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

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

Post by Runsaround » Tue Mar 01, 2016 4:21 pm

Vote Option One: F, E, C4

Vote Option Two: B

Vote Option Three: 9
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Patdragon
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Patdragon » Tue Mar 01, 2016 8:35 pm

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Votes:-
C2, C5 D
Proc - C
Power -7
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Patdragon
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Patdragon » Fri Mar 04, 2016 4:32 am

In event of the power use option being a tie will it be decided at random? Also bump.
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Synch
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Synch » Fri Mar 04, 2016 4:34 am

Vote Option One: A, C5, F

Vote Option Two: C

Vote Option Three: 9
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spiderwrangler
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by spiderwrangler » Fri Mar 04, 2016 5:27 am

If two votes were to have sufficient numbers to replace the currently powered system, but they were tied, then yes, it would likely be a roll off.
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Quarg
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Quarg » Fri Mar 04, 2016 8:31 am

Somewhere someone looks at the computer and bangs it with a hammer..."It doesn't make any bloody sense to turn on the kitchens when we've go people working the damn health services still..."

Vote 1:
C2-Construction
C3-Scrap Materials
G2 - Defensive Structures (finish the half completed tower people!)

Vote 2:
Procreation
B

Vote 3:
1 - (Because I don't want about 11% of our workforce to be in the damn dark...coordination people, coordination)

Attempted personnel assignments:
Task Health Services	                8
Reclaim Scrap	                        0
Research	
R-Health	                                0
R-Construction	                         8
R-Scrap	                                 8
R-Material Hauling	                 8
R-Water Removal	               11
R-Building Material Scavenge	4
Food water scavenge	                 4
Stand Watch	                        11
Houses	                                 0
Defensive Structures	4
Wall	8
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BadgeAddict
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Fri Mar 04, 2016 9:17 am

If anyone else wants to vote, (theis, thinks, Asks, New people) please do so now, as voting closesin a little less than 1 hour. soon-ish

Also, next vote, quarg will unlock a character as a special bonus to him...the next vote after that one will be up for the majority of everyone else who has kept voting..which Spider and I thank you for.

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

Post by thinkslogically » Fri Mar 04, 2016 9:28 am

Sorry, I'm out of time to catch up on this update. Will check in for the next one if I can, but I'll probably just stick to voting on random occasions anyway :)

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

Post by Arch Lich Burns » Fri Mar 04, 2016 9:43 am

BadgeAddict wrote:If anyone else wants to vote, (theis, thinks, Asks, New people) please do so now, as voting closesin a little less than 1 hour. soon-ish

Also, next vote, quarg will unlock a character as a special bonus to him...the next vote after that one will be up for the majority of everyone else who has kept voting..which Spider and I thank you for.
I thought everybody who had 3 votes gets a character?

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

Post by BadgeAddict » Fri Mar 04, 2016 9:50 am

1. Players have 3 votes in which to cast on a series of 5+ options and may cast 1 vote per option.
a. Available dwellers will be assigned to work on tasks based on voting response.
b. Dwellers will be assigned proportionally among voted tasks. (meaning that all tasks voted for will happen, but depending on how much of the population is involved may determine whether it succeeds or fails.)
2. After voting in 5 turns, you may acquire a character.
5 for everyone (see #2 from first page)

4 for quarg because he signed up for the initial game without having any details.

Also..Voting is closed.....soon

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Theis2
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Theis2 » Fri Mar 04, 2016 2:11 pm

Option 1: A, C5, G3

Option 2: C
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Quarg
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Quarg » Fri Mar 04, 2016 6:28 pm

Theis2 wrote:Option 1: A, C5, G3

Option 2: C
Task Health Services	10
Reclaim Scrap	0
Research	
R-Health	0
R-Construction	7
R-Scrap	7
R-Material Hauling	7
R-Water Removal	13
R-Building Material Scavange	3
Food water scavange	3
Stand Watch	10
Houses	0
Defensive Structures	3
Wall	10
Really...why are you reading this?

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

Post by BadgeAddict » Mon Mar 07, 2016 5:16 am

My personal mathmagician had a death in the family, So this update probably won't get posted today, but expect it soon.

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

Post by GathersIngredients » Mon Mar 07, 2016 9:19 am

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Krulle wrote:My bad memory allows me to enjoy positive news far more often!
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by spiderwrangler » Wed Mar 09, 2016 7:38 pm

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

Post by BadgeAddict » Thu Mar 10, 2016 5:59 am

.[tabs: Food and Water]
Food:
2822 clean units - 92 units + 7 units = 2737 clean units
44 irradiated units + 3 irradiated units = 47 irradiated units

Water:
2860 clean units - 92 units = 2768 clean units
5 irradiated units + 21 units = 26 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:
45 units + 12 units +10 units +10 units= 77 units

Building Materials:
17 units + 1 units - 10 units ÔÇô 4 units ÔÇô4 units = 0 units

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


2277.75 to 2278
The Computer found itself slipping into this routine of running the lives of the people under its care more easily. It felt as though everything up until this time was merely practice for what was to come and boy did it come. After going over the numbers again, the computer settled in to an almost practiced routine of sending dwellers to their duties. Its first task was to again send the most injured dwellers to sickbay, where they could recuperate. The Computer also assigned as many people as possible to research a variety of methods in which it could increase production. The computer assigned several dwellers to the task of construction, both to finish up what had already been started as well as in an attempt to build additional defenses. Regardless of the number of dwellers lost during the accident, the Computer chose neither to encourage nor discourage procreation among the dwellers. Although powering a different system was tempting, the Computer decided to keep Health Services powered on until additional safety measures could be put in place.

Due to the continued problems that came from exploring the world above, the Computer sent the most irradiated and injured dwellers to the sick bay. The 9 dwellers were thrilled to be chosen to this task, especially the ones of them that were worsening in health. Sadly, one of the dwellers who had been irradiated in the lower levels succumbed to the radiation. His death denoted a new truth that the Computer hadn't yet had to come to terms with, which is that radiation of this new wasteland can and will kill you. Other than the one who died, most of the dwellers responded well to their radiation treatments causing the radiation level amongst dwellers to be reduced almost to zero. The Computer was impressed, but also acknowledged that more work could be done in improving the healing process.

On the note of improved processes, the Computer sent a large number of dwellers to begin a variety of research projects in the library. However, what started as a great idea, quickly fell into petty arguments and infighting, as the various groups fought over the available books. This caused the computer to mandate that until future improvements were made to the library, only 15 dwellers would be allowed to research at the same time. Thus, over the course of the winter months, many research projects were worked on. Three dwellers were assigned to research better construction methods. The dwellers were quite determined in their efforts and focused their time looking for books that talked about building without actually reading the books. This worked to great effort and over the course of the winter months, the dwellers were able to find a sizeable stack of books about construction to some degree, sadly they didn't actually have time to thoroughly read the books. Another 3 dwellers were tasked with Scrap organization, which was more difficult to imagine being in the books. The dwellers chose instead to focus on the word "organization", which proved more beneficial to them than they even understood. (Once "organization" research is complete, any vote involving multiple items (construction, scrap processing, etc) gets a X% bonus toward success). Another 3 dwellers were tasked with looking into methods that would increase scrap and building material hauling. They fell upon the sword of luck, as the first book that was randomly chosen was on pre-war trucks which were used specifically for hauling. While they realized that the book was useless in the fact that they were unable to build such a vehicle, the book also spoke about this thing called trailers. With a direction in which to search at hand, much time was spent looking for books on trailers. Several were found by the end of the winter months, but they had not stopped to read any of them. Due to the importance of finding a method in which to alleviate the lower levels of its water, 6 dwellers were tasked with continuing to research water removal methods. The new researchers in group also felt the need to read through the breast pump book. While this was of passing interest in those who actually wanted to find answers, one of the smarter dwellers suggested that, short of electrical power, such a manual pump could be created. Struck in the face by such brilliance, the other dwellers could only stare agape at this smart one who had spoken. By the end of winter, the dwellers were able to draw up the plans to create a manually operated pump in lieu of a powered one. They were however quite certain that with more research they would be able to find a book that described how to create a powered pump.

The Computer knew full well what the concept of winter was, but it was not able to account for what winter in the wasteland looked like. Regardless of the fluctuating temperatures and frequent storms, the Computer sent dwellers out into the wasteland to perform various tasks. The Computer also realized that warmer clothes would need to be created so that the dwellers might be able to perform better in the lower temperatures.

Nine dwellers were sent out into the cold of winter in search for building materials. The group had a very tough time at it, as fingers, frozen with the cold were unwilling to pick up the smaller pieces of scrap and unable to carry large pieces for any great distance before giving out. Because of the random shifts in the weather, the dwellers stayed close to the vault, unwilling to stray to far that they couldn't get back. This was caused when 2 of the dwellers who had strayed too far were caught in a storm and returned with severe frostbite (Dwellers lost 7 and 6 HP). The building material scavengers were only able to collect 12 building scrap and 1 building material.

Five dwellers were sent out in search of food and water and they too learned the hard way what happened if they strayed too far from the vault. A visit to one of the intact houses along the shore ended badly when one of the older dwellers in the party fell through some ice along the shore. The dweller was hauled from the water, but not before the radiation leaked into his skin. (Dweller Irradiated 12%) The remaining 4 dwellers of the group had a bit of luck though when they found a nice stash of 7 units worth of clean food. Remembering the wild dog attack however made them keep their joy in check. In total the group was able to find 7 units of clean food, 4 units of irradiated food and 21 units of irradiated water.

Thirteen dwellers were assigned to patrol and watch and the winter months took it's toll on them as well. Though whatever creatures they ran into over the rest of the course of the year were lacking in numbers, the winter was an enemy all on it's own. Many of the guards had cases of frostbite on their fingers and toes, as they also were not equipped to handle the cold. While on watch at the site of the incomplete tower, which was continuing to be built over the winter, a guard spotted a group of heavily armed Raiders. Though he sounded the alarm to the workers and were able to warn them to get to safety, his shouting caught the attention of the Raiders who shot him from his perch; he survived, but was badly injured. (Dweller lost 10 HP) For the rest of the winter, both the guards and workers kept their distance from the bridge, in fear that it would lead the Raiders to the Vault.

Four dwellers were sent to continue working on defensive structures who were hampered in their work by the raider incident. While they were able to construct more of the tower, they were still unable to finish it, it is now 75% complete. The dwellers worked with those constructing the wall, and built the beginnings of an additional 4 towers, one in each corner of the proposed wall location. Each of these towers are about 25% complete, with basic framework still needing to be filled in. A total of 4 building materials were used and 2 were damaged (resulting in +10 Scrap).

Thirteen dwellers were tasked with wall construction and would have made great time, if it hadn't been winter. The sporadic winds continued to bring down much of what was put up, including accidentally crushing the leg of one of the dwellers (Dweller lost 8 HP). Due to the extreme conditions, the dwellers focused on building the base of the wall, which could then be built upon. This task of refocusing worked to a great degree, allowing the workers to lay out the framework completely surrounding the vault. In later months, additional work on this project would be much smoother, allowing the wall to be constructed much faster. The original tower that was built near the vault entrance acted as one of two proposed towers that would guard the gate leading into area surrounding the vault. All of the remaining building material (12) were used, but 2 were damaged and turned into scrap when they crushed the poor dweller.

Perhaps due to the winter months, or maybe because of the great amount of private places to be found in the library, the Computer found that a total of 8 women reported that they had become pregnant over the last three months. The Computer was secretly delighted, knowing that these new children would eventually become the workforce of tomorrow. The Computer also noted that a total of 7 dwellers passed away, including the fellow who fell through the ice and one of the previously irradiated dwellers that passed away while in health services. The majority of the vault dwellers were elderly and may not have been as well equipped to survive the harshness of their current existence. Their lack of laborers would hurt the following years production quotas, with only 65 adult dwellers to available. On the other hand, it would mean less Food and Water consumption. The bodies of those who died were placed in the incinerator, as was tradition for the dwellers, there their bodies would be turned to ash, which would in turn be kept on a shelf in the vault, with a small label indicating what their name was.

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) (+Organization = Increase in success rate for activities which benefit from being organized)
    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 guard duty.
  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, A New system needs at least 2 votes 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)

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*Voting Ends on EST Noon on Thursday 3/18/16*
Last edited by BadgeAddict on Thu Mar 10, 2016 10:08 am, edited 3 times in total.

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

Post by Runsaround » Thu Mar 10, 2016 6:39 am

A, E, C5
I have no idea what I'm doing, and IT IS GLORIOUS!

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

Post by Arch Lich Burns » Thu Mar 10, 2016 6:49 am

A, c5, G2

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

Post by GathersIngredients » Thu Mar 10, 2016 6:52 am

Votes:

A, C1 (especially with newborn incoming!), F

Power: 1
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Two questions:
Shouldn't humans be fertile all year round, instead of "just" in the winter?
Do the people assigned to the library at least sort the books that they are finding into appropriate piles/sections, so in the future it will be easier to research stuff?
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Patdragon
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Patdragon » Thu Mar 10, 2016 6:59 am

C-2,C-4, C-5

4.-power research labs
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BadgeAddict
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Thu Mar 10, 2016 7:17 am

@Gathers:
1. It's easier to track birthrate and such in this method, anything else would suck for math.
2. No....they have no organizational skills whatsoever. Once "Organization" is completed, this should improve all aspects of things that involve or use "organizing", which will improve research as well as other things. by what amount, I'll leave that to Spider, he's the math wizard.
3. there is no Power: A, there are only numbers.

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

Post by Quarg » Thu Mar 10, 2016 7:20 am

1 - when does voting end...
Really...why are you reading this?

Eileen Ap'Fyretorr

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

Post by spiderwrangler » Thu Mar 10, 2016 9:52 am

GathersIngredients wrote: Shouldn't humans be fertile all year round, instead of "just" in the winter?
((Dweller's age each year, and while I essentially have a computer modeled vault population, I'm got good enough to be able to handle multiple birthdays throughout the year. To make things easier on me, as Badge said, pregnancies will happen towards the end of winter and babies will be delivered some time the start of the following winter. Similarly, dwellers are equally likely to die throughout the year due to old age/natural causes, but I'll be making that check in the winter update as well... spring is the time for new beginnings and whatnot.))
Quarg wrote:1 - when does voting end...
((Since I was not able to run numbers at the end of last week, Badge and I discussed letting it stay open until at least Monday... I will be traveling back to Pennsylvania on Saturday and be home with family over spring break until next Thursday, so will have to make rolls as I have down time while visiting family. (Pssst, Badge, I'm going out of town for a week.) ))
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Quarg » Thu Mar 10, 2016 1:57 pm

Sorry to hear about your loss Spider...I'll try to get a vote in over the weekend...
Really...why are you reading this?

Eileen Ap'Fyretorr

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

Post by Synch » Thu Mar 10, 2016 4:24 pm

A, C5, F
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