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 Trade routes, paths, etc.

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11cookeaw1
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PostSubject: Re: Trade routes, paths, etc.   Tue Feb 10, 2009 11:15 am

yeah trade routes,
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/Fish/
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PostSubject: Re: Trade routes, paths, etc.   Tue Feb 10, 2009 12:09 pm

11cookeaw1 wrote:
yeah trade routes,


This offers absolutely nothing to the conversation.
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Whiteagle
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PostSubject: Re: Trade routes, paths, etc.   Sun Apr 19, 2009 7:28 am

Considering that this has been two or three pages of those two arguing over whether Bandits or Predators are a bigger threat to convoys, I don't think its' a problem.
And the Solution is simple, have along a Bigger and/or Scarier Predator already on your payroll.

...

Then again... my character IS pretty overpowered...
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PostSubject: Re: Trade routes, paths, etc.   Sun Apr 19, 2009 3:17 pm

Whiteagle wrote:
And the Solution is simple, have along a Bigger and/or Scarier Predator already on your payroll.
This usually only works with either Faeries (their curiosity) or Dridders (the fact that they tend to make armors and such). And in both of those cases you're just creating more problems later down the road: for Faeries, you're going to be causing others to get curious (which means either paying more, or having to deal with a bunch of angry Faeries). For Dridders, you're effectively equipping them for war (which, while it may allow them to wipe out other Predators in the area, now means you're stuck with Dridders who are probably sans a good deal competition).

Not to say you can't hire Predators out, it's just that most Predators could probably only be bought by Slave Traders / Takers considering they tend to only see one use for demi-humans: Food.

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PostSubject: Re: Trade routes, paths, etc.   Sun Apr 19, 2009 6:45 pm

Malahite wrote:
This usually only works with either Faeries (their curiosity) or Dridders (the fact that they tend to make armors and such). And in both of those cases you're just creating more problems later down the road: for Faeries, you're going to be causing others to get curious (which means either paying more, or having to deal with a bunch of angry Faeries). For Dridders, you're effectively equipping them for war (which, while it may allow them to wipe out other Predators in the area, now means you're stuck with Dridders who are probably sans a good deal competition).

Not to say you can't hire Predators out, it's just that most Predators could probably only be bought by Slave Traders / Takers considering they tend to only see one use for demi-humans: Food.

I didn't say it had to be a Predator from Felarya, did I?
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PostSubject: Re: Trade routes, paths, etc.   Sun Apr 19, 2009 7:18 pm

Good luck getting something from off-world to purposely go to Felarya. :p

Though I guess if desperate enough you could bring something like a Tarrasque with you. Crush into a small cube, keep in small cube, throw small cube and allow to regenerate when you believe a Predator is nearby. Run like hell, then watch as hilarity ensues.

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Commander Fleyitch wrote:
Ogryns. If we time it just right, the Eldar will all be going "What the..." just when what's left of the Company breaks cover over here and piles into them. No spreading out, no fancy stuff, just smash through. Let's see how those degenerate sophisticates handle a healthy dose of pure unreasoning violence.

"We die standing."
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PostSubject: Re: Trade routes, paths, etc.   Sun Apr 19, 2009 9:54 pm

Malahite wrote:
Good luck getting something from off-world to purposely go to Felarya. :p

Though I guess if desperate enough you could bring something like a Tarrasque with you. Crush into a small cube, keep in small cube, throw small cube and allow to regenerate when you believe a Predator is nearby. Run like hell, then watch as hilarity ensues.

What?
You don't think that an Off-world Predator that's enough of a badass to take on Felarya game wouldn't be willing to work with Humanoids?
Or do you think the rest of the Multi-verse works on Felarya's screwed up food web layout?
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Malahite
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PostSubject: Re: Trade routes, paths, etc.   Sun Apr 19, 2009 10:47 pm

I think that most people who have access to multiversal teleportation would pick a better place to go than Felarya, if able.

Furthermore, there's the issue of actually taking on Felarya game. While there are some things that could reliably take on a Predator and 'win' (Yautja with Wargear, for instance, and Catachan Barking Toads if MAD scenarios count as 'winning'), most things don't stand much of a shot because Felarya beasties combine Intelligence with Power, and some can add magic to the equation as well. Tarrasque I suggested because the only way to kill one is to physically beat it to the point it's considered "Gibbed", then cast a Wish spell before it recovers to any state better than 'gibbed'. Magic is not a concern with them.

Basically: Very few things that could take on Felarya Predators (besides other Felaryan Predators) and either upheave the entire Status Quo, or just make things worse for adventurers.

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Commander Fleyitch wrote:
Ogryns. If we time it just right, the Eldar will all be going "What the..." just when what's left of the Company breaks cover over here and piles into them. No spreading out, no fancy stuff, just smash through. Let's see how those degenerate sophisticates handle a healthy dose of pure unreasoning violence.

"We die standing."
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Whiteagle
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PostSubject: Re: Trade routes, paths, etc.   Mon Apr 20, 2009 12:09 am

Malahite wrote:
I think that most people who have access to multiversal teleportation would pick a better place to go than Felarya, if able.

Furthermore, there's the issue of actually taking on Felarya game. While there are some things that could reliably take on a Predator and 'win' (Yautja with Wargear, for instance, and Catachan Barking Toads if MAD scenarios count as 'winning'), most things don't stand much of a shot because Felarya beasties combine Intelligence with Power, and some can add magic to the equation as well. Tarrasque I suggested because the only way to kill one is to physically beat it to the point it's considered "Gibbed", then cast a Wish spell before it recovers to any state better than 'gibbed'. Magic is not a concern with them.

Basically: Very few things that could take on Felarya Predators (besides other Felaryan Predators) and either not upheave the entire Status Quo, or just make things worse for adventurers.

I doubt this highly.
While something that could take on Felarya game might probably be a MASSIVE predator in its' own right, it would not need to be large enough to pray upon them.
The Counter-Predator could also be small, but extremely powerful (Like my default Character).
Further more, this doesn't discount that said Counter-Predator is as intelligent as a Felaryan one.
What would probably be the case is a species of super large scale predator sentience evolved along side a Humanoid race.
Each would have filled a different ecological niche on their home world, and would eventually develop an understanding of the other.
So when the Humanoids started to explore parts unknown, they would naturally want to bring along their larger friends for protection.
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PostSubject: Re: Trade routes, paths, etc.   Mon Apr 20, 2009 12:54 am

There is already a "solution" if we can call it so, for expedition travels and safety... at least, more or less 30%.

It's called -Gunther-, am I right?
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.
.
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Still this does solve the problem just on those who can actually hire him... so this is an useless post Razz

Just wanted to mention him.

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PostSubject: Re: Trade routes, paths, etc.   Tue Apr 28, 2009 4:22 pm

or you just get your hands on some really high caliber guns I ready discovered one that can pierce reinforced concert and still kill it's target and it has rapid fire as a plus but you'll need a vehicle to carry it
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PostSubject: Re: Trade routes, paths, etc.   Tue Apr 28, 2009 6:14 pm

You will be in a stomach before you get to warming it up. Smile Remember how effective the minigun was in Predator? That's not really useful against smart, fast predators.

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PostSubject: Re: Trade routes, paths, etc.   Tue Apr 28, 2009 6:21 pm

How about Dryads? I doubt most of them are very quick.

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PostSubject: Re: Trade routes, paths, etc.   Tue Apr 28, 2009 7:43 pm

vegeta002 wrote:
How about Dryads? I doubt most of them are very quick.
Most Dryads also have a fairly reliable weakness to fire... Except for those who don't.

Also, the movie "Predator" example holds especially true with Dryads, as they tend to specialize in camouflage, invisibility, and psychic effects.

As for Mal's example of bringing in an outsider, a Claymore Warrior would be very handy, and readily for hire, Though it would take a top-ten ranked Warrior to deal with giant preds (and they're pricey), or one of the hunting teams...

Or hell, an Abyss Feeder or two would provide complete safety while they're around, though they could only be trained to devour one particular species at most. And they're more likely to wander off aiming to make that target species extinct. Not the most reliable protection.

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Malahite
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PostSubject: Re: Trade routes, paths, etc.   Tue Apr 28, 2009 8:04 pm

Jætte_Troll wrote:
You will be in a stomach before you get to warming it up. Smile Remember how effective the minigun was in Predator? That's not really useful against smart, fast predators.

Depends on what era, really. Some universes have absurd weapons (Phasers, though horrible in design, would wreck a Felaryan Predator. Too bad no Feddie would use it, spouting instead how it's not their place to get involved in the affairs of the planet).
Feign wrote:
Most Dryads also have a fairly reliable weakness to fire... Except for those who don't.
Everything's weak against fire. You just need to increase what counts as 'sufficient' (Dryads would likely react in pure terror to an AA-12 using either FRAG-12, HE, or Dragonbreath slugs - the second being capable of burning through a half inch of (reinforced?) steel while the later basically the weapon into a flamethrower).

The issue being that these weapons are seemingly rare on Felarya. Miratans have the tech, but they most certainly aren't sharing. Delurans, well, I never really hear much about their tech but I always assume it's more around late 19th / early 20th century. Negavians have some pretty advanced tech, but most of it's stationary and not capable of being dragged out by Mercs. Othemites might have it, but they never show it (which is understandable, seeing as they're priests first exterminators second). Beyond this and a few crossover factions brought in, very few groups get above early renaissance level in tech - the one exception being the Solaris Firearm Inc which even then seems to be led by a higher-up race pulling the strings.

Summarized: The weapons exist, the caravan's access to them doesn't.

When it comes to outsiders, there are plenty of beings that can pose a threat to Predators. However, as I stated, many of them said things are also going to be (unless specifically created for the story) just as bad for everyone else. That, or they're not going to travel to Felarya willingly in the first place. A liche for instance could pose a major threat to the stability of Felarya, but would probably never go there because there's a good chance they'll crumble instantly and not return to their soul container.

Best bet for anti-predator that's plausible for them to achieve is bribes / sacrifices. Following that comes a tie between not being found in the first place and having a shitload of mages on-hand.

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Commander Fleyitch wrote:
Ogryns. If we time it just right, the Eldar will all be going "What the..." just when what's left of the Company breaks cover over here and piles into them. No spreading out, no fancy stuff, just smash through. Let's see how those degenerate sophisticates handle a healthy dose of pure unreasoning violence.

"We die standing."
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