@Publicola Just one thing that has come to my mind after reading the last omake from @Panory ... The whole galaxy knows (including Talzin) that Jango work for us, but HK 47 is unknown for anyone outside the Abyss Watchers (except for Anakin)... meaning that it is much less likely that the deaths of Savage and Maul will be blamed on us if HK 47 deals with them instead of Jango...

For this reason, it may be better to swap places (sending Jango to the Foundry and HK 47 to kill Maul) to make sure that our involvement with Maul and Savage deaths remain secret, and preserving our alliance with Talzin... And since there is almost no difference in the stats from these two characters (3 points in martial and 1 in intrigue) it may be worth the change.
 
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@Publicola Just one thing that has come to my mind after reading the last omake from @Panory ... The whole galaxy knows (including Talzin) that Jango work for us, but HK 47 is unknown for anyone outside the Abyss Watchers... meaning that it is much less likely that the deaths of Savage and Maul will be blamed on us if HK 47 deals with them instead of Jango...

For this reason, it may be better to swap places (sending Jango to the Foundry and HK 47 to kill Maul) as to make sure that our involvement with Maul and Savage deaths remain secret, and preserving our alliance with Talzin... And since there is almost no difference in the stats from these two characters (3 points in martial and 1 in intrigue) it may be worth the change.

ISSUE:
HK-47 provides a massive Foundry Mini-Turn bonus that makes securing floors easier and safer. He knows where the "off" switch is for the killbots.

DO NOT REMOVE HK-47 FROM THE FOUNDRY.
 
Pretty much.

As tempting as it is to let HK rip and tear on Maul, he's basically mandatory for the Foundry. And frankly, while it isn't time sensitive (technically) we need the Foundry cleared sooner, rather than later.
 
I have just finished watching the lastest episode of Rebels... or had a psychedelic hallucination induced by mixing death sticks and peanut butter cup ice cream. Either way it was fairly good.
 
Oh, right, I've got a half-finished "Return to Tython" omake I could write--and then get it called currently non-canon because Riphath's phase-shifted ahead a little bit in time.

Hm. Well, in classic Teron fashion, I could always ask for ideas. Things people are interested in seeing from a potentially-deceitful-narrator perspective. Perhaps a review of the various available Force "schools" as narrated by Masha? Perhaps something else?
 
All right, the plan's been updated per @Stealthy's suggestion, and we're no longer running a deficit this turn:
Changelog:
  • Base upgrade changes -- removed Cato Neimoidia (Clovis Factory - BX Droids) and Ord Mantell (Expanded Shadowports) and Tibannopolis (Shadowport); added Taris (Bureau of Ships and Services, CNS Assembly Hall) and Chu'unthor (Personal Quarters)
Next Turn's Balance: 22 credits
That should just about cover it from my end.


- Ojoster Intelligencer

I'm still not entirely convinced about getting Phrik instead of Non-Human/Mass Genemods, but can you please please please promise that next turn, we take it?
That is definitely my plan for next turn, ideally both of them at the same time for synergy reasons.

[X] Cheriss Sair - The Art Of The Droid: (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???
Reasoning: Her bonus is not needed for actions, and Art of the Droid is guaranteed to succeed.
This was one of my big regrets this turn -- I really liked the concept of mechu-daru, but I felt recruiting Galen Erso was important enough to deserve hero support. (Plus, it's omake bait to send the living crystal after the crystal specialist.) I'm still tempted to shift her over, but that'd be an extra 150 credit expense, and I really don't want to revisit the balance sheet again. :oops:

We already have this, no need to buy it twice.
We have 'Ojoster Intelligencer' (like a newspaper), but the current update is for a Media Group (like a media corporation with a TV channel, etc.) Basically expanding the extent of our PR push.


Considering that there have been 5 months since the start of turn 27 and the start of turn 28, I think it might be worth picking less interlude-bait this turn to get the momentum up.
'Interlude-bait' is pretty much anything Dr. Snark feels inspired to write at length about, which usually includes the most important and most interesting actions each turn. Avoiding such actions seems... counterproductive.

On the other hand, you make a good point that it feels like forever since the start of last turn, so if we could subtly 'nudge' @Dr. Snark to write fewer interludes, that might work just as well.

Nudges like:
Dr. Snark, your writing's nice, but let me offer you some free advice.

Write less.

Smile more.

Don't let them know what you're against or what you're for.

You wanna get ahead?

Quests that run their mouths off, wind up dead.
...A few months back for my birthday I got tickets to see Hamilton. Got to go see the performance this weekend. Worth it! :D
 
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'Interlude-bait' is pretty much anything Dr. Snark feels inspired to write at length about, which usually includes the most important and most interesting actions each turn. Avoiding such actions seems... counterproductive.

On the other hand, you make a good point that it feels like forever since the start of last turn, so if we could subtly 'nudge' @Dr. Snark to write fewer interludes, that might work just as well.

Nudges like:

...A few months back for my birthday I got tickets to see Hamilton. Got to go see the performance this weekend. Worth it! :D

Man, I love Hamilton to death, so quoting it would have the opposite effect - I'd want to write moooore.

Realistically though the long times between turns because of the interludes probably aren't going to go away. Basically - do you want a lot of character interaction, comedy, drama, and just a hint of philosophical stuff? I can't really do that without going into more details on the bigger events like I have.

I get that the time between turns is slow, and I do apologize for that. Really! But I'm legitimately of the mind that the main reason people are here is to see the insanity of whatever happens play out for themselves. Why else would I have like 200 omakes that either spin off of those insane results or help set up new scenarios guaranteed to have even more insane results? That's just how this quest rolls.

That being said I will not deny that my recent delays have been rather egregious to put it mildly, and hopefully I'll at least be able to give you guys more frequent updates and possibly more voting power in the near future. But the dice, they are a capricious sort, and my muse even more so.
 
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If anyone wants a writing prompt there was this idea I put out a while back where Thrawn would a run a leverage style con in order to both help people and or steal art to preserve it. With Thrawn as the mastermind and him directing a third party crew. The Council would help from time to time.
 
@Dr. Snark
Ignore them, congrats to you Lieutenant Colonel.

So long as the updates themselves remain quality, I see nothing wrong with stretching out individual turns for maximum enjoyment. It's not like eliminating interludes would make you write faster. Updates would come at the same rate, it's just that we'd get more long lists of possible actions instead of actual content. Besides, how could we reach double the omake limit if you get through turns quickly?
 
I like the interludes. It gives actual story to the quest. Getting rid of those just means a bunch of dry 'pick bases/actions, rinse and repeat' turns. I'd rather have Mortis again (okay, bad example :V ) than losing the character development for faster turns.
 
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