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Repair planning!
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vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Tue Apr 28, 2009 8:36 pm    Post subject: Repair planning! Reply with quote

this is for the most part ooc planing, so feel free to talk in the third person (eg i think this, and rylah thinks this)

vong wrote:
ooc: these are the times for a trained mechanic

obidancer wrote:
Drake makes a list for Garolf:
- 2 Entrance defence laser cannons (starfighter scale) (30h to fix each)
- 3 E-web blaster (1 takes 2h to fix, the other 2 take 12h to fix)
- 12 portable generators (one working at minumum - only meant to keep the lights on at the museum. ~7 hours to fix each one)
- 4 Anti vehicle weapons (24h to fix each)
- 1 personal shield generator (fixed base, 2M radus. requires portable generator. 50h to fix)
- 1 Z-95 (Lasers broken (13 hours to fix), Sublights down (29h to fix), Shields down (57 hours to fix), Minor hull degredation (9 hours to fix))



Total of ~394h of repairs to do (to fix EVERYTHING) and ~234 hours until the fleet arrives.

A trained tech can supervise a group of untrained people to help them move at a faster pace (without doing any repairs himself).

EG: Hrar could repair a portable gen in 7 hours. it would take Rownn ~14 hours (depending on roll). Hrar can supervise rownn to bring that down to ~10. (not worth it yet). If 12 people with limited tech experience work on generators together, with hrar supervising, he coudl bring all their times down to ~10 (making it worth it). Granted Hrar is probably gonna be busy making an e-web backpack Razz

I know Garolf is busy sulking in private, so the rest of you can start planning what you want to fix and i can start forwarding time to when something interesting happens. Feel free to use the RP room if you want


Ankhanu wrote:
Ok, let's get this figured out so it can be suggested.

I'd say fix 6 of the generators (32hr), the entrance laser canons (60hr), first e-Web (2hr), Shield generator could be used as a fixed point defense, rather than a "personal" shield, blocking off an important hallway. Other items as we can get them.


Ankhanu wrote:
Ok, let's get this figured out so it can be suggested.

I'd say fix 6 of the generators (32hr), the entrance laser canons (60hr), first e-Web (2hr), Shield generator could be used as a fixed point defense, rather than a "personal" shield, blocking off an important hallway. Other items as we can get them.


Esoomian wrote:
If not I vote fixing an E-web first in character but OOC I vote for fixing a few generators first. They seem the most useful.


Quote:
Model: BlasTech E-Web Repeating Blaster/Merr-Sonn
EWHB-10
Type: Two-man heavy repeating blaster
Scale: Character
Skill: Blaster: repeating blaster
Ammo: Power generator only
Cost: 5,000
Availability: 2, X
Range: 3-75/200/500
Damage: 8D
Source: Rulebook (pages 231-232), Imperial Sourcebook
(page 124), Rebel Alliance Sourcebook (page 101)

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Last edited by vong on Fri Feb 04, 2011 10:38 am; edited 2 times in total
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Ankhanu
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PostPosted: Fri May 08, 2009 10:06 am    Post subject: Reply with quote

Well, let's assume that we're getting caught, and they'll start sending waves of warriors at us. What do we really need to hold off waves of Vong?

I still think my suggestion is worthwhile, perhaps adding in the Anti-vehicle weapons... though I don't think they're as useful as the character scale weapons.
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Esoomian
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PostPosted: Fri May 08, 2009 2:27 pm    Post subject: Reply with quote

OK here is my plan.

Banshee starts work on the Z-95, start with the hull as it will take the least time. Then Jo and Banshee can co-ordinate on the guns. The Z-95s repulsorlifts appear to be working so with the guns and hull repaired we should have a semi-mobile weapons platform. If there is still time then we add Zinn and they try to get the sheilds up and running.

First we take all of our NPCs and find everyone who actually has decent technical skills. We group them into two groups (unless there is heaps of them). Drake takes one group and attempts to get the E-Webs up and running (with the exception of the one for Tiny). If we still have Kazdan Thek then he helps here.

Hrar takes the other group (which includes Jo and Zinn until they head off to assist Banshee) and gets at least four portible generators working, after making Tiny's mobile E-web.

Trustrum and Garolf try to get the portable shield generator working, this gives us (somewhat) mobile cover we can block off areas with and then turn off when we want to shoot back.

The rest of us help out where we can... probably shifiting large objects or something.

If it turns out we still have time after this then I'll add more later.
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Last edited by Esoomian on Sat May 09, 2009 1:59 pm; edited 1 time in total
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Jedi Skyler
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PostPosted: Sat May 09, 2009 12:20 pm    Post subject: Reply with quote

Sounds like a decent plan. Kinda what I was thinking of, only in more detail than I'd thought out. Good job.
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Ankhanu
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PostPosted: Sat May 09, 2009 12:41 pm    Post subject: Reply with quote

Let's go with it then, and the game can continue Smile
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Jedi Skyler
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PostPosted: Sun May 10, 2009 3:18 pm    Post subject: Reply with quote

YAY! Very Happy
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Esoomian
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PostPosted: Sun May 10, 2009 5:43 pm    Post subject: Reply with quote

Sweet so as soon as team getting the supplies returns we can fast forward to the action.
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vong
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PostPosted: Tue May 12, 2009 1:18 pm    Post subject: Reply with quote

sounds good guys. solid plan Smile

Ill give till after we finish off this mini adventure to move us ahead to the next incident..

Im hoping to get to the main action sequence by the first weekend in june. (June 6).

I have one for sure, perhaps 2 depending on unpredicted actions more mini adventures meant for character development.

Skyler, feel free to post some RP with the refugees if you want - they can interact with you, or you can go to the hangar and help get banshee started on the z95 if you want.

As a note - at least someone is gonna have to help banshee, as he is unable to life hull patches and put them in place for those repairs.
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Esoomian
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PostPosted: Tue May 12, 2009 2:07 pm    Post subject: Reply with quote

OK I guess we amend the plan slightly to have Jo help Banshee from the get go. He's got less dice in technical than Zinn so his skills will probably not be missed from the other group.
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vong
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PostPosted: Tue May 12, 2009 8:43 pm    Post subject: Reply with quote

yea, and NPCs can do general heavy lifting.
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Esoomian
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PostPosted: Tue May 12, 2009 8:45 pm    Post subject: Reply with quote

Sounds good.

I wonder how many hours we have before we're discovered.
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Jedi Skyler
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PostPosted: Wed May 13, 2009 12:55 pm    Post subject: Reply with quote

Perhaps I can slip that into my RP with the NPCs...recruit a few of them to assist Banshee where needed. Might be a somewhat fun project to keep some of the kids busy and out from under our feet as we prepare for the big battle.
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Ankhanu
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PostPosted: Wed May 13, 2009 5:42 pm    Post subject: Reply with quote

If there's one thing kids are good at it's lifting plates of metal and holding them up while they get welded into place! Super fun Smile
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Esoomian
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PostPosted: Wed May 13, 2009 7:20 pm    Post subject: Reply with quote

Kids love lifting things and then staying still right?
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Jedi Skyler
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PostPosted: Sat May 16, 2009 3:44 pm    Post subject: Reply with quote

Yeah. I'm gonna have to go all Tom Sawyer on 'em to get 'em to paint the thing green and black...hehehe Razz
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