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  #31  
Old 11-10-2010, 05:14 PM
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Damocles holo-interaction image



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  #32  
Old 11-14-2010, 05:41 PM
ceekalia ceekalia is offline
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Damn, great artwork.
Thanks for the service.
Hopefully you are doing better.
Now back to the games, T2k and MP are the best post-armageddon games.

Grew up within 10 miles of GDW, makers of T2k and Traveller. Would like to see artwork from either game.
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  #33  
Old 11-15-2010, 02:48 PM
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Damn, great artwork.
Thanks for the service.
Hopefully you are doing better.
Now back to the games, T2k and MP are the best post-armageddon games.

Grew up within 10 miles of GDW, makers of T2k and Traveller. Would like to see artwork from either game.
Well.... if you ask, ye shall receive... check the T2k forums for the artwork..
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  #34  
Old 11-22-2010, 01:55 AM
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Some of the floorplans that I had drawn up for Boltholes... just one of my first attempts at drawing them up. My new idea for modular boltholes will be drawn up after i finish the revised Damocles facility floor plans.



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  #35  
Old 11-22-2010, 10:27 AM
dragoon500ly dragoon500ly is offline
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Good work on the boltholes! Do have a couple of observations...

Do you store the team equipment on the vehicles or have you considered placing items, such as explosives/ammunition in a seperate annex? Gary's Supply Bunker website has a excellent drawing of such a bolthole.


Looking over the equipment lockers...one question I've always had with the cannon is why sticking a extra pistol, ration pack,medkit was such a good idea. Consider that the team already has access to their main supplies, placing an extra set of digging tools so that it would handy to the exit may be a better idea, or to carry it even further, the vehicles have thier pioneer tools, why equipment lockers at all?
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  #36  
Old 11-22-2010, 01:54 PM
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Dragon, if ya look at my topic I posted a few boltholes I made up, and some of them do not have a totally separate ammo store, but its something that I have been working on.
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  #37  
Old 11-22-2010, 02:25 PM
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Originally Posted by dragoon500ly View Post
Good work on the boltholes! Do have a couple of observations...

Do you store the team equipment on the vehicles or have you considered placing items, such as explosives/ammunition in a seperate annex? Gary's Supply Bunker website has a excellent drawing of such a bolthole.


Looking over the equipment lockers...one question I've always had with the cannon is why sticking a extra pistol, ration pack,medkit was such a good idea. Consider that the team already has access to their main supplies, placing an extra set of digging tools so that it would handy to the exit may be a better idea, or to carry it even further, the vehicles have thier pioneer tools, why equipment lockers at all?
Those extras are there for emergency bailouts that would be made when you can't take your entire kit with you. And admit it, when you don't have to do an emergency bailout... those little extras are good to have as a reserve.
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  #38  
Old 11-22-2010, 04:25 PM
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Dragon, if ya look at my topic I posted a few boltholes I made up, and some of them do not have a totally separate ammo store, but its something that I have been working on.
Saw your work and I do like it.

But the problem with long term storage of ammo, is that the stuff goes bad. Having a armored annex for storage of ammo is a reasonable safety measure IMO....
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  #39  
Old 11-22-2010, 04:31 PM
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Those extras are there for emergency bailouts that would be made when you can't take your entire kit with you. And admit it, when you don't have to do an emergency bailout... those little extras are good to have as a reserve.
Me, admit anything?!! Why no officer, I have no idea why all of these empty beer cans are in my car!

The way I use equipment lockers in my games as that they are storage lockers for a mattock, 2 D-handle shovels, a crowbar, a hatchet and 300 sandbags. As for the medkit, extra pistol and ration pack...I don't care for it, I don't use it, YOMDPTY!
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  #40  
Old 11-22-2010, 05:00 PM
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Me, admit anything?!! Why no officer, I have no idea why all of these empty beer cans are in my car!

The way I use equipment lockers in my games as that they are storage lockers for a mattock, 2 D-handle shovels, a crowbar, a hatchet and 300 sandbags. As for the medkit, extra pistol and ration pack...I don't care for it, I don't use it, YOMDPTY!
LOL

We have extras like that in the lockers for our Campaigns as well. The emergency Bailout gear (the extra medkit, pistol & ration pack) has gone a long way for the team as well. In one of the games we ran, the extra pistol was given to a local who joined the group as a local guide to replace the ancient (and very inaccurate) rifle that they were using. They were also given use of one of the M14 rifles carried in the vehicles.

But most of my teams that i've ran (and ran with), have completely field stripped the 'disposable' Boltholes of EVERYTHING (even the things bolted down) and loaded them up on the vehicles.

They'd also use the disposable bolthole as a central rally point with spare gear for emergencies. It's why we came up with the idea of the Project Emergency Shelters for the teams. Of course... One of the teams had turned the Bolthole into a HOME.

No, I'm not kidding...

They did it because the chose to keep the cyrotubes for major medical emergencies (ie, someone hurt so bad that they didn't think they had the ability to save them, they'd put them in the cryotube so that when the Health & Medical Teams were activated they could be transferred to them). And the things in the bolthole that they set up, was for when the tubes were active to have someone watching over them. Of course, the place was set up to be VERY nice. A couple of feather beds, bookshelves, and other things as well.

It's what gave us the idea that it was just wasteful to have boltholes being a one time only deal. We made them modular with various levels of use.
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  #41  
Old 11-22-2010, 06:32 PM
dragoon500ly dragoon500ly is offline
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But most of my teams that i've ran (and ran with), have completely field stripped the 'disposable' Boltholes of EVERYTHING (even the things bolted down) and loaded them up on the vehicles.

They'd also use the disposable bolthole as a central rally point with spare gear for emergencies. It's why we came up with the idea of the Project Emergency Shelters for the teams. Of course... One of the teams had turned the Bolthole into a HOME.

No, I'm not kidding...

They did it because the chose to keep the cyrotubes for major medical emergencies (ie, someone hurt so bad that they didn't think they had the ability to save them, they'd put them in the cryotube so that when the Health & Medical Teams were activated they could be transferred to them). And the things in the bolthole that they set up, was for when the tubes were active to have someone watching over them. Of course, the place was set up to be VERY nice. A couple of feather beds, bookshelves, and other things as well.

It's what gave us the idea that it was just wasteful to have boltholes being a one time only deal. We made them modular with various levels of use.
Hmmmm, there are some good points to the argument. I can even see a team being assigned a home base coupled with a supply annex or two. So if we go with a home base, the next logical question is what level of supply would be co-located? I would suggest enough to allow the team a safety margin of one year. Time to get the crops planted, etc.etc.etc.

Down side, of course, is that the team gets tied down to one location.

One could even say that for Recon teams, they get the disposable bolthole, since their mission is to get out and interact with the locals. A power generation team would be assigned a modular base, since they are going to be somewhat more static.
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  #42  
Old 11-26-2010, 11:23 PM
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LOL

But most of my teams that i've ran (and ran with), have completely field stripped the 'disposable' Boltholes of EVERYTHING (even the things bolted down) and loaded them up on the vehicles.
Nate,

As always, great pictures! The Damocles one looks creepy.

That said, I've never seen the above example. happen in any game, except after the players have secured a base of operations elsewhere, preferably in a town.

As an afterthought I have had players come back and salvage boltholes and cryotubes, but never carry it with them like street people lugging a shopping cart. For example, in my current campaign, locals who are professoinal salvagers are paid to do the dirty work and salvage bolthole materials, but the boltholes are already abandoned, as intended. In this case, yes, the cryotubes are pulled, wiring is scavenged, light fixtures are removed, battery packs, cabinets, everything.

My feeling is players already have enough excuses to "hide and hoard" already, why encourage it by making the boltholes into livable bases? One of the Project's supposed advantages was intended to be the mobility of teams.

Tony
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  #43  
Old 11-29-2010, 05:04 PM
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Nate,

As always, great pictures! The Damocles one looks creepy.
that's the idea. an innocent looking child representing an AI running a self-defense program is just to good to pass up.

Quote:
That said, I've never seen the above example. happen in any game, except after the players have secured a base of operations elsewhere, preferably in a town.

As an afterthought I have had players come back and salvage boltholes and cryotubes, but never carry it with them like street people lugging a shopping cart. For example, in my current campaign, locals who are professoinal salvagers are paid to do the dirty work and salvage bolthole materials, but the boltholes are already abandoned, as intended. In this case, yes, the cryotubes are pulled, wiring is scavenged, light fixtures are removed, battery packs, cabinets, everything.

My feeling is players already have enough excuses to "hide and hoard" already, why encourage it by making the boltholes into livable bases? One of the Project's supposed advantages was intended to be the mobility of teams.

Tony
The teams didn't tote all the stuff with them, they took it all to their base of operations. They'd always find a building (or build one) near the community that they ended up using as their base of operation.
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