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| Project Wastelands | |
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| Tweet Topic Started: 16 Dec 2009, 01:10 AM (961 Views) | |
| Alkeni Synair | 23 Feb 2010, 07:17 PM Post #46 |
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Redefining Evil
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...then why do we have them?
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| KamikazeCow | 23 Feb 2010, 07:19 PM Post #47 |
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Don't Feed The Animals
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I'd assume your people would like a place to live before they build houses. |
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| Alkeni Synair | 23 Feb 2010, 09:53 PM Post #48 |
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Redefining Evil
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Then how many people does it hold? And If I lose it, do I lose all resources/money |
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| KamikazeCow | 24 Feb 2010, 07:53 PM Post #49 |
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Don't Feed The Animals
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Introduction Most of humanity's remaining population have lived for years in huge installations, known as vaults, designed to provide shelter from a nuclear holocaust. These vaults were constructed underground, with blast doors that prevented the hazardous radiation and other hazards of the wasteland from contaminating the people inside. It has been many years since the bombs fell, and it is finally time for the surviving remnants of civilization to come out of hiding from the safety of the vaults and reclaim the wasteland that their world has become. Starting Before starting, players must create a Faction page before choosing a location for their vaults. After creating a faction that has been approved, each player then chooses a location for their Vault on the world map. The sector chosen now houses the vault. |
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| Alkeni Synair | 24 Feb 2010, 10:11 PM Post #50 |
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Redefining Evil
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Alright, Do we put up Faction Pages now? |
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| Red Lieutenant | 25 Feb 2010, 01:18 AM Post #51 |
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Just Some Guy, You Know?
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Where is all this going on? |
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| KamikazeCow | 25 Feb 2010, 06:25 AM Post #52 |
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Don't Feed The Animals
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I'm going to make a site for it, as soon as I finish with the rules.
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| Alkeni Synair | 25 Feb 2010, 04:56 PM Post #53 |
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Redefining Evil
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mkay. Are the rules roughly similar to CCRPG (at least in terms of resources and building?) |
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| KamikazeCow | 26 Feb 2010, 01:08 AM Post #54 |
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Don't Feed The Animals
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no clue a bit who knows fuckin cops Edited by KamikazeCow, 26 Feb 2010, 07:56 AM.
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| Alkeni Synair | 26 Feb 2010, 08:35 AM Post #55 |
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Redefining Evil
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Did you post that Drunk? |
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| KamikazeCow | 26 Feb 2010, 09:11 AM Post #56 |
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Don't Feed The Animals
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mayybe |
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| KamikazeCow | 26 Feb 2010, 09:40 AM Post #57 |
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Don't Feed The Animals
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Units Worker Units: These units are the backbone of any faction. They are the laborers that will help humanity take back control over the wastelands. Laborer: Constructs Farms, Mines, and Buildings within Villages and Cities Prospector: Works in Mines Farmer: Works on Farms Fisher: Works on Fisheries (Get rid of?) Slave: Can be used for construction, working in mines, or working on farms. (Unpaid) Combat Units: These units make up the military of any faction. They are the warriors that will aid their faction to victory, by force if necessary. Soldier: Basic combat infantry (Militia Equivalent) Trooper: Trained combat veteran Ranger: Elite combat infantry (Get rid of?) Armored Soldier: A soldier clad in powered armor Armored Trooper: A trooper clad in powered armor Armored Ranger: A ranger clad in powered armor Mercenary: Soldier fighting for the highest bidder Rider: A soldier mounted on the back of a trained animal Biker: A soldier mounted on a motorcycle Warbiker: A motorcycle ridden by a soldier in powered armor Incomplete Edited by KamikazeCow, 26 Feb 2010, 09:40 AM.
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| Alkeni Synair | 26 Feb 2010, 12:52 PM Post #58 |
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Redefining Evil
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I like, but mabye slaves should be less efficient? |
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| KamikazeCow | 26 Feb 2010, 07:34 PM Post #59 |
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Don't Feed The Animals
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Why? They're slaves. The only thing preventing slavery (when things such as food and shelter are non-important) in post-apocalyptia is a question of morals. Edit: And if you don't have enough cash to buy slaves.
Edited by KamikazeCow, 26 Feb 2010, 07:38 PM.
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| Alkeni Synair | 26 Feb 2010, 09:11 PM Post #60 |
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Redefining Evil
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because every other game that I know of has that (Its a cost-benefit analysis thing) for slaves. |
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