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Author Topic: (SG) Starfire: War and Politics - Enemies Old and New - UPDATE 03/07/2014  (Read 87389 times)

Funk

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #885 on: May 06, 2014, 11:24:34 am »

"Ari, get ala-shar out of this ship ASAP. An tell the general to begin contacting the vangaurd anywhere possible to inform him of a ceasefire."

*In the open*

"This isn't over, you fugly ducklings!"

Grab a stun grenade and trow it inside. Then run as hard as possible trying to get whatever Morey Leadership to safety as we play bait with the Imperioum folks.

We beat the odds before, were doing it again. besides we'll have all kinds of help from the Morey and Vangaurd when they find out monsters are on board.

+1 to that, save the day.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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3man75

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #886 on: May 06, 2014, 11:39:57 am »

{{Khan i just noticed that the german girl had yellow text that i coudn't see. we need more colors...}}Like this?
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Funk

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #887 on: May 06, 2014, 11:58:14 am »

I was thinking that was a typographical error, some colours are really hard to see.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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3man75

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #888 on: May 06, 2014, 12:22:15 pm »

I was thinking that was a typographical error, some colours are really hard to see.

I wonder why there even on here to be honest...
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kahn1234

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #889 on: May 06, 2014, 12:41:42 pm »

{{Khan i just noticed that the german girl had yellow text that i coudn't see. we need more colors...}}Like this?

I did not see that. Will correct in a few minutes.

It seems the beige colour does not work.
« Last Edit: May 06, 2014, 01:03:19 pm by kahn1234 »
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Armok

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #890 on: May 06, 2014, 03:12:15 pm »

I'm not sure how to translate this to a *personal* strategy, but my recommended strategy for the vanguard in general is: Take over the ship and disable it's defenses, clear a hole in the armor, evacuate the area, then try to lure this monstrosity near that and take it out with anti-ship weaponry through a few flimsy inner walls.
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3man75

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #891 on: May 06, 2014, 06:10:30 pm »

I'm not sure how to translate this to a *personal* strategy, but my recommended strategy for the vanguard in general is: Take over the ship and disable it's defenses, clear a hole in the armor, evacuate the area, then try to lure this monstrosity near that and take it out with anti-ship weaponry through a few flimsy inner walls.

+1 but we MUST make sure that they don't make it too kill the Matriarch or the General. If they decapitate the Morey Leadership then they'll be sitting ducks on the water with anarchy on the rise...if they get to anarchy that is.
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RAM

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #892 on: May 06, 2014, 06:21:16 pm »

Trigger the fire suppression system to obstruct vision, grab hold of something, throw a concussive behind the enemy, compromise the room's segregation from open space... Unless, of course, this ship is mildly sensible and the bridge has more than a transparent screen between it and open space, but coming up with fictional space vessels that don't do that is difficult...
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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #893 on: May 06, 2014, 07:04:47 pm »

let us eee if the vanguard added Smite Evil to our power list, as it is time to sing "FUCKU SATANIS"
Chant a litany of vengeance for their crimes as you take those badass powers and slay those monsters in a hail of plasma and steal! for honor, and let us see if you cannot turn an ancient table by eating demonic souls, for honor, for family, and for holiness and deal karista the most badass end and ironic death you can muster, bonus points for angelic connotations
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3man75

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #894 on: May 06, 2014, 08:04:03 pm »

Just to organize what i like ill put in here for Khan.

I'm not sure how to translate this to a *personal* strategy, but my recommended strategy for the vanguard in general is: Take over the ship and disable it's defenses, clear a hole in the armor, evacuate the area, then try to lure this monstrosity near that and take it out with anti-ship weaponry through a few flimsy inner walls.

"Ari, get ala-shar out of this ship ASAP. An tell the general to begin contacting the vangaurd anywhere possible to inform him of a ceasefire."

*In the open*

"This isn't over, you fugly ducklings!"

Grab a stun grenade and trow it inside. Then run as hard as possible trying to get whatever Morey Leadership to safety as we play bait with the Imperioum folks.

We beat the odds before, were doing it again. besides we'll have all kinds of help from the Morey and Vangaurd when they find out monsters are on board.



and if possible consider this:

let us eee if the vanguard added Smite Evil to our power list, as it is time to sing "FUCKU SATANIS"
Chant a litany of vengeance for their crimes as you take those badass powers and slay those monsters in a hail of plasma and steal! for honor, and let us see if you cannot turn an ancient table by eating demonic souls, for honor, for family, and for holiness and deal karista the most badass end and ironic death you can muster, bonus points for angelic connotations
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kahn1234

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #895 on: May 07, 2014, 05:36:07 pm »

((Update will be tomorrow evening.))

kahn1234

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #896 on: May 09, 2014, 05:09:54 am »

((Update within the next few hours))

kahn1234

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 06/05/2014
« Reply #897 on: May 09, 2014, 07:49:23 am »

((You got some good rolls and some bad rolls. The last roll was a last roll. It saves a certain someone from death.))

"Ari, get ala-shar out of this ship ASAP. An tell the general to begin contacting the vangaurd anywhere possible to inform him of a ceasefire."

*In the open*

"This isn't over, you fugly ducklings!"

Grab a stun grenade and trow it inside. Then run as hard as possible trying to get whatever Morey Leadership to safety as we play bait with the Imperioum folks.

We beat the odds before, were doing it again. besides we'll have all kinds of help from the Morey and Vangaurd when they find out monsters are on board.

Your team springs into action, weapons roaring to life. It isn't long before the smallest and weakest of these monstrosities are collapsing under the plasma fire.

You check your mental connection to your brood sisters. Its shaky at the moment, probably due to the fact your body is still partly recovering from your time in the Vanguard's Vat, but you get through to Ari.

"Ari, get Ala-Shar and the Morey leadership out of here and to any evacuation pods this ship has. Send out a beacon telling the Vanguard ships who you are and where you are. They will most likely come and pick you up. Tell the Morey generals to contact the Vanguard and tell them of the ceasefire." You say over the mental link.

'What are you going to do?' She replies, sounding panicked.

"Fire them and hold them off." You say, trying to sound more confident than you felt.

Severing the connection, you raise your weapon and open fire, blasting two Balshaan in the face with hyper-charged plasma, punching through their armour and incinerating their faces. You realise, however, that your weapons are not doing much damage at all to the larger ones, and practically nothing against the huge Balshaan that the presidentess became.

As if having the same idea, both you and Annie throw stun grenades whilst Emma throws a fusion grenade. The stun grenades go off, closely followed by a massive explosion. You and your team don't wait around to find out the damage. You fall back, to the area where the Morey and Vanguard are still fighting.

The many thumps of varying power on the floor behind you proves that the fusion grenade didnt do that much damage.

You turn a corner, near the outer skin of the Morey ship. Its a very wide corridor, with the manned and unmanned weapons arrays and point defense arrays on one wall, signified by the periodic computer consoles and large screens which would allow manual use if needed.

In the corridor there is chaos. A mixture of Morey and Vanguard troops getting mixed up in firefights and melee combat.

You sprint down the corridor, closely followed by the Balshaan. You glance behind you and come almost face to face with the mutated Karista. You press on forward, willing yourself to go fast as you jump piles of the dead, barricades and the like.

The appearance of the Balshaan instantly stopped the fighting. The Morey looked terrified, with many crew-women and some of the newer recruits running. The Vanguard troops, however, turned their weapons on the newcomers. As you pass a huge man, one you recognise as one of the Vanguard Titan troops, he charges and manages to hold Karista still with his huge arms.

Karista just picks him up and throws him against the wall as if he weighed nothing, the wall crumpling as if made of paper.

You headed straight for a Vanguard command team who had hunkered down behind a battered barricade.

*

I'm not sure how to translate this to a *personal* strategy, but my recommended strategy for the vanguard in general is: Take over the ship and disable it's defenses, clear a hole in the armor, evacuate the area, then try to lure this monstrosity near that and take it out with anti-ship weaponry through a few flimsy inner walls.

+1 but we MUST make sure that they don't make it too kill the Matriarch or the General. If they decapitate the Morey Leadership then they'll be sitting ducks on the water with anarchy on the rise...if they get to anarchy that is.

You fall in next to the command leader.

"We need fire support on the Balshaan. That leader thing is tough as nails. I dont think anything we have is going to bring it down."

"It would be a tricky shot. No guarantee that we wouldn't hit our own troops." He says.

"Well we pull our people back and keep the Balshaan suppressed as best as we can with overwhelming firepower." You reply, keeping an eye on the slow advance of the Balshaan.

"And what about the Morey leadership?"

"Should be on their way in escape pods by now."

"Very well. I'll see what i can do." he says, contacting the fleet command ship. After a few minutes he turns back to you.

"Command gave the go for fire support. However, this ship must have been secretly upgraded with Balshaan tech as it is blocking the targeting of the Obelisks gun batteries. We need to place a specialised beacon on the thing we want to take down." He said, opening a section of his armour and withdrawing a small, square item. "This is a targeting beacon. put it on that monstrosity over there and press this button..." he says pointing to a red button on the top. "This is activate a spike that should dig in and stop it falling out as well as activating the beacon. Then, get the hell out of there."

You nod. This is going to be challenging. You hear the commander telling the Vanguard troops to move back and provide fire support just as you start sprinting towards Karista, who has just finished tearing a Vanguard ASOG Titan in two. You gulp. You really, really hope you can do this.

As you get closer, your new knowledge tells you of something called a kinetic amplifier. It seems you have them in your gauntlets, on your elbows, knees and boots. Their purpose if to amplify kinetic energy, increasing your power greatly. Their main purpose is to be used in melee combat.

You know just what to do. You activate your kinetic amps and, with one stomp of your foot, you launch forward towards Karista, delivering a bone shattering kick to her left leg. She...it...howls with pain. She turns to you, large eyes glowing a menacing crimson.

"Hello, little beast. I am going to have so much fun slowly killing you. Your blood and flesh will be my favourite meal."

You just grin, using your kinetic amps to launch yourself upwards and forward, bringing your knee up into the underside of her mouth. The amps increase the power to such a degree her lower jaw snaps in two. Again she howls with pain, jaw hanging limp, as she grabs for you, moving far faster than you thought she could.

Fortunately your blow on her pushed you back to the ground, where you dodge to the side, using your amps to increase your speed.

You pinball off the walls to get behind her, where you deliver another powerful sweeping leg attack on Karista's right leg, this time completely crippling it. Something is nagging at you, telling you this is too easy, but you carry on regardless, reigning punches and kicks whose power should be like that of a hundred freight trains and even stabbing her with your knife down on her back, thighs and, as she kneels from your blows barely turning, even her head.

Quickly, seeing your opportunity, you reach for the beacon as she is stunned. You place it onto the back of her neck, and press the button. The spike comes out, embedding itself in her skin.

You then try to sprint past her, heeding the field commanders warnings, however, just as you move past Karista, who you are sure should be at least verging on unconsciousness after receiving your blows, massive force hits you in the back, propelling you forward.

You ragdoll through the air. Even with your armour and augmented body, you are verging on unconsciousness from just that single hit. You collide with Annie and Emma, who had been at least twenty metres down the corridor. You collapse into a pile. Annie shakes you awake just as the Obelisks cannon batteries eviscerate half the Balshaan.

But no one is celebrating.

Another Balshaan, as big if not bigger than the still semi-unconscious Karista, had managed to dodge the blast, taking Karista with it.

"Damn it!" You exclaim. What does it take to kill that bitch? She must have the best luck in the galaxy. And where did that big fucker come from?

~~~***~~~

What do you do now? You could follow, but you dont know if it could be a trap. You could stay, and retreat with your fellow Vanguard and Morey, who are abandoning ship due to the heavy damage and Balshaan. Or you could do something else?

Status:
1. Demeanor/Status: Angry. Woozy.
2. Mental Condition: Mentally fit and stable.
3. Physical Condition: Extensive Scarring.
4. Clear thoughts and currently inactive mental factions.

Inventory:
1. Mark 21 Phantom Powered Exoskeleton Suit (Wearing)
2. Mark 21 Phantom Powered Exoskeleton Helmet (Wearing)
3. Mk3 Plasma Beam Pistol (sidearm) (Holstered)
4. Mk 29 Mass Driver Sniper Rifle (Holstered)
5. Mk 32 Pulsed Hyper-Plasma Assault Rifle (Holstered)

Available Equipment:
1. Mark 21 Phantom Powered Exoskeleton Suit (Wearing)
2. Mark 21 Phantom Powered Exoskeleton Helmet (Wearing)
3. Mk3 Plasma Beam Pistol (sidearm)
4. Mk 29 Mass Driver Sniper Rifle
5. Mk 32 Pulsed Hyper-Plasma Assault Rifle
6. Combat Engineering Equipment and explosives.

Implants and Augmentations:
1. Vanguard Multi-range optics (Thermal, magnetic, IR, UV, multi-stage magnification etc) implant on eyes.
2. Vanguard Command and Control (C&C) nano-module implanted in head.
3. Vanguard Communications array nano-module implanted in head.
4. Phantom-Spec 28th generation Bio-nanomachines and bio-picomachines in blood stream, bones, muscles, tendons and organs.
6. Vanguard Nano-memory modules in the Cerebrum, holding all relevant non-personal data and nano-supercomputers throughout the brain aiding mental capabilities.

Brood Composition:
1. Forward Command and communications: 10 Vat-born.
2. Field Combat Medic: 37 Vat Born
3. Long Range Specialists (Snipers): 48 Vat-Born
4. Heavy assault: 148 Vat-Born
5. Light Assault: 127 Vat-Born
6. Infiltrators: 27
7. Heavy Support: 77
8. Combat Engineers: 69
9. Scouts: 80

Allied Characters:
1. Ala-Shar
2. Ankara
3. Ari
4. Elianna
5. Kaleetra
6. Talli
7. Dornishi, Morey regular Commander
8. Tirl-kha, Morey Commando Commander
9. Quish-ka, Morey Regular Commander
10. Annastasia
11. Levinia
12. High Marshall Veldin
13. Major General Hopfield
14. Kilroy
15. Emma
16. Willhelm

Enemy Characters:
1. Presidentess Karista (Now mutant thing)
2. Kirish, the Presidentess's assitant. (Now mutant thing) (Deceased)
3. The Senatorium (Now mutant things)
4. New Guard Generals (Now mutant things)

Currently Neutral Relations:
1. Brigadier Xander Berginstaff
« Last Edit: May 09, 2014, 07:52:34 am by kahn1234 »
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3man75

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 09/05/2014
« Reply #898 on: May 09, 2014, 10:06:16 am »

Get another beacon and have round 2 with unconscious karista and her mutant friend. Explaining only half are dead and their leader is still alive but unconscious, VERY vulnerable to take our here and now.

*Check with Ari or whoever else to know if the Matriarch, The Grand-General, and Dr. Ala-shar got out yet.*

"Come back here, i thought you were going to eat me Karista, I thought the Imperioum was suppose to have bravery and a whole lot of power behind their threats? Maybe your own leadership will look down on your mistakes AND your inability to defend your honor!"


EDIT: Bigger than Karista who was 3 times her size..it's time we go for the engine room and rig it for an explosion. Then follow using our stealth to see what they do.

No way we can finish the beat down...today.
« Last Edit: May 09, 2014, 10:09:32 am by 3man75 »
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RAM

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Re: (SG) Starfire: War and Politics - Jungle Shadows - UPDATE 09/05/2014
« Reply #899 on: May 09, 2014, 04:49:32 pm »

These close-quarters are really amplifying the Belshaan melee ablities, and working undercover should have prevented them from bringing their best equipment. I say shoot the walls, throw in demolition charges, reconfigure the ship into an open cavern...
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