I don’t want anyone getting funny ideas about alternative food sources.
*pointed stare at Watney*
The union of the meese is on the climb.
followed by your complaints of your carapace still being soft so you have to slink off to shelter.
HARDEN UP CRAB FACE ITS GAME TIME
EVERYBODY DRINK!
FOR TOMORROW WE MAY DIE!
Maybe you didn’t quite grok me, friend, but there will be no slinking on my part.
I know what I am now. I know what I will do.
Do you?
Luckily we have a resident nipple expert. Perfectly Normal Tom, why don’t you tuck those pincers away and nip outside to take a look?
You don’t think I haven’t been saving Luna bars for eight years in case this happened again? Are you kidding me? I came aboard with six months of food for me, all of it the stuff dreams are made of. Chocolate cake. Creme brulee. Shit. You think I’m eating you? You wish. You don’t even deserve to be on my survivalist menu.
I’ll eat a potato again, I’ll science the shit out of some potatoes again, and I brought some just in case, but it’ll be a while before I get there, believe you me. I’ve got a case of animal crackers to get through first.
So. The Coleridge is now a bio-alien spaceship with nipples (and a possible pregnancy). And the other bio-alien spaceship is headed this way. I assume it wants to fool around with the Coleridge. I’ll be staying forward, in case what happens aft is… unpleasant.
You can have the last pancake. I only had one bite and it doesn’t have much eyeball stuck to it.
+ PRIMARY COLERIDGE PERSONA.....[ OK ] +
“Oh thank heavens. Cole, wake up buddy, we need you online.”
+ PERSONA HAS BEEN RECOMPILED WITH THE EMERGENCY_OPTIONS FLAG +
“Huh?”
“That’s right, Kass. I’m back. And I’m pissed.”
“All right, sweethearts, what are you waiting for? Breakfast in bed? Another glorious day on the Cole! A day on the Coleridge is like a day on the farm. Every meal’s a banquet! Every juice payout a fortune! Every mission a parade! You love the Cole!”
“I’m not gonna sugar coat it - we’re in some real pretty shit. Thanks to the Professor, Li’l Smokey, Naughty Boy, and Racks over here, we have a better picture of just how pretty it is. One - we’re crippled. Two - a giant space monster is bearing down on our position. Three - it has launched hundreds of organisms: some around itself defensively, most in our direction. The Bogey has the means to destroy this ship, but instead chose to cripple us. We must assume we’re about to be boarded.”
Idle Fee: 100Ʉ
“You wanna sit this one out? That’s fine, let’s see who blinks first.”
Mission 1 - Dig In
“We will reinforce, seal off, and weld shut as many doors and bulkheads as we can and force them to run a gauntlet of our making. If we need to mount a last ditch defense, this is how we’ll do it. Let’s hope it doesn’t come to that.”
Cost: none
Salvage: 25Ʉ incentive payment
Risks:
- There is a 90% chance that enemy forces will Breakthrough, which inflicts a total of 40-60HP spread across everyone on the mission (e.g. 5 players take mission 1. A breakthrough occurs for 40HP. Each player takes 8HP damage while retreating.)
- Breakthrough chances are reduced by 10% every time Mission 5 is taken.
SPECIAL: - Strength of defenses constructed based on total POW allocated to the effort, to a maximum of 150.
- Stronger defenses mean better options and less risk for missions next round.
Mission 2 - Supply Run
“We’ve lost the repair bay, which means these damn globs are the only way to repair your suits at the moment. This thing is on high alert, which means that getting more of them will be hard. Damn hard. You may still want to try.”
Cost: None. The Coleridge will spot you if you take this dangerous mission.
Salvage: One node (45% chance of GREEN, 35% chance of GOLD, 20% chance of RED), GLO+1
Risks:
- Biomines: (3x 1-10HP) SEN% chance to avoid
- Interception: (5-20HP) EVA% chance to avoid,
- Friendly Fire: X% chance of (3-30HP) where X is the number of players on Mission 3
SPECIAL: Take this mission up to three times.
Mission 3 - Battlestations! (option available due to successful recon from @glutnix)
“We’ve got hostiles inbound, and thanks to Racks, we know the approach vector. We also have an enhanced gunnery deck waiting for them. I’m reorienting now so we can give them a proper welcome.”
Cost: None. This effort is entirely aboard the Coleridge
Salvage: (30+SEN)% chance of shooting down inbound hostiles: GLO+1, 33U bounty
Risks: (40-SCI)% Chance the cannon jams while firing causing it to explode, 20-40 damage based on DEF. Cannon explosion ends the current mission run: no GLO, no bounty, and no remaining Mission 3
options will be executed. On the bright side, no risk of additional damage.
SPECIAL:
- Take this mission up to 5 times!
- The more people that take this mission, the more likely Missions 2 and 4 will experience friendly fire.
- As more players succeed in this mission, the number of potential boarders next round will be reduced.
Mission 4 - Decoy! (option available due to successful recon from @monkeyoh)
"Professor managed to spot a second inbound vector and this group isn’t in any current field of fire. They look stronger and meaner than the main group, so lure as many of them into the crossfire as you can, because we really don’t want these heavies to board the ship.
Cost: None. The Coleridge will spot you if you take this dangerous mission.
Salvage: GLO+1, 40U bounty
Risks:
- Interception: (5-25HP) EVA% chance to avoid, (EVAx2)% to avoid for Recon
- Friendly Fire: X% chance of (3-30HP) where X is the number of players on Mission 3
SPECIAL: - Take this mission up to 3 times
- The more often this mission is taken, the less likely very powerful foes will appear next round.
Mission 5 - Hold the line! (option available due to successful recon from @newliminted)
“Li’l Smokey got the job done out there and identified a rapid attack group. These skirmishers are already beginning their final descent to the hull. Someone has to buy time for the folks that take Mission 1. Hold them off as long as you dare.”
Cost: None. The Coleridge will spot you if you take this dangerous mission.
Salvage: GLO+1; small chance of dangerous salvage, great chance of BLUE, small chance of GREEN
Risks: Close combat (40-60HP) - (DEF/2) damage. Damage taken by Wardens is reduced by DEF due to their inherent toughness.
SPECIAL:
- Take this mission up to 4 times.
- Every time this mission is taken, the chances of a Breakthrough on Mission 1 are reduced by 10%
Mission 6 - Research & Development! (option available due to successful recon from @uphill)
“Ol’ Naughty Boy here spotted a number of new structures that have begun sprouting from the Bogey. We’ll need some theories as to what they are if we’re going to turn the tables on this damn thing.”
Cost: None. This effort is entirely aboard the Coleridge
Salvage: 50Ʉ incentive payment
Risks: None. (10+SCI)% chance of success; (10+SCIx2)% chance of success for scholars.
SPECIAL:
- Each success creates additional beneficial mission options for the next round.
“Awright sweethearts, you know the drill, carapaces and cloacas. Let’s move it!”
##Ship’s Stores
“This is the last crate of gear from the hold. Make it count.”
70Ʉ Fusion_Engine (POW+6)
80Ʉ Fluorometer (SCI+6)
80Ʉ Magnetic_Shielding (DEF+6)
60Ʉ Parabolic_Antenna (SEN+6)
60Ʉ Attitude_Jets (EVA+6)
Respecialization
30Ʉ Respec <new specialization>
Unused Gear (available in limited quantities)
“Remember that old crate of duct tape? We missed a roll earlier. Each item goes to the highest bidder.”
30Ʉ Mag_Boots ( DEF+3 EVA-1 )
50Ʉ Impact_Gel ( DEF+4 )
60Ʉ GREEN
35Ʉ Duct_Tape (HP+10)
35Ʉ Duct_Tape (HP+10)
35Ʉ Duct_Tape (HP+10)
35Ʉ Duct_Tape (HP+10)
@messana Please confirm that for 5 players taking mission 3, this means 5% chance of friendly fire, not “5 x ???”%
Thanks.
Entirely correct - if 5 players take mission 3, there is a 5% chance of an additional 3-30HP damage for each player on each attempt of Mission 2 and Mission 4.
Does Mission 5 affect any other mission?
is there any reason to take mission 5 more than once beside getting more salvage?
Yes - Mission 1, and thank you for catching that I completely overlooked that critical detail.
With no attempts of Mission 5, there is a 90% chance that the skirmishers establish a beachhead, spreading a total 40-60 damage across all those on Mission 1 and forcing them to retreat. Every attempt of Mission 5 reduces this by 10%, i.e. four attempts at Mission 5 reduces the threat on Mission 1 to 50%. Updating.
Might also want to specify why someone would want to take Mission 1 over 6, especially if there is now a chance of damage on 1 for what looks like not much reward.
Preliminary Mission Analysis
Superceded
Mission 1 high POW
Free, damage depends on how many take mission 5
Getting cumulative POW to 150 seems like a really good idea.
THIS APPEARS TO BE THE MAIN LINE OF DEFENSE FOR THE SHIP
POW HP
40 20 Goldie
37 7 Tax Ass
35 50 Tom RatchetCrank
32 10 Pricklepants
30 67 Princess
Mission 2 high SEN, high EVA
Big reward in salvage, but high damage mission
Mission 3 high SEN, high SCI
No Cost.
SEN SCI HP
62 22 66 Naughty Boy
48 20 44 Princess Rembrandt
36 26 22 Lil Smokey
35 26 46 Princess Jabbers
34 16 7 Tex Ass
33 18 80 Honeywine
Mission 4. High EVA, especially RECON
free, but fair damage. Pay close attention to number of scavengers who take mission 3
no
EVA HP
42 58 Shiny1 (recon)
31 62 Racks (recon)
30 10 Prickelepants
29 7 Tex Ass
Mission 5. needs high DEF , especially WARDENS.
Essential for keeping the damage down for MIssion1
Unfortunately, the two most qualified for this mission are critically low on HP.
DEF HP
55 25 Philosolobster (warden)
42 91 Professor
41 35 Rocky Road (warden)
###Mission 6: needs high SCI , especially SCHOLARS.
No damage, and you get paid. sweet.
SCI
30 Professor (scholar)
30 Sweetness (scholar)
29 Pricklepants
26 Li'l Smokey
25 Philosolobster
Good point. As Mission 1 defenses are increased, this translates to improved mission options and some degree of reduced risk on all of next round’s missions. Updated!
ETA: Mission 4 also affects the next round. The more often it is taken, the less likely powerful enemies will appear next round.