Fallout: Settlers (Year: 2277) - Open to Most

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thinkslogically
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by thinkslogically » Mon Feb 22, 2016 3:11 pm

Vote: C, D, G

Rad levels are still pretty low and probably not worth worrying about for now (151 rads split by 20 people is ~7.5 rads each).

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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Runsaround » Mon Feb 22, 2016 4:56 pm

B, C, G
I have no idea what I'm doing, and IT IS GLORIOUS!

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spiderwrangler
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by spiderwrangler » Mon Feb 22, 2016 5:15 pm

thinkslogically wrote: Rad levels are still pretty low and probably not worth worrying about for now (151 rads split by 20 people is ~7.5 rads each).
Provided that they reach received an equal dose...
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thinkslogically
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by thinkslogically » Mon Feb 22, 2016 5:26 pm

Yeah, but negative consequences don't kick in until at least 100 rads, right? Also, if one of them was extra radiated, wouldn't it have been in the update? We got individual scores for other vaulters is all and they were much lower so it must be possible for us to tell no?

No problem if not - you're right that I'm assuming things :)

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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by NotStickFigures » Mon Feb 22, 2016 7:26 pm

H 2, D

Only voting two options.

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Synch
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Synch » Mon Feb 22, 2016 7:50 pm

D, G, H(2)
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Patdragon
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Patdragon » Mon Feb 22, 2016 8:22 pm

Well to cover all bases a little more my votes are

E, F, H3
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spiderwrangler
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by spiderwrangler » Mon Feb 22, 2016 8:41 pm

thinkslogically wrote:Yeah, but negative consequences don't kick in until at least 100 rads, right? Also, if one of them was extra radiated, wouldn't it have been in the update?
Probably information worth giving you... Rads as reported were on a discrete scale, rather than as a %... however, since if their Rads accumulated exceed their current HP (vault average HP is ~30 HP), they're dead, I suppose that it makes sense to report them to you as a % from here on out instead of Rad units without reference.

Of the dwellers who took radiation:

1-10% Irradiated: 4 Dwellers
10.1-20% Irradiated: 4 Dwellers
21.1-30% Irradiated: 3 Dwellers
30.1-40% Irradiated: 2 Dwellers
40.1-50% Irradiated: 3 Dwellers
50.1-60% Irradiated: 2 Dwellers
60.1-70% Irradiated: 0 Dwellers
70.1-80% Irradiated: 1 Dwellers
80.1-100% Irradiated: 0 Dwellers


I can't guarantee that things like radiation will be handled exactly the same way in future updates, as the first one was essentially me making over 1000 rolls to generate the results data. I think that will need to be streamlined for future updates. ;)
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Nerre » Tue Feb 23, 2016 6:09 am

Why is the number of Dwellers in that list not linear? I would have expected 4-4-3-3-2-2-1-0-0 not 4-4-3-2-3-2-0-1-0.

Edit: This is curiosity, not an attempt to keep playing.
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by spiderwrangler » Tue Feb 23, 2016 6:18 am

People aren't linear. ;)

The amount of rads they took was based on their Endurance stat and random chance...

I could have made the list increase as you indicated, but I figured it was more helpful to have the Rad % increase linearly instead.
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by RocketScientist » Tue Feb 23, 2016 7:44 am

Nerre wrote:Why is the number of Dwellers in that list not linear? I would have expected 4-4-3-3-2-2-1-0-0 not 4-4-3-2-3-2-0-1-0.
[mod="RocketScientist"]Nerre. Drop out of the game. This is not a request. If you have a problem with the rule, which you were aware of before you joined this game, then take it up with admin. If I see you post in this thread again without specific permission from admin, then I'm issuing you a temporary ban.[/mod]

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thinkslogically
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by thinkslogically » Tue Feb 23, 2016 8:39 am

Ah! Gotcha :D OK, then I guess we should at least treat that one guy (could we use him as a lamp in the meantime?)

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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Theis2 » Wed Feb 24, 2016 1:09 pm

B, D, H3 (walls)
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Quarg » Thu Feb 25, 2016 8:18 pm

Vote G, Vote C, A(1) - Just to make sure the system stays on...

Should give us
B 12
C 9
D 14
E 3
F 9
G 12
H(2) 15

Balance more towards getting more materials to replace those being used...
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Fri Feb 26, 2016 11:15 am

Oh snap!

It's noon folks, voting is closed, and we'll try to get an update to you by Monday, probably around the same time as before.

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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Patdragon » Tue Mar 01, 2016 6:41 am

Any update coming on this Spider/Badge?
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Tue Mar 01, 2016 7:32 am

.[tabs: Food and Water]
Food:
2908 clean units - 92 units + 6 clean units = 2822 clean units
12 irradiated units + 32 irradiated units = 44 irradiated units

Water:
2951 clean units - 92 units + 1 clean unit= 2860 clean units
0 + 5 irradiated units = 5 irradiated units
2 Nuka Cola

[tabs: Armory]
Ranged Weapons:
  • 10mm pistol (x3)
  • .308 rife (x3)
  • crude pistol (x1)


Melee Weapons:
  • baseball bat (x3)
  • rusty knife (x1)


Clothing/Armor:
  • "Vault 50" vault suit (374-12=362)
  • Armored vault suit (x7)
  • Rad-suit (x7)
  • Battered leather armor (x1)
[/list]

[tabs: Building Supplies]
Building Scrap:
60 units ÔÇô 43 units + 8 units + 3 units + 17 units = 45 units

Building Materials:
23 units + 13 units + 4 units ÔÇô 4 units ÔÇô 19 units = 17 units

Miscellaneous:
A bag with 14 bottle caps in it... worthless for building much of anything out of[/tabs]

2277.5-2277.75
(Winter is approaching)
After three months of silence filled with reports from the explorers of this world and the new one, the Computer awoke from its sleep and began issuing new orders. The computer decided that not only should Health Services remain powered, but that it should begin to remove the radiation from those who had explored level 4. Of the original 20 dwellers who were sent into the depths of the vault, 12 were allocated to sick bay to deal with their radiation sickness. Having collected some building materials and a good deal of scrap, the Computer assigned 9 dwellers to begin to recycle the scrap into usable materials using what tools existed. For the problem of the flooding, 14 dwellers were assigned to the library to begin to research a method that could remove the water. Only 3 dwellers were sent to scavenge for building materials. Another 6 dwellers were sent out in an effort to find new sources of Food and Water. As their continued safety was of utmost concern, 14 dwellers were assigned to patrol and stand watch. The Computer realized that to make a real effort into the construction of structures above ground, more dwellers would need to be assigned. Thus, it assigned 12 dwellers to begin work on defensive structures and 2 dwellers to begin constructing a wall.

Of the 20 dwellers who investigated the extent of the troubles in the lower section of the vault, 12 of them were sent to Health Services in the hopes of removing their radiation. First, each of them was stripped and their clothes, which had themselves become irradiated, were burned. Next, they were each sent through a series of showers in which their skin was rubbed and brushed until it was almost raw. Each dweller was then placed in their own separate bed and for the next three months were monitored and treated by the machines whose gears hummed with usefulness. Though not completely healed, there was a significant 27% decrease in rad levels among the Vault Dweller population. A few dwellers were completely cleared of radiation, but 17 remained with some level of exposure, though the majority were less than 25% irradiated. One dweller, weaker than the others, did not respond to treatment and continued to decline in health. The Computer, having never dealt with such a widespread amount of radiation before, noted that upgrades to Health Services may help treat radiation sickness better in the future.

The 9 dwellers who were assigned to scrap repurposing were delighted that they too could finally experience life above ground, as many of the others had, though they soon realized that life in the wasteland was not such a happy affair. Using tools on loan from the maintenance closet, they began to work on the building scrap that the scavengers had been able to find and bring back to the Vault entrance. There was little to no organization skill involved, as the scavengers had merely dropped handfuls, emptied pockets or tossed their carried items into a large pile without caring about the distinction of different things. The Computer made note that once more time was allocated for additions, a system of organization could be created so that scrap conversion could be as efficient as possible. For now, armed with the few tools that they had, the dwellers made the best of their assignment and were able to produce 13 Building materials from 43 building scraps.

The 3 dwellers who were assigned to collect building materials were frustrated by their lack of hauling capabilities. The amount of material that they could find seemed almost limitless, but without a method to transport the heavier materials, there was no way for them to get them back to the Vault entrance where the scrap could be converted or building materials put to new uses. The Computer made note of their frustrations and decided that new research projects could be assigned that would help them haul more items. On one such foray, the team of 3 decided to check out the marina on the southern side of "Vault Island". What started as a bad idea quickly turned to a nightmare, as the collectors found themselves facing off against a colony of mirelurks. They ran in terror of the strange mutated crab-like creatures who ripped and tore at them as they ran, two of the scavengers suffering 2 damage each. Unlike the other creatures that the dwellers had encountered, these returned to their homes in the mud once the scavengers had run a fair distance away. They realized that these creatures would not be as easy to exterminate as the ones that were willing to chase them to an ambush. The dwellers found a total of 8 Building Scrap and 4 Building Material. What they did find was quickly repurposed or put to use by those recycling materials and constructing buildings.

After their initial search efforts outside of the vault, 6 dwellers were sent out into the world in search of new sources of Food and Water. With significantly fewer numbers, the team of 6 stayed mostly on the islands that served as the home of the vault dwellers, searching among the houses that had fallen into disrepair and ruin. On a brave day the team of 6 tried to explore beyond the strip mall that the building material scavengers had found. The road that led south past the strip mall and Storage center contained mostly dusty scrap heaps of houses that existed in the days before the war. A few of the houses had survived the years and were eagerly searched by the team of 6, but often their searching turned up with nothing but empty cupboards and even more empty tin cans, which littered the floors. On the way back from their trip to the edge of the town, one of the searchers found a Nuka-Cola Machine whose contents had somehow survived the war. In the machine were 2 bottles of Nuka Cola, which were still as good as new, though perhaps a bit warm. The team was able to find a total of 32 irradiated Food and 5 irradiated Water, as well as securing 6 units of clean, non-irradiated Food, and 1 clean unit of Water.

A patrol was again created and now that they knew a little better what to expect, plus the benefit of a few additional weapons, the group created a few additional routes to patrol. These routes consisted of continuing to guard the vault entrance as well as the workers that were busy building structures, which the patrol could later use to better defend the vault. With the now seven ranged weapons that they had, paired with the seven melee weapons, the 14 dwellers broke into teams of two. One acted as a basher, the other acted as the shooter and other than an accident in which a shooter shot a basher for 6 damage, the system worked well and allowed for a greater area of coverage. When the scavengers alerted the patrol to the strange creatures that they had found lounging in the mud near the marina, the patrol did their best to more thoroughly watch those areas for any creatures that needed to be pacified. While there was a total of 7 patrols, their effectiveness was not as great as it had been and because of their lack of firepower there were several injuries accounted for, mostly among the bashers. Among the members of the patrol, 8 of the dwellers were injured to varying degrees.

One of the more important things that the Computer hoped to accomplish was the construction of buildings that would aid the dwellers in securing their claim on the surface of the world. This was attempted on two fronts, first in building defensive structures and second in the construction of a wall. The efforts to build a wall were negligible at first, having only 2 dwellers available to work on it. Part of the problem was the weight of each of the building materials that they used which required both of them to carry and put into place. The computer made note of the fact that some research into better construction methods might help, but that this was probably more a lack of workers than it was lack of ability. Against the odds, the wall builders were able to construct a crude wall that stretched about 30 feet long, using up 3 units building materials. They did flub up one of the sections, destroying some of the materials in the process (1 unit Building Materials converted to 3 unit Building Scrap). The wall covers half of the north side leading to the statue that acts as the entrance to the vault.

The dwellers in charge of building defensive structures had more people, but apparently less ability. The first month of efforts was spent arguing over where to place the watchtower which the patrol team could then use to help defend the vault. When the two sides of the argument found that they couldnÔÇÖt agree, they split in half. The first team of 6 built 1 unfinished tower near the bridge that led from Vault island to the second island. This tower rose quickly, but ran into problems when 3 feral ghouls awoke due to the sound of their building efforts. The ghouls attacked the team viciously, dealing 6 damage to the last dweller to get to safety, only stopping when they were brought down by a passing patrol. The other tower was built near the vault entrance and while it went up slower, they were surrounded by patrols who kept them safe allowing the tower to be completed. The finished tower rose a little ways above the top of the statue that the patrol had been using but was also significantly safer to ascend and descend. The patrol team quickly assigned some of their better shooters to the tower, bent on killing any creature: human or otherwise, that attempted to approach the vault without permission. All told, the builders used 12 units of Building Materials in the construction of the towers, but another 7 were damaged (converted to 17 Building Scrap) in the process.

The most Critical task that the Computer assigned was researching a method to remove the water which filled the lower levels. When the vault was originally created, a large library of information was collected and stored within. The library was of the paper variety and though it contained all of mankind's achievements, it required numerous man-hours to be spent digging through the pages until something that they could build could be found. The other main problem with the library was also its lack of organization, as there were no sections or labels on the hundreds of shelves throughout the library. The 14 dwellers who were assigned the task of looking for an answer were performing at less than desirable speeds for the Computer. The researchers best achievement was their discovery of a book that explained in detail how to craft a variety of tubing and explained its uses. One of the methods described in the book was using tubing to move water from one location to another. The book also went on to explain that they would need something called a "Pump". Now that they knew what to look for, the group of 14 went back to the books, looking for the word Pump. They were disappointed several times when they found the word pump in unhelpful locations. One such finding was called a breast pump, which lost the group a few days as each wanted to read the entire book. By the end of the book, the whole group knew a lot more about breasts but not very much about pumps and thus the search went on. After three months, the group had found that they could now craft tubing and they spent the last few weeks drawing up plans for the building crew.
Voting Options: (You have 3 votes for this Section)
  1. Task the Health Services system with healing/removing rads from the affected Vault dwellers
  2. Manually reclaim and recycle building scrap into building materials
  3. Research:
    1. Upgrade Health Services(Decrease time to heal, Increase amount of heal)
    2. Construction Methods(Decrease construction time, Increase success rate)
    3. Scrap Organization(Increase success amount produced)
    4. Building Material Hauling(Increase amount collected per person)
    5. Water removal from lower levels.
  4. Send a group of dwellers outside to scavenge for building materials
  5. Send a group of dwellers outside to scavenge for Food/Water
  6. Assign a group of dwellers to patrol and stand watch
  7. Send a group of dwellers out of the Vault to begin the construction of above ground structures
    1. Construct Houses
    2. Construct Defensive Structures
    3. Construct a wall

Voting Options: (You have 1 vote for this Section, Procreation happens in Winter(3/4 - 1) each year)
Procreation Plans
A. Encourage dwellers to procreate
B. Discourage dwellers to procreate
C. Do not Discourage or Encourage
Voting Options: (You have 1 vote for this Section, New system needs 2 more to be powered)
Power a different System (currently Health Services)
  1. Health Services - (Decreases chance for Dwellers to die due to critical failures)
  2. Vault defenses - (Increased ability to successfully defend vault against enemies
  3. Bar & Lounge - (Allows dwellers to relieve some stress), (increased chance of baby making)
  4. Research Labs - (Increases chance for success when attempting to create/discover new stuff)
  5. Barracks/Armory - (Allows for the creation of new or customized weapons using scavenged resources)
  6. School - (Gives a +1 INT increase to the stats of Children who attend at least 6 years)
  7. Material Reclamation and Recycling (Turn collected scrap into base materials)
  8. Workshop - (Decreases time needed to combine base materials into parts)
  9. Kitchen - (Remove radiation from food/water(1 unit of Food/Water per month))
  10. Water Filtration - (Needs to be repaired first)
  11. Hydroponic Farms - (Needs to be repaired first)
  12. Antenna Array - (Needs to be repaired first)

*Voting should close by Noon Friday EST, but if not everyone has gotten a chance to vote, we'll kick it out till Saturday.
Last edited by BadgeAddict on Tue Mar 01, 2016 10:02 am, edited 11 times in total.

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Patdragon
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Patdragon » Tue Mar 01, 2016 8:00 am

Should C1 have something after research?
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GathersIngredients
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by GathersIngredients » Tue Mar 01, 2016 8:07 am

Vote:
A, F, G (wall)

Procreation Plans: C

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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Tue Mar 01, 2016 8:17 am

Patdragon wrote:Should C1 have something after research?
This has been corrected, Gathers, Pat and NotStick, please make sure that you have voted for what you want to vote for.
Last edited by BadgeAddict on Tue Mar 01, 2016 8:48 am, edited 1 time in total.

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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by NotStickFigures » Tue Mar 01, 2016 8:36 am

C6, D, G3

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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Arch Lich Burns » Tue Mar 01, 2016 9:11 am

D4, D5, E


Also I think i know what is causing the forum to freak out when you update, leaving a tab blank. So try to fill mosc woth none at the ment amd see how that works

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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Tue Mar 01, 2016 9:30 am

Okay, I apologize again folks...Things will get better as we go.

We streamlined things a little bit so that the voting option menu wasn't so huge.
Also, Systems that can be powered now happens 1x in the beginning of each year. This means that if you want to change it, you can change it next voting cycle, but then it stays that for one year. Also note that the "Procreation Plan" and "Powered Systems" are outside of your normal 3 vote limit.

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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by spiderwrangler » Tue Mar 01, 2016 9:31 am

In addition to your 3 votes, you can influence the growth rate of the population. Also, weather tends to be harsher in the winter, so that may be something to consider in your voting...
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Arch Lich Burns » Tue Mar 01, 2016 10:03 am

Vote option 1: C3, c4, c5
Vote option 2: C
Vote option 3: 4

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