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  #11  
Old October 11th, 2002, 03:53 AM
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Default Re: Turn Blitz #2 open for business! (12 seats left)

Hey! you're right!

The order switching between the two tables must have confused me.
Ukra-Tal, CueCappa... oopsie.

I guess I'm doing even better than I first thought.
Although realistically, I can hardy claim the glory.
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  #12  
Old October 11th, 2002, 03:50 PM
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Default Re: Turn Blitz #2 open for business! (12 seats left)

You know, this game really makes me wish SE4 had some kind of text log that would record everything that happened in the game from turn to turn. When you miss ten turns or so in a row it would be nice if you could go back and get an idea of what happened without having to go through all the turns one at a time.

You go to bed with a fleet, and wake up without it... where did it go?
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  #13  
Old October 12th, 2002, 07:23 AM
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Default Re: Turn Blitz #2 open for business! (12 seats left)

you know how about a story thread about this whole thing? I would join, yet im busy now, totally full and still having trouble keeping up, ummm is PBW down btw?
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  #14  
Old October 12th, 2002, 06:50 PM
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Default Re: Turn Blitz #2 open for business! (12 seats left)

Well Skulky, it's hard to do a story thread when you miss half the turns or more. But here's a little short story for you.

I steped in for a player that left game and found myself in the middle of a war that had been going on for who knows how long...

--------------------

So you the new guy? Ok, well follow me, I'll show you what we are doing today. Watch your head there. That I-beam looks a little unstable. A trip to the infirmary on you first day won't look good on your record you know.

Fired? No, they can't do that. Your local guild rep will make sure that doesn't happen. But they can't prevent you from being transferred to another salvage ship. Only the best get to work in the Forlon system you know. And only the best of them get to work on the Anteres.

Me? Yeah, I'm the best. Been in the salvage business almost forty years now. Most of that right here in Forlon. Anteres is my third posting. I remember the old days when we had to do all our work outside the ship in Z-suits. But not on Anteres. Now we simply open the forward bays and tractor the scrap right inside.

No, the big stuff has to be cut up first, but we've got saw-drones for that now. But honestly the Council and Cue Cappa weapons have been getting better these days. Usually there aren't any pieces left much bigger than 3 or 4 kilotons. I saw a Council Cruiser once that got pounced by a couple Cappa ships with those telekinetic projectors they have now. There wasn't anything left bigger than a few centimeters. We had to leave that one for the skimmers to pick up.

What's it all about you ask? Hmpf. What's any war about anyway? This one's been going on so long now I doubt anyone in Munjumb or Huju even remember why they are fighting. It�s been going on longer than I have been here, that�s all I can tell you. They just keep making ships and sending them to kill each other in Forlon. And that's where we come in.

No, they don't give us any trouble. We sell them back minerals and Radioactives at a discount. And when we find any "organics" they get those for free. If it weren't for the Corporation they wouldn't have any caskets to pin all those medals on.

That one? No, that's a Commonwealth ship. Somehow they have managed to stay out of the war all these years. Their ships go back and forth between the Council and Cappa homeworlds, shuttling diplomats for peace talks and what not.

Every rock orbiting the Forlon double stars here has had both flags at one time or another flying over it more than once over the years. Now that�s a nasty job for you. Salvaging what�s left of one of those colonies after they get glassed. Those domes don�t Last long against weapons designed to bLast ship hulls made out of titanium alloy. The bodies? The bodies stay pretty much intact. At least until the local vermin get to them. And it�s not like combing a debris field for a few thousand navy pukes. No, the colonies have millions of people. And women and children too. The Corporation has to farm that work out anymore. That�s the whole reason the Guild got started was cause the early salvage monkeys got tired of picking up dead kids.

But not too often anymore. The two sides gave up long ago trying to colonize what passes for planets in the godforsaken system. Only intelligent thing either one of them ever did if you ask me. Now the Commonwealth occupies all the planets, and the Cappa and Council occupy themselves just blowing each others ships up.

Watch your step. Looks like some organics there. Which one? Well from the color of the blood I�d say that�s a Councilite. The Cappa�s blood has a more bluish tinge to it and a different smell too. A few months and you�ll get to where you can recognize the two with your eyes closed. That�s the only thing I miss about working in Z-suits. Probably some wet behind the ears ensign on his first trip off the homeworld. Such a waste. Well, time to get to work. Go get a mop will ya�?

fin
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  #15  
Old October 12th, 2002, 08:14 PM
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Default Re: Turn Blitz #2 open for business! (12 seats left)

Hey! get back to the History of the Galaxy!

Edit: Is that Anteres on purpose? cause it's AntAres.

[ October 12, 2002, 19:15: Message edited by: TerranC ]
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  #16  
Old October 14th, 2002, 04:09 AM
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Default Re: Turn Blitz #2 open for business! (12 seats left)

Hehe. Nice Geo...
I've personally taken only about 10% of the turns, and I totally failed to recognize that that was for TB#1

I might just have to prod my AI to clear out all those squatters on my planets.
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  #17  
Old October 14th, 2002, 04:14 AM
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Default Re: Turn Blitz #2 open for business! (12 seats left)

Quote:
Originally posted by Suicide Junkie:
Hehe. Nice Geo...
I've personally taken only about 10% of the turns, and I totally failed to recognize that that was for TB#1

I might just have to prod my AI to clear out all those squatters on my planets.
Heh, well they already did, and my homesystem beyond, about 50 turns ago.

Unfortunatly I cannot get the Colonials to design and build ships using the master computers, so unless I want to play every turn 24x7 (Which I don't) I have no chance against the Cue Cappa and their alegiance subverters. I am just marking time until your fleets take out the rest of my home planets and then I will be marking the empire dead.

Geoschmo
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  #18  
Old November 9th, 2002, 12:24 AM
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Default Re: Turn Blitz #2 open for business! (12 seats left)

Thirteen seats left in this game!

Psychic weapons will be disabled, no don't worry about these horror stories
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  #19  
Old November 9th, 2002, 03:01 AM
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Default Re: Turn Blitz #2 open for business! (12 seats left)

Down to twelve!
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