Botwawki 3

Indeed they did, and on that note, since I already have half the orders in, I'm going to go ahead and call this the 48 hour warning for orders for the next update. We're going to move right along.
 
Indeed they did, and on that note, since I already have half the orders in, I'm going to go ahead and call this the 48 hour warning for orders for the next update. We're going to move right along.
Wow. I just finished reading the update, and it's already a 48 hour warning. Alright, gotta catch up...
 
@thomas: only if you can feed her and take care of her.
 
I have had a few people ask about the use of grenades via PM or text. With the addition of armors/new weapons in this version of botwawki, I ask you now, what would you think of the inclusion of grenades as a one-time use weapon. As of right now, I am thinking of having grenades to be crafted by the Soldier type specialist, using Fusion Cores, Materials, and/or Ammunition to represent the different types of grenades present in the Fallout universe. At current thought I am thinking 5 Materials per grenade (creating things similar to Molotovs or Baseball Grenades in FO4), or 3 Ammunition per grenade (creating Frag Grenades), or 1 Fusion Core (creating high level energy grenades like Pulse or Plasma). Thoughts?
 
I feel like it may be a bit overpowered at that cost. A hand full of well thrown grenades can turn the tide of a battle.
 
Well several people have also issued their concerns about an alleged giant robot army of death that may or may not be under a certain player's control. The existence of grenades could even the odds should such a robot death army come into being.
 
Well several people have also issued their concerns about an alleged giant robot army of death that may or may not be under a certain player's control. The existence of grenades could even the odds should such a robot death army come into being.

I'll admit, I fully read that as "GIANT ROBOT OF DEATH" and I was wondering what I had missed in the update, if someone has Liberty Prime.
 
I have had a few people ask about the use of grenades via PM or text. With the addition of armors/new weapons in this version of botwawki, I ask you now, what would you think of the inclusion of grenades as a one-time use weapon. As of right now, I am thinking of having grenades to be crafted by the Soldier type specialist, using Fusion Cores, Materials, and/or Ammunition to represent the different types of grenades present in the Fallout universe. At current thought I am thinking 5 Materials per grenade (creating things similar to Molotovs or Baseball Grenades in FO4), or 3 Ammunition per grenade (creating Frag Grenades), or 1 Fusion Core (creating high level energy grenades like Pulse or Plasma). Thoughts?

I feel like it may be a bit overpowered at that cost. A hand full of well thrown grenades can turn the tide of a battle.

In the same sense, hand grenades can be used ineffectively or inefficiently. In a single battle, dozens of hand grenades can be thrown to little effect. In another, a single perfectly thrown grenade can pop into an armored truck and shred a dozen troops armed to the teeth into chunky salsa. Won't grenades (or grenade launchers) fall under Heavy Weapons anyway?

If we do get grenades, I would also like C4/Mines/etc. as well. And caltrops. Gotta love caltrops.
 
Actually #2 already belongs to an existing faction.

Technically in the past I always just counted the use of grenades/explosives as part of ammunition expenses in battle.
 
Honestly, more than just a soldier would be able to create a makeshift grenade. Scientist, soldier, gunsmith, probably a spy and a mechanic and potentially a sheriff or technician would all be able to make something go boom. I got the idea from your challenge to tolni which required ammo to be used as explosives. If you want to codify it in the rules I highly suggest you make it available to more than just soldiers.

As for the heavy weapons comment, maybe grenades used in battle in combination with heavy weapons give an overall combat bonus to represent that grenade launchers are in play.

I would also suggest 1 of 2 paths. Either mats, fusion cores, and ammo ALL are needed for the creation of a single uniform grenade, or each type of resource included in a grenade fulfills a certain function and therefore multiple types of grenades exist. For example, if it doesnt make things too complicated, a grenade made up of ammo and mats would have a slightly different proper use/effect in battle than one created by a fusion core. In addition, you could tie the specialists into this by saying in order for a fusion core to be used in a grenade you must have a mechanic or technician, in order for a mat to be used in a grenade you need an engineer, in order for ammo to be used you need a gunsmith or armorer. This could represent primitive grenades vs advanced designs. Of course, it would be hard to keep track of but if you want to implement the feature I think this would be the most interesting.
 
Maybe just let us directly use ammunition and fusion cores in combat? Less moving parts.
 
Orders are sent. Ya'll are invited to "The Last Nice Place to the South," A new bar a great view of Old Boca.
 
Chief’s Challenge: With the wasteland seeming to at last settle down after generations of chaos and bloodshed, there seem to be more people out there looking for a permanent home. How should we treat these people, as possible immigrants, refuse, or perhaps even as potential slaves?

Chief’s Answer: Only those who prove themselves both respectful and worthy of respect shall be allowed to join the tribe. Our initiation shall be as follows.

Quarantine: The Wastelands can bring many dangers and disease. Even people can be dangerous, if their only reason for joining is to betray us. Those who wish to join us shall initially be quarantined from one new moon to a full moon, or from a full moon to a new moon (two to four weeks). During this time they shall be quarantined, as well as taught and shown some of our holy customs. If they are injured or sick, depending on our resources, we may have volunteers care for them or give them medical supplies. At the end of this period, they are permitted to decide to begin the process of joining us, or leave.

Initiate: The Wastelanders must learn how to be part of our tribe. They must learn our customs and our laws. During this time they shall be considered Clanless, but not part of Clanless “clan”. For several moons they shall observe the various clans and their customs, as well as practice. Every moon at the full moon, we shall hold initiation festivals. When both the initiate and his or her chosen clan is ready, the initiate shall join the Clan.

Tribesmate: Now the Wastelander is part of a Clan and the Tribe. They have full privileges such as the ability to found their own clan (although out of respect they should wait a few moons) or access to weapons. There are also responsibilities expected from all Tribe members, but we know that already.

Clanless: If the Wastelander is unable to find a clan to join, but still wishes to be within the Tribe, they may join the Clanless and spend the rest of their days doing menial work. However, they are still full members of the Tribe and can join a clan in the future, just merely no longer Initiates. (I added this because I just thought of it, sorry)

Spoiler Original Plan :
Laborer: The Clanless Wastelanders must now prove their worth as slaves, not full members of our Tribe. If they have special skills, now is their time to showcase them. If not, they shall farm and draw water. During this period they shall be watched and collared, for both their safety and our own. For the skilled who have prove their worth, little as a moon may pass before they may join us. For the unskilled, they must prove themselves over a year.

Watcher: Now the Wastelander is allowed to explore our customs more deeply. For this period they are to perform no labor but remain collared. Instead, they are to visit the workings of all our clans, and see all our festivals. For the skilled, again this period may be cut short. For the unskilled, again this period may last a year.

Initiate: Now the Wastelander is allowed to choose a clan to join. Every few moons, we shall hold a great festival to welcome our new clan mates. We shall eat feast and be merry, for our tribe has grown. And they shall be uncollared. They still face initiation within the clan, but regardless of what happens they shall be within our Tribe.

Tribesmate: After they are initiated into their clan, the Initiate is now a full member of the Tribe and is equal to any other Tribesmate before them. If they wish to start their own clan, they may. If they wish to leave, as long as they maintain the honor of the Tribe, they may. Ocala shall be within their spirits, as it is within us all.

Post from orders. Also included my original plan to use the OP OP slave rules, which got changed.
 
EQ - will new orders still be accepted after order lock? I need time until Saturday or Sunday, at least. Weekdays are the hardest for me to find spare time.
 
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