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What's to the South?

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Schwalbe:
I just imagined fighting in jungle/swamp ambushes. Squids, mobulas... shit kinda like that. ^^

Jester Schulz:

--- Quote from: ShadedExalt on November 25, 2014, 01:39:20 pm ---OK, guild is useless.  Any other ideas?  Special high altitude ships?

--- End quote ---

Build ships that have a life support system that keep the toxins out. Or we engineer a new fabric that would block the toxins. Or we make an antidote or vaccine to the toxins. Other than that, I got nothing.

To see the Tinkerer i go! Maybe he would know of something or have something that would help.

RedRoach:

--- Quote from: ShadedExalt on November 25, 2014, 01:39:20 pm ---OK, guild is useless.  Any other ideas?  Special high altitude ships?

--- End quote ---

As quoted by a scientist from the Squeaky Cog, rising in high altitude is possible, but it would cause damage to the crew and several components of our ships. I believe the best way to go is low to the ground.

And Jester, if an entire faction of Merchants who have instilled themselves practically goddamned everywhere haven't found a cure when that's their entire purpose for leaving home, then hats off to you for making or finding a cure for the plague. (In my opinion, srsly that's a huge plot point in the entirety of a whole GoIO faction don't remove it pls)

(Okay, Strange "Random Role-Play" thing aside, [I have no clue how we did that. Seriously. Apologies, Indreams.] I think that to the south there would  be more focus on ground. The GoIO counterpart, with veichles, dips and trenches, burnt-out ground from missiles, scrappy tanks and light jeeps, and for some absurd reason, even though they hadn't seen the current GoIO area, Anti-Air machinery like Heavy Flak bunkers. Oh, and the entire "It's poison!" thing? That wouldn't affect the people on ground, who have learned to consume mushrooms or herbs to be able to survive the Mercantile Guild "Plague", but have air-sickness should they get to heights such as climbing mountains or, you know, BUILDING AIRSHIPS. )

ShadedExalt:
I like RedRoach's idea!  Anti-air better be a thing in adventure mode.  Maybe flak cannons that act like real flak?  My idea though, is screw tanks and jeeps.  We're talkin' 'bout Walkers.  Dieselpunk, Steampunk, whatever.  But walkers.  As an example, we could use the ones from the Leviathan trilogy:

Behind Prince Alek we have a Cyklop Stormwalker.  Pretty badass, non?

Jester Schulz:

--- Quote from: RedRoach on November 25, 2014, 04:29:02 pm ---
And Jester, if an entire faction of Merchants who have instilled themselves practically goddamned everywhere haven't found a cure when that's their entire purpose for leaving home, then hats off to you for making or finding a cure for the plague. (In my opinion, srsly that's a huge plot point in the entirety of a whole GoIO faction don't remove it pls)

--- End quote ---
It was an honest mistake. I have not read the entirety of the lore and am not entirely familiar with everything. I'm still new to the forum, the lore, and the game. No need to step on my toes for it.

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