##Answers & Clarifications
Amazing how everything always looks accurate when posting at midnight, only to not be accurate when looking at it with rested eyes. Minor corrections to missions have been posted above - specifically segment timing and the order in which Mission 4 is executed.
And now onto answers, clarifications, and a little light Space Law:
Segments: Think of each of these as mini-rounds within the round, calculated in order, but with no buy/sell/trade/use happening in between. The results of each segment will be posted in an abridged format as they are calculated for the full nerve-wracking experience.
Segment Caveats:
Example A: if someone on Mission 3 dies in Segment 2 and it reduces the total SEN assigned to that mission, Segment 3 is calculated with the new total SEN.
Example B: if Mission 1 can Counterattack! at POWx3, but the sole Recon on Mission 1 dies in Segment 2, everyone on Mission 1 will Counterattack! at the reduced POWx2 starting in Segment 3.
Correct - it doesn’t buy any time on Mission 4, but indirectly helps it. Since starting mission 2 on Segment 1 is a probably death sentence, those on Mission 4 would probably arrive too late to save anyone but themselves.
OR, is it as the chart suggests and each of the four missions is happening simultaneously but one segment at a time?In each segment for Mission 1 & 2 & 3 all remaining live participants are combined, but in Mission 4 only the select ordered participant makes a run?
This. See ‘Segments’ above for what I hope is a sufficient clarification.
I still don’t understand how Missions 1,2,3 modify outcomes on Mission 4.
Correct - they do not directly modify the outcome of Mission 4 in terms of probability or damage taken, but they hopefully buy everyone else enough time for them to execute it.
Counting isn’t my strong point, but once per iconoclast gives us (bangs head on table twice) two attempts, no?
Tea and Li’l Smokey? Who’s the third?
A third could potentially come from someone issuing a RESPEC Iconoclast
order.
So long as at least one scavenger takes Mission 1, the first table applies. Adding additional scavengers to missions 1 only increase the amount of damage inflicted to the swarm during Segments 1, 2, and 3. Put differently, having one scavenger on Mission 1 “buys time” for missions 2 and 4, but once a single scavenger has chosen mission 1, having two or more scavengers on MIssion 1 doesn’t "buy anymore time doesn’t alter the sequence of events for mission 2 or mission 4 – assuming the single scavenger on Mission 1 survives Segment 1, 2, and 3.
Correct and finely nuanced. As long as one scavenger can take Mission 1 and survive all three segments, Mission 2 will begin in Segment 4 as scheduled. Should that scavenger die in Segment 2, Mission 2 will begin in Segment 3 as the swarm can now rush through the rest of the ship unhindered. Hopefully the explanation above in ‘Segments’ makes that clear.
If a Scavenger can get SCI + SEN >= 100, then that scavenger will disable the bogey during segment 3 WITH CERTAINTY and the folks on MIssion 2 will never have to fight. Is that correct?
If a scavenger can get SCI + SEN > 100 -and- that scavenger has the highest EVA‡ of those taking Mission 4, then that scavenger will disable the Bogey with certainty on Segment 4‡. Mission 4 executes before all others, so if successful, the remaining missions in Segment 4 will not execute.
‡These updates didn’t make it into the initial mission post last night and were posted after your initial analysis of the missions. I apologize for not getting to that sooner today.
- RED carried on a mission is some sort of “get out death free” card, but I don’t have time to track this down. Help!
If a scavenger has RED in her inventory at the time HP is reduced to zero or below, the RED activates and immediately adds an additional 65HP to that scavenger.
- If in your possession on a mission, it will restore 65HP the instant that your HP reaches 0. The ultimate in life insurance!
so, the 300 RED can be purchased in juice increments, in a first-come, first-served basis? And then the purchaser then applies more juice and RED to a particular item?
In the past, hadn’t RED been non-atomic?
Correct. A valid order sequence could be:
BUY RED
USE RED Fancy_Item <juice>
Unike GREEN, which requires juice, RED has the initial juice cost of 50 built in. Additional juice is beneficial but optional. The Glob Nursery has multiple globs for purchase, unlike those in the ship’s hold, which are limited in supply.
A reminder that one GOLD and one GREEN effect can happen per scavenger round: either
USE RED <item> <juice (optional)>
represent the maximum number of USE orders this round, or
USE GOLD
USE GREEN <item> <juice>
represent the maximum number of USE orders this round.
Since not all of us may make it back from this mission, BUT those that do (and are still on the ship) will be released from their contracts…all of the sudden the last will and testament becomes a possibility.
NOW, if you died during the mission BUT overall the mission is completed,and you had a Will on file, would the will be valid or since you died prior to the mission’s end would your stuff revert to the company?
I’ve checked with my moon lawyer. Case law on this suggests that a Will drawn up while under contract is invalid, as the individual does not have the rights at that time to disburse those items posthumously. The contract must be voided before the Will can be considered binding.
I thought we’d decided I did have a gold? Do I need to call in the auditors again?
Not the auditors again, anything but that. You do have that GOLD in your inventory, I hadn’t had a chance to update the player file accordingly. That has been remedied and these orders would execute properly.
Phew! Glad to continue explaining things as we go along - this is the most complex round yet. Thank you for your patience.