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Author Topic: Mission 21: Uncanny Valley  (Read 50346 times)

Corsair

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Re: Mission 21: Uncanny Valley
« Reply #165 on: August 21, 2015, 05:15:23 pm »

"All right, team two. I'm going to try and get on the roof and drop down a rope to haul you lot up. Do not under any circumstance take your eyes off of these guys."

"Sir do you wish for an assisted ascent?"
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kisame12794

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Re: Mission 21: Uncanny Valley
« Reply #166 on: August 22, 2015, 01:24:35 am »

"Righto."

Scan the building with the alternate vision modes, looking for anything out of the ordinary.
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Pancaek

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Re: Mission 21: Uncanny Valley
« Reply #167 on: August 22, 2015, 07:21:56 am »

"Sir do you wish for an assisted ascent?"
"Negative, I should be fine. It's appreciated, though"
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piecewise

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Re: Mission 21: Uncanny Valley
« Reply #168 on: August 22, 2015, 03:02:09 pm »

Hmm. Re-barricade the door behind me. Do so without actually looking away from the window, just grope around blindly for the furniture I pushed aside earlier. (Door is closed, right?)

When that's done, get my goop-thrower out, and goop over the window and the doll frozen climbing through it. I want to keep a single eye focused on the thermal signatures on the other side, though. Try to focus my other eye on looking where I'm going, but thermal takes priority. As in, looking straight ahead with both eyes, one using the CamEyes mode, the other looking at a feed on-screen. I realize this means not devoting my full attention to either, but I'm hoping it'll be enough anyway. (Make a mental note to complain to Heph about CamEyes not actually improving field of vision, despite being entirely black orbs compared to the human eye's relatively small area of the pupil.)

Do the laser thing with the wall. Climb through, regular vision eye feed focused on the door in that room. Lean the cut-out section of wall against the door, and throw one or two nearby pieces of furniture in front of it, too. If I've made it this far, then get out that window and up into the sky.


Stepping back into the room would be passing into the 20 foot no go radius. The room itself is only about 10 feet from wall to wall.

Pointless QEC message in case it can do one-way communication, which I doubt, but one can hope: "Dead people moving without moving. Encircling tactics." Does it give any different results now that we are deeper in the anomaly?

And keep eye on cameras.

You get only garbled text back still.

Team II, copy that. Stall for time if extraction appears impossible, but let's hope you can escape that.
Pancaek, Konrad, word of note: I've seen the specs on Anton's toy when approved it. It can lift an extra person when overboost is flipped on. It's somewhat hazardous, and the camera equipment might weight enough on its own, but that's at least one way out of there. And, if anything, 'Fat Sparrow' has a lot of juice to burn through, ways more than Mk III.


Team I, I want 360° perimeter watch. We don't want more of these "people" sneaking up on us. Morul, Ulrich, whoever is closer - take a look at the building with those fancy extra vision modes and see if there's anything of interest; afterwards, keep watch on the heat signatures inside.

I assume that there are no open windows in this building, right? And no open, readily available entrances in general? (proceed with the rest of the action regardless)

Mark the center of the dome-cut territory with a bright orange column in the Mad Hatter, piercing all the way upwards. Then, if the dome is actually spherically (or hemi-spherically) shaped, mark the center of the sphere point on that column.

Where does the column 'pierce' the roof? How deep/elevated is the center point in regards to ground? What can be said about the building interior in the general vicinity of that place - is it in the large hall, so no extra floors between it and the roof, and no extra inner walls between it and the outer ones?
Basically, I'm planning an entry with a 'fighting retreat', if necessary, so I want to know how open and big a passage to the center could easily be made (with lasers and/or explosives). And the building itself looks ambiguous as to whether it's one great hall or a multi-storey building.

(If blueprints are unavailable, use data from the x-ray vision scans and other stuff.)


You mark things out. If your calculations are correct, the center of the sphere is somewhere in the left, rear side of building 21, probably on the second floor.

You know nothing of the inside of the building, but judging from it's construction thats probably in the student rooms, probably in a room rather then in the connecting hall. Scans from here are inconclusive because of the thickness of walls and things in the way. It seems, from what you can see, to back up the idea that it's probably on one of the rear dorm rooms on the second floor.

"All right, team two. I'm going to try and get on the roof and drop down a rope to haul you lot up. Do not under any circumstance take your eyes off of these guys."

Toss a bolt towards the semi circle of people. If it doesn't freeze just outside of the door, initiate plan. If something weird does happen to it just outside fo the door, stay put.

Plan: Make sure I've got some rope with me, otherwise grab some off of a teammember. Carefully step just outside of the building. Use amp to lift myself upwards along the wall onto the roof. Once there, check roof for hostiles. If no hostiles, drop down a length of rope to haul up my teammates one by one. Make sure at least one person is looking at the semicircle at all times.

That takes you in the 20 foot no go range. It actually takes you into like 10 or 15 feet of the things. Go ahead anyways?

Pancaek

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Re: Mission 21: Uncanny Valley
« Reply #169 on: August 22, 2015, 06:51:47 pm »

yes, but throw bolts first. also advance slowly, and retreat a few steps back at the first signs of weirdness. also instruct team 2 members who haven't posted an action to spread their gazes so the entire semicircle is being looked at. Try to leave a pretty looking corpse when I get kiled
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AoshimaMichio

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Re: Mission 21: Uncanny Valley
« Reply #170 on: August 23, 2015, 01:04:58 am »

See if I can link my cameras to produce a panora of my surroundings. A real 360° vision. If it seems viable, try to do it.
Occasionally do a quick scan with cameyes for doll people.
« Last Edit: August 23, 2015, 10:54:31 am by AoshimaMichio »
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Dorsidwarf

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Re: Mission 21: Uncanny Valley
« Reply #171 on: August 23, 2015, 03:16:44 am »

Stare real hard at the Weeping Students. If they start moving while I can actually see them, shit pants and start kicking them with stilts.🎅
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swordsmith04

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Re: Mission 21: Uncanny Valley
« Reply #172 on: August 23, 2015, 07:58:46 am »

...Try to find the door to the room across the hall from the one I entered from, by touch. If I find it, enter, close the door behind me, and barricade it with furniture.

Assumption check: This room is an internal one, and thus does not have a window.

  • If it does have a window, abscond! Fly away and regroup with my team at building 21.

Nikitian

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Re: Mission 21: Uncanny Valley
« Reply #173 on: August 23, 2015, 10:32:21 am »

Let's see if we can find an entrance. Or make one. Actually, double that - let's go in with a bang, and maybe draw away attention from Team I.

Morul, if you please - I want a nice, big entrance to the area, one that is difficult to obstruct and deny to us. And by 'big' I mean 'several meters across-big' - but Simus's grenades are up to the task, as she witnessed herself; make extra sure not to damage the room with the center of this anomaly, though.

Everyone, keep watch on perimeter. If past experience tells us anything, we are soon to have company. Morul, Ulrich, try keeping an eye on the heat signatures inside the building.


Keep watch for more "people" arriving around us.
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Re: Mission 21: Uncanny Valley
« Reply #174 on: August 23, 2015, 10:59:49 am »

Lucricia perked up upon hearing what Maurice said, finally, something she could help with.
"Want any help with that? This Aster-Ex I have is pretty much designed for minimising collateral.
Relative to explosives, of course."
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IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
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Nikitian

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Re: Mission 21: Uncanny Valley
« Reply #175 on: August 23, 2015, 01:12:03 pm »

:Actually, that could probably help, but first your team will need to be disengaged. Morul, I'll leave the decision of taking up Lucricia's help to you.:
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Doomblade187

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Re: Mission 21: Uncanny Valley
« Reply #176 on: August 23, 2015, 10:15:27 pm »

Offer rope to Pancaek, and keep watch on the dolls. Be ready to fend off assault as needed using my monomachete.

"As long as we get out of here, I'm happy."
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Re: Mission 21: Uncanny Valley
« Reply #177 on: August 24, 2015, 12:49:03 am »

:Actually, that could probably help, but first your team will need to be disengaged. Morul, I'll leave the decision of taking up Lucricia's help to you.:
((Unless I'm reading this wrong and that wording was just a bit vague, I'm following you, so I should probably be pretty close to you.))
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Alan help.
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IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
15:52   IronyOwl   Whereas Dungbeetle is closer to "Fuck you."

Nikitian

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Re: Mission 21: Uncanny Valley
« Reply #178 on: August 24, 2015, 12:53:08 am »

((Nope, you're with Team II. You were initially assigned to it, and then that was specifically clarified again; you were nudged to follow Pancaek instead. Sorry for the abrupt revelation.))
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Re: Mission 21: Uncanny Valley
« Reply #179 on: August 24, 2015, 01:07:41 am »

((Nope, you're with Team II. You were initially assigned to it, and then that was specifically clarified again; you were nudged to follow Pancaek instead. Sorry for the abrupt revelation.))
((...Okay? Sorry, I wasn't really watching the thread too closely.))
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He knows how to fix River's tiredness.
Alan help.
Quote
IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
15:52   IronyOwl   Whereas Dungbeetle is closer to "Fuck you."
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