Orbiting Kettle
orbitingkettle.bsky.social
Orbiting Kettle
@orbitingkettle.bsky.social
Lurking ditch-goblin ogling the fine people passing by.
Step 4 is cybernetic upgrades to the pilots to keep up with the mech upgrades
February 9, 2026 at 3:26 PM
I remember getting it for my birthday and then consuming my life for the months afterwards. My English comprehension wasn't all that good, but somehow I managed to play it through.
February 9, 2026 at 8:19 AM
I think it depends on the industry. I'm in the industrial production branch with a lot of care out into security and it has been suggested once, as a way to prototype GUIs, to a room full of vaguely hostile people. It's possible it's used somewhere else in the company, though.
February 6, 2026 at 6:58 AM
Mental health breaks should almost be mandatory in your field. I'm glad you have taken a pause from the whole thing.
February 5, 2026 at 6:17 PM
Sounds like sorcery. You are clearly trying to fight the water-spirits in the milk that make you watery with fire-spirits. Are you trying to fuck-up my humors?
February 4, 2026 at 6:35 AM
"Alzo Zero", not Alto. It was for the WW2 models produced by Italeri.
February 2, 2026 at 11:36 AM
Yeah, I agree. I think the game Hobgoblin dire moves all losses at the end of the turn exactly for that reason.
February 2, 2026 at 11:32 AM
I stole part of it from a game called "Alto Zero", which has been out of print for 15 years, as far as I know.
February 2, 2026 at 11:30 AM
As for one turn after another, I agree that effects at the end of the turn solve a lot of issues I may have, sometimes, with the system.
February 2, 2026 at 11:27 AM
I was thinking about this system specifically for tight firefights in cramped locales with a very limited amount of units. I still need to properly test it, but I want a feeling of barely controlled chaos, things going wrong, and fast reactions.
February 2, 2026 at 11:26 AM
The four order types are:
- Assault: move and attack, can use at most light cover.
- Defend: can only attack, but can use heavy cover.
- Move: move twice, can use heavy cover.
- Tactical: move and use explosives, hacking, taking control of objectives, and so on.
February 2, 2026 at 10:43 AM
Lowest initiative starts. Opponent can react with a unit with higher initiative if they want. Starting player can react to the reaction and so on until one passes. Actions are resolved in inverse order then. Repeat until all orders have been resolved.
February 2, 2026 at 10:43 AM
Basically you get a hand of cards and use them to secretly assign orders to each of your units. Each seed represents a type of order, the value represents the initiative. Cards are revealed all at the same time, yours and your opponents.
February 2, 2026 at 10:43 AM
Adapting the initiative system used in an obscure Italian wargame to work with a standard deck of playing cards and for a skirmish game.
February 2, 2026 at 10:34 AM
Not exactly the same, but The Cassini Division by Ken MacLeod covers some of those topics.
January 30, 2026 at 8:28 AM
At a certain point in the future, once the legion has been consigned to myth and jokes, some wastelander will stumble upon a cave and find a box filled with drugs and 200 sets of legion attire. They will have questions...
January 30, 2026 at 6:29 AM
Now, aside of my jamming with your ideas, I find these concepts fascinating. I just need to find a way to better follow this stuff on bsky.
January 28, 2026 at 11:26 AM
They're going to invent the dutch-oven and a whole cornucopia of fast field-cooking preparations.
January 28, 2026 at 11:23 AM
Sequence and timing becomes quite easy to codify, as well as variations and branches. And if things get really bad, you have a flail made of your culture for self-defense.
January 28, 2026 at 11:21 AM