Strategic turn 3 finalization
You look at your creation for roughly 30 seconds. Eventually you answer "You've obviously emerged into full-fledged sapience. I think it would be fitting for you to pick your own name. As for modifying you, I've got a rather full schedule but I can forward some plans to the engineering department."

Joe 14 salutes, before replying "Affirmative. Anyways, I think I'd like to be called Anne if that's the case. When will be my appointment?"

Your answer is "Whenever you get down there, they should be able to fit it into your memory defrag schedule."

Anne nods, and wanders off. You see her with her lover the next day, and you only manage to recognize her because she's with the same guy and using the same mannerisms. She looks rather nice, considering her new skin is silicone rubber. The blue dress she's wearing also suits her pretty well.

You remark "Anne, you're looking absolutely beautiful."

Your robot 'progeny' replies "Thanks, even better is that this doesn't impact my combat effectiveness any because when it's time for a mission I can just do this!" Anne suddenly emits a blue flash of light, and when it fades she's back in her armored combat mode. She salutes before shifting back to civilian mode and adding "I personally prefer being like this though, I feel like I fit in more. Oh, in other news I tried the food in the cafeteria for the first time, and it was delicious! Sure it doesn't have much in the way of fusionables or the metallic elements my self-repair system needs, but I had it with a glass of heavy water and my new mouth has a setting for my sense of taste that matches what humans get!"

After much frustration with trying to get someone to volunteer to test your sleep-learning machine, you eventually announce at roll call on Thursday "Due to a lack of interest, the first person to test the sleep learner machine will receive a 500,000 bonus on their paycheck. Other rewards may also be considered."

It's in the evening when one of the soldiers volunteers, and the test begins. The machine works well, and though he's rather exhausted in the morning, he also suddenly knows how to code in Java. You give him the bonus pay via check, and he goes back to his bunk in the base. Now that you know it works (even if it does have some side effects) you can start applying the technology.

Steven and Joe 37 step into your office, and Steven asks "I'm guessing this is the final stage of deciding which of us gets command of the new moon base when it comes online over the weekend, so, which of us gets the job?"

you put your hands together and answer "Yes."

Joe 37 facepalms as Steven replies "With all due respect, that was completely unhelpful."

You then elaborate "Steven, you're getting the promotion, but I'm assigning Joe 37 as your aide. You'll be beamed moonside tomorrow the both of you. Dismissed."

Joe 37 salutes sharply and precisely as he turns to leave, while Steven is more preoccupied trying to get rid of a cramp in his neck.
 
You'll be beamed moonside tomorrow the both of you. Dismissed."
We can teleport all the way to the moon? That that was a good bit outside of our range. Or do we have a series of Satalites all the way there, extending our range? If it's the latter, we must have a pretty impressive array of satalites, since you would need ~25 in a row to make the distance (max distance per is .05 light seconds), and unless we have to jet them into alignment every time we want to use them, we would need a LOT.
 
We can teleport all the way to the moon? That that was a good bit outside of our range. Or do we have a series of Satalites all the way there, extending our range? If it's the latter, we must have a pretty impressive array of satalites, since you would need ~25 in a row to make the distance (max distance per is .05 light seconds), and unless we have to jet them into alignment every time we want to use them, we would need a LOT.
You've got about 80, but you can actually bounce them off some other teleporter sats to get them in position, saving you time and energy.
 
You've got about 80, but you can actually bounce them off some other teleporter sats to get them in position, saving you time and energy.
The Satellites can teleport themselves off eachother? Or do you mean we beam them up to space into position?

Anyways, did some math, and we would need ATLEAST 679 Satellites to allow us to teleport to the moon at anytime (assuming the moons orbit is perfectly circular) without any repositioning. We would actually need more, because the math is assuming we could slot them together in such a way that there is no overlap, which isn't actually doable, but gives you a good idea of just how many we would need.
 
The Satellites can teleport themselves off eachother? Or do you mean we beam them up to space into position?

Anyways, did some math, and we would need ATLEAST 679 Satellites to allow us to teleport to the moon at anytime (assuming the moons orbit is perfectly circular) without any repositioning. We would actually need more, because the math is assuming we could slot them together in such a way that there is no overlap, which isn't actually doable, but gives you a good idea of just how many we would need.
The former.
 
Strategic turn 4 votes
Strategic Turn 4 votes

SCIENCE!
[] Build something new
-[] A robot
--[] What variety?
---[] Any extra specifics for the design?
-[] An aerospace craft
--[] What variety?
---[] Any extra specifics for the design?
-[] something else
--[] What variety?
---[] Any extra specifics for the design?
[] Upgrade something
-[] improve the Avenger's FTL
-[] fix the C-10's recoil issues, otherwise nobody will want to use one.
-[] make your cyborg dude even more awesome
-[] something else

Your research department has been rather neglected so far, but that doesn't mean they can't do something of great use
[] Write in project

Your manufacturing base hasn't been used all that much lately, and it's meant to be used
[] Write in something you want them to make
here come the aliens
[] Write in 3 other things you want to get done this week
 
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I'm not sure what we should SCIENCE! this turn. Ceratanium is easier to make a lot of so could be useful, or we could improve our Teleporter so it can go through stuff better, or we can make a better Incendiary using designs from Heatman that can melt through anything, or we could design a time-stopper for our guys. Or probably something else that isn't occuring to me at the moment.
 
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[X] Upgrade something
-[X] fix the C-10's recoil issues, otherwise nobody will want to use one.

Lets just get this out of the way since it's such a common weapon. We don't need to upgrade our FTL engines yet.

Btw @I just write we're still recruiting and trying to expand our manufacturing base, right?
 
The Time-stopper feels like the most useful piece of tech currently. @I just write how long does the Time Stop last, and how soon can it be re-used? How about a Time Slow (from Time Man rather than Flash Man)? Can we make a Time Stopper that has a dial for how powerful a effect it has, the less it does the longer it lasts?
Your research department has been rather neglected so far, but that doesn't mean they can't do something of great use
[] Write in project
What can the Research Department do? Anything we can do? Just improve stuff? Or What?
 
SCIENCE!
[X] Build something new
-[X] Plasma Shields

Your research department has been rather neglected so far, but that doesn't mean they can't do something of great use
[X] fix the C-10's recoil issues, otherwise nobody will want to use one

Your manufacturing base hasn't been used all that much lately, and it's meant to be used
[X] Pocket Warships

[X] Write in 3 other things you want to get done this week
--[X] Public Appearance for PR/Diplomacy purposes
--[X] Ensure that the command staff on the moon base gets everything up and running properly

and thats all i got
 
The Time-stopper feels like the most useful piece of tech currently. @I just write how long does the Time Stop last, and how soon can it be re-used? How about a Time Slow (from Time Man rather than Flash Man)? Can we make a Time Stopper that has a dial for how powerful a effect it has, the less it does the longer it lasts?

What can the Research Department do? Anything we can do? Just improve stuff? Or What?
I'm ruling that the 'time stopper' and 'time slow' devices actually work by using time dilation to speed up the user. The Time Slow is around 15* and needs 400 kilowatts of power per cubic meter, but can keep going as long as you provide that power. The Time Stopper is around 4,000* and needs 2.5 megawatts of power per cubic meter (much more energy efficient).

The reason these things only lasted as long as they did in the games is because they had to be powered with capacitors. You've got Elerium though, meaning that isn't as much of an issue for you, even if the time stopper would need a dedicated reactor backpack.

EDIT: The research department can do anything you can, just slower.
 
[X] Plan Iron
SCIENCE!
[X] Build something new
-[x] Create Ceratanium

Your research department has been rather neglected so far, but that doesn't mean they can't do something of great use
[X] Have them work on fixing the C-10's recoil issues, otherwise nobody will want to use one.

Your manufacturing base hasn't been used all that much lately, and it's meant to be used
[X] Have them start making massive defensive/offensive and construction prefabs that can be beamed easily together or part by part to the moonbase to help jump start its build up into a insanely well defended forward base.

[X] Have Von Braun go into a massive building up using the prefabs sent to them.
-[x] Though also make sure they start working on building a shipyard up there, large enough to build battleship sized vessels and maintain them
[X] Have a sit down with your PR department and work out a way to start improving your image and trust to public,
-[x] Then once you got one, follow through to do so.
[X] Upgrade Otto's body into a real super-robo one based off Elec-Man
-That way we can massively increase his abilities in the field, expand upon the options he will have and allow him a near human form so he can fit into the public with much greater ease.

So more build up, massively increasing the abilities of our moonbase and upgrading one of our heroes is the point of this plan.

Edit:
Change vote later.
 
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I'm ruling that the 'time stopper' and 'time slow' devices actually work by using time dilation to speed up the user. The Time Slow is around 15* and needs 400 kilowatts of power per cubic meter, but can keep going as long as you provide that power. The Time Stopper is around 4,000* and needs 2.5 megawatts of power per cubic meter (much more energy efficient).
If it can be calibrated to only dilate the user, then it only has to do it's job on about .0664 cubic meters of area, resulting in Time Slow needing 26.56 Kilowatts, and the Time Stop needing 166 Kilowatts. Perhaps double that to account for gear and armor, that is still just 51.12 and 332 respectively.

Considering you ruled that Wily's robots had a power production of 2 megawatts, it should be easy as pie for us to just keep time "stopped" till we finished off all the aliens.
[X] Build something new
-[x] Create Ceratanium
Since we got aliens incoming, I would suggest that we make the Time Stop, since it has a lot of immediate combat usability.
[X] Upgrade Otto's body into a real super-robo one based off Elec-Man
-That way we can massively increase his abilities in the field, expand upon the options he will have and allow him a near human form so he can fit into the public with much greater ease.
Maybe the form could be based off of Elec-Man, but his capabilities should be more like Spark Man, who is basicaly the upgraded version of Elec-Man. Plus, his combat form doesn't have to double as his civilian form, they could rig him up with the swap thing they did with Anne.


[X] Build something new
-[x] Time Stopper

Your research department has been rather neglected so far, but that doesn't mean they can't do something of great use
[X] Have them work on fixing the C-10's recoil issues, otherwise nobody will want to use one.

Your manufacturing base hasn't been used all that much lately, and it's meant to be used
[X] Have them start making massive defensive/offensive and construction prefabs that can be beamed easily together or part by part to the moonbase to help jump start its build up into a insanely well defended forward base.

[X] Have Von Braun go into a massive building up using the prefabs sent to them.
-[x] Though also make sure they start working on building a shipyard up there, large enough to build battleship sized vessels and maintain them
[X] Have a sit down with your PR department and work out a way to start improving your image and trust to public,
-[x] Then once you got one, follow through to do so.
[X] Upgrade Otto's body into a real super-robo one based off Spark Man, but with hands.
-[X] Make sure he has a Civilian Mode as well.
 
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Since we got aliens incoming, I would suggest that we make the Time Stop, since it has a lot of immediate combat usability.
Kind of the reason I was going for the massive build up for the moonbase and upgrading our combat hero. Since those two seem like they would have a bigger impact against the incoming wave to me.

As they could thin out the wave before it even gets a chance to reach the plant and help deal with the ground threat.

Since I'm betting if we picked to start working on time tech here, that we would only have oen unit finished by the time the aliens next wave came and that would be as much use this time.

Maybe the form could be based off of Elec-Man, but his capabilities should be more like Spark Man, who is basicaly the upgraded version of Elec-Man. Plus, his combat form doesn't have to double as his civilian form, they could rig him up with the swap thing they did with Anne.
Thing is, while Sparkman can output twice the amount of juice Elec-man can, he isn't as good a design as Elec-man in general here.

As Elec-man is also a nearly on par with Quickman in speed and physical ability too and has more control over using outside sources of power, since before his turning his job was to control the power of nuclear power plants.

Where as Sparkman was more designed as a outright combat unit, created for a overall better ability to generate volts.

Plus, if we went with the Sparkman design, we would need to get rid of Otto's hands for him to be able to properly channel all the power he could generate.

So to me come down to a choice of Power type vs General/utility type and of the two I think the later has more use for us overall.
 
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Kind of the reason I was going for the massive build up for the moonbase and upgrading our combat here. Since those two seem like they would have a bigger impact against the incoming wave to me.

As they could thin out the wave before it even gets a chance to reach the plant and help deal with the ground threat.

Since I'm betting if we picked to start working on time tech here, that we would only have oen unit finished by the time the aliens next wave came and that would be as much use this time.
If the Aliens are appearing that soon, doing the Metal won't get us anything either. If we had enough time to put the metal into mass production, we would have time to make quite a few of the time slowers/stoppers

And the Time Slow/Stop is a lot more effective, combat wise, than a metal. While Metal might get us more units, the Time Slow/Stop multiplies the combat effectiveness of the units we already got.
Where as Sparkman was more designed as a outright combat unit, created for a overall better ability to generate volts.

Plus, if we went with the Sparkman design, we would need to get rid of Otto's hands for him to be able to properly channel all the power he could generate.

So to me come down to a choice of Power type vs General/utility type and of the two I think the later has more use for us overall.
Why would we have to get rid of the hands? If the Spikes are a MUST (I don't think they are), they could be mounted on his wrist, or only out when he's using them (or both).
As for Combat vs Utility, this guy is a Soldier, he's meant to fight. While I could see us making some Utility guys as well, they would be guys equipped for that job, not fighting.
 
If the Aliens are appearing that soon, doing the Metal won't get us anything either. If we had enough time to put the metal into mass production, we would have time to make quite a few of the time slowers/stoppers

And the Time Slow/Stop is a lot more effective, combat wise, than a metal. While Metal might get us more units, the Time Slow/Stop multiplies the combat effectiveness of the units we already got.
Oh, I don't expect the new alloy to be of use this turn, I'm building it for it's later uses next turn for us.

As for a time tech, how about we build Quickman next turn then? As that way we can get that time tech out there, give a model to our research team can study without us needing to be there and get another kickass unit for our uses out at the same time too.

Why would we have to get rid of the hands? If the Spikes are a MUST (I don't think they are), they could be mounted on his wrist, or only out when he's using them (or both).
That is on the QM them, as I assume that all models are built there way because they have to in for megaman.

As otherwise, we could make a lot more better designed units then those we see in the game here.

As for Combat vs Utility, this guy is a Soldier, he's meant to fight. While I could see us making some Utility guys as well, they would be guys equipped for that job, not fighting.
But they will be fighting in mostly urban environments, thus allowing a Elec-man based unit to draw and use power from the grid here in any fight to boost there own power.

Which will make them a lot more powerful then just a Sparkman design here.

So sure the Elec-man design might have a lower baseline, but it will hardly ever be limited by it to matter in most fights.
 
Oh, I don't expect the new alloy to be of use this turn, I'm building it for it's later uses next turn for us.

As for a time tech, how about we build Quickman next turn then? As that way we can get that time tech out there, give a model to our research team can study without us needing to be there and get another kickass unit for our uses out at the same time too.
Quickman doesn't use Time Tech, Flashman and Timeman do. Quickman is just quick, made of special light-weight metals.

The reason I want to do the Time Tech, is that it MIGHT be of use this turn, and even if it isn't, it is still a lot more useful than a new metal, even outside of combat. I can think of a number of things we can do with a proper power-source to power the time-stop. The main of which is more time for SCIENCE!, another would be to allow us to download a lot of stuff into someone's brain in a short amount of time.
That is on the QM them, as I assume that all models are built there way because they have to in for megaman.

As otherwise, we could make a lot more better designed units then those we see in the game here.
@I just write Are the spikes that replace Spark Man's hands absolutely necessary, or can we use hands? If the Spikes are necessary, do they have to replace his hands, or could we position them on his wrists or something?
But they will be fighting in mostly urban environments, thus allowing a Elec-man based unit to draw and use power from the grid here in any fight to boost there own power.

Which will make them a lot more powerful then just a Sparkman design here.
I doubt you could get much use out of electricity in urban environments, unless you happen to be by a power plant. Electrical Systems happened to be designed that overdrawing the power would quickly shut it down, and besides Power Line the tolerance is pretty low compared to what we can generate, and doubt Power Lines compare to how much we got.
 
Quickman doesn't use Time Tech, Flashman and Timeman do. Quickman is just quick, made of special light-weight metals.

The reason I want to do the Time Tech, is that it MIGHT be of use this turn, and even if it isn't, it is still a lot more useful than a new metal, even outside of combat. I can think of a number of things we can do with a proper power-source to power the time-stop. The main of which is more time for SCIENCE!, another would be to allow us to download a lot of stuff into someone's brain in a short amount of time.

@I just write Are the spikes that replace Spark Man's hands absolutely necessary, or can we use hands? If the Spikes are necessary, do they have to replace his hands, or could we position them on his wrists or something?

I doubt you could get much use out of electricity in urban environments, unless you happen to be by a power plant. Electrical Systems happened to be designed that overdrawing the power would quickly shut it down, and besides Power Line the tolerance is pretty low compared to what we can generate, and doubt Power Lines compare to how much we got.
The spikes aren't strictly necessary, though they greatly improve performance. You could easily set things up like how mega man could transform his arm between 'hand' and 'cannon' though.
 
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