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Author Topic: Invisible Inc LP: Introducing FTM  (Read 22970 times)

ATHATH

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Re: Invisible Inc LP: Three's a Crowd
« Reply #45 on: August 13, 2015, 09:10:04 pm »

Oh yeah, I forgot that Dr. Xu can disable heart monitors. Chalk up yet another reason to pick Xu, especially if you pick another agent that starts with a gun.
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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

EnigmaticHat

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Re: Invisible Inc LP: Three's a Crowd
« Reply #46 on: August 14, 2015, 02:29:16 pm »

So, I grab five anarchy on Banks:
We have no more credits to spend on anything, so now its time to jump on a plane to Toyko, to find a financial executive and hack into his brain Ghost in the Shell style.  This will give us a card with access codes for cracking into vaults or occasionally one or two other things.  The flight takes 6 hours; distance traveled and time to arrival don't seem directly related when it comes to the jet.  Maybe it flies like an ICBM, or maybe Central has it circle around the destination so that the agents can get some rest between missions.

Finding Prism in the detention center was highly fortunate.  The primary weakness of Seed is that it cannot build up a power reserve over time.  Prism will build up a power reserve for me, as long as I only hack while seed is active.

I do not know what your obsession is with an ideology that advocates a stateless society based on voluntary associations.  I suppose you have already invested this much money training Banks as an activist, you might as well finish her training.


So, we finally touch down in the mission area.
Spoiler: Look at these badasses (click to show/hide)
Right out the gate there are two ways we can go, the team splits up as a result:
Spoiler: Always split the party (click to show/hide)
We find the executive fairly early:
Unfortunately, the one who found him was Decker.  We want to knock this guy out, and we want to have Banks loot him.  Decker doesn't even have a weapon capable of KOing.  I decide to send Prism down.  The executive offices sometimes have other doors, and there's a big screen blocking us from seeing the room.  This means the exit could still be down this path.  I want Banks to loot every single guard on the level, and there are still guards in her area I want her to pickpocket before she heads to the exit.  Prism helps the team simply by being in the level, so she's ideal for more passive jobs like knocking out the executive and guarding his body for 6 turns.

Banks gets to work doing her thing.  Or at least she would have, except this happened:
Spoiler: This (click to show/hide)
From hacking robots, I know that they are capable of closing doors.  However, in their normal operations they choose not to.  Maybe as an act of slight rebellion against their masters.  So, the iddy biddy attack drone left the door open.  When Banks opened this door, a guard saw it out of his peripheral vision, through one door and past the safe.  It was pretty unlikely.

When this happened Decker was already most of the way over there, so he comes in, tags the guard, and then steps into his peripheral vision.
Spoiler: As so (click to show/hide)
This lets Banks go in for the kill wallet lift.
Spoiler: Look what she found (click to show/hide)
Apparently this is the only guard the corps employ who actually tries to take people in alive.  Well, I'm taking his stunner, now all three of the agents can perform melee attacks.  This is where anarchy five really pays off.  That's a 500 credit value, because its something actually want (it would be half that if we sold it).  You can't rely on finding extra items, and you can't rely on being able to loot all the guards, but because we survived rushing it early we'll have many, many chances to get extra gear before the end of the game.

Prism teaches the executives that there are no innocents in espionage:
She then begins dragging him forward both to hide the body and to scout out the room further.  Unfortunately the corps saw the movie Inception, and they've been training their important personal to resist mental intrusions.
Spoiler: BWAHHHHHH, BWAHHHHHH (click to show/hide)
Now that I know there's a guard elevator there, and I can see from the console database that there's a console in the corner of the room, I can make an educated guess that this is a dead end room.  Guard elevators frequently are.  But it also might not be.
Financial office missions give you a keycard, but even if you find a place to use that keycard the payout is only about what you'd get in two missions.  However, there's a second payout to these missions, which is what's in the executive's pockets.  This reward can be as high as 800 credits; its the other place where anarchy can pay off big time.  Sadly this guy didn't have much spending money considering his line of work, but on the other hand we can knick his epi pen.

Banks takes out the enforcer who came to check up on his boss.  This causes the building to hit alert level three and another guard is summoned down by the same elevator.
Spoiler: Hiding the bodies (click to show/hide)
If guard bodies are found, even unconscious ones, the alarm track goes up and the guard who found them goes on alert.  So we want to hide bodies whenever we can.  Fortunately this place has a lot of hiding spots.  The executive gets knocked out for longer than other enemies due to his physical weakness, and the enforcer get a dose of Bank's custom paralyzer.  These guys shouldn't be bothering us for a while.  At this point, I decide it would be far too much risk to check the elevator room.
Spoiler: Meanwhile (click to show/hide)
Decker's been doing some exploring of his own.  And tagging guards for his research of course.  He wants to get down to that other room but he wants to get closer to the door before trying, so he goes back... and gets caught through the same obscure "seen out of the corner of the eye through two doors" way Banks got seen before.  This time, Decker takes out the guard.  But, he's only down for 2 turns, and when he gets up he'll be the way of the other agents.  So Decker wastes a couple of turns pinning the guard, that he could have spent trying to find the exit.  At this point, I'm REALLY hoping that the exit isn't on the dead end I didn't explore.

Decker moves out one turn before Banks arrives.  This causes the guard to progress to one turn left on his KO timer.  However, in this game, you can direct attacks against downed guards:
This brings him back up to 2 on the KO timer, and then Bank's special mix will come off cooldown the next turn.

Decker's exploration isn't turning up the exit, instead he's turning up even more doors.  And, unfortunately...
This doesn't threaten us at all in the short term.  But the enforcer is going to wake up and then there will be three alerted (!) guards in that area, in addition to the 2 other guards and the drone also in the way, AND the next two alarm levels will pinpoint agents and summon even more guards.  If the exit is down there, its going to be a long, painful slog that will probably result in everyone dying.

There are two doors we can see from Decker's current position.  He explores both of them, to find...
Spoiler: More rooms (click to show/hide)
We explore into that to find
Spoiler: Even more rooms? (click to show/hide)
Some medgel in a safe.  But also another long, hallway-like room.
The scan sends cutebot after us.  I hacked him down to one firewall earlier, so even with rapier making our hacking costs horrible we can still get him, but there's a hard limit to how many turns we can hack him down.  There's one more connected room here, it better damn well be the exit
OH THANK GOD IN HEAVEN and I'm not even Christian.

Well, its looking pretty definite we'll survive.  While Decker's waiting for the others to catch up, he checks out the 3D printer:
Spoiler: The options (click to show/hide)
Drilling D.A.R.T. does ranged KOs at one armor pierce.  The way armor works in Invisible Inc. is you can either absolutely pierce it or you can't pierce it at all.  This rifle has no cooldown but it needs to be reloaded as a free action with a charge pack every 2 shots.  Predictive Brawling is an augment that causes you to gain six AP with every melee attack.  As an augment it takes an augment slot (all of our agents happen to have exactly one free) instead of inventory space and cannot be transfered.  The paraylzers are like what Banks keeps injecting guards with but slightly less effective, they need two points of anarchy so Decker currently cannot use them but everyone else can.

What do you think?
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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

ATHATH

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Re: Invisible Inc LP: Three's a Crowd
« Reply #47 on: August 14, 2015, 06:56:21 pm »

Save our money for better hacking later. Another item will make us encumbered, anyway.

Note that charge-packs can reduce the cooldown of reusable items as well, including Decker's cloak.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
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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: Three's a Crowd
« Reply #48 on: August 14, 2015, 09:07:15 pm »

Errrgh... I like paralyser, but level 1 feels like a wast of inventory space...

I dislike ammunition, but hopefully there will be lots of charge packs about, and we could really use some armour piercing. Also note that we can probably sell some of the medgel...

Predictive brawling is pretty snazzy, those six A.P. can drag a guard a decent distance, but you don't really want to make a habit out of brawling. But f you can get a mess of stuff on one agent, some type three disruptage, a armour pen aug and predictive brawling, throw in some type three stims, they can make a serious dent in a guard post...
It can also be pretty funny to use a downed guard as a speed-boost...

We are probably going to death-murder-dooms-ville next, so armour penetration probably isn't the major feature, but still, ergh, I dunno, sometimes not having armour pen can just end you...

Imma vote buy the D.A.R.T. and sell the gel...

1 vote nothing.(ATHATH)
1vote dart.(RAM)
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ATHATH

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Re: Invisible Inc LP: Three's a Crowd
« Reply #49 on: August 14, 2015, 09:25:56 pm »

On second thought, get the D.A.R.T., but don't sell the medgel unless we already have some. We can deal with the encumberance.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*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

EnigmaticHat

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Re: Invisible Inc LP: Three's a Crowd
« Reply #50 on: August 16, 2015, 12:23:51 am »

Look what greeted me when I opened the game:
Spoiler: A message (click to show/hide)
Its not often you get a second chance in an ironman game, but I'm quite happy with how the mission is going so I decline.  This means the update has dropped, which means Prism finally has an archive variant with a disguiser.  Unfortunately I can't try it out because I don't have any empty save slots.  The final mission stresses me out.

Decker grabs the drilling D.A.R.T. gun and keeps his med gel.  After all he's right by the exit and if he doesn't want the med gel he can just sell it to Monst3r after the mission is over.  He's lost one speed from being over-encumbered, but that just makes him as fast as everyone else.  More importantly he loses the ability to sprint.
Spoiler: The situation (click to show/hide)
There's a camera and an oncoming drone in between us in the exit.  Incognita has enough power to hack the drone, it doesn't even come through the door looking at us, and everyone can just ignore the camera.
Spoiler: The results (click to show/hide)
Look at that net worth increase!  Anarchy five is paying off; hopefully we'll have a decisive advantage by the time our last mission rolls around in two days.

I've taken the new items off agents so you guys can tell me who you want to get the gun.  The vault key will sit in storage until we have some use for it.  Monst3r has an item for us, it may look familiar:
Spoiler: Loot and a decision (click to show/hide)
Here's the team, upgrade costs included:
Spoiler: The team (click to show/hide)
I've explained the speed and anarchy stat.  Speed lets an agent use more powerful variants of movement and stealth enhancing items, anarchy unlocks a whole mess of items.  Strength increases item capacity and body dragging speed (note: we can drag downed agents to the exit in the place of reviving them) but unlocks no new items to use.  Hacking increases the amount of power the agent gets if they hack a console, and also unlocks a few rare but powerful items that make Incognita's job easier (such as the EMP pack).

And, since its the start of the second day, we've got a new set of missions:
Spoiler: The missions (click to show/hide)
I realize I've never told you what the icons mean.  Radar gives us new missions, stunner gives us new gear, computer chip gives us a bunch of program choices but we still have to buy them, credit card (har har) is what we just did.  Further away means less time to do missions and more time for the corps to do security upgrades.

So, that was the first day in our three day crime spree.  What do you think we should do next?  What do you think about the LP in general?
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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: Day Two Begins
« Reply #51 on: August 16, 2015, 04:14:30 am »

I am enjoying the L.P., but I think it needs more participants, and there is little that can be done about that.
I think that we should hit the radar, the current crop of missions seem sort of sad... And so far away... Ugh, Even the radar is probably, like, nine hours away...
 We have two med-gel on the team, I would probably sell both but selling one should not break anything. Med gel IS fantastic if the situation comes up, but one really likes to pretend that that will never happen...
And we desperately need agent upgrades...

Hacking would be good, but we don't have a hacker.
I am tempted to say Decker, because of the aug, but it really doesn't have much to do with hacking, I guess it would help when deciding whether to E.M.P. a daemoned safe...
Or we could give it to banks, in case we get a nice accelerator...(Accelerator chips require anarchy to use, and boost hacking results, so you really need both to make use of them, and you only really want one character with hacking because of how expensive it is and how few opportunities there are to use it.)
And then I am tempted to just give Banks a point of speed, she does need to do a lot of running...

Imma say give Banks +1 speed and give the D.A.R.T. to Prism.
And I am also going to say sell both med gels and buy Banks a point of strength too.
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ATHATH

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Re: Invisible Inc LP: Day Two Begins
« Reply #52 on: August 16, 2015, 11:18:02 am »

I say to go for the new programs, possibly stopping on the way there to do a mission. Rapier sucks, and we need to replace it before the final mission.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*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

Thexor

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Re: Invisible Inc LP: Day Two Begins
« Reply #53 on: August 16, 2015, 03:43:56 pm »

Yeah, agreed on getting programs. We at least have some solution for armored targets now (even if it's an expensive one), but breaching level 3 firewalls with a 3+ power Rapier is gonna be... hard.
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birdy51

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Re: Invisible Inc LP: Day Two Begins
« Reply #54 on: August 16, 2015, 03:48:47 pm »

Programs. Why not!
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Teneb

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Re: Invisible Inc LP: Day Two Begins
« Reply #55 on: August 16, 2015, 04:08:32 pm »

Get some new programs.

Also, could you give a brief description on the gameplay effects of each corp (excluding those you already did so)?
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ATHATH

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Re: Invisible Inc LP: Day Two Begins
« Reply #56 on: August 16, 2015, 05:22:53 pm »

Get some new programs.

Also, could you give a brief description on the gameplay effects of each corp (excluding those you already did so)?
I know that Sankaku uses a lot of robots, and Plastech has guards that infect things with Daemons when knocked out.
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*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: Day Two Begins
« Reply #57 on: August 16, 2015, 07:20:15 pm »

If you do not knock out those guards, they hack back the stuff that you hacked from them. Plastech Yellow is basically the hack challenge corporation. Sankaku Blue is drones, as you have seen, and sound bugs. K&O Purple has, umm, all I recall is these nice scanning things. They ping you for the guards every alarm level, which really smarts if you don't hack them quickly, but they drop valuable loot so it is basically a win there, also they are really loud, so you can find them by their noise as soon as the level starts. I think that Green is basically guards, you want armour penetration and they have better vision so sometimes you will need to take them down, or at least do some major distraction.

I strenuously advocate the more missions mission, it is the closest, and the lack of missions looks to be quite the problem. And we have a T.A.G. which is basically the solution to that mission type...

Though I suppose that there are quite a few missions in that neighbourhood so we won't starve, just be trapped in horror-terrorville forever... I dunno, plastech shouldn't be that bad, it is just having to constantly rehack everything...

Also, if we go to the server farm, then you should vote against spending anything, probably, we might get lucky with in-mission loot, but sometimes you get forced to do your shopping in a hurry, and sometimes loot is scarce...
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EnigmaticHat

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Re: Invisible Inc LP: Day Two Begins
« Reply #58 on: August 16, 2015, 08:42:57 pm »

Also, could you give a brief description on the gameplay effects of each corp (excluding those you already did so)?
In addition to what RAM said (which is all correct, except calling purple K&O), Plastech is unique in that there is NO circumstance where anything we meet there will have armor.  But their special guard type places down a daemon (hostile AI trap) when its KO'd, so yeah.  Physically pathetic, electronically secure.  Sankaku we've faced, all I'll say is they'll gain much more armored security as the game goes on (in particular, all of the alarm level reinforcements will be armored).  Green (actual K&O) and purple (FTM) are both similar to each other, both get armored guards from the start and they can throw lethal grenades at random to flush us out of cover.  K&O gets lethal turrets and laser walls, and super elite guards.  FTM gets a scanning device that pinpoints an agent with every alarm level increase until it gets taken out, and an... interesting unique guard that I'll explain when/if we see one.

For those who don't play but are trying to participate in the process, first of all please do, second of all the max time any flight can take is 12 hours (what I mean when I say the jet flies like an ICBM).  Every single current mission option will take 12 hours off the doomclock, except for the radar one which will take 8.  We haven't actually taken a 12 hour flight yet.

I am enjoying the L.P., but I think it needs more participants, and there is little that can be done about that.
Yeah, I want more participants too, but if its any consolation judging by the views increase with every post there are a good amount of lurkers.
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
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: Day Two Begins
« Reply #59 on: August 17, 2015, 12:37:07 am »

Flights are never more than 12 hours or less than 5 hours, and I believe that the missions are instant, and I have never seen what happens if you spend a whole hour between missions. For all I know the clock is running constantly... But basically, missions take between 5 and 12 hours, so it is possible to get more than two missions done in the time it would take to do one long mission. And more missions means more rewards so you pretty much want to do as many missions as possible, but there are hard caps on how much time each missions costs to keep it a bit more of a choice between good missions and bad missions. I tend to think of lots of bad missions being better than a few good ones, but that is probably just me.
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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!
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