redrun wrote:-- Well, I think we're doing pretty good so far. I'll throw a bunch of stuff out again, use some & ignore the rest . Both Stessier and I are here, and we are both able to send - so, at this point, neither of us has been converted.
New Hexes learned. Hex 16 is the Staff. Unagi and I are both in the Staff in the past, so we did not gain the ability to raise the dead.
Movement Codes
-- These need to be expanded, and not so obvious. Otherwise team Widmore will just put barriers to block moves they don't like. So here is my suggestion: At the start of each new 'day' Grund posts an 'it is morning' post and changes the title of the posting. We'll use the minutes from the timestamp from that post to get our seed numbers:
So, for Day 2: Tuesday, it was: Sat Jul 24, 2010 7:42pm.
So, our numbers would be 4 & 2 - first one for past, second for present. If any number is a zero or an eight replace it with the day the game is in (day 3 is about to start).
Order is: North, Northwest, West, Southwest, South, Southeast, East, Northeast, and around back to North.
Add the seed number to your direction, count that many forward, post the 'adjusted' direction.
If I want to go South both days:
South+4=North (seed 4 for past) Declare North for past
South+2=East (seed 2 for present) Declare East for present
Ajust all movements (second movements also). It's a pain, but it will keep them guessing.
With both Stessier and I sending out messages this turn, he might pass on a different movement code. So, I suggest:
Movement <blah blah> The above code is used.
For movement: The 180 code
From here: Stessiers code (unless he already has a key word)
Item/place/time codes:
Time codes: Include the following word to let us know how soon you'll be there: today (will get there in one movement), tonight (two movements), tomorrow (three movements).
Going for the plane:
"I'm looking for an answer"
"I'm looking for a different answer"
"This isn't the first time I've seen"
Going for the Heart of the island:
Use something directed at sleeping with Kate: Just make sure you put Kate in it, and that it isn't serious (so if someone does bring up a discussion about Kate we can still take part). If the name "Kate" isn't capitalized, we'll know it's Desmond and he's planning on doing it himself. Look for other clues in the same post as to where they expect their past body to end up. If we can't arrange a short game (five turns?) I think we would be smart to work on bringing folks back from the dead as a worthwhile activity.
Going for the MiB (when we know the heart & have arranged it's opening):
Talk about the temple. Ask if anyone has seen it and if they think the location of it should be shared. Join the discussion if you're also going to go searching.
Movement and plans:
I really hope Stessier has a simple set of codes to coordinate movement and plans. I don't. I suggest the following - it's rather obvious and won't stand up a long game, but might do for a shorter period. There are code words to indicate that you are talking about what you are doing (so we know to read deeper for code), and code words for what you actually do.
Code words: You can use these code words - hopefully, if we see them, we'll look for other clues:
holiday, rum, vet, sand, coffee, coconut, tree (need more and better words here).
Alternative names for things:
Hex 1 Purple,elm,cat
Hex 2 Blue,maple,dog
Hex 3 Red,apple,fish
Hex 4 Green,date,bird
Hex 5 Yellow,fig,whale
Hex 6 Brown,prune,dolphin
Hex 7 White,aspen,crab
Hex 8 Black,Orange,lobster
Hex 9 Tan,Lemon,crab
Hex 10 Teal,Olive,clam
Hex 11 Pink,plum,snake
Hex 12 Grey,birch,rat
Hex 13 Indigo,ceder,spider
Hex 14 Violet,pine,salmon
Hex 15 Brown,willow,tuna
Hex 16 Gold,dogwood,trout
Hex 17 Silver,redwood,ferret
Hex 18 Copper,bonsai,monkey
Hex 19 Magenta,Lime,seabass
MiB stranger,tall
C4 watch,eat,cage
Dynamite climb,tame,pour
dead body catch,find,saw
shot bite,break,buy
EMP dinner,food,search
So, to say I want an EMP in Hex 9 on the second night following:
"I found some rum. Now, all I need is I need is a crab dinner tonight and I'll be happy".
Really, I think this is only going to be useful when we all see a common goal, or towards the end of a turn when we're figuring out next moves. As a method of discussion, it sucks. Feel free to come up with something better.
Sonic Barrier Codes: Someone else will need to handle this. Everything I come up with is too complex and/or too obvious. We do have a good idea where each other are, so can use that to help indicate where the barrier are. (Late add: No, I guess we don't know where everyone is anymore, and the original place codes are not going to stand up to repeated usage. I'd suggest using the original codes only to point out new hexes, and the new codes for current hexes if needed for discussion of current location or walls or etc..)
My threat list:
Widmores:
Chaos
Tru1cy?
Remus West
Scoop ? (Scoop and Lassr might switch spots, but I don't think so).
Mr. Bubbles (He's protecting Widmores and trying to declare non-Widmores as Widmores)
I suspect Remus West as Charles Widmore (from a Chaos posting), I'd guess Chaos doesn't have a shot. Both of these are weak guesses.
MiB:
Lassr: Ben (He's the only one who doesn't know his partners, and he scanned Scoop, the only person who declared where they were at the start of the game. Ben is looking to find the MiB, and MiB team should have been the only ones who could safely declare where they were.)
LordMortis: MiB : Brandan sez we have positive ID on him as the MIB.
Losties:
We know the team.
Converted:
Chaos was an obvious target on turn 1. Remus is an obvious target for turn 2. However, I think the MiB will try for someone from each team... Stessier and I are currently safe. Newcastle has really caught my attention with the "Move Island" thing - we were setup to finish a basic explore in three turns, there are a couple of kill hexes, why scatter us now? It does mess up all teams - but it catches my attention as to why.
Who disabled the EMP? Not one of us (unless it was the quiet one). Lassr is at 5 in the past - couldn't have been him. Tru1cy is at 17, he could have done it. However, LordMortis said there was a barrier between 13 & 16 so he is in range. I suspect it was LordMortis who disabled the EMP.
(The barrier between 13 & 16 is why I didn't want to go SouthWest originally Unagi, however I decided it might be safe, based on figuring that LordMortis probably saw the barrier in the present - which he then confirmed.)
Places (Please verify that I got these in the right hexes):
1 The Arrow: <Hex 13><Not safe in Present> redrun
2 The Flame: <Hex 18> redrun
3 The Orchid: <Hex 1> Newcastle
4 The Pearl: <Hex 9> Stessier
5 The Staff: <Hex 16> redrun,unagi
6 The Swan: <Hex 10> Theohall
7 The Tempest: <Hex 3> Unagi
8 Barracks:
9 Beechcraft Wreckage:
10 Black Rock: <Hex 11> Theohall
11 Colossal Statue: <Hex 14> Brendan
12 Heart of the Island:
13 Hidden Runway: <Hex 17> Brendan
14 Jacob's Cave:
15 Lighthouse: <Hex 5> Newcastle
16 Pneumatic Tube Dump:
17 Temple: <Hex 15> Stessier
18 Well (prison in present):
19 Well (prison in past):
Plans
-- What I think we need to do. Keep the game mixed up for a couple more turns. Setup our win conditions. Try to keep them guessing on message status - I think they'll suspect we've communicated, however I doubt they realize just how much we've figured out and shared.
1. Need to find the Heart of the Island. Need to have Desmond or other folks open it. If the temple and the Heart are close together, great. If not, it might be worthwhile, for whomever opens the Heart, to move your past character(s) close to the temple - this would allow Jack to grab your body, pass it to Present, then bring you back. Desmond - I know it's hard, but I do think it would be best if you could do the open - one player dying in a hex is an unknown, two in a hex points towards the Heart being open. Much of the other planning ideas I'm putting out should be secondary to finding the Heart. I'm hoping someone finds it tonight, however there are only three of us that can find it.
2. Need to track the MiB for when it's time for the kill. Would be great to have someone setting up for the shot the turn we open the island... but no good way to know for sure. Not too critical yet, and Desmond can give us a last good location in past when we're about to open the heart.
3. Need to have someone (or better yet, a couple of someones) ready to head out to damage the plane. I'm in the past in hex 16 with Unagi. I'd like to have the pair of us move into hex 18 and grab C4 this turn. I'd love to have a third person join us, I do worry about having too many people in one hex with the MiB's attack, and I do think he'd attack that hex - he also needs the plane to win. However, it's early enough that he might not know the hex yet. It would be very funny to be able to blow the plane up forever in one shot. It would also mean that neither of the other two teams could win - I suspect they would join together to try to prevent us from winning. So, MiB first, then the plane.
4. Would be very good to have someone sending out EMP's. Might be good to have a shooter there - I could see team Widmore sending someone to clear the square. However, I suspect that the MiB won't gas there for a few turns - as long as he doesn't see us coming, he'd probably prefer we clear the island of barriers. If someone is blasting tonight it would be useful for them to hit Hex 13 so Unagi & I can grab C4. Assuming Unagi likes this idea.
5. I think we'd be wise to keep someone in the broadcast station sending out updated lists, discussing plans - even if we reject them it gives us all a common starting point. I'm hoping that team Widmore didn't close off the station in the present (it's what I would have done if I were them). I think you've heard enough from me - Stessier, would you like to loop back here for the next couple of turns? 1. To try to create some common ground, 2. to prevent anyone from broadcasting to team MiB. 3. To figure out better coordination codes (good luck!).
6. At this point, I don't see a need to protect Jacob. I think we're better to focus on setting up our win conditions then worrying about blocking other folks win conditions - with the exception that we're all better to stay alive if possible!
7. If anyone is in range of Hex 16 in the past this turn, you might want to move in and gain 'raise dead'. Next turn I think that either Unagi/myself will double back, or we'll be going for end game moves.
My current plans for next turn:
Past: move from 16 to 18 with Unagi. Pick up some C4.
Present: Move from 18 to 19 if 19 is still unexplored & Stessier is staying to broadcast.
My sorta plans after that:
Past: If we've found the heart, I'm likely to move towards the runway with the C4. If no heart, or a couple of turns while things get setup, I'm likely to move back to Hex 16 to gain the ability to raise the dead.
Present: Explore? Move to 16 so I can pass the C4 to my present self? Dunno.
Stessier: Who stays in broadcast station? I'll watch your postings for "seems OK" and redrun together (threat list, etc.). If I see this, I'll know you plan on looping back.