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Author Topic: Invisible Inc LP: Introducing FTM  (Read 22984 times)

ATHATH

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Re: Invisible Inc LP: Day Two Begins
« Reply #75 on: August 18, 2015, 06:44:42 pm »

Upgrade our agents' strength so that they can carry all of the loot from the vault out.

By the way, you didn't show us the humorous description of the key card.
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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: Day Two Begins
« Reply #76 on: August 18, 2015, 07:03:39 pm »

Upgrade our agents' strength so that they can carry all of the loot from the vault out.

By the way, you didn't show us the humorous description of the key card.
The key card is a very advanced piece of equipment ATHATH, its not a toy.
Spoiler (click to show/hide)
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birdy51

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Re: Invisible Inc LP: Day Two Begins
« Reply #77 on: August 18, 2015, 09:41:37 pm »

Vault Hype, go go go!
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RAM

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Re: Invisible Inc LP: Day Two Begins
« Reply #78 on: August 18, 2015, 10:59:43 pm »

Maybe +1 speed and +1 strength to Banks to maximize looting...  maybe +1 Hacking to Decker? 
+1
Also, sell the spare medgel.
Also, give the E.M.P. to Decker and give Decker +1 strength.
Take the K&O card mission.

If you go to the Vault, REMEMBER THE CARD!!!
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EnigmaticHat

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Re: Invisible Inc LP: Day Two Begins
« Reply #79 on: August 20, 2015, 12:01:50 am »

Vault Hype, go go go!
I have a life and a job!  But I am going to do the next post, tomorrow probably!
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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

EnigmaticHat

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Invisible Inc LP: The Heist
« Reply #80 on: August 20, 2015, 01:52:30 pm »

Last time on Invisible Inc: Banks receives a mysterious lawsuit for medical malpractice.  Someone gave Prism a gun for some reason.  Decker is building something in the basement.  We stole a vault card.  There was a training montage where Banks got stronger/faster, and Decker got stronger/more l33t.

And now, the conclusion.

All of our choices lately have seemed logical.  My only concern is if we are keeping pace with the corporations.  The last mission is only 28 hours away.  Sankaku is getting more and more sup3r10r.  Our equipment for k1ll1ng is sub par.  We need to be as strong as possible in the coming day.

So yeah, finally got that gun into Prism's hands.  She looks downright murderous.
Spoiler: Don't mess with me (click to show/hide)
Anyway, we have a new friend:
Spoiler: Check it out (click to show/hide)
This is an Akuma Drone.  It is not cute, it is not happy.  Its fondest desire is to kool-aid man through walls, because then there would be nothing it cannot destroy.  Fortunately the the game engine won't allow it.  Yet.  Decker tags it because of course he does.  It has an 180 degree vision arc, which means not only does it have a wider arc than normal none of that arc is peripheral vision.  This thing is going to be a problem; its surrounded by other security, its sat itself stationary in a chokepoint, and it has four firewalls with a daemon in the way of us and even a single turn of controlling it.  Still, we wouldn't have gotten this far if we confronted all our problems directly...

And we can put this particular problem off, because we've found the vault.    It has two guards in it, which is actually convenient because Banks has the key card anyway.  She heads down, finding a 3D printer on the way.  I'm not going to bother giving you guys choices for now since we spent all our funds on a training montage, but we should be able to grab something on our way out of the vault.
Spoiler: The options (click to show/hide)
The portable server can be placed on the ground to generate power, but you have to pick it up before you leave.  The portable server III generates a whopping two power per turn, which is incredible, but it takes four hacking to use, which is not incredible.  The flurry gun is the strangest damn item in the entire game.  The general rule of Invisible Inc is that all lethal weapons are ammo based.  The flurry gun doesn't take ammo though, and it doesn't have a cooldown either.  It can be fired ONCE per mission... per agent.  That's right, by tossing the gun between agents you get more shots.  It basically lets you do anime team attacks.

We are exploring this level blazingly fast.  For some reason a lot of the objects here have only a single firewall, which is... less than they had in the last mission? With the one power rapier hack Incognita can hack something, then Prism gives us the power back.  Free hack.  Prism finds a facility database, and... yup.  The Akuma is square in our way.
Just look at all those free hacks.  Then Prism finds a daemon database, which reveals all daemons.  Normally I consider these a foolish hack, not the least because they usually have a daemon on them, but at one firewall and no daemon its literally free.  Banks meanwhile pickpockets a guard and activates the vault console, which throws all the lockboxes open.  Each lockbox is like a normal safe that can't be hacked on its own and gives a greater credit bounty; there are four of them.  This just the low security stuff though, we haven't got into the vault door yet. 
Spoiler: The situation (click to show/hide)
We're about to go over to the first alarm level, so I've hacked everything that doesn't have a daemon on it.  I mean it, everything we could see, which was quite a lot!  There was a sound bug near the Akuma that had a siphon daemon on it; I hacked it on purpose because there was only one power left.  So now we have no power.  This is fine, there were some consoles I left behind because so that Decker can get to them with his hacking skills.

Backtracking like that also lets Decker try out our new toy on the trapped safe near the consoles:
Spoiler: BZZZT (click to show/hide)
Banks gets inside the vault.
See our credit count?  Yeah, that's not even all the loot.  Inside, there are display cases with corporate science projects.  Its way over our agent's heads what they actually are, but if the corps want to put it on display clearly some black market one percenter will want to put it on display too.  Each of them is worth 500 credits.  If Banks can get both of them to the exit that will be 1,000 credits on top of our current gains.

You may also notice an alerted guard.  I neglected to mention this guy.  Yeah, Vault missions are tricky like that.  You go into a well guarded dead end room, and they send an enforcer in after you.  Its kind of amazing we haven't fought an enforcer before on this run.  They're tough cookies that get called in on the fifth and sixth alarm levels.  Instead of blundering into rooms like the rank-and-file, they'll lead with a scanning grenade.  The scan will pass through cover but fortunately be stopped by walls.  The best defense against enforcers is simply not to be wherever they are.  After checking out the vault console he heads up into a dead end room.  Because he's alerted he leaves the door open and there's a camera drone inside the room looking out at the remaining two lockboxes.  I decide to hack it just to explore the room; there's consoles but I think we're pretty much fine on hacking so no need to go in there.  Banks don't want to linger because of the enforcer and she just *quite* can't get out of the vault in one turn.  So she tries sprint-stepping to get the guards out of her hair.
Spoiler: Guess what (click to show/hide)
There was a sound bug in the vault that I left unhacked because of a daemon.  Welp.  At least they were successfully distracted, right?
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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 #81 on: August 20, 2015, 06:21:55 pm »

Yikes, at least they should stop to toss...

If I recall correctly, Prism's augment only works a couple of times per turn, so it helps to space things out a little.

Akuma's are painfully slow, so it may be worth letting it spot an agent, on the other hand, I am not sure if that highlights the agent's location for other guards or not... I suspect that Obake drones cannot pierce Akuma armour, although I believe that Akumas can kill Akumas, and a state-of-the-art autonomous hover-tank is still just a drone, so has half the cleanup cost of a guard...
Also bear in mind that you can loot an unconscious drone(and pin one for that matter) but not a friendly one, so consider trying to get banks close to where the drone goes offline when its hack wears off, if you go that route, and it isn;t insane...

I am the sort of person with a high likelihood of leaving a Portable server behind, and some maps really really don't suit it, but it is awesomely powerful in its element. If you think that you won't ever forgetit, then I advocate the purchase, otherwise, our agents really quite desperately need the buffs, and there may be a server terminal out there someplace...

The flurry is a fun idea, but to make best use out of it means spending a small fortune on cleanup costs, even if they are only drones. Also, it should be noted that there are ways to make it attack more than once per agent, such as stimIIIs and Nika? It still never really seemed to be worth the price, far too situational...

P.S.
 I am giving advice out of a sense of not having anything better to do, I doubt that you actually need any and I am not convinced it is actually good advice...
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Thexor

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Re: Invisible Inc LP: Day Two Begins
« Reply #82 on: August 21, 2015, 11:18:25 pm »

Well, this is... fun.  :o

On purchases... the flurry gun can be used once per agent? I'd avoided it because of the high cost for just one bullet, but being able to use it 3 times per mission is way more awesome.

That said, we still need to purchase a good hacking program, and we already have a gun in case all hell breaks loose. I'd tentatively suggest saving our credits... especially if getting back to the shop in this mission looks risky.
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EnigmaticHat

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Re: Invisible Inc LP: Day Two Begins
« Reply #83 on: August 21, 2015, 11:36:02 pm »

the flurry gun can be used once per agent?
I probably should have explained this better.

It can fire an infinite amount of times one turn every mission.  But your agents only get one attack every turn.  So you have to physically hand it off between as many agents as possible in a single turn to get the most use out of it.  This is what I mean by "anime team attacks" :P

In response to RAM, I've never tried it with Nika but logically she should get to kill two people in a mission with it.  Everyone thinks of her as a melee character but Nika is great at using guns.  Really she's the team's hitter in general.
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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

Thexor

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Re: Invisible Inc LP: Day Two Begins
« Reply #84 on: August 21, 2015, 11:50:52 pm »

...oh, wow, okay, that makes a lot more sense. Also, that makes the flurry gun a lot more powerful than I thought. I'd still lean towards getting some awesome programs from a server farm so we can hack things, but that weapon now sounds a lot more tempting.
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Twinwolf

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Re: Invisible Inc LP: Day Two Begins
« Reply #85 on: August 22, 2015, 07:42:55 am »

So the gun only needs to reload after one turn?
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EnigmaticHat

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Re: Invisible Inc LP: Day Two Begins
« Reply #86 on: August 22, 2015, 01:21:36 pm »

So the gun only needs to reload after one turn?
I probably should have just screenshotted the item's description.  The flurry gun's characteristics:

1.  Once you fire it, it fires an infinite amount of lethal shots that turn for free
2.  But its still limited by the existing rules for attacks, namely that each agent only gets one attack per turn under normal circumstances.
3.  When your infinite murder turn ends, it can't fire any more that mission, period
4.  The next mission, you can fire it again, still for free
5.  It doesn't take ammo, it doesn't have a cooldown, it works under its own weird rules that are like nothing else in the game
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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

EnigmaticHat

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Re: Invisible Inc LP: The Heist
« Reply #87 on: August 22, 2015, 03:42:26 pm »

When we left off, Banks was still in the vault and her location was revealed by a sound bug.  She really wants to leave, but a guard is going to walk through the exit door next turn.  Decker tags said guard to find that, yes, he totally is going to see Banks.  So Decker sprint-steps to distract him and Banks moves to leave the vault.
Spoiler: Teamwork! (click to show/hide)
Decker and Prism go around to approach the Akuma from a different angle.  Although all angles are covered, of course, because that thing has a ridiculous vision arc.  Decker still manages finds a blind spot:
Spoiler: Closer... (click to show/hide)
This doesn't get them quite close enough, but it does let Decker peak the corner to see what's going on.  There's an elite security and an Oboke drone but nothing else that hasn't been already hacked by Incognita.

Banks could theoretically use the gap between the 3D printer and the wall as a 3-way cover, but if someone is looking that way and the enforcer decides to scanning grenade the room she'll be utterly trapped.  So she retreats outside and takes out one of the guards in a location that should hide the body for a while.  Then she returns to spinning around the pillar for cover.
Now, I try to avoid alerting guards in Invisible Inc.  This is because they're a random element that can really screw you over.  But they're not all bad.  If you have a bunch of alerted guards in a place where you don't want them to be, something magical happens.  They all scatter throughout the level, and now they're in places you don't care about.  Two of the three vault guards went back in the completely wrong direction.  Now only one of them is even a problem.

None of the Akuma's blindspots are close enough to it to get the EMP into range.  Fortunately, the guy with the EMP is Decker (did you guys plan that or just get lucky?).
Spoiler: Just like the Major (click to show/hide)
The EMP affects everything in a radius, so Decker moves in close and personal to activate it:
Spoiler: EMP placed... (click to show/hide)
Spoiler: EMP detonated! (click to show/hide)
The Akuma and Oboke drones are both de-activated for two turns.  The elite security guard has his heartbeat monitor offlined.  This means we can KO him out without adding one to the alarm level, or kill him without adding two to the alarm level.  I mean if we had a lethal weapon.  Or more than a single nonlethal one that could penetrate his armor.

At some point around here a new guard got summoned by alarm level 3.  He sees the Oboke drone down and moves towards it.  The elite security sees the Akuma down and goes and stands on it to... check its pulse?  Feel powerful?  I dunno, but he pins for a turn with no effort from us and that's OK.
Spoiler: Thanks I guess (click to show/hide)
Prism could shoot the elite security but he's tagged and we can do it whenever we want so she resists her bloodlust.  With the Akuma drone no longer being a giant beef gate Banks comes in to loot everyone and everything.  Decker takes out the reinforcement to make this even easier (after letting him pin the Oboke drone for a turn of course).  Prism checks out the nearby room and finds out that it is, as expected, the exit:
So, we've gotten really unlucky with anarchy five rolls this mission, no extra loot found.  Which I guess is fair, because we've been getting extra loot from almost every guard since Banks got that upgrade.  Reinforcements don't normally have ANY items on them, to discourage intentionally raising the alarm level for the sake of sweet loot.  However, anarchy 5 can still find extra items on them.  The only hidden item Banks gets this mission is a charge pack off of the reinforcement guy.  Handy!

So, that's the heist.
Spoiler: Results (click to show/hide)
That's how we got rich.

Now to turn that into some kind of advantage over the corps.
Spoiler: The map (click to show/hide)
Every single mission we can fly to is twelve hours away.  That means that when we arrive there will only be sixteen hours left till the final mission, regardless of which mission we pick.

So, what do you think about the LP and about what we should do next?
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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

FallacyofUrist

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Re: Invisible Inc LP: The Heist
« Reply #88 on: August 22, 2015, 03:52:07 pm »

I say augments. Go for the cybernetics!
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Teneb

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Re: Invisible Inc LP: The Heist
« Reply #89 on: August 22, 2015, 03:57:24 pm »

More programs. We could use another hacking program for when the alarm goes high.
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