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Post by seriously on Apr 28, 2008 0:05:15 GMT -5
It'd be risky, but it might be worth it. I love how everything came together to make them so rattled. It is worth remembering, though, that their network was actually getting the job done. It's pretty compromised now, but it might pay off to get someone on the inside of it while they're shaken. It might be enough to allay suspicion if someone were pseudo-seered, but they'd trust whoever went to them with that story just enough to give them marching orders, not let them into the network proper. Also I'd already pm'd mrb by the time I got here.
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osvik
Junior Member
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Post by osvik on Apr 28, 2008 1:08:10 GMT -5
It'd be risky, but it might be worth it. I love how everything came together to make them so rattled. It is worth remembering, though, that their network was actually getting the job done. It's pretty compromised now, but it might pay off to get someone on the inside of it while they're shaken. It might be enough to allay suspicion if someone were pseudo-seered, but they'd trust whoever went to them with that story just enough to give them marching orders, not let them into the network proper. EDIT: I'll sign off on muderating Niceguy and Gorilla Salad and Plutonium We cant get Plutonium unless we use all three kills. Leave him one more day and get see where eeryone is tomorrow. If we have someone with him then we can kill otherwise use all 3 tomorrow to get him.
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osvik
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Post by osvik on Apr 28, 2008 3:14:32 GMT -5
MrBlarney is getting the fleet a little too organized for my tastes and I dont think he will be replaced by the vote.
So Mr Defecation and Psycholarry1, either of you up for taking one for the team to get a bullet in the admirals skull?
Just a thought but something we may consider in the next few turns for a little more chaos and paranoia in the fleet.
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Post by delroland on Apr 28, 2008 3:23:55 GMT -5
"Accident" kills are still untraceable. We use one of those on MrB and we don't have to sacrifice anyone, plus it makes aznman look like a Cylon: "I veto you, then you are dead! Mwuhaha!"
Edit: of course, that does limit us to one kill today. What we really need to find out is what the threat level is right now. I don't think it is at -2, because otherwise losing more than one Basestar would have buried us too deep to attack again.
Frankly, I think we need clarification from on high.
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Post by trust on Apr 28, 2008 3:28:52 GMT -5
Niceguy and GS are shoe-ins for death. I say those two, and one threat level is our best bet. If needed, we hit Plut with an 'accident' tomorrow, and then raise the threat level by 2 the next day (with a kill on a valid target) to bring the fleet back.
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osvik
Junior Member
Posts: 68
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Post by osvik on Apr 28, 2008 3:29:14 GMT -5
Bliss has already said that the threat level drops 5 after an attack. Plus it drops another 2 per basestar destroyed.
We dont know what the threat was to trigger the attack but it was at least 5 so my estimate of -2 currently is worse case scenario it may be 1 or 2 points higher.
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Post by delroland on Apr 28, 2008 4:07:49 GMT -5
This is probably our trickiest day for the whole game so far.
Assuming +1TL per day, and that we are currently at -2, and that we don't get +1TL on any day we attack or on day 10 (being that the game would be over before the day 10 TL kicked in), that gives us 4 freebie points. Three more from our pool gives us an attack on day 10. Less -7TL (assuming we lose a Basestar) means we need to dump seven more for a total of ten actions in order to get two more attacks between now and the end of the game.
This leaves five kills to do with as we please, with a gas attack or an accident counting as three, as well as three "bonus" kills from day 10 (which we can't use for +TL, because the game will be over before they could kick in).
So we need to decide how we are going to spend our five remaining actions. On day 9, those of us that are left need to position ourselves on the same ships as our targets for our very last day 10 kills. To sum up, we have five kills left between now and day 8. Day 9 we dump everything into TL, and day 10 we perform three last kills. Now all that is left to decide is when to use our six kills. If we use only one between today and tomorrow, we attack with the fleet on day 7.
We can either do our five kills today and tomorrow, giving us attacks on days 8 and 10, or we can limit our kills to only one either today or tomorrow, and save the other four on days 7-8, giving us attacks on days 7 and 10. EVERYTHING ELSE MUST GO INTO +TL.
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Post by trust on Apr 28, 2008 4:09:06 GMT -5
These are mostly notes for myself:
Can the threat level drop to a negative value? I think I saw that it can, but can't find it right now.
Blarney wants me to stay put on the Zephyr tonight.
Postulations on numerics:
Threat level -2. Tonight adds 1 for -1. 2 kills tonight + 1 threat level for 0. Tomorrow threat level is 0. +1 for the night makes +1. Make one kill and 2 threats for +3. Wednesday +3, +1 for night for +4, 2 kills +1 threat for +5 (Pew Pew Pew).
OR
Threat level -2. Tonight adds 1 for -1. 2 kills tonight + 1 threat level for 0. Tomorrow threat level is 0. +1 for the night makes +1. Make no kills and 3 threats for +4. Wednesday is +4, then +1 for day for +5 (Pew Pew Pew), accident Plut or +3 threat levels to keep fleet near.
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Post by delroland on Apr 28, 2008 4:12:13 GMT -5
We only have five kill actions left to us if we want to make two fleet attacks before the end of the game. We have to use them either today and tomorrow or on days 7-8.
Edit: or we can use one kill today or tomorrow (not both) and save the last four for days 7-8.
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Post by trust on Apr 28, 2008 4:12:20 GMT -5
Does the village get -2 threat level every time the take out a base star? If so, we can't postulate those numbers, as each situation is a shifting percentage.
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Post by delroland on Apr 28, 2008 4:16:32 GMT -5
They don't have the Adriatic anymore though, and they will be much more hesitant to go on the offensive in future battles as a result. This means that we won't lose two Basestars in a battle. Heck, if we go through a battle without losing any, that is pretty much two more kills we get on day 9. Anything we lose on day 10 won't matter, because there won't be a day 11.
Edit: my numbers assume we lose one Basestar.
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Post by trust on Apr 28, 2008 4:17:37 GMT -5
Ok then. Format my postulations to fit your workings and we'll propose to the rest from there?
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Post by delroland on Apr 28, 2008 4:28:10 GMT -5
My suggestion is that we use one kill, either today or tomorrow, and dump the rest into +TL so that we are at TL5 at close of day 6 and get an attack on day 7. We perform two kill actions on day 7 so as to lessen the chance of getting caught due to the chaos of the fleet battle, and one last kill on either day 8 or 9. TL goes to 5 on close of day 9, and we engage in one last fleet battle day 10 with three more murders on that day to close the game.
This has the advantage of reserving two kill actions until after the results of day 7 on the off chance that they DO destroy two Basestars, still granting us our final fleet battle on day 10.
To sum up: Day 5: one kill action, +2TL Day 6: +3TL Day 7: fleet battle (target Pegasus), 2 kill actions, +1TL
If we lose one Basestar: Day 8: 2 kill actions, +1TL Day 9: +3TL
If we lose two Basestars: Day 8: +3TL Day 9: +3TL
If we don't lose any Basestars: Day 8: 3 kill actions (or maybe set up another gas attack for Phallactica for day 10?) Day 9: 1 kill action, +2TL
In all cases above: Day 10: fleet battle, 3 kill actions
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Post by delroland on Apr 28, 2008 4:31:23 GMT -5
I also suggest that, if we do get the nuke, we set it off IMMEDIATELY, regardless of who is on board the Phallactica at the time. Sacrificing one, two, or even three of our number to remove MrB and the Phallactica from the game would be completely and totally worth it.
I'll buy the poor souls a beer when the rest of us get back to the Rez ship.
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osvik
Junior Member
Posts: 68
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Post by osvik on Apr 28, 2008 4:45:02 GMT -5
Ok Delro I'm sold.
I really think that Niceguy should be our kill today.
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