This would leave, hopefully, some "cooler heads" able to still do some kind of emergency work when most people are panicking. If his parameters are high, he has close to zero chance of falling to the siren call, but if they're low, he will almost certainly fall. Maybe based on intelligence, or bravery, or something. The siren world should affect individuals differently, depending on some traits. This could work from the draft mode also. There’s enough room for Dick to add some couches and bookcases, a few. Back to the bakery: it’s quite big compared to regular bakeries - most of the space used for the kitchen. Allow the crew to treat a member with a mental breakdown as a temporary "enemy" who should be subdued without shooting, and thrown into the prisoner area (and have his tools / matches / guns taken away, temporarily). Summary: In which Dick owns a bakery in Bludhaven, which in more ways than one is the towns Safe Haven.-Please read the Important Notes. But the siren call (1) causes your crew to do so much damage, and (2) seems to happen so frequently that your crew has no way to recover from the previous event, that I don't see how to take preventive measures. Is there an obvious counter to the siren worlds? I think every one of the other hazards is manageable (shields for the micrometeorites, reducing stored power for the solar flare), and even sometimes tactically useful (nebula, if you're fighting a ship with stronger shields than you). As soon as I assign a character to fix it, he either collapses from exhaustion on his way to it, or another siren event re-ignites everyone's insanity. I had to force-assign jobs to fix the generator part way, and the engines, but could not fix the navigation console because out of seven crew, only one is lucid, and he hasn't slept for days in a spacesuit in a smoke-filled ship. There was also a spontaneous micrometeorite event which broke a good number of my important facilities, but my crew was too loopy to automatically fix anything. The other crew were following and putting the fires out, but the ship became flooded with smoke. When the first siren world event struck, two of my crew had mental breakdowns, and at least one of them began to set fires all over the ship, in rapid succession. I had a healthy ship and a crew of seven, and visited a location which has the "siren world" hazard. Well, recently I decided to remind myself of how difficult it gets, and I broke my rule. Maybe I'm having trouble figuring something out how to mitigate, but I've set myself a rule to never visit the siren worlds because of the problems it causes.
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