
    Grab an Ion Cannon from Command and Conquer, or a Yamato cannon from Starcraft. Can pierce a bunker from space. We reverse engineer it and strap it to our existing spaceships, then suddenly, artillery.

    More troop transport options: Very yes. Pictured is a 60 x 60 x 12 meter slab of metal that travels at Mach 7 (9000 kilometers per hour) of Vtol. Can take 20 Sidewinders to force one down. Best of all? Xcom just leaves them lying around the place.
    >> Anonymous 12/10/11(Sat)22:00 No.17171792
    >>17171723
    What, like Raccoon City? The only such situation we had so far?
    And if we had used a conventional force, we would need hundreds of soldiers, and the logistical problem of getting them to the conflict zone, keeping them supplied, the strain on our medical technology, and finally the matter of pay.

    All of these people are in our employ, and they demand to be paid for their services, and their lives if necessary.
    >> Anonymous 12/10/11(Sat)22:01 No.17171797
    >>17171770
    20 sidewinders is a really low number of durability compared to the firepower we already field by comparison.
    >> Anonymous 12/10/11(Sat)22:05 No.17171850
    >>17171723
    >Our spec ops squads keep getting thrown into conventional army situations. Meat grinders.
    Let's see whether this is true.
    Command and Conquer world:
    We came up against Visceroids, and had our MI deployed at the time.
    Shadowrun world:
    Teleport-and-assassinate mission
    Fallout world:
    We came up against an enemy army, and promptly flattened it with mechs and airforce.
    Dark matter world:
    Spec ops gonna operate specially
    Horrible US Deathstar Darth Thermonucleus world:
    FUCK IT DEPLOY EVERYTHING
    Rivendell:
    Spec ops operated specially
    This world:
    Silent Hill:
    Spec ops will continue to be deployed and function in a manner that is unlike conventional warfare.
    Transylvania:
    We don't know yet if this is a kick-the-door-down type mission
    Zombies:
    Deployed as many mechs as we could fit, got our asses whooped, should've sent more mechs.

    So, yes, we do come up against meatgrinders quite a lot. Feel free to suggest more mechs as they would be potentially useful.

    >>17171797
    How much punishment can a Leopard or an Overlord take?
    >> Anonymous 12/10/11(Sat)22:07 No.17171865
    >>17171850
    Fucktons more than 20 sidewinders, for sure.
    20 sidewinders is barely anything against Btech dropships.
    >> Anonymous 12/10/11(Sat)22:08 No.17171881
    Where the fuck is Abaddon/Murderrape Quest?
    >> Anonymous 12/10/11(Sat)22:14 No.17171930
    >>17171881
    Damned if I know.
    >> Anonymous 12/10/11(Sat)22:15 No.17171941
    I have an itchy feeling that Japan is gonna be the send-all-the-mechs-and-ships fight, where sending in infantry/specops would just be free frags.
    >> Anonymous 12/10/11(Sat)22:17 No.17171950
    >>17171941
    If we can get a TV large enough to send the Mechs into the Persona dungeon(s), then truly it will be a glorious day.
    Firstly: We will rid the world of a great menace.
    Secondly: We will deliver a truly immense curb stomping
    Thirdly: We will loot a truly bitchin' TV set for the rec lounge.
    >> Anonymous 12/10/11(Sat)22:17 No.17171953
    >>17171941
    I have a worse feeling that every ounce of firepower we have will be useless in Japan.
    >> Anonymous 12/10/11(Sat)22:21 No.17171986
    >>17171953
    Walpurgis Night starts throwing buildings at us like they're chaingun rounds.

    And then mass TK shenanigans.
    >> Anonymous 12/10/11(Sat)22:24 No.17172002
    >>17171986
    I wonder if anything's happening in the Middle East. The Eldritch horrors from the Old Testament, which may damn well be the oldest horror story still being circulated, might exist there.
    >> Anonymous 12/10/11(Sat)22:26 No.17172037
    >>17172002
    No.
    Let's see if I can remember the seven locations.
    Silent Hill.
    Zombie Land.
    Mountains of Madness.
    Transylvania.
    Japan.
    England.
    Midwest.
    >> Anonymous 12/10/11(Sat)22:28 No.17172049
    >>17172037
    The last three we haven't even been told what the probes found, except for Japan which the probe found itself destroyed trying to get there.
    >> Anonymous 12/10/11(Sat)22:29 No.17172056
    >>17171865

    If we go by MW4 standards, an Overlord is tough enough to take warrant sending 4-5 lances of assault mechs to take down (20ish assault mechs). It's pretty tough for a dedicated dropship.

    Leopards can take a beating, but usually don't try to engage lances of mechs unless it's absolutely necessary. That's my impression of them anyway.
    >> Anonymous 12/10/11(Sat)22:33 No.17172089
    >>17172049
    We lost contact with the probe, but that doesn't mean it was destroyed.
    The Midwest was Zombie land.
    I wonder what we'll find in England?
    >> Anonymous 12/10/11(Sat)22:37 No.17172116
         File1323574639.jpg-(212 KB, 1436x1109, Battletech Drop ship - Mech co(...).jpg)
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    >>17172089
    No, zombie land was Pennsylvania.
    Midwest is still enshrouded and unknown.

    >>17171850
    >>17172056
    Here's something to get an idea of the scale of the Overlord and Leopard.
    >> Anonymous 12/10/11(Sat)22:39 No.17172129
    >>17172116
    No, the American Midwest was handled when we nuked Raccoon City with a dialed down photon torpedo.

    http://suptg.thisisnotatrueending.com/archive/17095963/#17100289

    The mists have been cleared from all of America.
    >> Anonymous 12/10/11(Sat)22:46 No.17172177
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    >>17172037
    >Japan
    Lifa Tree from Final Fantasy 9 causing mist/fog for that entire section of the world. Spawning monsters and shit directly from the mist.

    Then add various horrors set in Japan... every TV there is now playing The Ring?
    >> Anonymous 12/10/11(Sat)22:46 No.17172180
    >>17171986
    I thought we don't need anymore mechs or artillery, just more additions to magical troops and powered armor.
    >> Anonymous 12/10/11(Sat)22:48 No.17172201
    >>17172180
    More artillery couldn't hurt. It's been pointed out that we DO end up in a few meatgrinders, so surface-to-orbit weapons that are accurate to within 10 meters would help a lot.
    >> Anonymous 12/10/11(Sat)22:49 No.17172207
    >>17172201
    Are we going for a trio of Konig Monsters that we are going to frankenstein 40k weapons or whatever onto them?
    >> Anonymous 12/10/11(Sat)22:51 No.17172223
    >>17172129
    Right, so.. what was the seventh one again? It seems I've forgotten.
    >> Anonymous 12/10/11(Sat)22:52 No.17172232
    >>17172223
    I don't know. I wonder what's making all the mists over Asia and Africa, though.
    >> Anonymous 12/10/11(Sat)22:55 No.17172258
    >>17172180
    >>17172201
    People have pushed for a little more ground based artillery for when we can't fire from orbit. We have pinpoint accurate space-based weapons, we just can't always use them.
    VB-6s are a nice answer to that, because they can fly themselves wherever, and we can use them in space combat as well.
    >> Anonymous 12/10/11(Sat)22:55 No.17172266
    >>17172207
    >Are we going for a trio of Konig Monsters that we are going to frankenstein 40k weapons or whatever onto them?
    Forget 40k weapons, put some Known Space Slaver disintegrator weapons on one!
    >> Anonymous 12/10/11(Sat)22:56 No.17172271
    >>17172232
    Apparently just two on the east coast were enough to count for all of america, so hard to say.
    >> Anonymous 12/10/11(Sat)23:04 No.17172345
         File1323576289.gif-(114 KB, 800x632, vb-6-konig-gerwalk.gif)
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    >>17172207
    >>17172266
    Guys, it already has some serious firepower.

    >- Armament -
    Guns:
    4 x Shinnakasu/Vigors 320 mm rail guns; the railgun is capable of precision fire to a range of more than 100 km when utilizing self-guided warheads; reaction warheads available (mounted dorsal section in Destroid/GERWALK modes, stowed rear dorsal section in Shuttle/Bomber mode)
    1 x 30 mm small-bore Anti-Air Anti-Ground vulcan gun (mounted forward chest section in Destroid/GERWALK modes, aimed forward in nose section in Shuttle/Bomber mode).
    Bombs & Missiles:
    2 x Raytheon/Shinnakasu 3-barrel Anti-Ground Anti-Ship Heavy Missile Launchers; (mounted in arm sections facing rearward in Destroid mode, forward in GERWALK mode, stowed port/starboard of center dorsal section in Shuttle/Bomber mode); missiles capable of firing in Shuttle/Bomber mode by extending missile launcher units or extending two rear auxillary barrels; anti-ground anti-ship missiles are normally loaded; option of multi-warhead, reaction warhead missiles and other missile types.
    2 x High-Speed Anti-Air Anti-Ground Close-Range Small High-Maneuverability Missile Launchers, to fire arm unit missiles in Shuttle mode (mounted in mid outer arms in Destroid/GERWALK modes, mounted in rear dorsal section in Shuttle/Bomber mode)

    We might consider loading in different warheads, through these are considered serious heavy hitters.
    >> Anonymous 12/10/11(Sat)23:06 No.17172357
    >>17172345
    The railguns can lock onto multiple targets and was able to put the hurt on Battle Galaxy.
    >> Anonymous 12/10/11(Sat)23:14 No.17172417
         File1323576848.gif-(88 KB, 1000x310, battle13-carrier.gif)
    88 KB
    >>17172357
    >Battle Galaxy
    >Google
    >Battle Class Stealth Space Attack Carrier
    >Length, overall: 1,681 m
    >Variable Mecha: 450 x variable fighters, including VF-11C Thunderbolt, 3 x VF-17 Nightmare, possibility of few x VF-19 Excalibur/VF-22S Sturmvogel II.
    >Other Craft: 250 x attack craft; 9 x bombers; 60 x reconnaissance craft; 18 x transport craft; 12 x liaison craft.
    >Stealth Carrier

    WANT
    >> Anonymous 12/10/11(Sat)23:17 No.17172446
    >>17172345
    >1 x 30 mm small-bore Anti-Air Anti-Ground vulcan gun
    Replace THAT with the Slaver Disintegrator. A small caliber dual barrel one with one positive and one negative beam. When Speaker-to-animals fired his in dual mode in Ringworld how big of an explosion did it create?
    >> Anonymous 12/10/11(Sat)23:19 No.17172466
    >>17172417
    Wrong picture, wrong stats.

    Battle Galaxy is all VF-27's and Ghost V-9's.
    >> Anonymous 12/10/11(Sat)23:29 No.17172543
    >>17172417
    Not bad, but we can get cloaking devices for the Storm and the Relentless as well, so it's not that unique.

    Besides, if we're going to get a carrier, we should get a TG carrier. That way it'll come with a Transpace drive and be designed to be Meta-compatible and modular.
    >> Zeta Zaku 12/10/11(Sat)23:30 No.17172551
    >>17172417
    By that era, most every NUNS ship was stealth, though it never really came up in the show. The only one that ever made dedicated use of it IIRC was the Valhalla III, and that's pretty much outclassed by the Macross Quarter in every area as an independent ops ship.

    Battle-class are monstrously powerful flagships, but we already have the Executor for that. There's probably nothing a Battle can do that the Executor can't simply do more of, except go in-atmosphere.
    >> Anonymous 12/10/11(Sat)23:30 No.17172553
    >>17172466
    That was just the one taken by Garland's faction so he could fully man it.
    >> Anonymous 12/10/11(Sat)23:35 No.17172590
    >>17172551
    Indeed.
    http://www.macross2.net/m3/macrossga/battle13.htm
    http://www.macross2.net/m3/macrossf/stealthcruiser.htm
    http://www.macross2.net/m3/macrossf/stealthfrigate.htm
    http://www.macross2.net/m3/macrossf/guantanamo-stealthcarrier.htm
    >> Anonymous 12/11/11(Sun)00:45 No.17173131
    If we get a carrier i still insist we get some EVE Online Fighters or Fighter Bombers, because they work at 100% i even in heavy reality distortions.
    >> Anonymous 12/11/11(Sun)00:53 No.17173207
    >>17173131
    I would prefer getting an industrial replicator or Creation Engine upgrade for any carrier we get, and loading up the blueprint database with droid fighters like the TIE/D or Ghost X-9 (with a Schlockverse AI to replace the Sharon Apple-derived AI core).
    That will give us access to autonomous fighters that we can send into harm's way without concern for the pilots.
    >> Anonymous 12/11/11(Sun)02:29 No.17173972
    For our EMH relacement I reccomend we go all out and recruit Voyager's EMH a few days after they returned from the Delta Quadrant. Varried skill set and ECH ability FTW.
    >> Anonymous 12/11/11(Sun)02:30 No.17173977
    >>17173972
    Still required by the Canon and his recruitment would result in a reality distortion.
    >> Anonymous 12/11/11(Sun)02:39 No.17174043
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    >>17172551
    True, and we've got a lot of space to load upon that Executor-class.
    Room for a standard complement 144 fighters, with the ability to carry _thousands_ more, 200 support craft, 2 Titan dropships, 3 pre-fab garrison bases, hundreds of walkers and other ground vehicles, 279,144 crew, 1,590 gunners, 10,000 droids, 30,000 troops, 50,000 missiles, 250,000 metric tons of cargo, and supplies for 6 years for 300,000 people. And over 5,000 weapon emplacements if we start feeling like replacing or adding to those.

    Also, we still have to think of what to name the beast once the refit is complete.
    >> Anonymous 12/11/11(Sun)02:42 No.17174058
         File1323589348.jpg-(17 KB, 209x213, Dr. Todd 'Lazarus' Lazkowicz.jpg)
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    >>17173972
    My vote stands for Dr. Lazkowicz as our chief medical officer. Though I support getting a mobile emitter for an EMH to assist him and be the one to go into the field.
    >> Anonymous 12/11/11(Sun)02:43 No.17174062
    >>17173977
    >>17173972
    Besides the fact that he is still Canonically required due to certain mentioned events that occur after Voyager's return to the Alpha Quadrant, we can get an EMH with a Mobile Emitter cheaper, with just part of an Equipment Requisition.

    Speaking of Federation holograms, we could get a large-scale hologram emitter with an equipment requisition, that we could send down with an away team to create holographic medical personnel and foot soldiers.
    >> Anonymous 12/11/11(Sun)02:50 No.17174125
    >>17174062
    >we could send down with an away team to create holographic medical personnel and foot soldiers
    No, no. Way too expensive to lug a giant emitter down to the surface to get it blown up while it generates holograms to play war. Talking about a capital ship class computer and a massive holoarray.
    >> Anonymous 12/11/11(Sun)02:58 No.17174195
    >>17174125
    Holographic ships are an interesting concept though.
    >> Anonymous 12/11/11(Sun)03:05 No.17174249
    Waiting for op.
    >> Anonymous 12/11/11(Sun)03:10 No.17174290
    >>17174125
    I was considering having it installed in an Al'Kesh, so that it could take advantage of the Al'Kesh's defensive shields and cloaking device.
    Otherwise it could be placed into a dedicated support holo-ship, equipped with shields, cloaking device, transporters, and replicators to act as a close-range support vessel for away teams.
    >> Anonymous 12/11/11(Sun)03:11 No.17174294
    >>17174043

    I've personally been mulling over that myself, and I've settled on a ship name I like. "All Under Heaven". Because let's face it.. With the upgrades and shit it's no doubt getting added to it, that's pretty much what it's going to rule in a battle. I have full confidence in the refit crews that any glaring flaws such as point-defense (NO A-WING NO) and etc. are going to be dealt with in as efficient a manner as possible. The Transpace Guard has access to pretty much every technological whosit out there and you can bet they're going to be tricking this baby out like a motherfucker so we have a beast to fight Chaos fleets with.

    And should it survive this clusterfuck, then the TG has got itself a super-heavy mobile command and control fortress. When we get done with this crazy place, we should stop by and tell Holtz to get them to install a holodeck or two on board that ship. Big ones. Tactical/strategic meetings in those would be fucking glorious. The most epic war room in the entirety of the multiverse could be ours!
    >> Anonymous 12/11/11(Sun)04:26 No.17174710
    >>17174294
    Now I'm regretting not having requisitioned Transpace drives back at the Battle of Tokyo, and also dragging the Deathstar along with us in a massive transit envelope.

    I suppose I should be glad that the Storm's transit envelope was large enough to take along the Executor.
    >> Anonymous 12/11/11(Sun)04:39 No.17174742
    >>17174710
    I'm sure the SSD's getting it's own Transpace Drive. It'd probably be one of the first things they installed. We wouldn't have any use for a Death Star anyhow. It's not how the Guard works.

    We're a scalpel cutting away the cancer that is crossovers and the SUE. We are not a chainsaw to dismember the Canon as we see fit. That way lies the twisted path of the Fixer. It is Heresy to the Canon.
    >> Anonymous 12/11/11(Sun)04:49 No.17174778
    >>17174742
    I was referring to the massive weapon systems and defenses that a properly refitted Deathstar would have, and its uses as a mobile headquarters for dealing with extreme Crossovers. Not for its planet-destroying superlaser.
    >> Anonymous 12/11/11(Sun)06:07 No.17175145
    What we need for our space fleet is to get more out of the same ships. A lot more. We replace the bridges of our ships with True Slaves. (http://wiki.eveonline.com/en/wiki/True_Slave)

    The loyalty and efficiency of a computer, the tactical brilliance of a human commander, and a reaction time to put both to shame. They are nether few in number nor particularly expensive or time consuming to create. They will be unaffected by mind control, as the biological mind is locked down tighter than a bank vault, and unaffected by any hacking attempts (All of new Eden can't manage it in 100 years, so were safe on our timescale). slap a reality emitter onto their head should rule out any SUE hacking, and we have111% loyal and efficiency death gods to run our ships. we can hook the hydrostatic capsule parts up to a medical bay back at base if there at all compatible, and never have to worry about losing the pilots (although the lost ships might be another matter)

    They are a tad unethical by any standards, but ethics are a distant concern to our task. To make matters easier for recruitment, we need to avoid contemporary True Slaves and go after only First Nation War era ones. If a True Slaves is not found to be useful to you guys, we can get the same usefulness as a scientist/engineer/doctor/artist by recruiting a True Citizen , or as a Spy via the semi autonomous Nation Infiltrators.
    >> Anonymous 12/11/11(Sun)06:34 No.17175229
    >>17175145
    According to all information concerning the True Slaves, and even by your admission, they can't be hacked or their loyalties tampered with.
    Which means that they can't be made to work for us, since they're all programmed to be fanatically loyal to Sansha and his ideals and vision.

    True Citizens, by their definition, are people who continued to support Sansha even after his defeat and the crushing of his nation by the Alliance of Empires. It's unlikely that we'd be able to recruit them, or if we did, be confident that they aren't just using us to get access to Meta travel technology in order to bring back to their Canon to realize their leader's goals.
    >> Anonymous 12/11/11(Sun)06:45 No.17175285
         File1323603929.jpg-(454 KB, 1000x1000, Fucking Zombies Attacking My M(...).jpg)
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    I have found the perfect picture that represents what happened with our mechs back in Raccoon City.
    >> Anonymous 12/11/11(Sun)10:24 No.17176347
    I'm kind of wondering why we haven't gotten visits from other TG sectors or why we haven't paid a visit to "assist" either.
    >> Anonymous 12/11/11(Sun)10:26 No.17176354
    >>17175285
    Because those mechs can't fly.
    >> Anonymous 12/11/11(Sun)12:11 No.17176951
    >>17175285


    We don't need more mechs. Anyone who says we do is a dirty weeaboo.
    >> Anonymous 12/11/11(Sun)12:26 No.17177077
    The True Slaves one real vulnerability is Controls Codes held by Nation officels and True Slave Lords. its unclear in the cannon exactly how many knew the codes, although it cannot have been very many. Since few of our enemies are meta capable, and none are as meta savey as we, I don't see this as a problem for us. we have access to an as yet unburned Nation via the meta, so getting the codes we be non-trivial but not an impossibility, as the knowledgeable people would not be not dead yet. Others will find it harder, 100 odd years of brute force attacks and mass guessing have yielded nothing.
    >> Anonymous 12/11/11(Sun)15:56 No.17179196
    >>17174710
    Nah, the reason we didn't go after the Deathstar was just that we and our people believed that suborning it was beyond our ability at the time.
    >> Anonymous 12/11/11(Sun)16:00 No.17179237
         File1323637248.jpg-(21 KB, 600x450, VB-6 shuttle.jpg)
    21 KB
    >>17176951
    I believe the only mecha we are considering acquiring at this point are long-range artillery pieces, that can double as an armored shuttle.
    >> MetaQuest OP 12/11/11(Sun)17:09 No.17179956
    I HAVE AWOKEN.
    >>17179943
    >> Anonymous 12/11/11(Sun)17:14 No.17180010
    >>17179956
    YE GADS!



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