5.2.08
Bullets and some guns to fire them.
Bullets
$6.00/lb | $13.20/kg
Bulk Discounts
$5.85/lb when ordering 1 ton or more, $12.87/kg when ordering 1 metric ton or more
Standard Variant
Clipsize: 50 rounds
Clip Weight: 2 lbs
Damage: 1 Hit Counter per hit.
Used with: SMG, Assault Rifle
Full Metal Jacket Variant - +$2.00/lb | +$4.40/kg
Clipsize: 50 rounds
Clip Weight: 2.5 lbs
Damage: 1 Hit Counter per hit.
Special Effect: Ignores Body Armor
Hollow Point Variant - +$2.00/lb | +$4.40/kg
Clipsize: 50 rounds
Clip Weight: 2 lbs
Damage: 2 Hit Counter per hit.
Special Effect: 1/2 Hit Counter to Body Armor
Short Clip
Clipsize: 10 rounds
Clip Weight: .4 lbs
Damage: Determined by Bullet Varient
Used with: Pistol, Sniper
Tracers: +$1.00/lb | +$2.20/kg
+5% Chance to hit when firing at same target until end of round, does not stack..
+5% to Enemy Marksmanship when targeting you until end of round. 10" of movement after firing will cancel.
10% increased chance to be spotted.
SMG
$100/gun
Bulk Discounts
$88/gun in quantities of 200 or more
Maximum Range Extensions - 2
Heckler & Koch
Range: 12 - inches
Weight: 8lbs Unloaded
Firing Modes: Single, Automatic
Reliability: Good
Cleaning: Easy
Flavor Text:
H&K Has been providing the human race decent affordable guns for a long time. Soldiers tend to like them for being easy to clean and reliable, commanders for their decent range.
Sands Industries
Range: 13.2 inches
Weight: 10lbs Unloaded
Firing Modes: Singe, Automatic
Reliability: Good
Cleaning: Medium
Flavor Text:
Sands Industries is a relatively new player to the arms industry. Generally harder to maintain but higher performance, they’ve earned the respect of veterans on many worlds.
Kalashnikov Inc.
Range: 10 inches
Weight: 8lbs Unloaded
Firing Modes: Automatic
Reliability: Super
Cleaning: very Easy
Flavor Text:
Kalashnikov is another old hand at the business. Doesn’t matter where you take them, through water or sand, they shoot every time and clean in 12.2 seconds flat. “Bullets are cheap, soldiers are not" is there motto and the gun's lack of a semi-automatic mode reflects it.
Range Extensions:
For $5 you can extend the range of the gun by .2 inches. The range increase doesn't come from a barrel add-on, but rather by changing out certain pieces to make the gun ever so slightly more accurate.
Can you give a girl a map?
Okay, as some of you may know I posted this whole write up on some thoughts for a wargame. I've got a lot of it down on paper but there is one thing missing before I can really start testing the numbers out... MAPS!
So I'm really hoping some of you will be in a happy mood and want to help me out. The terrain can be pretty much freeform, no hexes or squares here. For now I'm thinking of a scale of 1 inch = 10 meter, I can change it easily enough later just so long as I have something kind of standard right now. Although the setting is sci-fi, I'm not too concerned with what flavor you give the map, just so long as you make certain all the stuff is sized correctly, this should just be a drawing that allows people to recreate the terrain themselves, anyways.
Anyways, the kind of stuff I'm mostly looking for includes urban, light woods, a military encampment of some sort, and maybe an airfield of some sort.
Thanks in advance for even deciding to look at this!
Edit:
I just had a thought, we may need to change the scale since a rifle can fire going on 300 meters with relatively good accuracy, and no way in hell I'm wanting 300" maps. so I've changed it to 1"=10m.
4.2.08
The Armory
The basis of the game is that your a mercenary outfit in the future, humanity has explored some space, and staked out 15 systems and colonization has already been through most of them in full force. Of course there are some petty quibbles out there, shots have been fired, time for you to go to work.
Right now I'm working on the infantry kits.
Infantry Chassis can hold up to 2/3 their weight.
Units are paid 1/10th their salary + $300 in various fees on hiring.
The Chassis:
Infantry - 200pds, $20,000/yr
2 hits - 100 starting morale
GeneMod: speed - 160pds, $60,000/yr - +20% run/-10% strength/-10% soldiering
2 hits - 100 starting morale
GeneMod: Heavy - 320pds, $60,000/yr - +20% strength/-20% run
3 hits - 100 starting morale
Robotic - 480pds (can hold 3/4), $160,00/yr - +10% marksmanship/+10% soldiering/+10%spotting/-20% stealth/+10% run/can be hacked.
4 hits - 200 starting morale
Exoskeleton - 500pds, $200,000/yr - +30% marksmanship/+30% spotting/-40% stealth
5 hits - 120 starting morale
I'll go into more details about the different infantry types when I actually get a stats system figured out.
As to the kits, here is what I have so far, I think I need some input on weights and prices, my mind is kind of too tired to figure those out right now.
Infantry Kit Modules:
Ammo
00 is a critical hit.
All weapons may have range extended by .5" while firing by adding 1 mp to the shot, or +5% to hit. Every three mp the critical range is increased by .01, ergo adding six mp would make it 00-02
Single shot - 1 mp, fires one bullet at the enemy, cannot be used more than twice in one turn.
Three round burst - 2 mp, fires three bullets at the enemy, everything within 1" of the target is included in the roll. Each bullet is rolled separately, checking against units in the front to back taking precedent, center first, then right, then left (from the perspective of the shooter). Until all bullets have hit, or until no more targets remain to check. (May hit friendlies.)
Full Auto - 2 mp to start, 1 mp to keep up. Three round burst, followed by two round bursts.
All ballistic weapons may have range extensions.
Pistol - 5 lbs, 40$ - belt/hand
Range 8" - regular ammo - single shot
SMG - 8 lbs, 90-120$ - shoulders/hand
See the Card.
Assault Rifle - 12-15 lbs, 100$ - shoulders/both hands
Range 18" - regular ammo - single shot/3 round burst
Sniper Rifle - 20-30 lbs, 600$ - shoulders/both hands
Range 32" - regular ammo - single shot
Machine Gun - 40-50 lbs, 300$ - both hands
Range 16" - high caliber ammo (unsupported at this time) - full auto
Beam - +25 heat per mp in shot/+20% chance to be spotted on a turn after firing/+10% chance to hit target till end of round, does not stack. +10% chance to be hit on next opponents turn/10" of movement before end of round will cancel.
Pulse - Tracers/+20 heat per mp in shot
Beam Rifle - 12-16 pds, 800$ - shoulders/both hands
Range 18" - Critical Heat 200, heatsink 50 - beam
Pulse Rifle - 12-16 pds, 800$ - shoulders/both hands
Range 18" - Critical Heat 180, heatsink 40 - pulse
Stun - Target is incapable of movement or attacks for their owner's next turn.
Taser - 4-6 lbs, 50$ - belt/hand
Range 4" - reusable - stun
Explosive - Ignores Infantry Armor
Failure in the 90th percentile will result in the explosive detonating 3" in front of the launching unit.
Rocket Propelled Grenade - 2" diameter - 4 hits/3" diameter - 2 hit/6" diameter - 1 hit - $60/ea
Guided Rocket - 3" diameter - 4 hits/5" diameter - 1 hit $300/ea /+10% chance to hit
Rocket Propelled High Explosive Grenade - 3" diameter - 4 hits/4" diameter - 2 hit/5" diameter - 1 hit $200/ea /-20% chance to hit
Shoulder Fired RPG - 20-30 lbs, 200$ - both hands
Range 16" - Rocket Propelled Grenades - Explosive
Shoulder Fired Rocket - 20-30 lbs, 300$ - both hands
Range 16" - Guided Rockets - Explosive
Clothe Uniform/Camo Uniform - 2-3 lbs, 40$ - chest, legs, feet
Camo costs $15 - +2% stealth
Bullet Proof Vest/Camo Bullet Proof Vest - 10-20 lbs, 120$ - chest
+1 armor
Camo costs $15 - +2% stealth
Reflective Bullet Proof Vest - 15-25 lbs, 200$ - chest
+1 armor/-50% damage from energy/+50% damage from ballistic
Body Armor/Camo Body Armor - 30-40 lbs, 220$ - chest, legs, shins, feet
+2 armor
Camo costs $15 - +2% stealth
Reactive Body Armor - 35-45 lbs, 280$ - chest, legs, shins, feet
+2 armor/is not ignored by explosives
Reflective Body Armor - 35-45 lbs, 270$ - chest, legs
+2 armor/-50% damage from energy/+50% damage from ballistic
Personal Shield Generator - 10-15 lbs, 400$ - back
+3 armor/-50% damage from ballistic/-25% damage from explosive/+50% damage from energy
May remain active for 8 turns before recharging for 2 turns.
Personal Stealth Field Generator - 2-3 lbs, 1000-3000$ - back
+80% stealth
May remain active for 3 turns before recharging for 1 turn.
Personal Teleporter - 20-25 lbs, 1200-2600$ - back
Teleport unit 12" in any direction without using up mp. Recharges for 3 turns, must charge before use.
Short Range Comms Headset - 2 lbs, 60$ - ears
+10 morale/+5% soldiering
Long Range Comms headgear - 6 lbs, 140$ - head
+10 morale/+5% soldiering/%50 morale damage from failed squadmate death checks
Short Range Comm Jammer, Blanket - 20 lbs, 400$ - shoulders
Nullify the effects of Short Range Comm gear within 8"
Short Range Comm Jammer, Targetted - 10 lbs, 500$ - wrist
Nullify the effects of Short Range Comm gear within 14" of forward firing arch
Long Range Comm Jammer, Blanket - 40 lbs, 450-560$ - back
Nullify the effects of Long Range Comm gear within 12"
Long Range Comm Jammer Targetted - 30 lbs, 400-480$ - back
Nullify the effects of Long Range Comm gear within 16" of forward firing arch
Comm Cracker - 20 lbs, 230$ - shoulders
Gain +10 morale every time enemy morale takes a hit/+30% chance to spot unit with Short Range Comm gear withing 8"/+30% chance to spot unit with Long Range Comm gear within 14"
Network Cracker - 15 lbs, 450$ - head
Make Electronics check against Robot's Electronics skill, if success robot is hacked and will join your team. If failure make Electronics check or loose Network Cracker for the rest of the battle.
Demolition Charges - 5-10 lbs, 100$ - capacity
Explosives on a 2 turn timer or remote detonator. Remote detonator works out to 12".
Damage is same as RP-HE-G.
Field Rations - 5-10 lbs, 10-20$ - capacity
Consume 1 lbs to increase morale by 10 when no spotted enemies within 40".
First Aid Kit - 5-10 lbs, 100-120$ - belt
Consume 1 lbs to heal 1/2 hit taking 2 mp.
Repair Kit - 40-50 lbs, 120-140$ - belt
Consume 10 lbs to heal 1 hit on Robot, Exoskeleton or vehicle taking 4 mp.
Multi-Tool - 1 lbs, 5$ - belt
Expend 6 mp, repair 1/4 point armor of any kind.
Knife - 1 lbs, 5-120$ (Quality greatly varies in knives.) - belt
Stab - range 1" - 1mp/1hit
Tent - 10 lbs, 30$ - back
Only used in campaigns. - Halves Moral Decay on long deployments.
Bed Roll - 15 lbs, 42$ - shoulders
Only used in campaigns. - Halves Moral Decay on long deployments.
Tent and bedroll are applied separately maxing at -75% moral decay.
skills
Electronics
Your ability to do anything from turning on a computer to hacking meta networks.
Explosives
How well you deal with things that go boom, if it's too low you may just want to not... yeah.
Marksmanship
The chances of you putting a bullet into an enemies squishy places.
Spotting
How well you can see and identify enemy forces.
Stealth
The measure of your skill in sneaking around unseen and unheard.
Mechanical
Got a wrench?
Medical
How well you can apply first aid in the field or an impromptu surgery at the field hospital.
Running
How long and fast you can run before becoming exhausted.
Soldiering
Cleaning guns, keeping up morale on long marches, and kissing your LT's ass.
Insight
How well you actually learn from getting beaten half to death by the drill instructor.
Driving
Your general skill behind the wheel.
Gunnery
How well you can aim something big, mean and bolted to the side of the tank.
Loading
How often you remember not to drop the thirty pounds of depleted uranium on your foot.
Recruit Starting Skills:
3x66
7x55
3x33
Officer Starting Skills:
3x85
6x66
3x55
1x33
30.1.08
All the pages I've completed thus far in the comic.
29.1.08
Creativity in MMO Design
After starting my trial of EQ2 today, it brought back afresh all of my thoughts on design. Possibly the most dissapointing portion of modern MMOs for me is the relative sameness of the titles in the genre. There are some that have radically different controls, or introduce a few new and interesting features, but by in large we've seen the set pieces of the genre placed and seldom see people approach those with an eye to change.
Perhaps I have a unique perspective on MMOs since my first, and best remembered, MMO was a free to play browser based war game. The action of building an empire and leveling a character are fundamentally different actions, and build very different sets of core rules. For instance I never grinded for my empire level, in fact going to war was always a risk, because you could grow very quickly by winning and absorbing population, but you could also lose very quickly if the invasion went badly.
I understand the pressure in the industry to conform to the proven formula, but it seems as though whether it is a random person on the web or a key note speaker at GDC everyone is keenly aware that change is needed. If we continue to produce games off the same formula, burnout is bound to set in, if it hasn't already.
Of course it is easy to say cover new ground, but finding that ground is the source of some debate. I know there are some people in the industry reading these blogs so I'd like to give any of them in a position to take action some ideas that may be actionable.
Firstly: A political/fashion/counter culture MMO. What you do is focus on a single city, and populate it with NPCs who can vote on major political issues every couple months. The players spend those two months forming activist organizations who can paper the town, hold in game concerts, tag buildings, etc. The fashion layer is mainly on the community level, as players should be able to design their own clothes or purchase other people's designs.
Each Player gets a certain amount of money every day, and an amount equal to that is sent to their cause(guild). The only way to increase your money is to win community awards which should be at least biyearly, if not bimonthly. Best graffiti, best musical performance, etc..
Second: A Medieval Re-Enactment MMO. Unlike the basic D&D based MMO, the MedievalRe-Enactment MMO is to mirror the usefulness of actual weapons and armor from the dark ages. While obviously you aren't looking for complex physics simulations, you are looking to emphasize the situations in which each combination was actually useful. For instance heavy armor and large shields gain large bonuses when in a workable formation, but are basically an excercise in exhaustion in one on one and small group. Calvary has it's place, but it's weakness to a well organized phalanx relegates it to the actual use of calvary in history, breaking the flanks and harrassing.
You could leave historical servers where you could replay historical battles and work for hsitorically accurate organizations. You could then open free-play servers where a large section is left open for players to colonize and develop.
These are just a couple of ideas I've had over the last couple of years. Maybe they can help people get a feel for directions you can go besides the current MMO standard.
ITT: I suck at drawing cars.
26.1.08
Further examination of comic writing.
When I sit down to write, which honestly doesn't happen too often, I tend to start with a few basic ideas. I covered in an earlier post my brainstorming for what my comic would be about, and then I gave a peek at the scenes I would use. Here I want to cover how I came up the content of the scenes themselves.
First, I need to get a view of the bigger picture of my writing. I never have an ending in mind when I start, I do however have an opening arc. A story that needs to be conveyed to give the setting a proper introduction and open up lots of possible story options in case I need to drag it on indefinitely. I don't want to ruin the story, so I can't reveal what the opening arc is exactly, just know that I have it.
Still out in big picture territory, I like to think of what it is I like in movies and comic books. Strangely enough, I actually like cheesy, and over the top movies, Tarantino flicks, Shoot Em Up, Smokin' Aces, but I like them for a particular reason. Movies that know what they are and don't pretend to be anything else, so when I approach the writing I ask myself, "what am I trying to be?" I'm always trying to get across a deeper point, but the vehicle for that needs to be in keeping with my basic genre. I'm using horror, since it isn't thriller it doesn't really have to be suspenseful, but it does need to stray outside of people's comfort zones.
Also since we have a creature we need to lay down some ground rules. For instance, it kind of defeats the purpose of the monster if they can be defeated by an unarmed and/or untrained opponent, also even a well armed and well organized force shouldn't be capable of easy take down, the point is that the creature is significantly more powerful than the human characters. Lastly, there should be no closet popping, it's the inevitability of it's win that is important to our story, we want to clearly introduce it in a scene. Also closet popping doesn't work in a non-real time environment so it would be a waste of panels anyways.
Now I move into an individual scene. First I pick out the most important character in the scene, or a focus object in scenes with no characters. I generally prefer to introduce them with nice long shots that immediately place them in their surroundings, but variety is the spice of life so each scene needs to be examined as to what will have the best effect. The rest of the panels I've alloted them, usually I prefer to devote a page or two, are supposed to be informative, but to show you, not tell you... I want you to have an experience. When the creature attacks the plane for instance, I have to introduce you to the creature as an oddity in these people's lives, and also as inherently dangerous. When the people in the plane react it gives you a good sense that the expectations of this world are much in line with our own, and the human reaction helps give the scene some life on the first page to contradict the third page. Going into the Control Tower removes us from the action, it keeps an air of mystery about the creature, but also builds our human connections, it says to the reader that i'm more concerned with characters than with action. But coming back to the plane on page three we see the carnage, we see the monster in true form, and as little as we understand we make it perfectly clear, the monster's job is to kill things.
In a comic though, we need to worry about pacing, you've probably noticed, but I tend to move things along at a rather deliberate pace. Early on, there isn't really tons of story going on, but everything that happens, and every character introduced has a great deal of significance. By keeping it slow and quiet, I can use few words and expect the reader to attach the proper significance to them.
Anyways, I'm no expert, but I thought I'd share my thoughts on my style. Finally, some more script.
Page 7, four wide panels.
Top panel: Looking at the car from earlier from a rear perspective, empty road in front of them with a billboard off in the distance.
Second Panel: Focus in on the billboard with a Denny's advertisement.
Third Panel: Inside the car, behind the front seats.
Fourth Panel: Same as third but with a dialogue bubble from the girl. ("I'm hungry.")
Page 8, One large panel on top half, two wide lower panels.
Top half: Chopper angle of the car parking in a denny's parking lot.
Second Panel: They're sitting in a booth. The woman and the waitress chat. ("Well thats a pretty darling there, Shelly, where did you get her?")("Found her by the side of the highway, was going to take her down to the sherriff's office. She probably has a family looking for her.")
Last Panel: The front window of the Denny's through which the scene from the second panel is visible.
Page 9, 4 panels
Top Panel: Back inside the plane, with airmen in latex gloves crawling over the seats, while engineers take measurements on the hole.
Second Panel: ("Doctor, we could certainly use your input on this.") A woman in a white lab coat stands in the latrine from earlier with an officer. ("They found her here right?") ("Yes Ma'am")
Third Panel: The woman is rummaging through a purse that was seen on the counter last panel. ("Ma'am?")
Fourth Panel: She is grabbing a woman's suit coat off the floor with one hand while holding up a perfume bottle with the other. ("I may have an idea.")
23.1.08
Anyone up for some text based creation?
Anyways, I wasn't much in the mood to draw today, although I did manage to get pressure sensitivity working on my tablet so we'll see if that helps the quality. Consequently I put in a little bit of time and now have a mush I was working on online. There isn't much to see, but that is the great thing about mushes, you all can help me fix that if you want.
It's over at mush.thetagamerz.biz:4201, go ahead and stop in for a bit if you feel bored, or if you just have good memories of the text based days. The title of the mush is Dark Queen, and it is generally a high gothic theme.
Edit
For the people who not of MUSHes:
You're going to need a mush client... well you can get by with a telnet screen, but thats going to suck so don't.
http://www.xcalibur.co.uk/MuckClient/ <- should work for most windows based people. I'll compile a list later, though I only use that one myself.
Once you get in, your going to want to start a session, for Muckclient it'll be under options, others tend to have different ways with varying degrees of user friendliness, but they should all be simple enough to find from the start session button. In Mucklient after you open options, just hit the little plus sign at the bottom left. Enter Dark Queen as the session name, and under host name/ip address enter 'mush.thetagamerz.biz' then under port type in '4201'. You can ignore the rest, especially the first time.
18.1.08
Game Design, my thoughts and what not.
I've wanted to make games since I was 8. Since the first time I sat down and kicked pixelated dos based ass as Jill of the Jungle, I knew I wanted to make games. My dad wanted me to be a coder, an engineer of somesort so I could be like him. I bounced from learning Visual Basic to C to Java to PHP to C++ to ladder language, and back again... I find it safe to say I am not a coder by nature.
Which brings me to the first problem of game design. A design is useless if you cannot prototype it. I've seen many designs of varying degrees of brilliance that will never see the light of day, and have created a fair number for whom that is equally true. I should probably start a compendium and write down the designs and their stubs, but honestly it may just be too depressing for me. Back to the topic though, the only way to get your design out there and really make it work is to get a prototype of it done. Collaborative prototyping works about as well as team shoe tieing and fails for much the same reasons. So at the end of the day, no ways around it, you have to create a prototype of your game, or at least an important feature of your game.
Of course, surfing around the internet you get to see a wide variety of desigeners, creators and contributors and the variety of motivations behind them. The real proffesionals are generally the ones making money to do it, they've got opinions and are happy to tell em to you. The smaller their budgets the more likely they are to be found bumping around IRC with other small teams, or at least so it seems to me. Perhaps the difference I find most striking is they're the ones out there beating down doors to find investors.
Contrarily you have the GNUligans who also display a greater sense of professionalism, but have activily removed any option of getting paid for their labor. One defining attitude of the GNUligans is "if you want it to do more, write it yourself". This isn't to say that they won't support their product, but rather that anything which doesn't rate highly on their priority list is better left to someone else who feels strongly enough about it to do it.
Further down the list are the modders and the hobbyists. So far of all the groups I've seen or been a part of, the most dangerous thing to projects at these levels is the process of collaboration. Get too many hands in the pot and rather than working on making a game that follows a design, they work on making the game that follows their individual design regardless of the consistency of the project. These have to have strong leadership, or else the whole thing falls apart. Now a large section of the one man wrecking crews fall into this category also, but their major problem is the sheer difficulty of any game project.
The last category I'd like to cover is the one I fall into, the hopefuls. A hopeful doesn't start every project expecting a pay-off, but they do expect all their projects to eventually lead to their getting paid to make games. Probably the biggest problem to face a hopeful is feature creep, we always want to make the next BIG splash, sometimes we forget to just try and make ripples first.
I've started at least a half-dozen projects lately, only one has any hope of my getting paid. But I intend to finish all of them one way or another. Still I think it's important to leave a word of advice to other hopefuls and hobbyists, something I've learned from a thousand metaphorical scars. Start with one. One room, one character, one gimmick, one button, doesn't matter, just start with only one. Work on that single item until it's damn near perfect, get it playtested, get it polished, make it shine until you can see yourself reflecting in it on a clear day. Then make another one, a different one, and go from there. After you've made enough ones, you'll finally have something big.
15.1.08
Ha... You aren't even going to see this.
In Soviet Texas, the stars pin you.
Okay so sillyness aside I also finished this.
In a way I really am concerned that my inability to draw on this 2x4 tablet is going to severely fuck up the writing that I'm really starting to like. Who knows, we'll have to see how it goes when I try to finalize some of these.
13.1.08
Almost time to get a scanner set up.
Another few of pages running through my head.
Page 4 (split into quarters)
A car is driving down an empty highway, nice long back shot from a ways in front. panel 1
The car passes a lone, small, figure walking along the side of the road. 90 degree shift in angle to be from the passenger side of the car. panel 2
Car comes to a stop pulling off to the side of the road. panel 3
A tallish woman steps out of the car. Panel 4
Page 5(again in quarters, need to pace the pages so that these two are across from each other, should make the air traffic terminal two pages probably.)
Camera moves to behind the car keeping it's facing, but putting the two figures on each side of the panel. The little figure is a little girl in a yellow sun dress with no shoes on. Dialogue for panel 1: ("Hey, hun, where are you're parents?")
The woman takes a step towards the girl. ("What are you doing out here in the middle of nowhere?") panel 2
Finally the woman crouches down to only a little taller than the girl and reaches her hand out. ("Want to ride with me into town here? We can take you to the sheriff and he can help you find your mommy and daddy. How does that sound?")
Split the panel, one side is zoomed in on the empty extended hand. The other is the little girl taking the offered hand.
Page 6(Split in eighths.)
Top left side is a woman in flight attendant's clothes sitting at a table in an austere room lighting a smoke. The cigarette is shaking a little. Some dialogue reads ("Just tell us what happened on that plane, Ms. Janoway.")
Top right side is the outside of an airplane lavatory door with a strange hole about half way up. The door reads occupied.
Next down on the left is the interrogation, shes taking a puff. ("Ms Janoway, please answer the question.")
Next down right, a topless woman is dead leaning over the counter of the lavatory. She is visible only from the back where the gaping wound is easily visible.
Next down left, she holds the cigarette to the side. ("Ms. Janoway?")
Next down right, Ms. Janoway is curled up half naked in the corner of the lavatory, violently shaking and obviously crying, watching the door as the dead woman's sightless eyes watch her.
Next down left, she takes another puff.
Next down right, the door is open and a pair of Airmen are standing there with rifle's at the ready. ("We've got a live one!")
(I think I'm doing way better at the whole writing thing than I am at the drawing... so far at least.)
