[Return]
Posting mode: Reply
Name
E-mail
Subject
Comment
File
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • ????????? - ??


  • File : 1264303202.jpg-(331 KB, 1920x1080, uso.jpg)
    331 KB Episode Three Colony 13 01/23/10(Sat)22:20 No.7743662  
    Didn't seem to be any players on earlier today. Trying again.

    Colony 13, the quest for digitized alien consciousnesses, awoken in their wrecked colony ship on the bottom of the sea, now continues again.

    http://suptg.thisisnotatrueending.com/archive/7502020/

    Episode two wasn't archived, so to summarize:

    After restoring a fusion reactor and laboratory, the colonists created a micro-probe to investigate the inside of the ship and see what was making the repairs so difficult. It was discovered that one or more of your nanofactories had become cancerous during the voyage, and began producing tumorous tendrils of metal and plastic that wove throughout the interior of your ship, damaging the structure and hardware. This is the cause of your interior deformations, and likely your crash landing. To repair this corruption, you will have to order your Analyzers to reprogram any nanofactories you encounter before bringing them back online.
    >> Colony 13 01/23/10(Sat)22:20 No.7743669
    >>7743662

    On a more urgent note, you have experienced first contact with the sentient natives of this planet. A surface vessel came to rest overhead, and sent down a submarine probe to pillage your wreck for technology. Using your sensors to create radio-interference, you cut the submersible off from its mothership and captured it. Unfortunately, both of its crew members died in your care. You then created a cave-in to make it look like the sub had been destroyed in an accident, keeping your awakeness a secret from the mothership. The mother ship is still overhead, trying to signal its lost probe.

    Shortly after the submersible incident, you discovered signs that one of your flooded cargo bays had been ransacked shortly before you awoke. It now seems likely that a submarine like the one you captured may have accidentally awoken you after your five hundred years of slumber.

    Currently, you have suspended all external activities until the alien ship leaves, instead concentrating your Laborers on repairing the hallway leading to the next nanofactory. You have several possible research venues to pursue with your Laboratory. Also, your Analyzers report that a major weather event is inbound.
    >> Colony 13 01/23/10(Sat)22:21 No.7743694
    >>7743669

    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 40
    Scroungers: 13

    ---
    Current Supplies:

    Raw Materials: 5
    Body Construction: 139
    Zrbite: 217
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 4 available.

    ---
    Research Items:

    Alien corpses
    Alien submarine
    Beast fetusi
    Adorable Crustacean Friend

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 1
    Cargo Bay: 3 (one damaged)
    Tertiary Nanofactory: 1
    Weapon Port: 2 (one damaged)
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)

    ---
    Current Construction Queue:

    Unpowered Strainers: 8 (1.5 Body Construction each)
    >> Anonymous 01/23/10(Sat)22:21 No.7743700
    Is that the sea quest ship?
    >> Colony 13 01/23/10(Sat)22:22 No.7743711
    >>7743700

    So I've been told. Just found it on the net.
    >> Anonymous 01/23/10(Sat)22:29 No.7743859
    Obseve sea floor with analyzer
    >> Colony 13 01/23/10(Sat)22:32 No.7743916
    >>7743859

    With the alien mothership still floating overhead, you had decided to recall all your external units until it left. Would you like to abandon this policy?
    >> Anonymous 01/23/10(Sat)22:35 No.7743983
    no, allow the drones to continue their work
    >> Anonymous 01/23/10(Sat)22:36 No.7743996
    no, allow the drones to continue their work
    >> Colony 13 01/23/10(Sat)22:38 No.7744047
    >>7743996

    Alright.

    There was some discussion last time of downloading minds directly into your laborers to increase their effectiveness. So far, you have been relying on piloted Analyzers to guide the work of your unmanned laborers. How to proceed?

    Also, your laboratory had been working on cloning the beast that destroyed one of your Observers when the alien sub was captured. You must decide which research venues for the lab to pursue and in what order now that you have so many things to study.
    >> Anonymous 01/23/10(Sat)22:38 No.7744052
    allow drones to complete thier task
    >> Anonymous 01/23/10(Sat)22:44 No.7744158
    query has the cloning been completed?
    >> Anonymous 01/23/10(Sat)22:45 No.7744179
    query has the cloning been completed?
    >> Colony 13 01/23/10(Sat)22:47 No.7744211
    >>7744158

    You have numerous embryos in their early stage of development. Most of them will probably die in the trial-and-error process of finding their ideal growth conditions and accelerating their development, but that's why you have so many.

    Shall the lab continue concentrating on the embryos and put the probe and its crew in stasis, or vice versa?
    >> Anonymous 01/23/10(Sat)22:53 No.7744323
    allocate research to embryos
    >> Anonymous 01/23/10(Sat)22:56 No.7744397
    resaerch embros
    >> Colony 13 01/23/10(Sat)22:58 No.7744435
    >>7744323

    The alien corpses, with their suits and dissected vehicle, are put in vacuum storage, and the lab continues its attempts to recreate the beast. It will be a few days until any tangible results can be observed, as this is a longterm research project. However, the earlier the start, the better.

    You can have the Analyzers poke at the aliens and their equipment in the meantime, but their methods won't yield nearly as much information as a lab.

    Outside, night begins to fall. The alien mothership continues its fruitless radio-bombardment of your ship. Then, after several hours, it begins sailing away.

    Your Analyzers report that the meteorological signs are increasing. Weather event imminent.

    Two of your Strainer units have been produced. These units are unpowered, and therefore must be connected to the ship's hull in order to function. When active, they will begin straining Raw Materials out of the surrounding water.


    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 40
    Scroungers: 13

    ---
    Current Supplies:

    Raw Materials: 5
    Body Construction: 136
    Zrbite: 217
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 4 available.

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 1
    Cargo Bay: 3 (one damaged)
    Tertiary Nanofactory: 1
    Weapon Port: 2 (one damaged)
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)
    Strainers: 2

    ---
    Current Construction Queue:

    Unpowered Strainers: 6 (1.5 Body Construction each)
    >> Anonymous 01/23/10(Sat)23:03 No.7744492
    wait until storm comes, then while enemy ship is distracted, send out anaylyser to observe ship.
    >> Anonymous 01/23/10(Sat)23:05 No.7744510
    >>7743669
    >Unfortunately, both of its crew members died in your care.

    ((Dammit. This is what happens when I leave before the thread ends.))

    >>7744435
    >The alien mothership continues its fruitless radio-bombardment of your ship.

    Did we manage to record the EM output from either the smaller vessel or the mothership? If so, can we analyze it for patterns indicative of communication?
    >> Colony 13 01/23/10(Sat)23:06 No.7744535
    >>7744492

    The "enemy" ship is currently moving away from your position, returning the way it came. It is no longer attempting to signal the probe through any means you can detect.

    It is doubtful your observers could keep pace with the alien ship. However, it is moving away in a straight line, and you may be able to catch up with it eventually. Of course, this would take your Observer out of remote-control range, meaning you'd need to download a mind into it.

    It can be done, though.
    >> Anonymous 01/23/10(Sat)23:08 No.7744551
    should we?
    or is it to risky?
    >> Colony 13 01/23/10(Sat)23:09 No.7744576
    >>7744510

    One of the aliens died in the flooding probe before you could get it into the lab (he appeared to have panicked and fumbled with his diving suit). The other died due to a miscalculation in synthesizing an atmosphere for him; your crewmates mistakingly used the air pressure of the broken, flooded probe as a basis.

    You have the EM transmissions of the ship and its probe saved. You can try analyzing it.
    >> What a Faggot !QF5oszRdpY 01/23/10(Sat)23:11 No.7744607
    >>7744576
    recommend analysis of radio signal for interpretation.
    Knowledge of communications would be beneficial if non-violent action is to be readily achieved.
    >> Urailar 01/23/10(Sat)23:12 No.7744617
    second
    >> Colony 13 01/23/10(Sat)23:17 No.7744683
    >>7744607
    >>7744617

    After eliminating the interference, you are able to isolate numerous repeating patterns, insinuating a complicated language. However, you are not yet sure if electromagnetic signals are this species' natural means of communication, or a technological medium that can be translated. Judging by the lack of EM emissions from the captured alien (before it died), you suspect the later. Judging by the captive's behavior, you would assume either a visual or sonic communication mechanism. Attempts to decode radiosignals continue.

    Deploy Strainer units? Resume external repair and observation efforts?
    >> Anonymous 01/23/10(Sat)23:20 No.7744723
    >>7744683

    We need to get that second weapons port online before something less fragile comes poking around. We should also work on hull integrity in the locations we already control and plugging along toward more nanofactories and fusion reactors.
    >> What a Faggot !QF5oszRdpY 01/23/10(Sat)23:20 No.7744734
    >>7744683
    negative, reduce external activity to only what is necessary, continue internal repairs at effective capacity, continue signals analysis and interpretation.
    >> Urailar 01/23/10(Sat)23:20 No.7744736
    Clone human specimens, for communication uses.
    >> Colony 13 01/23/10(Sat)23:22 No.7744770
    >>7744734
    >>7744723

    Consensus needed.

    >>7744736

    What means "human?"

    Your laboratory is currently busy with the aquatic beast cloning. You'll have to put that project on hold to do anything else.
    >> Urailar 01/23/10(Sat)23:23 No.7744774
    after sharks are done
    >> What a Faggot !QF5oszRdpY 01/23/10(Sat)23:25 No.7744824
    >>7744723
    subterfuge was already chosen as the primary means of first contact survival, see log>>7743669

    Continue with precedent, maintain subterfuge, reduce external activity to only what is currently necessary.
    >> Urailar 01/23/10(Sat)23:28 No.7744878
    mainly for specimen interrogation methods
    >> Anonymous 01/23/10(Sat)23:29 No.7744898
    >>7744824

    To maintain subterfuge, our current state of absence of observers is precisely the time we need to perform the external repairs on the weapons port. That way we're not scrambling to complete it AFTER something hostile encounters us. Otherwise, agreed, we should try to limit our repairs to internal compartments.
    >> Colony 13 01/23/10(Sat)23:33 No.7744971
    This must be decided: continue repairs on second weapons port, or not? If so, how many units to be assigned to that task?

    Return Observers to open water, or not?
    >> Urailar 01/23/10(Sat)23:33 No.7744976
    wait until shark cloning is complete
    >> What a Faggot !QF5oszRdpY 01/23/10(Sat)23:34 No.7744992
    >>7744898
    Okay, that is an acceptable compromise, continue repairs of external weapons port rapidly, then focus on internal repairs attempt to repair 3rd cargo bay.
    >> Colony 13 01/23/10(Sat)23:36 No.7745023
    >>7744992

    Third cargo bay is mostly repaired; it was flooded through the laboratory hull breach, which you sealed. Just a bit of cleanup work left to do.

    Please allocate your laborer and analyzer units among the Nanofac Hall, Weapons Port, and Cargo Bay tasks. Also, did you decide whether or not to begin downloading minds into your laborers to increase efficiency?
    >> What a Faggot !QF5oszRdpY 01/23/10(Sat)23:37 No.7745046
    >>7744971
    as many as possible without compromising efficency as long as the alien observers are not actively monitoring. currently unsure how to proceed with observers awaiting input from alternate.
    >> Anonymous 01/23/10(Sat)23:39 No.7745081
    >>7745046

    Keep observers in locally to maintain a good perimeter.

    What is max # of laborers that can be assigned to weapons port repair with peak efficiency?
    >> Colony 13 01/23/10(Sat)23:40 No.7745100
    >>7745046

    It was determined earlier that 30 Laborers was the most optimal number to clear the way to the nanofac. However, this would leave only 10 laborers to divide between the Weapon and Cargo repairs.

    Of course, you could also build more laborers.
    >> Urailar 01/23/10(Sat)23:42 No.7745143
    are the aquatic beast clones finished?
    >> Anonymous 01/23/10(Sat)23:42 No.7745146
    Perhaps we should send a single probe to the surface to gather data on the weather? If it's a rare weather event, then we might be missing out on a great opportunity to gather data, and if these sorts of weather events are frequent, it would be prudent to have an idea what surface conditions are like during them.
    >> Colony 13 01/23/10(Sat)23:42 No.7745153
    >>7745081

    Since the weapons port is open on both sides, up to 50 laborers can work on it without getting in each other's way.

    Observers return to their old patrol routes. One of them spots a pair of beasts swimming overhead. One of them is the same size as the one that attacked before, and might be the same individual. The other is slightly smaller. They appear to be chasing some similar-but much smaller and less streamlined-organisms through the dark sea.

    Deploy Strainers?
    >> What a Faggot !QF5oszRdpY 01/23/10(Sat)23:44 No.7745181
    >>7745100
    Proposed course of action:20 Laborers working on weapon port, keep observers out at local range. 5 laborers on cargo cleanup/repair
    15 laborers uploaded with conciousnesses working Nanofac, ensure they are operating normally before risking more uploads.
    Status on shark cloning?
    >> Anonymous 01/23/10(Sat)23:45 No.7745196
    Hmm. Can we get some more data on the smaller organisms?
    >> Anonymous 01/23/10(Sat)23:45 No.7745203
    >>7745181

    Concur with this course of action.
    >> Urailar 01/23/10(Sat)23:48 No.7745254
    implant mind into aquired suit
    >> Anonymous 01/23/10(Sat)23:48 No.7745268
    Also agree
    >> Colony 13 01/23/10(Sat)23:50 No.7745295
    >>7745203
    >>7745181

    After a careful screening process, you download fifteen of your most trustworthy engineers into Laborer bodies. The crustaceous bipeds detach themselves from their nerve ports with renewed purpose and care of motion, and march down into the hallway. The other, unmanned laborers get to work on the weapon port and cargo bay, overseen by six of your ten Analyzers (the other four are monitoring weather patterns, such as they can from this depth).

    "Shark," as you seem insistent to call this species, cloning is proceeding at the expected rate. You should have a specimen at sexual maturity within a few days.

    >>7745196

    If you want to get closer to them, sure.
    >> Colony 13 01/23/10(Sat)23:51 No.7745326
    >>7745254

    Do you mean the mechanical suits the aliens were wearing? That will take some extensive modifications.
    >> Urailar 01/23/10(Sat)23:53 No.7745360
    postpone until completion of "sharks"
    >> Anonymous 01/23/10(Sat)23:53 No.7745367
    I guess it depends -- we know how close the observers were before they attracted the attention of the "shark", if we can get more data without getting that close again, I'd say go for it.
    >> Anonymous 01/23/10(Sat)23:58 No.7745437
    The humanoids probably use sound for communication with the EM frequencies are from a radio type device.

    Also we may need an analyzer to determine how the the nanofactory went haywire.

    Do we have any alien gear that we can reverse analyze for information about their current technology.
    >> Colony 13 01/23/10(Sat)23:59 No.7745460
         File1264309166.jpg-(26 KB, 546x316, fish.jpg)
    26 KB
    >>7745367

    You move a pair of Observers further up, toward the edge of your control radius. They are not yet in close attack range of the "sharks," but they can get a better look at their prey.

    These creatures are smaller, less than a meter long, and are nowhere near as fast or maneuverable as the massive shark. They seem to rely on their numbers to confuse the predators, breaking up into groups and swimming in different directions. They do exhibit some morphological similarity, though; you would guess a shared evolutionary pedigree with the shark.

    Although not nearly as useful as their bigger cousins, these creatures might still be a helpful research model.
    >> Colony 13 01/24/10(Sun)00:00 No.7745481
    >>7745437

    You have two diving suits and one submersible, as well as two bodies to dissect.
    >> Urailar 01/24/10(Sun)00:00 No.7745484
    second
    >> Anonymous 01/24/10(Sun)00:01 No.7745496
    >>7745460

    Could we capture a few of them? Preferably without running afoul of any of the wild "sharks"?
    >> Urailar 01/24/10(Sun)00:03 No.7745526
    send one laborer to explore the ship
    >> Colony 13 01/24/10(Sun)00:03 No.7745530
    >>7745496

    You could try. Currently, they are swimming just out of your control range; you'd need to send a mind to capture them. A risky proposition, considering the nearness of the hunting sharks.
    >> Anonymous 01/24/10(Sun)00:05 No.7745560
    >>7745530

    Meh. They are numerous, and patience is prudence. Continue progressing per outline in >>7745181
    >> Urailar 01/24/10(Sun)00:08 No.7745619
    send laborer to explore discovered ship
    >> Colony 13 01/24/10(Sun)00:08 No.7745624
    Investigate organisms, Y/N? If not, I'll fastforward to the next event.
    >> noko Engineer Mind 01/24/10(Sun)00:08 No.7745634
    >>7745481
    Dissection and reverse-engineering the submersible would be the best to get an idea on the current tech level of the humanoids we have encountered. I propose the team working on the nanofactory be assigned to this after they are done with their current project.
    >> Anonymous 01/24/10(Sun)00:11 No.7745685
    >>7745624

    No, unless one or more are observed as being well away from any "sharks".

    >>7745634

    Agreed.
    >> Urailar 01/24/10(Sun)00:17 No.7745780
    skip forward
    >> Anonymous 01/24/10(Sun)00:18 No.7745803
    Concur, advance to next event.
    >> Colony 13 01/24/10(Sun)00:20 No.7745830
    >>7745560
    >>7745685

    Aight.

    In an hour, you've pretty much cleaned up the cargo bay. In doing so, your Analyzers overseeing the operation make some observations. Specifically, it is now clear that this cargo bay was raided, and that the visitors removed several boxes of Zrbite. The claw marks on the walls and floor are consistent with that of the alien submersible in your custody. Judging by the timeframe, it is now clear that an alien submersible must have awoken you from your slumber of ages while plundering your ship for artifacts. Whether it was the same sub you have in your possession or a different one of the same design is impossible to say.

    Five Laborers and three Analyzers are now idle.

    One more Strainer has been constructed.
    >> Anonymous 01/24/10(Sun)00:21 No.7745853
    Let's take apart and analyze the alien submersible.
    >> Anonymous 01/24/10(Sun)00:24 No.7745913
    So, question for the rest of us: is there any more useful information to be had from the alien corpses at this point?
    >> Anonymous 01/24/10(Sun)00:25 No.7745920
    >>7745830

    Upload consciousnesses into five idlers and assign to nanofactory group.

    My memory fails me, how were we getting along on clearing another fusion reactor and bringing it online?
    >> Colony 13 01/24/10(Sun)00:27 No.7745954
    >>7745920

    There should be another fusion reactor on the other side of the nanofac you're working your way toward.

    The five Laborers are given minds and sent to work on the hallway. What shall you do with the three Analyzers?
    >> Anonymous 01/24/10(Sun)00:28 No.7745976
    >>7745913

    Biology, morphology, we should get some insight into communication methods and sensory capabilities. A better understanding of damage / termination thresholds and non-destructive means of controlling, disabling, or repelling.
    >> Anonymous 01/24/10(Sun)00:30 No.7746017
    >>7745976
    concur, set analyzers to analysis of aliens.
    >> Colony 13 01/24/10(Sun)00:31 No.7746026
    >>7745976

    You could assign some Analyzers to that. Or to dissecting the sub. Again, they won't be as fast as a lab, but they can get the job done.
    >> Anonymous 01/24/10(Sun)00:32 No.7746040
    >>7745954

    Would they be suitable for further analysis on the EM transmission recordings? Or on the captured craft? The corpses from the craft?
    >> Colony 13 01/24/10(Sun)00:35 No.7746095
    >>7746040

    They could do a decent job of the craft. The corpses less so, due to their biological frailty. The EM transmissions are being analyzed by your hive mind in the matrix.
    >> Anonymous 01/24/10(Sun)00:36 No.7746111
    Dissect one of the "humans" for analysis.

    Deconstruct and reverse engineer ALL of their technology. We need to get an idea of what we're dealing with.

    They're traveling into this ocean, we can assume that they're the dominant species on this planet.

    They had to use mechanics to travel down here though, so they are somewhat fragile and limited in physical ability. Instead they rely on their technological advantage over other species.

    They have our technology as well. Assuming they're the dominant species, and that they rely on technology, and that they have our technology, we can deduce that they will be capable of overpowering us.

    We need to send our most capable warriors in our most capable water moving bodies to go and destroy that ship and reclaim our technology, assuming that ship is the one that raided us in the first place. This storm can be used as a cover.
    >> Anonymous 01/24/10(Sun)00:38 No.7746135
    >>7746111
    >They're traveling into this ocean, we can assume that they're the dominant species on this planet.

    They could very well have been running from something bigger. Assumption is dangerous.

    >Dissect one of the "humans" for analysis.

    >Deconstruct and reverse engineer ALL of their technology. We need to get an idea of what we're dealing with.

    These I concur with. Start with a detailed dissection and analysis of one of the corpses, then of the craft.
    >> Anonymous 01/24/10(Sun)00:40 No.7746156
    >>7746135
    Running from something doesn't add up. They had scientific equipment. And they took the time to go underwater to analyze our ship. Going underwater, this deep especially, is something we know that they're bodies can not handle.

    Hardly an action of flight. They had time to spare.
    >> Anonymous 01/24/10(Sun)00:42 No.7746190
    >>7746156
    >Hardly an action of flight. They had time to spare.

    Still doesn't make them the dominant species. The tech use points to it, but they could very well just be the dominant species in this particular area, or have such defenses that they need not fear the local dominant species. This "shark" looks like it could be the apex predator, especially if it comes in larger versions.
    >> Urailar 01/24/10(Sun)00:44 No.7746212
    Seeing as we have limited suplies, we should not attack until we squire more...
    >> Colony 13 01/24/10(Sun)00:48 No.7746271
         File1264312091.jpg-(211 KB, 711x1000, vitruvian-man.jpg)
    211 KB
    >>7746135

    Your three Analyzers claim a relatively empty corner of the lab and start their crude dissection of the "humans."

    The most important find you make off the bat is that the human is descendent-very, very distantly-from creatures like the shark. This explains the basic facial similarity, as well as the highly aqueous nature of human internal anatomy. Gene analysis implies that the distant ancestors of the human crawled or slithered out of the ocean many millions of years ago, and evolved in sundry directions before eventually giving rise to this sentient xenoform.

    The human relies principly on vision, hearing, and taste to survey the surrounding terrain, with much of its outer brain surface devoted to these acute senses. Much of the rest of the brain is occupied by thought and memory cortexes, unsurprising for a technological species. Overall body structure suggests rather limited strength and agility, but impressive stamina and endurance.

    You'll have to ask specific questions to learn more; there's a lot to say.

    >>7746111

    The craft is nearly out of your sensor range, and is moving too fast for any current drone to catch up with.
    >> Anonymous 01/24/10(Sun)00:48 No.7746278
    >>7746190
    Yes, this shark is indeed a monster underwater. However, as we can see, these "humans" obviously do not live underwater. Their craft was a full atmosphere, no water, so we can assume they lived on land. Still though, they venture into the sea with no defenses. That submersible they used had no discernible weapons aboard. Therefore they do not explicitly fear the sea.

    Of course, we don't know the extent of this planet's land mass opposed to sea.

    However, assuming they're land based, they must have enough land for several different civilizations of this species, otherwise their technology wouldn't be so advanced. Without an enemy to compete with, technology stagnates. We've seen this on dozens of planets where a single homogeneous society dominates.

    So, assuming that they're land based and the land they live on is large enough for several different civilizations, we must also take into account the materials they used for their ship. This leads to the conclusion that they have dedicated resource rich areas to "mine".

    I would confidently use these assumptions to infer that they are dominant of this world.
    >> Engineer Mind 01/24/10(Sun)00:53 No.7746340
    It's kind of funny everyone forgot we are humans or rather transhumans. And I would wait off on analyzing the humanoids till we get the lab open. But reverse-engineering the sub in the meanwhile should be good as long as it doesn't damage any further analysis.
    >> Anonymous 01/24/10(Sun)00:54 No.7746355
    So how do these "humans" taste?
    >> Urailar 01/24/10(Sun)00:54 No.7746359
    Hmm, who are we to say that they didn't aquire all of there tech from ships like ours...?
    >> Anonymous 01/24/10(Sun)00:56 No.7746388
    >>7746340
    We aren't humanoid. We look like squids without tentacles with faces like > ..... <
    >> Anonymous 01/24/10(Sun)00:57 No.7746392
    >>7746340
    >It's kind of funny everyone forgot we are humans or rather transhumans.

    ((It's strongly implied that we weren't human before we trans-substantiated, as an earlier question about humans resulted in a query from the OP as to what the hell I was talking about.))
    >> Colony 13 01/24/10(Sun)00:58 No.7746410
    >>7746340

    >>It's kind of funny everyone forgot we are humans or rather transhumans

    I used the word "Transhumanist" to describe your current technological state in broad terms. At no point did I say you were human.

    In fact, you were once called Meglika (Meglik singular, Megliks plural. Meglika is the inclusive plural, a la "humanity"). Your ancestors were semi-troglodytic, quadrapedal creatures that evolved in an arid environment on your homeworld.

    You never asked.

    >>7746355

    If you wish, you can build a pleasure unit equipped with a sense of taste. Generally, its policy to hold off on making those until the colony site is secure before mass-producing them to house the bulk of your population.
    >> Anonymous 01/24/10(Sun)00:58 No.7746416
    >>7746355
    we do not have taste receptors, as we are a digitized transhuman conciousness.

    Question: In keeping with subterfuge, do we have any kind of stealth countermeasures or equipment, can a body be infiltrated into the alien vessel above? Can we electronically infiltrate the alien vessel above?
    If not, suggest waiting for darkfall then infiltrating a body to tap into visual/audio systems on the alien observer vessel. How is translation of alien communication progressing?
    >> Colony 13 01/24/10(Sun)01:04 No.7746473
    >>7746416

    You will need a better understanding of alien technology before you can hack into it. A detailed study of the submersible should tell you much.

    Analysis of their communications goes slowly, but steadily. Assuming that the EM signals were a medium for transmitting their sonic language, you believe you have isolated the words for "vessel," "depth," and either "help" or "danger" (whatever the submarine crew started screaming when you attacked). You also believe one of the consciousnesses involved in the EM conversation was called "Sam."
    >> Anonymous 01/24/10(Sun)01:05 No.7746492
    >>7746473

    This is a beginning. If the dissection of the corpse is complete, log all data gleaned and begin with analysis of the craft.
    >> Urailar 01/24/10(Sun)01:05 No.7746493
    Is aqautic creature cloning proscess complete?
    >> Anonymous 01/24/10(Sun)01:05 No.7746500
    >>7746473
    Ok, post allocation of current bodies, specify which have loaded conciousnesses, and a project % completion chart.
    >> Colony 13 01/24/10(Sun)01:06 No.7746506
    >>7746493

    I'll tell you when its done, quit spamming.
    >> Colony 13 01/24/10(Sun)01:09 No.7746552
    >>7746500

    15 manned Laborers repairing nanofac hallway.
    25 unmanned Laborers repairing weapon port.
    4 Analyzers monitering weather and studying microfauna.
    3 Analyzers overseeing weapon port repairs.
    3 Analyzers dissecting human corpses.
    14 Observers patrolling.
    13 Scroungers idle.
    4 unpowered Strainers idle.
    >> Urailar 01/24/10(Sun)01:10 No.7746558
    What are our reasons for coming here ie our origins
    >> Colony 13 01/24/10(Sun)01:11 No.7746589
    >>7746558

    Planet colonization. Overpopulation of your native solar system was causing a major decline in quality of life. As a result, hundreds of colony ships were sent out to hospitable-looking planets throughout the galaxy. You seem to have landed on the right planet, but in the wrong way.
    >> Anonymous 01/24/10(Sun)01:12 No.7746595
    >>7746410
    can we engineer an organ to taste that water to help us locate rescources or organizes?
    >> Anonymous 01/24/10(Sun)01:13 No.7746610
    >>7746552

    Any obvious projects we could get those scroungers working on? And have two of those observers shift to focused analysis of the smaller animals pursued by the "sharks".
    >> Colony 13 01/24/10(Sun)01:13 No.7746613
    >>7746595

    Your Observers and Analyzers are equipped with chemical sensors of various types.
    >> Urailar 01/24/10(Sun)01:13 No.7746616
    Have we taken air samples from pockets underwater, if not send a scrounged to do so
    >> Anonymous 01/24/10(Sun)01:18 No.7746679
    >>7746613
    can we get some info on what the bipeds respirate? this could help us in understanding their atmosphere
    >> Colony 13 01/24/10(Sun)01:19 No.7746686
    >>7746616

    You have analyzed underwater air pockets, mostly from the submersible. You know all about the composition of the air on this world; you just need to visit the surface to learn the pressure.

    Scroungers are unpowered, and as such cannot leave the ship without running out of juice in minutes.
    >> Colony 13 01/24/10(Sun)01:20 No.7746703
    >>7746679

    Oxygen is their choice of electron receiver, though its too early to rule out the possibility of nitrogen or carbon dioxide playing a secondary role in their respiration.
    >> Urailar 01/24/10(Sun)01:23 No.7746755
    what do our surroundings look like?
    >> Anonymous 01/24/10(Sun)01:24 No.7746783
    >>7746703
    i am sorry but i missed the last thread. did we dissect a shark yet
    >> Anonymous 01/24/10(Sun)01:24 No.7746787
    Send an analyzer or whatever to the surface directly above us, get some pressure and air readings, and return to the ship asap.
    >> Anonymous 01/24/10(Sun)01:24 No.7746790
    Can we begin to use the Strainers to gather materials from the surrounding ocean? If it's too much of a problem to have them go outside, there must be an empty cargo bay that can be flooded and used as a filtration room.
    >> Colony 13 01/24/10(Sun)01:29 No.7746851
    >>7746755

    Wet, sandy, and fairly dark. There's a layer of mud and silt over most of the ground. Around you, in the distance, are underwater mountainsides, valleys, and cliffs.

    >>7746783

    You never got a shark corpse, but you DID get shark DNA. You have some clones growing as we speak.

    >>7746787

    The surface is outside of your control range. To do this, you will either have to build a mobile control relay module, or download a consciousness into the observer. If you choose the later, it may be prudent to wait for dawn, when the sharks stop hunting.

    >>7746790

    This type of Strainer is designed to be rigged up on the outer hull. Doing so will take 4 laborer-hours apiece.
    >> Anonymous 01/24/10(Sun)01:32 No.7746908
    >>7746851
    >> Urailar 01/24/10(Sun)01:33 No.7746916
    I say we wait until dawn
    >> Anonymous 01/24/10(Sun)01:33 No.7746922
    >>7746908

    My computer is being trippy tonight. Aaaanyway, what are the benefits of employing Strainers? Do we need the materials they gather? Do these materials speed our processes in any way?
    >> Colony 13 01/24/10(Sun)01:36 No.7746953
    >>7746922

    Strainers constantly add to your supply of Raw Materials. You can make Unpowered Strainers (the kind you've made so far) which simply gather the materials and send them to the nanofac for conversion into usable form, or spend Zrbite to make Powered Strainers (can be deployed anywhere and convert the materials into Body Construction on the spot).
    >> Anonymous 01/24/10(Sun)01:39 No.7747006
    >>7746953
    can any of our units have reproductive capabilities?
    >> Colony 13 01/24/10(Sun)01:43 No.7747066
    >>7747006

    A sufficiently large and well-powered unit could host an internal nanofactory. Short of that, you'd need to equip your units with...genitalia...
    >> Colony 13 01/24/10(Sun)01:46 No.7747118
    Fastforward to next event?
    >> Anonymous 01/24/10(Sun)01:47 No.7747127
    >>7747118

    Agreed.
    >> Urailar 01/24/10(Sun)01:48 No.7747138
    Wait until dawn
    >> Anonymous 01/24/10(Sun)01:50 No.7747180
    >>7747118

    Yes. Fastforward.
    >> Colony 13 01/24/10(Sun)01:55 No.7747260
         File1264316102.jpg-(17 KB, 400x299, hurricane.jpg)
    17 KB
    >>7747127
    >>7747138

    Okay, since nobody seems to feel like setting up the Strainers...

    Two hours later, the storm hits.

    The Analyzers detect it before it comes, and recall the Observers down to a safer depth. The water churns and boils for dozens of meters below the surface, currents circling and going mad in response to the utter hell taking place overhead. The night sky darkens even moreso than usual as a horrific, swirling black cloud-many kilometers across-slides overhead. Judging by the disturbance of the water near the surface, the wind intensity must be...almost unbelievable. Lightning crashes. Rain falls in sheets and is sucked back up into the sky before it can hit the ocean.

    In your deep sea wreck, you seem to be safe from the storm so far. But no way in hell is anything going to move on or near the surface while this chaos is going down.

    You have built another strainer. Three more to go, and then your queue will be empty.
    >> Anonymous 01/24/10(Sun)02:00 No.7747341
    >>7747260

    Well fuck...
    >> Urailar 01/24/10(Sun)02:02 No.7747366
    have the sharks left?
    >> Engineer Mind 01/24/10(Sun)02:03 No.7747396
    >>7747260
    Looks like we can now set up the strainers on the ships hull. Also this gives a good opportunity to move about without the prying eyes of the local surface dwellers.
    >> Anonymous 01/24/10(Sun)02:04 No.7747397
    >>7747366

    If there were sharks around when the storm hit, they're gone now.
    >> Colony 13 01/24/10(Sun)02:06 No.7747438
    >>7747396

    I assume you'll take Laborers off of weapon port duty for this? If so, how many?
    >> Anonymous 01/24/10(Sun)02:08 No.7747476
    >>7747438

    I'd rather we wait for weapons port completion before we go retasking those particular laborers.
    >> Anonymous 01/24/10(Sun)02:08 No.7747480
    For the time being, take 5 laborers from the weapons port repairs and get them to start setting up those strainers. The storm will be around for a while, so we shouldn't have to worry about fending anything off in the near future.
    >> Colony 13 01/24/10(Sun)02:11 No.7747539
    >>7747476
    >>7747480

    Consensus needed.
    >> Engineer Mind 01/24/10(Sun)02:14 No.7747588
    >>7747480
    Would setting up the strainers and receiving the materials they obtain speed up weapons repair? If not then just take one from each weapons repair team to set up the strainers. If it does speed up repairs then 5-10 from the weapon repair team should be good.
    >> Colony 13 01/24/10(Sun)02:15 No.7747620
    >>7747588

    It won't speed up repairs. It will give you more materials to use, though.

    Your Laborers are currently divided into Weapon Port (25) and Nanofac Hall (15).
    >> Anonymous 01/24/10(Sun)02:16 No.7747638
    >>7747539

    Shifting 5 from the port... how long will this add to weapons port repair completion time?
    >> Colony 13 01/24/10(Sun)02:18 No.7747675
    >>7747638

    Weapon Port will be repaired in just a few more hours.

    Each strainer takes four man hours to set up. With five Laborers on the task, the job of setting up all 8 should take about as long as the weapon repairs.
    >> Anonymous 01/24/10(Sun)02:19 No.7747686
    >>7747675

    Well that's convenient. Concur on shifting five laborers, then.
    >> Anonymous 01/24/10(Sun)02:23 No.7747761
    >>7747675
    is anyone else up for making more laborers?
    >> Colony 13 01/24/10(Sun)02:27 No.7747840
    >>7747638
    >>7747686

    Alrighty. Let's fastforward then...

    In six hours time, all eight Strainers have been constructed and set up on the exposed hull. Because of the storm, the water is moving a bit more than usual, so they should be quite productive to start out.

    Weapon port online. One unit of power consumed. Activating the Mass Driver weapon will consume another unit of power for as long as the weapon is being used. The Laborers consume 10 Body Construction and 2 Zrbite in the repairs.

    Auto-repair has established contact with another laboratory. This one seems to be in better shape. Your Laborers can break into it with only a short detour from their present course of labor.

    You now have 35 idle Laborers and 3 idle Analyzers.

    ---
    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 40
    Scroungers: 13

    ---
    Current Supplies:

    Raw Materials: 5
    Body Construction: 121
    Zrbite: 215
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 4 available.

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 1
    Cargo Bay: 3 (one damaged)
    Tertiary Nanofactory: 1
    Weapon Port: 2 (one damaged)
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)
    Strainers: 8

    ---
    Current Construction Queue:

    empty
    >> Anonymous 01/24/10(Sun)02:27 No.7747844
    >>7747761

    Another ten would be handy. How many resources would that consume?
    >> South-African Mind 01/24/10(Sun)02:29 No.7747880
    >>7747761

    I considered that, but the weapons port could be put on hold and the sooner we get these made and set up, the less we have to worry about supplies.

    More laborers sounds good, but add them to the end of the queue. 10 sounds like a nice supplementary force.
    >> Anonymous 01/24/10(Sun)02:30 No.7747901
    >>7747840

    Move optimum number of idle laborers to repairing damaged cargo bay. Also move additional idle laborers to accessing the newly-discovered lab, as many as possible without decreasing efficiency OR all that remain.

    How is the craft analysis proceeding?
    >> Anonymous 01/24/10(Sun)02:31 No.7747919
    >>7747880

    You HAVE no queue, at the moment.

    >>7747844

    10 Body Construction and 10 Zrbite.
    >> Colony 13 01/24/10(Sun)02:33 No.7747947
    >>7747919

    Sorry, forgot to namefag.

    >>7747901

    Cargo bay is complete. 30 is the optimal number of workers for Nanofac hall.

    Craft analysis has not yet started. :/
    >> South-African Mind 01/24/10(Sun)02:35 No.7747983
    >>7747840
    Set 20 of those laborers to explore more of the ship, and default to set 5 to work repairing any damaged component if passable; if not, have as many work on it as possible without getting in each other's way.

    Proceed to have 15 laborers exploring the ship's hull in groups of 5, repairing any breaches they find, and if possible, sealing themselves on the inside. Proceed to repair what they can of the inside section. If all passages outward from there are blocked, have them work on it.
    >> Engineer Mind 01/24/10(Sun)02:35 No.7747996
    >>7747840
    We need a ton more scroungers. As not only do they clean our self-repair systems but they also explore areas of the ship we cannot reach yet. I say we should have 40 in total built. AS for the idle drones have them go to the newly discovered lab.
    >> Anonymous 01/24/10(Sun)02:35 No.7747999
    >>7747919
    >10 Body Construction and 10 Zrbite.

    FUND IT.

    >>7747947
    >Cargo bay is complete.

    ((Then you're gonna have to remember to edit the facility list, boss.))

    >Craft analysis has not yet started. :/

    Have the analyzers hop to on that. It would be nice to know what tech level we're facing before other craft come poking around.
    >> Colony 13 01/24/10(Sun)02:38 No.7748039
    >>7747999

    Goddamnit, knew I had forgotten something.

    ---
    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 40
    Scroungers: 13

    ---
    Current Supplies:

    Raw Materials: 5
    Body Construction: 121
    Zrbite: 215
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 3 available.

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 1
    Cargo Bay: 3
    Tertiary Nanofactory: 1
    Weapon Port: 2
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)
    Strainers: 8

    ---
    Current Construction Queue:

    Laborers: 10
    >> South-African Mind 01/24/10(Sun)02:40 No.7748061
    >>7747999
    Agree on starting craft analasys. Modify previous sussestion to 17 exploring in, 15 out, and 3 working on that craft.
    >> Colony 13 01/24/10(Sun)02:41 No.7748082
    >>7748061

    Are you talking about Laborers, or Analyzers? Analyzers are the ones who would study the craft. You have 14 of those.
    >> South-African Mind 01/24/10(Sun)02:44 No.7748137
    >>7748082
    Er... Whoops.

    Then back to 15 laborers outside, 20 inside, and have 10 Analyzers studying the craft.
    >> Anonymous 01/24/10(Sun)02:45 No.7748157
    >>7748137

    By "inside" and "outside" I should take it you mean "the nanofac hall" and "the laboratory?"
    >> Colony 13 01/24/10(Sun)02:50 No.7748235
    >>7748157
    >>7748137
    >>7747999

    Putting this all together the best I can...

    You put 5 analyzers on submarine duty while leaving 5 on the human corpses and 4 studying the weather and microfauna. You send 20 Laborers back to the nanofac hall and 20 to the lab hall, with several consciousnesses in each team. New Laborers will be sent to nanofac hall as they are constructed.

    This good?
    >> South-African Mind 01/24/10(Sun)02:52 No.7748273
    >>7748235
    Yes, this is what I meant. Sorry for the confusion.
    >> Anonymous 01/24/10(Sun)02:55 No.7748311
    >>7748235

    ((Excellent! Nice mediation skillz. I think that should make everyone happy.))
    >> Engineer Mind 01/24/10(Sun)02:59 No.7748401
    >>7748235
    >>7747996
    Don't forget to add scroungers to the queue.
    >> Colony 13 01/24/10(Sun)03:01 No.7748445
    >>7748311
    >>7748273

    Gotcha.

    In a short time, your second Laborer team breaks through the thin barrier separating you from the lab. Repairs take less than an hour; soon, the lab is online and using one unit of power. You now have one idle laboratory and 20 idle Laborers.

    One new Laborer is built in that time and sent down to the Nanofac hall.

    The Strainers have collected 2 units of Raw Materials.

    ---
    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 40
    Scroungers: 13

    ---
    Current Supplies:

    Raw Materials: 7
    Body Construction: 120
    Zrbite: 214
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 2 available.

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 2
    Cargo Bay: 3
    Tertiary Nanofactory: 1
    Weapon Port: 2
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)
    Strainers: 8

    ---
    Current Research Specimens:

    Human corpses.
    Human submersible.
    Shark fetuses.
    Adorable Crustacean Friend.

    ---
    Current Construction Queue:

    Laborers: 9
    >> Colony 13 01/24/10(Sun)03:02 No.7748465
    >>7748401

    Sorry, missed your post. 40 Scroungers added for a cost of 20 Body Construction.
    >> Anonymous 01/24/10(Sun)03:04 No.7748491
    >>7748445
    >Adorable Crustacean Friend.

    ((He'd better sing with a stereotyped Jamaican accent.))

    Okay, we're really starting to strain our power resources. Focus all activity on the Nanofac hall, so we can get to that fusion reactor just beyond.
    >> Colony 13 01/24/10(Sun)03:08 No.7748559
    >>7748491

    (that will require some gene-splicing, but is perfectly doable)

    30 Laborers on Nanofac hall is the optimal number. Any more, and they start getting in each other's way.

    Possible things to do with the remaining Laborers might include excavating outside of the ship to find more hull breaches, or perhaps beginning construction of external facilities (though this would take a lot of resources).
    >> South-African Mind 01/24/10(Sun)03:13 No.7748644
    >>7748559
    Approve of excavation of outer hull with remaining laborers. I don't think we're ready for external facilities without a lot more resources and more mobile units capable of thoroughly defending the facilities
    >> Colony 13 01/24/10(Sun)03:15 No.7748672
    >>7748644

    Awaiting confirmation.
    >> Anonymous 01/24/10(Sun)03:18 No.7748728
    >>7748644
    I agree with this.
    >> Engineer Mind 01/24/10(Sun)03:24 No.7748824
    >>7748644
    Yeah examine the outer hull using spare laborers. And we shouldn't even think about external buildings till we have the entire ship explored unless we absolutely need to.
    >> Colony 13 01/24/10(Sun)03:25 No.7748838
    >>7748728

    Okay.

    Surveying the buried ship, the easiest place to dig would be on the aft-starboard side, toward one of the aft cargo bays. Judging by the impact trajectory, there's likely to be a hull breach there, and possibly some recoverable supplies. The Laborers get to work.

    IMPORTANT: new body design available!

    Excavator (5 Body Construction, 2 Zrbite): This is a multi-legged beast designed for clawing and digging its way rapidly through the ground. Though unable to penetrate rock, it can easily burrow into sand, mud, or soil, and is also a decent melee combatant. Due to the size of the unit, your small nanofactory will have to build it in parts. However, having one would greatly expedite your digging.

    Also, you have one idle laboratory. What should you do with it?
    >> Anonymous 01/24/10(Sun)03:31 No.7748934
    >>7748838
    Build 2 of them crazy diggers
    >> Colony 13 01/24/10(Sun)03:33 No.7748977
    >>7748934

    You have 9 Laborers and 40 Scroungers in queue, and want to add 2 Excavators. What order do you want all this built in?

    Note: Scroungers take 15 minutes to make. Laborers take an hour. Excavators take six hours (due to small nanofac size).
    >> Engineer Mind 01/24/10(Sun)03:35 No.7748999
    >>7748977
    Probably 2 extractors (12hrs), 40 scroungers (10hrs), then 9 laborers (9hrs).
    >> South-African Mind 01/24/10(Sun)03:36 No.7749020
    >>7748838
    Research our Adorable Crustacean Friend in the idle lab. Adorable as it may be, it may also yield a potential armor upgrade, which would be very useful should we need to defend ourselves again. This is very likely, considering humans have tried to raid us twice.

    HOWEVER DO NOT ENDANGER ITS LIFE FOR IT IS ADORABLE AND THEREFORE PRICELESS. Also make it very comfortable.
    >> Anonymous 01/24/10(Sun)03:38 No.7749055
    >>7749020
    >> Colony 13 01/24/10(Sun)03:48 No.7749227
         File1264322887.jpg-(120 KB, 450x302, crab.jpg)
    120 KB
    >>7748999

    Done.


    >>7749055
    >>7749020

    After setting up the bioform in a saltwater tank in the new lab and testing a variety of foods (it seems to be pretty omnivorous, fortunately), you begin the X-ray and electromagnetic scans, and remove a cell culture for cloning purposes. This species is closely related to the ones that gave you your Mobility upgrades and Micro-probe designs; judging by its taxonomy, it should have something valuable to teach you.

    Fastforward?
    >> Anonymous 01/24/10(Sun)03:50 No.7749276
    >>7749227
    Yes please.
    >> South-African Mind 01/24/10(Sun)03:54 No.7749331
    Fastforward go.
    >> Colony 13 01/24/10(Sun)03:57 No.7749356
    Six hours later, after being assembled from the pieces made by the nanofactory, your first Excavator raises itself up on its ten, bladelike limbs and scurries frantically to the excavation site. Immediately, it tears into the soft seabed with frenzied motions, relying on the Laborers to keep the hole clear and carry dirt away. Things should go fast.

    Your Analyzers have reverse-engineered the human sub's communications array. You can now transmit signals that the humans can receive...though you still have only a very rudimentary understanding of their language. Next up is the propulsion system.

    The storm-stirred waters continue to be incredibly productive. You gain 12 raw materials via the Strainers.

    As for the crab, well, that's coming up.

    ---
    Current Forces:

    Observers: 14
    Analyzers: 14
    Laborers: 41
    Scroungers: 13
    Excavator: 1

    ---
    Current Supplies:

    Raw Materials: 19
    Body Construction: 115
    Zrbite: 212
    Pressure Guns: 18
    Pumps: 9
    Power: 10 produced, 2 available.

    ---
    Current Facilities:

    Light Sensor Array: 1
    Laboratory: 2
    Cargo Bay: 3
    Tertiary Nanofactory: 1
    Weapon Port: 2
    Fusion Reactor: 2
    Consciousness Matrix: 1 (low power)
    Strainers: 8

    ---
    Current Research Specimens:

    Human corpses.
    Human submersible.
    Shark fetuses.

    ---
    Current Construction Queue:

    Excavators: 1
    Scroungers: 40
    Laborers: 9
    >> South-African Mind 01/24/10(Sun)04:01 No.7749408
    It's 3 in the morning here, so I'm off. Good game /tg/.
    >> Colony 13 01/24/10(Sun)04:03 No.7749440
         File1264323785.png-(17 KB, 137x167, Exo-trooper.png)
    17 KB
    >>7749356

    The crab yields the following useful data:

    ARMOR UPGRADE: all land-based drones can now be refitted with superior armor. This may impede their mobility on land, but will have no adverse effect underwater. Refitting an existing drone takes one Laborer-hour. All Laborers, Analyzers, and Excavators constructed from now on will come with the armor.

    NEW BODY DESIGN: EXO-TROOPER (Body Construction 2.5, Zrbite 1): this is based on your Laborer design, but upgraded with crab and human anatomical structures. Exo-troopers are better than Laborers at manual labor, but not enough to justify their cost alone; rather, they really shine as a combat unit. Extremely strong and well armored, these units have a pair of vibro-blade claws worked into their physique, and are better with weapons than a baseline laborer. Pic included.
    >> Anonymous 01/24/10(Sun)04:07 No.7749490
    >>7749440
    FUCK YEAR
    >> Anonymous 01/24/10(Sun)04:07 No.7749501
    >>7749440
    Add 5 to the queue. Would be good to have them around.
    >> Colony 13 01/24/10(Sun)04:08 No.7749511
    >>7749501

    Done.

    This seems to be a good milestone to stop at, and I'm getting tired. Does next Saturday night work for you guys, or would you prefer Friday?
    >> Anonymous 01/24/10(Sun)04:09 No.7749523
    >>7749511
    Sat works for me.
    >> Colony 13 01/24/10(Sun)04:11 No.7749556
    >>7749523

    Awaiting Consensus. Also, I do hope this one gets archived; it'll be a growing hastle to recap the missing story segments in each OP.

    On a lighter note, you may now attempt to create a crab that sings in a Jamaican accent, if you wish.
    >> Engineer Mind 01/24/10(Sun)04:18 No.7749642
    Archived at http://suptg.thisisnotatrueending.com/archive/7743662/
    >> Colony 13 01/24/10(Sun)04:23 No.7749715
    >>7749642

    Good to know.

    Colony 13 will return at ten o'clock PM, EST, on Saturday the thirtieth. Good game, ./tg/.
    >> Anonymous 01/24/10(Sun)04:25 No.7749751
    >>7749556
    we shall make these for diplomacy with the bipeds
    >> Subprocesser Delta 01/24/10(Sun)07:54 No.7751839
    ooc: Cant believe I missed this last one
    this AGAIN



    Delete Post [File Only]
    Password
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]