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Author Topic: Einsteinian Roulette (Original Thread: Rules, Armory, Misson archive 1-11)  (Read 3945232 times)

Parisbre56

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16785 on: November 04, 2013, 08:47:15 am »

Also press the button for Sword level. Talk to Steve: "Well, yeah, I know this place's defensive array is great, but having a fleet to supplement those defenses wouldn't hurt. Moving targets are harder to hit than stationary targets after all.

And about the Sods, I was thinking we could have them work to find that final UE. Maybe have them restrain civilians or block all exits. Or you could just close or at least monitor all exits yourself. Can you do that?

And about those UWM guys. I know the amp specialist has all the free will of a Sod, but what about the others? The Urban Executor and the Shadow Walker? Any chance we could convince them to surrender? Or have they been brainwashed to put the UWM and their orders above their self preservation? To be suicide fighters?

Finally, found any shutdown codes for those guys' camo systems? Could be useful."


Unholy_Pariah

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16786 on: November 04, 2013, 11:18:29 am »

Crap, i forgot to repost my magpie logic and movement action...

head back to my team and the magic loot boxes.
Ill just move this here in case its awkward positioning caused it to go it unnoticed.
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

piecewise

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16787 on: November 04, 2013, 12:14:29 pm »

Crap, i forgot to repost my magpie logic and movement action...

head back to my team and the magic loot boxes.
You loot the few still functional looking magic boxes. Yay! Pillaging!


>I dunno. What do you consider interesting? Do you consider a Pleasuredome interesting? Because we have one of those. Though this one wasn't decreed by Kubla Khan at Xanadu.


((I approve of your/Steve's taste in music.))


"I stand ever ready to serve.  What other ways off this planet are there?  Will the Shadow Walker flee or fight to the death?"

Ask.
(Actually I was thinking if the Coleridge poem, but If I remember right there is a Xanadu musical that quotes the poem.That what you're talking about?)

>Other ways off are lacking, especially now that the shipyard is a big molten crater. There are probably a few other ships around, so we'll have to be on the look out for them or for radio broadcasts. As per his tactics...the way it's looking now I feel like he's probably going to go to ground, so to speak, to vanish for a while and harass us later. He won't give up but he's not stupid enough to charge in suicidally or fight clearly uneven odds. We really wanna get him before he does that. Unless you guys want to live with the constant threat of a sudden nuclear strike at any time.


Then again, you're probably use to such things.



"So Steve, who did you have in mind for this supervisor job? Because I nominate Flint here if you're taking suggestions. Team, we'll discuss splitting up as it becomes necessary. That sound good, Miya?"

Jim talks.

>I need more of a technical person. Simus may do; she's got a background in the subject and has a good personality for it. And she's not gonna be distracted by things like human emotion or desire.


"So Steve, who did you have in mind for this supervisor job? Because I nominate Flint here if you're taking suggestions. Team, we'll discuss splitting up as it becomes necessary. That sound good, Miya?"

Jim talks.

I dunno Jim, I think it would be best if we decide on what teams we'll need as soon as possible. We need to hunt them down as fast as possible after all, and the more systematic we do this, the less chance of them slipping through the holes in the net.

Now, I was thinking that we'll need 3 kinds of teams: one team that goes amp hunting, one rapid-response team that will quickly engage the SW when he's spotted and finally, a few search teams to close the net on the SW.
I'm not sure if we'll need to keep a team to defend the gangway just in case, but I think that the rapid-response team can do that while waiting for the SW to be found. If you agree on this general plan, then we can discuss specific team layout.


((Sorry SC, no lazying this one, we have work to do  :P  ))

Keep resting the 'ol brain. If Bishop is done this turn and Steve says we don't need to defend the command room, go fetch Auron and then go back to the sword the way we came.


((above message was edited to include Miyamoto almost at the same time as SC replied. I'll change it back and post Miya's copy here instead for continuity's sake.))

Quote from: Lyra to Miyamoto
I am equipped to locate invisible opponents, one very successful test and zero failures, comparison test against someone without my advantages is ongoing, but am defenseless. Where do you need me?

"Erm, very well. Good to see some initiative. We can stick you with a sweep team that doesn't have someone with cameyes, you'll be of good use there."

Quote
>Acceptable. I expected more, actually. A fight between two amp users usually either ends very fast or is very drawn out. Usually with a great degree of property damage on either side. As per this amp specialist; did you see him die? As in can you see a body? Because if not, assume he's alive. I can't sense him, but assume he's alive and angry.

"Nope, can't confirm he's dead. Really, if he's as powerful as you said he is, this was barely round one. Let's hope we can go for a quick knock-out in round two."
You're starting to feel a bit better, but you wanna give it a few more minutes before you get going.

>Assuming he is alive, you need to have a plan for your fight. You guys just attacked head on; even if you split the attack, he can still block it. You need to attack in ways he can't see coming. Difficult, considering he "senses" with the amps, but possible.


"Wait... We actually have one of those? Shit... The more you know...

As for interesting, well... How did what you were doing just a moment ago go for you? Have any real troubles? How have the other teams been doing? Also, got any ideas on how to close in on that Shadow Walker?"


Talk to Steve. Wait patiently until he's done, then head with Miyamoto.

>Everything went well, ARES. He's a powerful computer but his brains are limited when it comes to higher functions. Don't need to write a sonnet or ponder mortality when your existence revolves around keeping machines working, after all. So now he's slaved to me, still fairly autonomous but following my instructions. The others teams aren't doing much. Joker has mostly been wandering around, and the other team killed a UE and then Beatbox and played mario for a while.

SW...Either he's positioning for another attack or he's making a break for it.


You suit comes back under your control.

>All done.


Also press the button for Sword level. Talk to Steve: "Well, yeah, I know this place's defensive array is great, but having a fleet to supplement those defenses wouldn't hurt. Moving targets are harder to hit than stationary targets after all.

And about the Sods, I was thinking we could have them work to find that final UE. Maybe have them restrain civilians or block all exits. Or you could just close or at least monitor all exits yourself. Can you do that?

And about those UWM guys. I know the amp specialist has all the free will of a Sod, but what about the others? The Urban Executor and the Shadow Walker? Any chance we could convince them to surrender? Or have they been brainwashed to put the UWM and their orders above their self preservation? To be suicide fighters?

Finally, found any shutdown codes for those guys' camo systems? Could be useful."




>We're building plenty, don't worry. We took this place because it's got everything we need.

>Questionable. Sods are difficult to work with if you don't have their commander. You need to know the right station, have the right voice, any pass codes they may have used, a bunch of things. Plus I can't just brute force it; they're trained against that, they'll recognize attempts to "hack" them, so to speak. And that could provoke any sort of reaction from suicide to violent rampage, depending on the situation.

>If they're this high up in the UWM military they're hard core believers. Or they've got extremely good reasons. Or both. Trying to talk them into giving up or changing sides is pretty useless.

>Unfortunately no.

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16788 on: November 04, 2013, 12:20:47 pm »

(Actually I was thinking if the Coleridge poem, but If I remember right there is a Xanadu musical that quotes the poem.That what you're talking about?)

www.youtube.com/watch?v=RnDSfDKJGAo

Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Unholy_Pariah

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16789 on: November 04, 2013, 12:28:38 pm »

((Yay loots.))

head over to miyamoto and follow him around.
Check each window we pass for clear jump paths to ground level, im not making the same mistake if the SW decided to fire again.
Logged
Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

SeriousConcentrate

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16790 on: November 04, 2013, 12:31:36 pm »

Jim gets off the elevator at the fiftieth floor when it gets there.

(Just putting that in since I dunno what effect Paris pressing the button for a different floor will do. It might not stop at the 50th at all. >.>)
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Remalle

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16791 on: November 04, 2013, 01:35:07 pm »

Whistle "The Girl from Ipanema".
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Parisbre56

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16792 on: November 04, 2013, 01:46:11 pm »

Flint gets out of the elevator at the Sword level, if it gets there this turn.

What's the layout of the base?
From what I understand, it's the main building, with a secondary command building linked to the main building with bridges. The command building has a control tower up top. Off to one side of the main building is the cage the Sword is in and on the other side are the repair pits. On the other side of the repair pits are control towers resting on higher ground. Is my understanding of that correct? I want to know all possible escape routes besides legging it in the desert. Are there vehicles? Helipads? Underground passages? Trams? Is the below map correct? Ask Steve if neccessary.

Spoiler: Map (click to show/hide)
« Last Edit: November 05, 2013, 05:49:40 am by Parisbre56 »
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Radio Controlled

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16793 on: November 04, 2013, 05:46:20 pm »


((I posted general IC announcement of the current plan in the defense-team thread. Check there for more info.))


Once I feel good enough to move about again, get going for the way we came in. Pick up Auron on the way, carry him if needed.

((@Pw: question, if this reorganisation is succesful, how you want to organize the threads? Should we simply all move to the on-ship thread, or you wanna keep things seperated?

@Paris: nice map! Helps to visualize things.))
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Doomblade187

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16794 on: November 04, 2013, 08:41:10 pm »

Quote from: Denzel Gaunt to Miyamoto
I'm already aboard the Blackship and working on the point defense lasers so we can designate ground targets, but if you have someone who's better with systems than me, they can feel free to take my place and I'll go with sweep team 3.
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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16795 on: November 04, 2013, 10:13:28 pm »

((I propose we use this thread to coordinate the teams.))

Follow General Jim.  Provide covering fire and assist with searching for UMW threats.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Zako

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16796 on: November 04, 2013, 11:44:17 pm »

Bishop straightens up and rolls his shoulders.

"Right, Steve's done here so we can go. Time to go hunt a Shadow Walker..."

Hustle out of the room with Miyamoto and head back to the Sword. Check up on the positions of my designated team through the radio.
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piecewise

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16797 on: November 05, 2013, 12:45:53 pm »

((Yay loots.))

head over to miyamoto and follow him around.
Check each window we pass for clear jump paths to ground level, im not making the same mistake if the SW decided to fire again.

You really want to jump like 100 stories down on and rely on an aux roll to not decelerate rather violently?

Jim gets off the elevator at the fiftieth floor when it gets there.

(Just putting that in since I dunno what effect Paris pressing the button for a different floor will do. It might not stop at the 50th at all. >.>)
((I propose we use this thread to coordinate the teams.))

Follow General Jim.  Provide covering fire and assist with searching for UMW threats.
You get off on the correct floor.

Whistle "The Girl from Ipanema".
Hmm hmm hmm hmmmm hmm hmm hmmmmm

Flint gets out of the elevator at the Sword level, if it gets there this turn.

What's the layout of the base?
From what I understand, it's the main building, with a secondary command building linked to the main building with bridges. The command building has a control tower up top. Off to one side of the main building is the cage the Sword is in and on the other side are the repair pits. On the other side of the repair pits are control towers resting on higher ground. Is my understanding of that correct? I want to know all possible escape routes besides legging it in the desert. Are there vehicles? Helipads? Underground passages? Trams? Is the below map correct? Ask Steve if neccessary.

Spoiler: Map (click to show/hide)
You got that right enough.  As per escape routes, there are a few ships on the other side of the sword, but it would be pretty difficult to get to them, what with the sword squatting there and all. Hoofing it across the desert is possible, but rather silly. Chances are that he's going to try to get down into the mechanical levels. Those crisscross a lot of the planet's crust.


((I posted general IC announcement of the current plan in the defense-team thread. Check there for more info.))


Once I feel good enough to move about again, get going for the way we came in. Pick up Auron on the way, carry him if needed.

((@Pw: question, if this reorganisation is succesful, how you want to organize the threads? Should we simply all move to the on-ship thread, or you wanna keep things seperated?

@Paris: nice map! Helps to visualize things.))
Bishop straightens up and rolls his shoulders.

"Right, Steve's done here so we can go. Time to go hunt a Shadow Walker..."

Hustle out of the room with Miyamoto and head back to the Sword. Check up on the positions of my designated team through the radio.
We'lll work it so that people hunting SW's are in one thread, People hunting UE's are in another.

You link up with auron and together you and him and bishop wander back toward the Ship, surveying the damage you've left in your wake. Fairly impressive. 7.5.  Not your best work, but still good.



SeriousConcentrate

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16798 on: November 05, 2013, 12:48:44 pm »

Jim inspects the immediate area for potential hiding spots or sniping points.
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.

Unholy_Pariah

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Re: Einsteinian Roulette:Mission 11: Toph Ain't Nothing
« Reply #16799 on: November 05, 2013, 01:00:55 pm »

Quote
You really want to jump like 100 stories down on
and rely on an aux roll to not decelerate rather
violently?
If the alternative is instant vaporisation via LESHO round... yes, absofreakinglutely.

head back to the sword then grab my hovertrolley and use it to pick up an empty crate.
Drop all the loot from my backpack into the crate then push the trolley into an out of the way corner of the hangar and turn it off before heading to the infirmary and getting healed up ready for the hunt.
« Last Edit: November 05, 2013, 09:00:58 pm by Unholy_Pariah »
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.
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