Hell, Contessa's headspace would be interesting as the Pirates managed to blindside her Path to Victory, and by all indications never even knew about it. Would she be in suicidal despair at everything she worked for turned against her, obsessed with regaining control of the Path or secretly excited at the idea of coming up with a plan that does not use her power's "I Win" button?
Not just the Pirates. Thinker powers Do Not Work on Samus or anything Chozo related, and PtV is likely no exception. Contessa would have been freaking out the moment Samus and the space station dropped into Brockton Bay.
 
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Not just the Pirates. Thinker powers Do Not Work on Samus or anything Chozo related, and PtV is likely no exception. Contessa would have been freaking out the moment Samus and the space station dropped into Brockton Bay.

True, but the real horror probably set in once the Pirates began to move openly. I bet when she realized how much she missed, she has to ask just when was the Path subverted. How many Steps did she follow on auto-pilot actually served the invaders instead of Cauldron and humanity? Was the entire Path doomed to end Humanity from Step One?

That level of self-doubt would eat anyone alive.
 
I'm not seeing any real reason to build solely advanced power plants. 4 basic power plants provide the same power for relatively equal cost, costing equal advanced materials, 2,000,000 less common materials, but 4000 more biological materials, in addition to being better armoured.

However, saying this I'm not taking into account construction times. Currently it looks as though that variable is unknown. @ImmortalsBlade, I'd appreciate knowing if that's a concern we should have in mind. (Also great job with this quest. A very enjoyable binge.)

[REDACTED]

Edit: I just mathed out my previous plan, and it turns out it was cost 1k more biological materials than we currently have. I'm working on a new one at the moment with this limitation in mind.
 
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We are talking about someone who after learning their powers in a bottle has a high mutation rate went: "Oh wipe their memories and dump them somewhere after stamping our logo on them. There's no way this will blow up in our faces!" And of course this classic: "Let the impossibly charismatic murder hobo run loose with the traitor who killed one of our own. What's the worse that could happen?"
For the first, they still need to use the vials to generate powers. What exactly should they do with all the furious mutants? Wiping their memories and dumping them on Bet gives them active camouflage - as Scion doesn't like looking at C53s, Cauldron can act more easily when they're in the area - as well as increasing the number of sane parahumans on Bet. Stamping the logo was so that they would know if mutants started showing up naturally instead of via Cauldron.

For the second, Jack and the S9 increase cape willingness to join up with bigger teams. Parahumans in teams survive longer and destabilize the world less. Also, they cause a lot of triggers and the capes they kill tend to be the ones who wouldn't be useful against Scion. Also, the members of the S9 are either very powerful or die really fast. Also, Jack is really very hard to kill.
 
So what I'm getting is that this initial build in Brockton, is also going to double as the template for FOBs around the world. Which makes some sense. But wouldn't it make more sense to have separate templates for these? The needs of a main base/city infrastructure and a military base in non-friendly territory (my definition of FOB) can be very different. Case in point, people want to put the advanced power plants in Brockton, but building them in the field would be an incredible risk. Would there be any way to set it up so that we can just replace the advance power plants in the plan with normal power plants for the FOB plans? That seems like the easiest solution, and the only real point of contention.

Then again, I am very tired and my brain isn't working quite right yet and I haven't checked the thread nearly as thoroughly as I've been trying to.
 
4 basic power plants provide the same power
No, four plants make forty power while four advanced plants make four times that which we need to power the big stuff like the teleporter.

Within the bay with all the defenses being made and the temple itself helping they are well protected so their little armor is not a huge issue. In future if we make more bases we'll use the normal plants first.
 
No, four plants make forty power while four advanced plants make four times that
I wasn't claiming that they have the same output as four advance plants, I said four basic plants have the same output as one advance plant.

which we need to power the big stuff like the teleporter.
On that point, do we need a teleporter to the chozo temple right next to the chozo temple? I could be entirely misunderstanding its function, but it seems unnecessary in Brockton Bay at least.

Within the bay with all the defenses being made and the temple itself helping they are well protected so their little armor is not a huge issue. In future if we make more bases we'll use the normal plants first.
This is a fair point, but I'd still like to plan for any eventuality. I'd feel more secure if we at least had enough basic power plants to power the city's civilian infrastructure in the unlikely event of a successful attack on the advance ones.
 
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I wasn't claiming that they have the same output as four advance plants, I said four basic plants have the same output as one advance plant.
Yes but more efficient just to get the advanced plants to get more power per building and we need a lot.
On that point, do we need a teleporter to the chozo temple right next to the chozo temple? I could be entirely misunderstanding its function, but it seems unnecessary in Brockton Bay at least.
Yes we want it cause it makes so it's much easier to transport stuff in general on mission like vehicles.

GM basically said it.
This is a fair point, but I'd still like to plan for any eventuality. I'd feel more secure if we at least had enough basic power plants to power the city's civilian infrastructure in the unlikely event of a successful attack on the advance ones.
Basic civilian cold fusion plants are already apart of city upgrades what we are buying is military stuff since the former is useless for military buildings so even if we in unlikely event lost advanced plants the city would still have power.

We can get more regular plants later when we have the materials.
 
If you don't want to waste hours having to manually transport tanks from the base to the temple than it is very necessary.
Well that's unfortunate, but reasonable. I've been convinced.

[X] Plan What we Need

Sorry for any trouble I may have caused. 'sides, not like we can't build basic power plants once the base is up and running and we've got more resources.
 
Vote Tally : Crossover - Sci-Fi - Hatchling Quest (Worm/Metroid) | Page 489 | Sufficient Velocity
##### NetTally 1.7.4
[X] Plan What we Need
-[X] Galactic Federation Operations Center
-[X] Galactic Federation Advance Power Plant x4
-[X] Galactic Federation Light War Factory
-[X] Galactic Federation Light Shipyard
-[X] Galactic Federation Silo x3
-[X] Galactic Federation Teleporter Gate
No. of Votes: 15
Plan: ◈What we Need

Aurakid
Captain Hunt
Der Ritter
Gamefreak1ed
Hypren
Kaustos
KnightDisciple
Legotron123
Massgamer
Raven1138
russellmopar
shade argost
Sir_Braazmiir
StellarSeeker
universalperson
[X] Plan What we Need Mk 2
-[X] Galactic Federation Operations Center
-[X] Galactic Federation Power Plant x8
-[X] Galactic Federation Silo
-[X] Galactic Federation Light War Factory
-[X] Galactic Federation Light Shipyard
-[X] Galactic Federation Teleporter Gate
No. of Votes: 1
Plan: ◈What we Need Mk 2

aeroprime
[x] Galactic Federation Operations Center
No. of Votes: 1
Dacl73
Total No. of Voters: 17
 
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[X] Plan What we Need
-[X] Galactic Federation Operations Center
-[X] Galactic Federation Advance Power Plant x4
-[X] Galactic Federation Silo
-[X] Galactic Federation Light War Factory
-[X] Galactic Federation Light Shipyard
No. of Votes: 13
Plan: ◈What we Need

Aurakid
Captain Hunt
Der Ritter
Hypren
Kaustos
KnightDisciple
Legotron123
Raven1138
russellmopar
shade argost
Sir_Braazmiir
StellarSeeker
universalperson
[X] Plan What we Need
-[X] Galactic Federation Operations Center
-[X] Galactic Federation Advance Power Plant x4
-[X] Galactic Federation Silo
-[X] Galactic Federation Light War Factory
-[X] Galactic Federation Light Shipyard
-[X] Galactic Federation Silo x3
-[X] Galactic Federation Light War Factory
-[X] Galactic Federation Light Shipyard
-[X] Galactic Federation Teleporter Gate
No. of Votes: 2
Massgamer
Gamefreak1ed
@ImmortalsBlade I'm pretty sure this is an error due to poor naming of the plan on my part since pretty sure most people are voting for the later since it comes with more things that are all affordable.

Also the plan should look like this.
[] Plan What we Need
-[] Galactic Federation Operations Center
-[] Galactic Federation Advance Power Plant x4
-[] Galactic Federation Silo x3
-[] Galactic Federation Light War Factory
-[] Galactic Federation Light Shipyard
-[] Galactic Federation Teleporter Gate


Program just makes it look weird.
 
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The error is that you and Raven1138 have plans with the exact same name.
I'm aware having looked at it and wasn't aware earlier so choose that name at random.

Had no idea they were the same till now.

Renaming vote now so people feel free to vote for it again or something.

[] Plan What we Should Get
-[] Galactic Federation Operations Center
-[] Galactic Federation Advance Power Plant x4
-[] Galactic Federation Silo x3
-[] Galactic Federation Light War Factory
-[] Galactic Federation Light Shipyard
-[] Galactic Federation Teleporter Gate
 
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More of my fault. I dropped the teleporter gate on the though the Ops Center already had one, and an extra would be redundant. In the process, I forgot to change the name of the plan to something else.
We actually want the bigger one if we want to easily move vehicles around the GM said and don't think the Ops Center one is very large.
 
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