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Author Topic: RTD2: Turn 22- May the fourth  (Read 13563 times)

Xanmyral

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Re: RTD2: Turn 9-Re
« Reply #45 on: March 25, 2013, 09:08:31 pm »

Bridge Crew: Suffer cranial malfunction, acquire megalomania

scapheap

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Re: RTD2: Turn 9-Re
« Reply #46 on: March 26, 2013, 04:34:38 am »

>Order malfunctions repairs
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Theodolus

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Re: RTD2: Turn 9-Re
« Reply #47 on: March 26, 2013, 10:28:45 am »

>Fix the controls on the ship to always sail us towards the maker's enemies.
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Someday I'll find a hilarious quote and put it here...

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Re: RTD2: Turn 9-Re
« Reply #48 on: March 26, 2013, 01:45:45 pm »

>look for a storeroom.
> Acquire electrician's kit.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

RAM

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Re: RTD2: Turn 10-Boss battle
« Reply #49 on: March 27, 2013, 01:18:36 am »

Fix character order.
Hrmmm


>Order malfunctions repairs
You fan out around the bridge and start inspecting the displays and controls. On of you, while prodding a socket to check if it is secure, is surrounded by vibrant lightning for a few seconds before collapsing to the ground in a neat little heap.
 This is somewhat less concerning then the arrival of one of those impressive strategic units that are designed specifically to advise their masters and even manage major operations independently. You should really do as they say.
Spoiler: status (click to show/hide)


>Sabotage the computer systems SO HARD that I actually loop right around and end up making it all work better.

Then go get some tea. And crumpets. BY THE GODS I WILL PRETEND TO EAT AND NOBODY WILL SPOIL MY CHARADE, DAMNIT
The tea party is getting old and the guests are falling asleep.
Spoiler: status (click to show/hide)


>look for a storeroom.
> Acquire electrician's kit.

You raid the supplies but cannot find a conductive probe. This probe can be stuck into things to determine if they will discharge into someone who sticks a conductive probe into them. These are surprisingly useful in cultures that maintain a nonperson subpopulation.
Spoiler: status (click to show/hide)


Bridge Crew: Win the war!
A strategic assistant, flanked by two infantry, navigates into the bridge and declares that it has extrapolated its master's orders. It consequently commences to command the crew to calculate a safe course to coordinates 0,0,0.

The first boss!

Spoiler: Possessions (click to show/hide)
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

scapheap

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Re: RTD2: Turn 10-Boss battle
« Reply #50 on: March 27, 2013, 02:39:03 am »

>await orders, follow them
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Xanmyral

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Re: RTD2: Turn 10-Boss battle
« Reply #51 on: March 27, 2013, 08:10:32 am »

Storage Hold: Inexplicably have replacement biological parts, bowels possibly included.

Yoink

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Re: RTD2: Turn 10-Boss battle
« Reply #52 on: March 29, 2013, 01:28:38 am »

"We must parley!"

>Commence negotiations, offer tea & parley to strategic assistant.

Tragically, said tea spills on its circuitry, causing it to burst into flame. Whoops.
« Last Edit: March 29, 2013, 01:30:24 am by Yoink »
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

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Re: RTD2: Turn 10-Boss battle
« Reply #53 on: March 29, 2013, 04:19:31 am »

>explore ship
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

RAM

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Re: RTD2: Turn 11-chatters unite
« Reply #54 on: March 29, 2013, 11:48:18 pm »

+1
Standard procedures initiated.


>await orders, follow them
"Roger roger." After a brief wait the course is ready and you make the preparations. After a strange encounter with a communications specialist, the command assistant notes that everyone but yourselves seems to be operating below capacity and has them leave to report for a performance correction. Your own command is then invited to review the attack plans, which involve the ship positioning itself between the inevitably superior enemy fleet and the enemy leadership. The ships should last at least 40 seconds in this position which should be long enough for approximately 5% of your forces to land and attack the enemy leadership. You note that the plan is based upon information that hasn't been updated since the commencement of hostilities and that preserving your master's forces should be a consideration. The strategic assistant seems open to further consultation.
Spoiler: status (click to show/hide)


"We must parley!"

>Commence negotiations, offer tea & parley to strategic assistant.

Tragically, said tea spills on its circuitry, causing it to burst into flame. Whoops.
You arrive on the bridge to find a new commander issuing instructions that seem likely to be detrimental to your own plans of long-term liberty. You engage one of your brilliant plans to remove this threat from your predictions. You introduce yourself as one who is intricately familiar with the personal nature of the enemies and offer your services on matters of morale and personal conduct. It makes no effort to oppose you as your approach. You debate the possibilities of making contact with the authorities of your former masters, to which it replies that you(collective) have orders and that communication could reveal your plans to the enemy and compromise those orders. Steadily, the tea nears its victim. Sadly, you are not briefed on the specifics of this type of entity and, upon falling down and expertly spilling the tea on what seemed like a likely vulnerability, the strategic assistant does not seem to have had its functions retarded in any way. It then observes you, makes note that you possess several anomalies, and instructs you to report for repairs and reeducation. It then notes that many of the bridge crew's and its escort's responses are slower than expected and that they should accompany you to reeducation.
Escorts: 2 infantry(sluggish), 6 cannon fodder(sluggish).
Distance to reeducation: 6 turns.
Spoiler: status (click to show/hide)


>explore ship
The corridors are mostly empty, with the occasional figure standing at attention wherever they were when they finished their previous task however long ago. The ship seems well supplied, aside from perishables and the main fuel supply. You count two heavy guns, two disabling weapons, and dozens of smaller guns arrayed around the vessel. There are various holds, the largest being for military personnel and another for military equipment, although there are numerous others including large stores for the ship's own supplies and smaller bays storing various more technical members of the crew. There is a general sense that there has been a lack of maintenance, but the ship generally seems to have lasted well.
Spoiler: status (click to show/hide)


Storage Hold: Inexplicably have replacement biological parts, bowels possibly included.
Good thing the medical facilities held up so well, no telling what bizarre things could have happened.

We have taken the bridge, huzzah!

Spoiler: Possessions (click to show/hide)
« Last Edit: March 29, 2013, 11:49:58 pm by RAM »
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Xanmyral

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Re: RTD2: Turn 11-chatters unite
« Reply #55 on: March 30, 2013, 12:23:38 am »

Escort Team: Be delayed by various circumstances possibly related to various malfunctions and or eroded parts

scapheap

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Re: RTD2: Turn 11-chatters unite
« Reply #56 on: March 30, 2013, 03:35:47 am »

>Ask if recon can be done in time.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

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Re: RTD2: Turn 11-chatters unite
« Reply #57 on: March 30, 2013, 04:34:41 am »

>head to military equipment hold.
>steal some military equipment
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Remuthra

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Re: RTD2: Turn 11-chatters unite
« Reply #58 on: March 30, 2013, 06:08:22 am »

Get to the hangar!

Xanmyral

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Re: RTD2: Turn 11-chatters unite
« Reply #59 on: March 30, 2013, 01:09:49 pm »

Distract them with something in the hanger? Works well enough.

[People on the wait list vote communally for something plot related to happen, in case this wasn't figured out. Could be from various malfunctions, NPCs doing stuff, or whatever. I think what happens is that if there is a tie, they get woven together somewhat, at least going by the last tie.]
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