jop corrected forgot to do it las time in the doc@Murks74 SPARK prices are still supposed to be 5 influence for Lily, right?
jop corrected forgot to do it las time in the doc@Murks74 SPARK prices are still supposed to be 5 influence for Lily, right?
ah how tereible going through the galaxy for a reasonable cup of tea
...that's a good point. Light autocannon and can take more damage. Was worried they couldn't handle all the mountains the ATV's could, but it seems not to be a problem. A bit expensive, sadly, but could be handled. Adjusting plan.might want to get an APC instead of one of the ATVs. still leaves us some points and give the platoon some heavier backup for transport(and one much harder to eat than sparks)
Will we have informational thread with list of what the base had and have been built, just to keep thing in-check? Plus probably a map of the base in the future as well?[field hospital, field barracks and improved fortifications built]
we have nano medikits already. we get them now, from last turn influenceInstead, I'd like to suggest:
[X] Safety First Kids
- 3x UAV's = 15p
- 1x Nanomedkit = 5p
- 2x APC's = 30p
[X]Seif Bahar
[X]Tina Emerson
If they'd had warning from UAV that the bear was nearby, it would have been much less dangerous. Additionally with further out scouting they will be further and further from real care, so better medkits is essential IMO.
As I understand it, only 2/3 of our marine platoons have nanomedkits no?we have nano medikits already. we get them now, from last turn influence
yeah, but only those with ATVs actually do long range scouting. right now it means 1 platoonAs I understand it, only 2/3 of our marine platoons have nanomedkits no?
yeah, but only those with ATVs actually do long range scouting. right now it means 1 platoon
what we need most rn is vehicles and engineers, both are completely within our budget. and with these 5 points we can get another sparkSure, but with such a low amount of influence it just makes sense to me to buy the cheap small things now, while the bigger purcahases are out of our budget. The UAV's are really what's essential imo, and with a spare 5p laying around, why not? Next turn we may only just have enough for a couple big buys, and we may not be able to sqeeze the extra 5p in, and it'd be good to have it now, so... Ya get me?
I kind of wanted another SPARK too, then realised we won't have enough transportation for it at that point. If we have no losses, when the reinforcements come we will have two SPARKs we can send with the scouts, and two for guarding homebase. Three would be nice, true, but it's not critical. If we get losses, however, more SPARKs would be nice. And next shopping round we definitely want more SPARKs.what we need most rn is vehicles and engineers, both are completely within our budget. and with these 5 points we can get another spark
I think the key here is starting to see a bit more long term. engineers will allow us to get more development for our base. but the infantry equipment might allow us more scouting to discover places to make more outposts, or with something we can use. still, engineers will allow us, if we build a foundry, to build the equioment ourselves, getting essentially both at the price of some time of dedicating the engineers.I kind of wanted another SPARK too, then realised we won't have enough transportation for it at that point. If we have no losses, when the reinforcements come we will have two SPARKs we can send with the scouts, and two for guarding homebase. Three would be nice, true, but it's not critical. If we get losses, however, more SPARKs would be nice. And next shopping round we definitely want more SPARKs.
We have three infantry platoons, two will be sent out once the APC's come, and having the third back at base "frontlines" with UAV and nanomedikits too would be... convenient. Not critical, by any means, but nice.
In the current vote, 2 APC's are basically nobrainers, but whether to use the rest of the points for infantry equipment (3 UAV's & a nanomedikit) or (3 UAV's & a SPARK) or another engineer.... All of it is needed, yes. It's a bit more unclear which one is needed the most "right here right now". Vote for the option you think is best!
You are better of just buying them. Without a source of materials for them you cant make them. Also your mission is to explore not building up manufacturing that might come later. The foundry is mostly for building oneoffs or to modify stuff with new tech or for local conditions.@Murks74 how hard is it to make UAVs and nanomedikits in the foundry?
I list the already build stuff in each update where it matters for now. I will do an extra post if it becomes to much.Will we have informational thread with list of what the base had and have been built, just to keep thing in-check? Plus probably a map of the base in the future as well?
We don't have the resources to start making a second base. Or rather, we do... but we won't be able to defend it properly, and it means the main base will not be built up as it should.also another possibility is outpost materials, to allow us to make additional outpost. with 5 engineers and perhaps more later, and good location might be can site to make a proper lab there or on a peak for a large communication and radar base
uh ups
Casualties get brought back to earth whenever possible.@Murks74 can Burke's injured soldiers drive remaining ATV and operate three remaining SPARKS from within the ATV as a guard for the research team while they research?
Is it possible to send just a couple soldiers from burks platoon (given that he will be training the green platoon there's probably no issue splitting a few off?) with the scientists to pilot the atv/SPARKS? And how many operators are required for 3 SPARKS?
we are better off with manage an outpost. lets us support all build action including build wellPersonal Actions:
- Support build well
- Recruit Military advisor
we are better off with manage an outpost. lets us support all build action including build well