Alien Invasion Quest

[X] Plan resources and Stealth plate

effectively, plan resourcing is invalid.
 
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Vote closed.

Your plan is invalid.

We have 3000 resources, and you're spending 3500.
I've decided that the current costs for Auto-Fabs is too high and would make the early game boring so I'm halving their costs and will apply to this past turn in addition to future turns.

Vote Tally : Alien Invasion Quest - Original - Sci-Fi | Page 3 | Sufficient Velocity [Posts: 54-76]
##### NetTally 1.9.7
[X] Plan Resourcing
-[X] Alpha Base: Build Automatic Fabricators (Three)
-[X] Beta Base: Build Automatic Fabricators (Three)
-[X] Stealth Plating
No. of Votes: 13
[X] Plan Max resource
-[X] Alpha Base: Build Automatic Fabricators (5 Auto-Fabs)
-[X] Beta Base: Build Automatic Fabricators (1 Auto-Fabs)
-[x] Idle
No. of Votes: 2
[X] Plan Resources and Stealth Plate
-[X] Alpha Base: Build Automatic Fabricators (Three)
-[X] Beta Base: Build Automatic Fabricators (Two)
-[X] Stealth Plating
No. of Votes: 2
Total No. of Voters: 17
 
Dead Quest
Okay, I'm going to stay that this quest is dead.

The reasons why is because after a took a look at the system I got this whilst writing the next update, I decided it is too poorly done and not sustainable for the long term. It isn't nothing that can't be fixed, but I have lost my initial enthusiasm for this quest so I'm not particularly inclined to spend time and effort making the system functional for the long term.
 
:(

Kinda saw it coming though. It's a system were the players are encouraged to turtle, and if they do so they'll simple curbstomb earth. If they don't, they get overrun.
 
:(

Kinda saw it coming though. It's a system were the players are encouraged to turtle, and if they do so they'll simple curbstomb earth. If they don't, they get overrun.

Pretty much. I couldn't change that without making too much stuff for me to keep track of QM and I'm not invested enough in the quest to spend the time to come up with another solution.
 
I did learn some lessons from this quest.

If I was to come back to this premise, I wouldn't make the voters start from the very beginning. There would be a few "character creation" votes where the characters got to pick their bases, what they would focus on and build up their invasion force. Once that is done, they will be forced to start taking invasion actions and won't just be allowed to hang and just turtle until it is totally safe.
 
I did learn some lessons from this quest.

If I was to come back to this premise, I wouldn't make the voters start from the very beginning. There would be a few "character creation" votes where the characters got to pick their bases, what they would focus on and build up their invasion force. Once that is done, they will be forced to start taking invasion actions and won't just be allowed to hang and just turtle until it is totally safe.

So heres a few more ideas for any similiar civ invasion quests like that:
1.Civlization focus-stuff like Machine focus but they get a disadvanatege of not knowing nearly as much in other fields or a Generalist focus with them being jacks of all trades but not being especially good at any of them.

2.Choices of why they want to invade and methodologies like Nonlethal uplifting to make them part of their empire or a Omnicidal mining force with them being a giant mining force taking everything apart and sending back to the capital or that they are running from a far more advanced and hostile empire so they are hiding here.

3.Detection risks for various locations in solar system along with more different resources like hiding in the asteroid belt is stealthy and gives you a bunch of metals but not a lot of ground to build pressurized places for important machinery and organics.

4. Different alien biologys for the race you play as you know stuff like whether you are organic,energy being(examples being C'tans or Vorlons),synthetic, technorganic(Cyborgs) ,etc or stuff like psychic powers or shapeshifting or whatever unique addition you can think of
 
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I did learn some lessons from this quest.

If I was to come back to this premise, I wouldn't make the voters start from the very beginning. There would be a few "character creation" votes where the characters got to pick their bases, what they would focus on and build up their invasion force. Once that is done, they will be forced to start taking invasion actions and won't just be allowed to hang and just turtle until it is totally safe.
An alternative idea is running two quests in parallel, perhaps with another person running one while you do the other.
One quest would be the Admiral of the Invasion force, with the objective of conquering Earth, and that quest would have the military/espionage choices.
The other quest would be the Chief Logistics officer of the fleet, which would manage the bases and research.

The Admiral quest would start with five/six possible actions and a requirement of doing one per update. Voters would choose all the other actions first(to maximise time for base building), but would eventually end up with Start Invasion as the only action.

Base-building, mechanics-focused quests and combat, narrative-focused quests have different audience appeals.
That could result in co-operation, such as Admiral sending additional personnel when Logistics is doing a mega-project, and Logistics building tanks to suit the Admiral's needs.
Or it could result in competition, with Logistics researching only technology of benefit to the bases, and the Admiral using all the pilots in an air-battle when Logistics needs to transport stuff between bases.
 
An alternative idea is running two quests in parallel, perhaps with another person running one while you do the other.
One quest would be the Admiral of the Invasion force, with the objective of conquering Earth, and that quest would have the military/espionage choices.
The other quest would be the Chief Logistics officer of the fleet, which would manage the bases and research.

The Admiral quest would start with five/six possible actions and a requirement of doing one per update. Voters would choose all the other actions first(to maximise time for base building), but would eventually end up with Start Invasion as the only action.

Base-building, mechanics-focused quests and combat, narrative-focused quests have different audience appeals.
That could result in co-operation, such as Admiral sending additional personnel when Logistics is doing a mega-project, and Logistics building tanks to suit the Admiral's needs.
Or it could result in competition, with Logistics researching only technology of benefit to the bases, and the Admiral using all the pilots in an air-battle when Logistics needs to transport stuff between bases.

That would be a massive hassle to manage though.

Another idea is to have the human side of things with them trying to fight off the invaders with 3 people in total managing it or maybe the alien(both Invasion and Logistics) and human sides being seperate quests with any decisions being made in one quest affecting the other and vice versa so if one is preparing to defend but the other decides to invade suddenly the defend side of things has to do a emergency roll interupt determining if they got whatever they were doing done.
 
Another idea is to have the human side of things with them trying to fight off the invaders with 3 people in total managing it or maybe the alien(both Invasion and Logistics) and human sides being seperate quests with any decisions being made in one quest affecting the other and vice versa so if one is preparing to defend but the other decides to invade suddenly the defend side of things has to do a emergency roll interupt determining if they got whatever they were doing done.

Running human and invader quests in the same time would allow both sides two spy on each other, somehow killing the stealth gameplay.
 
That would be a massive hassle to manage though.
Not really, after civ generation the two QMs wouldn't even need to discuss anything. All that would be necessary it to check the last posted civ sheet in the other quest before writing the update (after the vote is called). The two QMs could update at different rates, if the most recently updated civ sheet is their own then they use that.

For example; Logistics QM checks and sees the Talon close air support numbers have dropped in half. The exact reason (a battle, transfer to puppet gov, traitor in ranks, etc) doesn't matter, Logistics QM just includes a replace lost aircraft as one of the industrial options.
 
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