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Author Topic: Invisible Inc LP: Introducing FTM  (Read 22957 times)

Twinwolf

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #15 on: August 09, 2015, 10:48:10 am »

PTW.

I vote get the agent.
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kilakan

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #16 on: August 09, 2015, 12:20:44 pm »

I agree with the agent mission, another hand seems useful.  As for upgrades and buying that item.... LP'er's choice I suppose?  I don't know a lick of anything about this game to even hazard a guess but the lp is very interesting.
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ATHATH

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #17 on: August 09, 2015, 12:22:52 pm »

PTW.

I vote get the agent.
+1

This is why we should have brought Dr. Xu. For the uninitiated, his ability is to disable a device for one turn, at the cost of his attack, and one AP. This means that he doesn't have to hack safes to loot them, unless he needs to get two in one turn. However, the real reason I bring him is that his ability can also stun drones, which are immune to your starting weapons (unless you bring Shalem 11, but he's one of the worst agents you can choose). Drones can be hacked to bring them to your side for a turn or two, but because we chose Rapier, we're probably not going to get that option. Sankaku also has Null drones, which disable hacking in an area, which means that Dr. Xu is still useful even with good hacking capabilites. I think that his ability pierces armor too, but don't quote me on that

I haven't really played with the cameras before, so I agree with making it your choice.
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Cthulhu

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #18 on: August 09, 2015, 01:57:17 pm »

I was never impressed by Dr Xu but that makes him sound a lot more useful.  My least favorite agent of the ones that actually seem worth playing (Shalem being a don't even bother kind of guy) is still Internationale.  If her remote hacking were compatible with anarchy items she'd be awesome, but as is she's just a crutch.
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RAM

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #19 on: August 09, 2015, 03:57:42 pm »

Internationale is great for detecting equipment either without opening a door or that is obscured by terrain, and also for saving on movement by seeing things early. And the hacking-at-range thing is fantastic if you need the power fast, it gives you bonus options in that way, fast or comprehensive and, honestly, the accelerators never seemed that great to me.

I vote two points to Banks' anarchy and rescue an agent captive. Hopefully there will be a new agent with carrying space and my mad economy lust will not doom us all. You should try archive banks, sooo much loot... Well, not so much archive banks, but archive banks teamed with someone who can hack...

Robots tend to be slow, and not that dangerous early on. Being spotted by a camera does really smart, but you can still run, and a T.A.G. helps with the fallout. Just so long as there are no stationary drones blocking the only path it should not be crazy...
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EnigmaticHat

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #20 on: August 09, 2015, 10:43:19 pm »

Using our money from the previous heist, Banks buys even more training on how to subvert the system.  If she is the one to loot a guard, she'll gain 35% more credits.  Other agents can check inside a guard's inventory; so long as they don't actually take the credits Banks will still be able to grab the extra money.
Spoiler: Fuck the system (click to show/hide)
As much as I'd like the camera canister, there aren't enough credits, and it overlaps with the T.A.G. pistol anyway.  Well, that's all the purchases we can make.

The major weaknesses of our agency are combat and hacking ability.  Our recent acquisitions have done nothing to alleviate either.  In fact, Decker's life-sucking pistol will make our hacking problems even worse.

Training Banks in subversion is a high risk action.  It is unlikely that it will be a net profit in the immediate future.  Our mission to a Sankaku facility is also high risk.  It is not certain we will even survive to see the profits of Banks' new skills.  Furthermore, Sankaku employ few security personal for Banks steal from.

If only Dr. Xu were here.  His electronics expertise would be excellent against Sankaku.  And it would make the very difficult tasks you are giving me slightly easier.


Now, we're on a plane headed to a corporate prison facility in the formerly Chinese city of Chengdu.  Hopefully, we'll find a captive Invisible agent inside.

Let's talk about Sankaku Heavy Industries.  Since the fall of sovereign governments, they rule all of Asia with an iron fist.  They specialize in automated drones, which form their primary security force.  Sankaku facilities are places of silence; the soft whirring of servers and drones monitored by unseen cameras and sound bugs.  They are my least favorite corporation to run missions against.
Spoiler: We're in (click to show/hide)
Yet another entryway with only one door.  I swear this isn't the norm.  Well, onewards.  We find a guard elevator immediately and then a security door.  To save AP I have Banks open it without peaking the keyhole.
Spoiler: What's behind the door (click to show/hide)
A guard sees the door open.  No problem at all; I know the other room is safe, so both agents retreat into it and close the door behind them.  The guard will walk in, check things out, and then go back.  If I closed the security door after the guard saw it open, he'd kick it down, so I don't do that.  Doors are a resource!

The hallway leads to two other rooms.  One of them has a 3D printer.  Its also being patrolled by one of these

cute little fuckers.  See how adorable it is?  Unfortunately its fitted with internal assault rifle and only Sankaku employees' daughters are allowed to hug them.  So we'll stay hidden and squee from the shadows.  We can hack drones to bring them to our side.  They'll reboot the next turn with their firewalls back in place.  The drone will be aware that it was hacked and go on alert, although none of the human guards will listen to it trying to tell them something is wrong.  The power cost of repeatedly hacking a drone can get expensive, so we're going to let this Obake drone be.

Decker finds something significantly less cute: a stationary guard watching the way forward.  Almost all Sankaku guards are ordered to stand in place.  Its one of many reasons to stay the fuck away from this corp.  Fortunately for us, any vision past a certain point counts as peripheral vision.  This guard is one tile away from having full vision of the door, which means we don't need to take him out to advance.  Instead Decker tags him:
Spoiler: More data (click to show/hide)
and then moves into the room, which will cause the guard to walk over and investigate the tile in front of the door.  The plan is that Decker will run him around in circles until Banks can get there and pickpocket him.  I would rather not KO (and thus alert) any guards this early in the breakout.

Banks moves down to the printer.  Time to go shopping!
Spoiler: Our options (click to show/hide)
Skeletal suspension causes guards to stay down one additional turn after you hit them.  Neural disrupter is the starting weapon of both our agents.  Accelerator chips allow you to gain more power from a console you use them on (FYI I've been stealing power from consoles, it didn't seem important enough to explain).  This one gives more power than a mark I chip and takes three anarchy to use, which Banks has.  The EMP pack disables electronics, including the locks on safes as well as the guard's heart monitors.  Every use drops a charge, which makes a quiet noise guards can hear and then explodes at the end of OUR turn.  It has a longish cooldown and requires one more hacking skill than either of our agents have.

Well, what do I buy?

Edit: WAIT A SECOND, we don't have any money.  OK, what, if anything should I aim to buy once I actually have money?
« Last Edit: August 09, 2015, 10:52:42 pm by EnigmaticHat »
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Thexor

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #21 on: August 10, 2015, 12:22:31 am »

Well... this is a breakout, so we're about to have a naked agent to outfit. Without a neural disrupter, they're defenseless... but you haven't really been relying on your disrupters. And giving Banks the chip to offset the power requirements of your programs is tempting...

...eh, maybe best to wait and see who the agent is. At least then, you'll have some money to spend!
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RAM

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #22 on: August 10, 2015, 01:58:18 am »

I am leaning towards the E.M.P., but I would be just as happy with nothing and getting maximum anarchy A.S.A.P.... Or someone else could chime in with a dose of sanity.
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EnigmaticHat

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #23 on: August 10, 2015, 01:41:01 pm »

Well... this is a breakout, so we're about to have a naked agent to outfit. Without a neural disrupter, they're defenseless... but you haven't really been relying on your disrupters. And giving Banks the chip to offset the power requirements of your programs is tempting...

...eh, maybe best to wait and see who the agent is. At least then, you'll have some money to spend!
I'm of the opinion that agents can defend themselves with nothing but fancy footwork... this post will show how effective that strategy is, although I won't tell you in which direction.

So, when we left Banks was at the 3D printer I shouldn't have even bothered to go to, and Decker was playing game's with a guards mind.  Banks moves over to the console next to the printer, giving her a view of the next room.  The only tile she can't see without peaking is a tile in a corner, which borders other rooms on all sides.  I know there's no more doors there; at worst by leaving that corner behind i'll miss a safe.  So I move on without wasting an AP peaking.  Decker is surprised to find a second guard walk into the room, apparently the one from before wasn't set to stationary after all.  Oh well; he adds him to the ongoing science project.

Decker's goal here is to move forward but also to keep the stationary guard in this room from going back to his old location.  So he moves up:
Spoiler: Into peripheral vision (click to show/hide)
Only to discover he can't actually advance safely.  So he goes back to hiding behind the gun rack.  The guard is now moving into a place for Banks to pickpocket him, and earn some bonus credits.
...969 to go before we make up our investment.  She then checks a door, finding this:
Spoiler: A room (click to show/hide)
A secondary server terminal and a power supply.  The server terminal will let us connect to a cat who will sell us hacking programs for Incognita.  I don't know if its an electronic cat or a physical one; the future is weird like that.  I'm fairly excited about this, as the devs recently added some new programs into the game so I might see something new, but I'm going to leave this for later like I should have done with the printer.  The power supply is connected to a laser wall somewhere else in the level.  Sankaku's laser walls are higher tech than the other corporations, they'll install a hostile AI that will do one of many not good things.  Probably the worst out of all the laser walls, of course.  At least lethal grids can theoretically be used to kill guards.

Now, to keep the guard from walking back to his old stationary position, Decker does a neat little trick.  See, you can sprint to get three bonus AP at the cost of making noise with each move.  You can cancel sprints after a step or two.  As a result, you can take one step, luring a guard to your current position, and the move silently for the rest of your turn.  This is what I meant by when I said Decker would "run circles" around this poor guard.

Both agents move to the end of the room he formerly guarded.  Banks finds a room with a facility database and a guard room, Decker peaks into the room with the laser wall.  The facility database is a great resource.  When hacked, it will tell you the shape of the level.  Because objective rooms are oddly shaped, it will point us in the right direction.  Next turn Banks hacks the database and does some exploring.
Spoiler: The map (click to show/hide)
(edit: this had the wrong picture)
This goes wonderfully.  That huge, oddly shaped room is the objective.  The room Banks checked out is a store room with three safes in it.  Banks can go free the prisoner, while Decker uses his free time to loot the safe room.
Spoiler: There's also this (click to show/hide)
Decker doesn't need to worry about exploring further this way.  The guard in that room opened a door to walk through it, allowing Decker to get a brief glimpse of what's in side.  See that internal wall that doesn't match up with the building plan?  Almost all rooms have only a rectangular set of external walls.  But the exit room isn't rectangular; the corps don't enter it perfectly into the blueprints, so that thieves like us have a harder time locating it.  As a result, I know that room is the exit and I know we can loot that area on the way out.

So, there are no alerted guards, and we know where basically everything in the level is.  This is what i like to call having control of the situation.  There's no random element.  Of course, all the guards and one guard elevator are blocking our way out, so it may not stay that way.  The dude we were harassing finally gets back to his post; but he doesn't actually block our way to the prison or the exit except with his peripheral vision.  We're about to hit alarm level two so I blow 6 power hacking all the safes while I still can.  Decker moves in and finds this:
Spoiler: Inside a safe (click to show/hide)
This will let us revive downed agents.  I always feel safer having it, but Decker can't carry it without being over-encumbered.  So he'll drop it in the main hallway so the prisoner can grab it on the way out.

Speaking of which, Banks reaches the prison.  Inside she finds:
Spoiler: Drum roll (click to show/hide)
...is that Prism?  Last time I played, she couldn't even appear in detention centers.  They must have changed it in the update.

Oh well, I'm certainly not going to complain.  Banks frees her.
Spoiler: FREEDOM! (click to show/hide)
Her unique augment gives us one power any time Incognita hacks something.  She also has an extra point in anarchy.  Because fuck the system.  Unfortunately, there's no quick way for her to get out while the captain is still in there.  So Banks takes him out, and then gives him a little injection.
Now we have a problem: the alarm level is creeping up to 3, where a guard will be summoned.  Bank's disrupter is on a cooldown, and there's a 50/50 chance that the guard will appear in the elevator that's in the way.  Waiting isn't an option, its time to blow this joint.

I've got more content but I'm splitting it into two posts as this one is already a wall of text.
« Last Edit: August 11, 2015, 11:47:46 pm by EnigmaticHat »
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EnigmaticHat

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #24 on: August 10, 2015, 02:16:50 pm »

So, I've now got a choice.  Decker could stay behind to ambush reinforcements that come through the elevator.  Or, he could move on and what's on the secondary server terminal.  Waiting would be the cautious move, but I really want to see what's on that terminal.  Like I said, double or nothing, don't know when to quit.  What Decker does is drop his neural disrupter, and then moves into the room.  Then this happens:
Spoiler: ummm (click to show/hide)
This just kind of happens sometimes in Invisible Inc.  Every guard in that area was tagged.  If Decker had just gone one tile further (up and to the right) he would would have been fine.  Moving there *should* have been perfectly safe, if I had just paid a little more attention.

Still, I always operate under the assumption I might mess up at some point.  That's why I came prepared.
Spoiler: Bye (click to show/hide)
Decker cloaks and then opens one door to hide Banks and Prism, and opens another to keep his path free.  Banks sprints down to grab Decker's neural disrupter, then back to the elevator door to ambush the guard.  Prism runs ahead because being closer to objectives is always a good thing.  The next turn, the reinforcement walks out the elevator and gets immediately KO'd by Banks.

Now, want to see me get screwed over twice by edge cases?
Spoiler: That's one (click to show/hide)
What happened here is our tracking data told us the guard would investigate in front of the door rather than through it.  I mis-interpreted this to mean he would not open the door.  As you can see, I was very wrong in that assumption, and now Banks is caught with no move towards cover.  She can't move diagonally past walls to get to safety, although kudos to anyone who saw that move.

He actually saw Prism first.  I didn't catch a screenshot but what Prism did was have Prism take a step behind the console.  When agent is seen by a guard, they become "tracked".  If a tracked agent moves while visible, guards will rotate in place to follow them, which often results in Bad Things.  In this case though, because he turned to follow Prism, the guard can only see Banks in his peripheral vision and if she takes one step she should be safe.  So I have Decker sprint-step to get the guards off Prism's tail and then tell Banks to move away.
Spoiler: That's two (click to show/hide)
In the corner of the screen you'll see Banks, on the ground, bleeding to death.  See, Banks was in the guard's peripheral vision when she moved, causing her to be tracked and then shot.  The "agent tracked" warning didn't show up because, well, I don't think the devs thought of that.  Its very rare for an agent to be seen by a guard and then in that guard's peripheral vision on the same turn.

Well, better try to get my other two agents out.  Prism moves to pickpocket a guard and OH WAIT WHAT'S THAT
Spoiler: Had you fooled there (click to show/hide)
That's the med gel in her inventory, Decker dropped for her earlier in the mission.  Foreshadowing.

Anyway, the guards move in to check out the situation.  One of them goes and checks his downed buddy's pulse.  Standing on an unconscious body pins it, preventing any progress towards waking up.  Entertainingly enough, guards can do it to each other, which is good for me.  They can also down each other, anyone who can guess how gets a hundred credits.  All the guards are tagged, so Prism feels safe moving up to prepare to save Banks.
Spoiler: This makes us even (click to show/hide)
Decker checks out what shop cat is offering.
Spoiler: Our options (click to show/hide)
Abacus gives 4 more starting power.  It is not a new program.  Leash passively extends drone capture times by a turn.  It is... also not a new program.

...Sigh.  What do I buy?
« Last Edit: August 10, 2015, 02:20:05 pm by EnigmaticHat »
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You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

RAM

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #25 on: August 10, 2015, 03:24:33 pm »

I would purchase a mild sense of regret...

And anarchy really shines at maximum. I is not so much the bonus cash, though a charge pack is a nice funds injection, it is more about picking up bonus goodies that you wouldn't have seen otherwise...
« Last Edit: August 10, 2015, 03:35:12 pm by RAM »
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birdy51

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #26 on: August 10, 2015, 04:21:12 pm »

Well. IF you don't need to make a purchase and IF there are better things to be burning our money on, I say wait. No need to burn funds on things we don't need right now.
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RAM

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #27 on: August 10, 2015, 07:51:54 pm »

The E.M.P. would help with our hacking, it is an alternative for hacking most things and can dodge daemons on safes. But hopefully there will be better things later... In case you haven't noticed, I am only thinking of the end-game, if you let me make all the decisions then we probably won't reach the end-game...
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ATHATH

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #28 on: August 10, 2015, 09:10:21 pm »

Go with Leash if you think you can get a better hacking program than Rapier and you are going to be doing more Sankaku missions (they're actually my favorite company to infiltrate). Otherwise, don't bother.
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*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

RAM

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Re: Invisible Inc LP: Incognita is Judging You
« Reply #29 on: August 10, 2015, 10:50:22 pm »

Well there is a server-farm on the map, but it is on the far side of the world in the land of death-by-a-thousand-hacks, so there is no guarantee of any dramatic improvement to hacking ability. Also,leash always seemed like a waste of a slot to me, I am probably missing something, but it never really seemed that time was the limiting factor with robots. I guess it would make robots more able to be used as scouts and could increase the range you could send a murder-bot out to murder a camera or something... I guess I generally want an agent to deal with whatever I scout out and if I cannot deal with cameras then I am probably not going to deal with many murderbots...

But if folk want to share there fantastic experiences of leash saving their bacon, I would love to hear them!
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