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malek77

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Posts posted by malek77

  1. Bad news guys - I don't know how I can run this game atm, I'm too busy to even reliably post for the games I'm in. ie: 2 week dry spell. At the end of it, I hope to be regularly online and able to post...

     

    Sorry about this. If things go live again, I'll contact all those who are interested by PM.

     

    Thanks for your interest, and sorry about testing your patience... unsure.gif

  2. Australia's resident wierd-as tv station SBS likes putting on really strange movies...they range from 'softcore euro-porn with vague political basis' (booooring) to Pavel Vladomirovich's "Planet of Storms" - a Russian SciFi from 1961 about a Soviet mission to Venus.

     

    Spectacularly retro, delightfully Russian and all strange. The standout aspect is the absolutely BRILLIANT special effects for their time...Pavel pioneered many of the techniques that became essential to hollywood movies a decade later (the hovercar in 'Planet of Storms' used the same cantilevered crane concept to levitate as Skywalkers speeder...meaning no cables, no wires, and minimal dodgy effects. There's also the brilliant undersea scene...)

    And John the Robot in it has to be seen to be believed - the articulation in the legs and arms totally outdoes anything for the next 20years...

     

    They also had 'Bronx Warriors' a while ago, a Spanish yank-sploitation flick about bikie gangs in a lawless future bronx. In Spanish. The plot was the daughter of a wealthy gun runner ran away from home to the Bronx, curiously unaware of the 99% likelihood of being raped and murdered, and for the sake of the movie, scored the 1% in the form of the 80's rocker haired, leather bound (strangled, even) fetishy bike gang leader who fell in love with our helpless heroine, who then went on a series of what can only be described as dungeon bashes against scruffy 'cave-men', Clockwork orange knockoffs and the evil gun runner's mercenary henchman...sadly that was the night our VCR died in protest at my attempt to record it. (there was even a sequel - 'Escape from the Bronx', based on guess what 'classic'?)

     

    There's another Russian SF flick I've heard of called Aelita - its from 1922, b&w, probably silent (heavens, imagine the Cyrillic titling) and its about a Soviet engineer on mars, falling for a Martian girl and getting involved in a revolution to bring an end to the despotic monarchy currently gripping Mars in its vile capitalist fist.

     

    You could tell the girl was an alien by the immense amount of radiation shielding pretending to be eyeshadow on her eyelids and her Constructivist fashion hat.

     

    I must see it.

     

    Someday...

     

    ...anyone heard of it?

  3. Ehehe - none of the above. The Real World is just interfering w/ my Real Life here. smile.gif

     

    I actually spent Valentines day trying out ACPA rules for the first time...and discovering that you don't use grenades on nearby targets.

     

    I also seem to have just lost my job by simply not being called in. Meh.

     

     

     

    Regardless, gawd, I'm feeling such an idiot. I'm tempted to delete everything I've said and rewrite. Now you've mentioned the shotgun thing...dammit...

     

    The story on Law, Order and Weapons on Kiritimati is that the cops don't like you having anything you can mess them up with. 'Big Guns' like Assault rifles or SAW's are easy to get but impossible to use unless you're suicidal.

     

    Armour is available but rarely used. Kiri is HOT HOT HOT (its only 20k's north of the equator), and stocking up on armour also attracts police attention because it allows you to mess them up...

     

    ie:very light armour, if any.

     

    Kiri' is a small place, they don't have room for gaols full of crims. Either you'll get hammered with a massive fine, expelled from the island or cornered into a fight with the police that you will lose.

     

    Appropriate weapons are pistols, knives and light SMG's.

    There are some sectors of the community who wave over-accessorised hunting rifles around and get shot for their stupidity.

     

    Self Defence is an accepted legality, home defence more so. This is because the island is heavily surveilled, and normally there's some proof floating around to prevent people going crazy.

     

    Which means I think I should move the damage limit up to 5D6 (shotguns, light AR's, hunting rifles)?

     

     

     

    Stress on personal combat...

    Bear in mind the character is a professional Militech soldier.

    An average person - and thus opponent - generally has Stats of 6/7 and skills at 3.

    Now I think of it, the basic Militech Combat Soldier write up in Firestorm:Shockwave (p82) would be a good basis...

     

    CS 5, Awareness 4, Atheletics 4, Driving 2, Endurance 1, Expert:Soldier 3, First Aid 3, H/gun 5, Hvy Weapons 3, Rifle 4, Stealth 2, SMG 5, Survival 4, Wrestling 4.

     

    Hmm...

     

    Now I come to the question plaguing me these last few days - if I create a Stats system for very high statistics - the character sheets will be fairly dull 8's and 9's, and the characters will be able to do anything well.

     

    If I create a low stats system and emphasize strong skills, I force specialisation but encourage dangerous vulnerability and some wierd characters (a kung fu master with ref of 6, for instance). Meh...

     

    While I'm so confused...suggestions? smile.gif

     

     

    QUOTE
    Or do I have to play the ex-hippie tree hugger, turned juppie coral crusher angry woman (again)?

    Oh, obviously the ex-hippie...NOT... biggrin.gif

     

    The SEAL thing sounds ok...oceanography? Any particular study focus? If its something sonar related it could be quite handy game wise...

  4. Man...I must be out of practice.

     

    Ok. *deeeeep breath*...

     

    QUOTE
    neural ware waterproofing

    No, it doesn't need it. It will never be expected to keep water off or out of you - its entirely internal.

     

    A limb, on the other hand, has to withstand water trying to leak in.

     

    Basically, only waterproof it if will come in contact with water.

     

     

     

    QUOTE
    Do you suggest heavily augmented shock troopers, or lightly-cybered commandos?

    Lightly cybered, with an emphasis on senses rather than 'offensive' implants.

     

    Seeing, hearing, and moving better is good : popout flamethrowers will get you arrested.

     

     

     

    QUOTE
    the skill mask is 40pts, not 44, and with 30 extra I can make a nice character

    Ok...INT + REF + EMP pickup points.

     

     

     

     

    QUOTE
    Equipment - well, 20k e$ doesn't allowa huge amount of stuff and cyberware (if we include implantation cost - and we do, right?). On the other hand - provided that all the "toys for the job" are provided by the company

    Cyberware is straight cost, don't worry about implantation.

     

    I'll also assume a reasonable wardrobe (logo'd leisureware and at least a suit and dress uniform) and basic gadgets in a flat, like microwaves, house control TV/PC box, vacuum.

     

    Toys for the job are provided by the Company. Weapons you personally own would be for staying safe on a night out, not assault weapons. Think pistols or K-bars...

     

     

     

    QUOTE
    HL... as for me, a 5,5 as an average for a D6 rollis damn high (I'll ask Malek to roll the dice for me the next time I'll be playing Warhammer Battle

    Dammit! Its 5.5 for D10's, and 3.5 for D6's. Silly me.

     

    (And no, you don't want me rolling in WH! If a roll needs 2+, I WILL roll 1...it happens 3 times every game!)

     

     

    QUOTE
    "sellout" option still in effect for 10,000 eb?

    Sellout is NOT in effect. I doubt you'd have coerced troops at an important base...

     

     

     

    ...now I'm being rushed out of the house to do some real work, so I hope to answer the rest of the questions when I get back (abt 8hrs from now)...

     

    (I'm hearing your questions about stat levels...I'll be thinking about it more today.)

     

    Just a bit more ironing out to go, so hang on a little longer... smile.gif

  5. Character Creation

     

    These kids have to kick serious butt. I want 3 focus's for each character - Combat, Sub Combat and 'Weird Character Developing Skill'.

     

    Stat Minimums

    INT, REF, BOD and COOL of 6.

     

    Skill Mask

    (You have these skills to start, the other points you get you are free to spend boosting these skills or starting others. Also note that I consider '3' to be the default skill level for a competent person, so a 3+ Driver is a good one on the road, a professional chauffer about 5.)

     

    Sub Tactics +4

    Awareness/Notice +6

    Navigation +4

    Pilot : Small Submersibles +4

    Sonar Tech +4

    Sub Tech +3

    Swimming +3

    Underwater Survival +4

    Underwater weapons +4

    Underwater Heavy Weapons +4

     

    Story Minimums

    - Life Story should include some non-covert surface combat. (Security Guard, Cop, Soldier)

    - 4 years training with Militech is essential (either as a Training provider for a Navy, Corporation or for Militech's mercenary forces.)

    - Some other interest than blowing things up, and not strictly practical. Warrior automatons are cool, but they're painful to play when in a social situation: skills that will allow you to chat amicably, dress well or play hard when 'On Leave' must be included.

     

    Points to Spend!

    Stats - You can spend another 35 points in any way you wish on stats. We'll be using Max Metal and Stormfront rules - so having 'Luck' may help you survive being shot by heavy weapons and having a decent EMP for the 'On Leave' sections might help not get you mugged.

     

    Skills - You have 44 points in them already, how many more do you need? You get another 30. You can boost the existing skill mask, or buy new skills.

     

    Story - Your illustrious career with Militech's private Security Troops gives you a wage of e1,000 a week. You have e20,000 to spend on your kit, and its assumed you either live cheaply by sleeping in a Militech barracks (which has entry-curfew restrictions) or have your own flat (in which Militech has installed some 'security equipment' for the safety of their personnel), which costs 400per month.

     

    You are always on call, and need to inform your CO if its likely you cannot respond in 30 minutes.

     

    Your week is 4 days of 12 hour Rapid Response shifts, a 5th of Training, and the last 2 are 'Personal Development Time'. (Your CO will be really happy if you do something good for your mental health with this time. They eschew the use of EMP:3 nutcases at the Pacific Proving Grounds for people they'd like to live for 6 months in a submarine with.)

     

    Gear - Get a mobile phone. They're only 50 dollars for a mini-pc/PDA/camera/phone linkup. The Base will provide you with a bare bones one to keep in contact. And track you - you can and will be tracked with these phones by Base Security.

     

    On Kiri', in legal terms there is no real distinction between single shot and fully auto weapons (full auto is too common). The issue is damage. Legal weapons are 3D6 and less. More than that, and it needs to relate to your line of work (sub pilot doesn't count), and once you have a licence you can carry it concealed.

    Using it will get the police involved immediately - the place is too well surveilled and there are too many people around.

    Illegal gear is easy to get, but hard to keep. They are watching.

     

    Cyber - Augmenting cyberware - things that add to your senses, generally, are fully implanted and are normal cost.

    Replacements (metal ears, cyber-arms) will need to be waterproofed, and this costs 300% of their original cost.

    Base security doesn't like built in cameras or weapons wandering around, so they'll check you for cyber. Things that enhance your combat powers are good - like boosters, IR vision or pressure safe lungs.

    HL is assumed to be average of the roll (D6 = 5.5), and you'd better not go past EMP:4. Psychology of submarine crews is important, they don't want loonies.

  6. QUOTE
    Why do I get the impression this game will end up being called:
    "Sea: Below and Beyond"

    ohmy.gif

    Because its perfect! I'd not realised...yes, exactly. Anyone remember Space:Above & Beyond? Considered by my humble self to be the BEST SF EVER...

     

    (Damn...now I've got something really hard to live up too...)

     

    re : RockFish

    Hmmm...I see where you're coming from, but : the Sharks range shouldn't be an issue, they'll be launched and recovered in a sub-pen, loiter time isn't a huge issue since they're acting as interceptors.

     

    This does not mean RockFish won't be used, just not quite that way...

     

    I am looking at a CINO 'RELaCS' doing the AWACs thing. (Eraser - perhaps you'd like to be an operations commander from that?)

     

    Anyway. Like I'd gyp you out of some cool hardware. Trust me... biggrin.gif

     

     

    High Cinematic?

    - All told, you'll probably have the most skilled Character you've ever played.

    - Combat. Lots. Expensive combat too.

    - I hope to resemble a movie in terms of pacing and resolution.

     

    Leaping between buildings, extreme range pistol fights and escaping captors using merely the amazing powers of Kung Fu! should be considered 'reasonable actions'.

    smile.gif

  7. Heheh - yeahhh...I've noticed that. I don't give a damn about the AFL, or Holden VS Ford (much), but I've got a thing about Militech/Arasaka. smile.gif

     

    But I'm sure you can survive just a little more of it for another game?

     

    (of course, you could always act as a spy if you wanted...of course, you'd need to PM me abt the idea... ph34r.gif )

     

     

     

     

    Now, regarding Character Development : this is going to be a pretty powerful, cinematic kinda game. I will be determining the points system soon, and I will be creating a 'character mask' - which will basically be a list of minimum points in various stats and skills that you must have to qualify for the job of FighterSub pilot. Make that will have, you'll get them to start. Other details later...stay tuned...

     

     

    LifePath : - To qualify as a FighterSub pilot protecting a well secured Military Weapon Design & Test facility is going to take some serious dedication and skill. (this place has an Area 51 reputation by those not-in-the-know).

     

    1) Your LifeStory is going to need some kind of Official Combat history (Soldier, Submariner, NCPD street cop). Covert experience isn't great, because its hard to prove. Waving 3 purple hearts around from experience in Desert Storm 3 : Revenge of Saddam! will be good.

     

    2) Learning to pilot a sub is one thing. A FighterSub, at an important installation, on 24/7 scramble, is another altogether. 4 years official training with/by/in Militech for the job is going to consume a chunk of your lifepath.

     

    3) This is gonna be cinematic, think of something else your character would like to have a proficiency in. Perhaps a hardcore biker, super-hacker nerd, or Japanese flower arrangement. It will be important, whatever it is.

     

    biggrin.gif

  8. Check this RAND corp' thing out...

     

    Quote
    Bombardment Satellites
    Weapons were not left out of discussions of the many military appli-cations of space explored in the post-Sputnik rush. Only 12 days af-ter Sputnik’s launch, the Air Force fired a blast of pellets into orbital and escape velocities from an Aerobee sounding rocket, although this was not intended as a weapon (Emme, 1961).3 In 1956, the Air Force’s Air University evaluation staff, in proposing legal regimes for
    outer space, considered bombardment from satellites to have significant advantages over ballistic missiles. In fact, the Soviets apparently considered the perceived advantages real enough to develop and test such a system in the next decade (Air War College Evaluation Staff, 1956, p. 26).

    President Eisenhower’s science advisors, on the other
    hand, judged space to be an unsuitable arena for weapons, labeling space weapons “clumsy and ineffective ways of doing a job” (Killian, 1977, p. 297) in their 1958 catalog of uses of space.

     

    ...and spookier...

     

    Quote
    Despite the resolution and treaty, the Soviets tested a fractional orbit bombardment system in 1966 and 1967 (Johnson, 1987b, p. 131; Stares, 1985, pp. 92, 99–100). There had been public statements sug-gesting the ability as early as 1962 and public displays of a purported system in 1965. In contrast to a ballistic missile, which puts its weapon payload into a ballistic trajectory that will intersect the earth
    without further maneuvering, a fractional orbit bombardment sys-tem injects its payload into a satellite orbit that continues around the earth if not maneuvered into another (deorbit) trajectory that inter-sects the earth.
    The primary perceived advantage of a fractional orbit bombardment system was a shorter time of visibility to defense sensors in the target area because the orbital portion of its trajectory (around 160 km) was lower than that of a ballistic missile’s trajectory (which would nor-mally
    reach a peak altitude of about 1,300 km) (Garwin and Bethe,
    1968, p. 26).

     

     

    Erm...has anyone heard of this before? Any more information?

     

     

    (I'm off to read throughSpace Weapons/Earth Wars, and look out for anything else I can find...the original website all this came from was fas.org, in the Space Weapons category. Yegods I never knew this existed...)

  9. The Coastguard and Submarine threads have revealed that we all know far too much about submarine and surface warfare...would you like to translate that into a game?

     

    I have in mind a unit of OTEC 'Shark' FighterSub Pilots operating out of the sub-aquatic Militech base under Kiritimati (my game island/city :D).

     

    Like Marine/pilots they would be expected to conduct operations both in the water and as troops on land...and obviously, soap opera's can always be arranged to keep things interesting...

     

    I would be thinking in terms of 2-4 players, designed as Militech Subjocks with combat and research related skills, and a Sub-Commander with tactic skills.

     

    The game would be combat intensive and make use of Max Metal rules, and it'd help to have Firestorm : Stormfront for the ocean war gadgets.

     

    Netrunning is possible, I have my own modified (simplified! Honestly!!) rules if you wanted that. :)

     

     

    The Plot would relate to mysterious 'invasions' of Militech's aquatic proving grounds around Kiri', and finding out who's behind it...anyone interested?

  10. Quote
    Apparently one of their mk.48 torpedoes locked on to a helicopter somehow (might have been the noise or the magnetic signature of the engines).  The thing leaped out of the water and got within a few feet of the helicopter's belly.  If it had been a warshot, it probably would have gone off and blown the helicopter apart.

     

    :0  Whoa...that's crazy...

     

     

    I'd heard of plans to put SAM's in the conning tower, but attacking aircraft w/ torpedo's...that's fantastic... :)

     

    Quote
    Satellites picking up heat trail?
    kay... Gott link?

    No, sorry - I think it was from a Science magazine series called 'Quest' from the late 80's, early 90's...

     

     

    (and it seems that with all these responses on Submarine stuff, an AquaPunk game might be good idea...yes?:))

  11. Ever heard of the Hedgehog system? Developed to protect convoys from the US to the UK in WWII.

     

    Imagine what looks like a rack of RPG-7's on a traversing/elevating mount...only bigger.

     

    When sonar pinged a sub, they'd fire off a heap of them and they'd 'saturate' an area underwater with explosives.

     

     

    Acoustic Hammer - imagine the worlds biggest sub woofer in the end of a cone. Its meant to make a spiky shockwave that will crack a sub and force it to surface.

     

     

    Torpedoes - I'm sure you've heard of torpedo boats? Sure, they were for anti-ship use, but there's no reason some smart and advanced torp' in 2020 couldn't dive after a detected submarine.

     

    For finding the sub, sound sig's were ok a few years back, but design has got extremely advanced and generally submarines are silent...though, this would relate to military subs. Private ones mightn't be anywhere near as well baffled...but of course, active homing works too - so you'd not only have to be baffled but stealthed...

     

    MAD - Magnetic Anomaly Detectors. They detect a big lump of gravitational field distorting metal beneath you, giving you a point to start working on. Max Metal points out that they are fantastic for detecting railguns because of the electromagnetic 'spike' caused by the weapon firing. Well...I'd imagine 2020 subs would often be battery powered and maybe use those Caterpillar engines...surely a powerful source of EM? (The Cat' engines aren't from construction equipment - they use magnetic forces to draw the water through the engine and use it as reaction mass).

     

    There's also heat trail - a sub pushing through water produces heat, and satellites can see their trails. One could imagine sensitive airborne thermographs doing the same.

     

     

     

    On the topic of submarines - cavitation as a submarine is generally your enemy. Its caused by turbulence or water flow of such a speed that it creates bubbles...which create that rumbling popping sound underwater.

     

    There is some idea I heard of for super-cavitating torpedo's...the idea being a jet of gas is fired forward of the torpedo, lessening the friction of the water around it as the 'body' slips through the bubble - theoretically allowing such silly things as breaking Mach1 underwater. (Imagine an aquatic sonic boom! Yegods...)

     

    It would be as noisy as a rocket at liftoff, X10 given water's density, leave a HUGE bubble trail, but it would be hell fast and probably jam anything trying to see past it...subaquatic 'smoke', perhaps?

     

     

     

    For catching your smuggler-sub...one could imagine the police authorities being aware of its route or destination. You could literally net it. It doesn't even have to be a particularly impressive net structurally...wire cable should be sufficient.

     

    I don't know how effective EMP is underwater, but that might work too. It would certainly upset the occupants.

     

    Magnetic grapple line - like the wire guided torpedo, but with some way of sticking to the targeted hull and reeling it in.

     

    Thoughts?

  12. Argh! The shame...

     

    38.095238095238095% nerd blood flows through your veins.

     

     

    It was all those damned AD&D questions, I couldn't possibly answer...

     

    (Though, my recognition of some of the questions has alarmed me...like knowing the Zeroth Law instantly or quibbling that the Millenium Falcon is a correllian corvette and I don't remember Utopia Planetia ever getting mentioned...)

  13. ...this thread soooo needs to be an Edgerunner article...

     

    Some stuff I've learnt.

     

    Improv : I think the trick to rapid improvisation is total familiarity with the situation. I have a 'game city' (Kiri) I'm developing, because I've invented it all myself, I 'own' it all - and can at a moments notice explain anything...how you get this familiarity is up to you, but it helps no end.

     

    I know you're creative enough... :)

     

     

    Grunt 64's : How I do NPC's. Imagine a character type (Street gonk, barman, corporate) and assume they have Statistics of 6 and Skills of 4. This gives them a base of 10, and therefore its easy to roll for success. Deciding what skills they have is purely up to GM imagination.

     

    Obviously - 64's are Joe Averages, 75's are professionals, and 99's are world class monsters...

     

     

    Splatter, torture and hound 'em : But never kill 'em.*

    A dead character lets the Player 'get out' of whatever situation they've dug for themselves. A seriously wounded character is a whole lot more interesting...that and killing a character can damage the players little personality.

     

    *well, try and avoid it. It can be handy sometimes, though.

     

     

    Morality : Check with your players how far they could go. Often this won't matter - RPGers are generally a depraved lot, but I know there are some things I'd never include in a game for 'social harmony'...like explicit sex. Extreme mega violence is ok, but that reproductive stuff tends to cause trouble (particularly with frustrated teen nerds. DO NOT go there).

     

    There's also the point that pushing this 'edge' a bit can get the players more involved - perhaps splitting the group into those who think body-banking is a good idea and those who'll now kill their comrades to stop it...

     

     

    And Have fun! Its the rules. Its why we're here.

  14. Quote
    so I guess these are suggestions from people in the know?

    Yup - and the suggestions for patrol Catalina's and Osprey's are brilliant, I shall definitely employ them.

     

    Quote
    What are the pirates armed with, at most?

    Cargo carriers with popup miniguns, cannons and plenty of light missiles, (guided missiles are common in my worldview, if such things as micro-missiles are possible!) possibly even fighter subs.

     

    Oh yes, the pirates have submarines - a private Sub' is available now, i'm sure large drug cartels in the 2020's could afford them...even 20c surplus or home-made death traps are possible. (There was actually a thing a while ago about a Cartel literally building its own double pressure hulled sub!!)

     

    Quote
    Is there a navy, or a nearby friendly country with one, to handle any actual attacks by other contries or heavy corporate powers?

    Um. The nearest Nation is Kiribati - and it'd be Kiri' doing the protecting. Other than that, the America's are the closest major powers, but aren't very friendly, despite the trade between them and Kiri'. (Kiri is a tax/data-haven, and a source of criminals and 'Corporate Interference')

     

    In Corporate terms - the legalities of the existence of Kiri' as a state mean its owned by Corporations. It has a large Militech aquatech research facility built underground...the Gov't has a deal with Militech allowing them to 'experiment' in return for a defence.

     

    Kiri's biggest defence is the financial chaos it could cause for anyone attacking it...in my history line, it is quite important and represents the first Corporate moves to get away from paranoid government restriction and intervention.

     

     

    Coast Guard Missions :

    The obvious ones - SAR, Firefighting, Law enforcement, safety(nuking pirates, relocating dangerous rafter 'growths'), Enviro-monitoring definitely. (The island's surface area is 40% bigger in 2020 today, due to a BT developing GM'd coral - Silicoral - and its growth has to be controlled)

     

    Warfare - yes, now you mention it, you could think of the KCG as a Navy doing coastguard, so they'd be pretty heavily armed.

     

    Quote
    (like the deep Deep Sea Docks, perhaps), as long as they are well spaced around the perimeter
    Quote
    a network of radar/sonar/comm bouys would be a great help for keeping the area under constant cover

    Yess! Perfect...

     

     

    Um, the reasoning for the AV pad was for rapid rescue and carrying some air support out to 'Heavy' Police stings on the high seas. What's the USCG ship that has 2 pads?

  15. The KCG needs YOU!

     

    I know there's a bunch of ex-Coasties on this site, so I thought I might ask your advice.

     

    I am (still) developing a game city - its on an Island called Kiritimati (Kiri', or the DRK for short) and the city smothers the entire island. Encrusting the western coast are thousands of makeshift raft structures, Kiri' is a major shipping hub with the north of the island almost entirely devoted to docks, as well as hosting (offshore) one of the worlds largest floating arcologies and numerous 'Deep Sea Docks' that are built like oil rigs but are just cargo platforms and refueling stations for big ships.

     

    Kiri itself is near the equator, and experiences strong westward currents and tropical weather.

     

     

    Now - they need a coastguard. One that can kick some serious butt.

     

    They need to be able to chase and 'neutralise' heavily armed pirates, support rescue/gunship AV's at sea, perform hostile boarding actions, slow trafficking, keep the rafts from growing out too far and rescue the victims of numerous crashes and disasters.

     

    The island itself is 40km's long and about 30k's wide (in 2020...its grown since today!)...meaning roughly 140km's of coast to defend, and a whole lotta surrounding ocean to watch...how many ships do you think would be necessary, given CP levels of illegal activity?

     

    The Coasties on Kiri' are the least corrupt and hardest hitting force after the Army proper, and are given a large slice of the budget...

     

     

     

     

    If it would amuse you - any suggestions for what would make an ideal ship that could do the above? How would you arm it? Crew requirements? :)

  16. CP telly series - Dark Angel? I just can't get into it though - its too nice. And its desperately short of metal.

     

    Would anyone agree Cowboy Bebop is Cyberpunk? It's sci-fi and western styled...but its got such a Noir and 'modern' feel too it seems punk. Jet has a cyberarm, Ed's a hacker, there's lots of wierd science going on...

     

    (Malek has just bought his Bebop box set...:))

     

    Other stuff...I've just watched 'Last Exile' - a 'Cloud Age' anime with lots've flying steam powered battleships, old style artillery, funky flying machines called 'vanships' that look like a cross between a 30's racing bugatti and a steam train ...and a Napoleonic look on top of it too! Way cool...

     

    Star Trek CP? Hell no...Cyberpunk thrashes Star Trek's tech level. Trek can't even replace Geordi's eyes properly...and their weapons are CRAP...their rifle thingies are atrocious, and then there's those wrist-snapping veggie dicers the Klingons thrash around with, or the fantastic '2.5km' range on their ship weapons...gaw...

     

    *totters on soapbox, decides to climb down...*

  17. Muahah! So I'm not the only one with Cyberpunk games infested with 'Coffee Dealers'... :D

     

    Quote
    the scary thing THE USA is actually going to do that scary fungal thing for real!

    Eh? Seriously? You got any evidence or links?

     

     

    Perhaps we'll genetically engineer coffee so it finally tastes like it smells. I was SOOOO disappointed when i first tasted it.

     

    And doesn't anyone else think that nuking coca plants would be a bad thing - for the following reasons :

    >Destroying the one effective income of a vast number of Sth.Americans, who would then be angry.

    >It would force said Drug Lords into other profit making industries (such as plain old smuggling or prostitution)...or even into investing in such things as the FARC or Shining Path?

    >THUS - lots (like, even more than now) of angry Sth.Americans in well funded revolutionary groups, all railing at their Northern Neighbour? And probably w/ a whole heap of stoned eco-warrior and media support...

     

     

    ...I don't think the drug war is a lost cause, I just dunno if starting WWIII is the best way to end it...

  18. Honestly, I don't know if there is a plugin for PP that'd do it. If there was, you'd have to install it where-ever you were giving your demo too...

     

    The only advice I can think of is to do it in html and make the window fullscreen (press F11 if ur in iexplore).

     

    There's a tiff between the Java and MS people. MS doesn't want to include Java support in its operating systems, and Sun thinks thats a bit ridiculous...

  19. Quote
    Other problems arise from natural male aggression and the need to control it.  If you look like food then you get eaten.

    Hah! Yeah right - 'male aggression'. The idea that guys are worse than gals because of hormones is wishful thinking...when women go bad they are freaking evil and your average meatheaded guy doesn't stand a chance against them...say 'human aggression' and I'll certainly concede it needs to be controlled, but please - its not just male.

     

    (pet peeve there. This thread has reminded me of numerous incidents in the past and got me thinking that while the Aussie dollar is so high against the greenback, Hanns' offer might be a good deal...:p)

     

     

    But seriously. 'Criminal' thinking I don't understand - idiots who take their ex-gf and child 'hostage' and then start mouthing off at the police...wanting revenge, wanting to 'teach someone' a lesson I can understand - but from a tactical point of view, it is insanely stupid.

     

    You'd know the police, once they got wind of the incident, will completely outgun, outnumber and surround you, your victim is either going to escape or die (in neither case 'learning' what you wanted to 'teach')...and for your effort you are going to completely screw the rest of your life.

     

     

    Are criminals really that stupid? I've heard of being blinded by rage but surely they couldn't be having visions of succeeding?

     

     

    (hehe - anyone noticed that 'Cyberpunk' in this thread has become synonomous with 'Criminal'? :))

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