Jedi Enclave on Bespin, by Tibannopolis, where we've got a base purchase happening (I think, unless @Publicola decided that wasn't a priority)
Yup, we just got a base there. Here's my 'Plan Heroes and Friends' that was approved for this past turn, and here's the changelog for when I (re)added Tibannopolis as a base purchase (I had previously removed it in order to buy a base on Lorrd).


Just a public-service reminder: we still have 30-ish omakes to go before we reach the cap for next turn....
 
@Dr. Snark, I think you missed a question of mine.
[] Anti-Slaver Actions: The fact of the matter is that slavery is one of the most hated institutions in the galaxy outside of Hutt Space. It would certainly earn a lot of goodwill if you were to deal with some of the more prominent organizations (not affiliated with your Hutt allies)...and the loot would certainly make it worthwhile. Chance of Success: 70% Reward: Assaults launched on chosen slaver group, loot
-[] Zygerrian Slave Guild: One of the most infamous slaver groups, the Zygerrians have been terrorizing the Northern Rim and were conspicuously avoiding CIS space. They would not be missed.
-[] Trandoshan Slavers: They have been attacking the Wookiees, and since you have a number of business arrangements with the Wookiees that makes the Trandoshans a very obvious target.
-[] Thalassian Slavers: They're operating in the Northern Rim, which is entirely owned by the CNS at this point. Show them that they are not wanted.
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...
When we wiped out the Black Sun, that was a galaxy-wide operation. Can these sub-options be combined into one action? A single galaxy-wide campaign to wipe out these slaver groups. We have the assets, the connections, and the talent to pull it off, especially since the CNS military is now highly organised and we "basically control" it according to CNS Defense Taskforce. Between hero support and omake bonuses, we'd have a good chance of success even if the base chance was 0% or less.

EDIT: It would be an opportunity to use Grand Admiral Thrawn at his maximum capacity.
 
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@Dr. Snark, I think you missed a question of mine.

When we wiped out the Black Sun, that was a galaxy-wide operation. Can these sub-options be combined into one action? A single galaxy-wide campaign to wipe out these slaver groups. We have the assets, the connections, and the talent to pull it off, especially since the CNS military is now highly organised and we "basically control" it according to CNS Defense Taskforce. Between hero support and omake bonuses, we'd have a good chance of success even if the base chance was 0% or less.

EDIT: It would be an opportunity to use Grand Admiral Thrawn at his maximum capacity.
Such a campaign would pull CNS forces out of position. Palpatine will exploit any opening we give him.

And it would be more hilarious if we orchestrated matters such that slavery becomes so unprofitable they all just stop doing it. An elegant solution for a more civilised philantropist.

Though contrast to the slavers keeps us looking better, so they do have their purpose, no matter how abhorrent we might find them.
 
@Dr. Snark, I think you missed a question of mine.

When we wiped out the Black Sun, that was a galaxy-wide operation. Can these sub-options be combined into one action? A single galaxy-wide campaign to wipe out these slaver groups. We have the assets, the connections, and the talent to pull it off, especially since the CNS military is now highly organised and we "basically control" it according to CNS Defense Taskforce. Between hero support and omake bonuses, we'd have a good chance of success even if the base chance was 0% or less.

EDIT: It would be an opportunity to use Grand Admiral Thrawn at his maximum capacity.

No.

More specifically it would be shot down by Thrawn and Borvo in a heartbeat between the political/economic ramifications of such a thing, the incredibly high probability of damaging relations with the Hutts beyond repair, and the fact that it would pull CNS forces out of position across the Outer Rim.

Taking out Black Sun was more viable because they were still reorganizing and were far less entrenched, meaning that skilled kill teams/Grievous could more easily handle the situation.
 
To ensure it is not taken? We'd be better off distributing hero support accross other options for greater gains.
I mean, you may as well just not offer it as an option in that case.
Incorrect. Some actions in Embers in the Dusk have a negative success chance but are still regularly taken because the rewards are greater than easier actions and we have the bonuses to pull it off.

fakedit: Actually, you may have a point. In this game, going past the DC gives ever greater rewards the more you pass the DC by. This means that instead of assigning a hero to do a high risk/high reward action, you instead assign him to a low risk/low reward action and use his bonus to hit the bonus rewards instead. In the end, you have to roll the same number to get similar rewards and with less chance/penalty for failure. It's a system where high risk/high reward actions are actually kind of pointless as far as I can tell.
 
So? If something is so difficult that its base success chance is negative, then narratively no amount of bonuses should make it possible to succeed.
Incorrect. That just means that regular unnamed mooks cannot pull it off on their own. But if they are directed by a named character or several, they can.
 
I guess we'll have to agree to disagree, because to me 0% success chance (let alone negatives) means it can't be done, period.
You can't disagree. You're making no sense. I already told you about how it's done in another game. zup's and MonkeyTypewriter's explanations are how it would mechanically and narratively work. It's not a matter of opinion. Do not act as if it were a matter of opinion.
 
You can't disagree. You're making no sense. I already told you about how it's done in another game. zup's and MonkeyTypewriter's explanations are how it would mechanically and narratively work. It's not a matter of opinion. Do not act as if it were a matter of opinion.

... How it works in another game presumably has no bearing in how it works in this game, and I am in fact allowed to have an opinion on what 0% chance of success means.
 
... How it works in another game presumably has no bearing in how it works in this game, and I am in fact allowed to have an opinion on what 0% chance of success means.
You looked like you were talking about 0% success chances in general, not specifically in this quest. I mean, it still makes no sense for you to think that that's how it is in this quest rather than perhaps how it should be, but it looked like you were saying that there was just no way for it to work at all ever.
 
You looked like you were talking about 0% success chances in general, not specifically in this quest. I mean, it still makes no sense for you to think that that's how it is in this quest rather than perhaps how it should be, but it looked like you were saying that there was just no way for it to work at all ever.

No, what I'm saying is that, in my opinion, there shouldn't be any system that allows success (or even offers options) with a 0% chance of success, let alone negatives. I'm aware there are some, I just think it's a mistake.
 
No, what I'm saying is that, in my opinion, there shouldn't be any system that allows success (or even offers options) with a 0% chance of success, let alone negatives. I'm aware there are some, I just think it's a mistake.
I guess that's fair, but why though? The idea of "You need badasses to have a chance of completing this mission" is hardly new in fiction. In The Clone Wars, the mission to rescue the Jedi Master from that prison could be considered to have a base 0% chance, made possible only by throwing in hero units to drive the final chance up through bonuses.
 
I guess that's fair, but why though? The idea of "You need badasses to have a chance of completing this mission" is hardly new in fiction. In The Clone Wars, the mission to rescue the Jedi Master from that prison could be considered to have a base 0% chance, made possible only by throwing in hero units to drive the final chance up through bonuses.

First off, I'm pretty sure that Jedi Masters have to get rescued with surprising frequency in that show, so you'll have to be a bit more specific. Second, I would give a mission that's technically possible but incredibly hard a 1% success chance -- the way I see it, 0% chance of success is similar to 100% chance of success in that there's only one possible outcome; if for example IRL there was a 0% chance of being able to do something that means you wouldn't be able to do it no matter what and I think the terminology should be the same in games/quests as well.
 
To put an end to this inane argument I'd never give you something with a 0% chance of success.

Because that means there is literally no possible way it could succeed.

Ever.
 
After thinking about the possible reward of Kyber frames, I'd like to ask for some clarification on those. It seems like the pros of having them would be to have something the size of an AT-type walker with substantially more firepower and the speed and reflexes of a force user. A machine of that type would surely be able to do a lot of damage to normal troops (high firepower thanks to blazing chains, able to dodge or deflect anti-tank weapons while being too big to take out with anti-infantry weapons) but I'm not sure whether they'd be even remotely useable against force users, since most of them can't be taken down with projectiles , and it's too difficult to hit a target smaller than oneself in melee. With that being the point, would those be usable in the final coup against Sidious at all? Because if not, I'm inclined to think they would not be worth it. Mechs are not subtle, and the Abyss Watchers already have devastator tanks, which are less versatile, but won't require force-users to Pilot and have a surplus of firepower, which makes them more than suited as a nuclear option to wage war against troops without force-users. Ofc the frames would be better, but not enough to make them worth an action and lots of money, unless my estimations are wrong. The clarification I would like to ask for is the following: Is there some use for the kyber frames I'm overseeing and, if not, is there some way to salvage parts of cheris' idea into something more suited to Ciaran's needs?
 
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