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Author Topic: Growths (ISG)  (Read 37776 times)

Ultimuh

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Re: Growths (ISG)
« Reply #255 on: December 20, 2016, 01:31:29 pm »

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LordPorkins

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Re: Growths (ISG)
« Reply #256 on: December 20, 2016, 02:10:29 pm »

Hey, we should grab as many of the crates as we can carry. They might have nutrient bars or something in them!
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Ïlul Thuveg-Ellest
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TopHat

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Re: Growths (ISG)
« Reply #257 on: December 20, 2016, 05:03:28 pm »

Can we fill the backpacks with stuff?
In any case, I'd have Mandy investigate inside the ship. We don't want any more aliens popping out, and we might be able to save more loot. Sadly, I doubt we have enough medical skill to prevent the guy from bleeding out but we might want to look into that anyway.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Chiefwaffles

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Re: Growths (ISG)
« Reply #258 on: December 20, 2016, 06:13:07 pm »

1x Laser Rifle (11 shots left)                    5cu
3x Laser Rifle Batteries (20 shots each)  1cu
1x Suit Backpacks                                     10cu
0.5x Suit                                                    5cu
1x Locked crates                                       20cu
2x Scrap Metal                                           4cu

That's 45 CU total. Seems like a good mix that gives us some additional stuff to toy with later.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

DAPARROT

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Re: Growths (ISG)
« Reply #259 on: December 20, 2016, 08:02:27 pm »

1x Laser Rifle (11 shots left)                    5cu
3x Laser Rifle Batteries (20 shots each)  1cu
1x Suit Backpacks                                     10cu
0.5x Suit                                                    5cu
1x Locked crates                                       20cu
2x Scrap Metal                                           4cu

That's 45 CU total. Seems like a good mix that gives us some additional stuff to toy with later.
+1 but replace the locked crate with dead aliens, need food for the plant
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I should probably introduce the actual plot soon
7/11 guy, bringer of the apocabeepse. Uplifter of threads. Herald of the hive.

omada

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Re: Growths (ISG)
« Reply #260 on: December 20, 2016, 08:31:46 pm »

Besides of just carrying things around with our arms...

We could do a plantmin chain, each plantmin handling the cargo to other like this: http://media.jrn.com/images/20121212-143216-pic-154335836_3339650_ver1.0_640_480.jpg

We have 2 hours left, do a chain like that to transport more and faster than our Cu limit's in our back. Transport cargo to where our chain can reach, move everybody, start chain again. Some will need to rearrange things, make two plantmin give some of the heavier cargo to another couple or the 4 plantmins to just move the closed crate/bodies.

How much cargo the backpack's help us to carry? wear one of those, make the punpkins wear one of those, if needs to use a suit to use the backpack use one of the three backpacks yourself and make two plantmins wear the others two suits+backpacks
(Note: later do some backpack with the bugs wings)

Make sure you help personally the injured plantmin, saying sweet words that everything is gonna be alright

If even with all that is not enough to bring easily the goods, the first one to be included in the list of "we can bring then later" is the locked crate,we need the corpses for more biomass.
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Competent reader (any know lenguage)
Novice english wordsmith
Dabbling english speaker (rusty)
He is short, with a small and failed beard
He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

Evil Lincoln

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Re: Growths (ISG)
« Reply #261 on: December 21, 2016, 01:52:16 am »

Turn 37



You gather up the loot you want and begin the journey back to camp. Hopefully the alien lasts that long, you can think of a few things you'd like to interrogate ask him about.



You make it back to camp without incident. Everyone is pretty tired and you think the Prisoner is still breathing even though he's considerably more pale, it's hard to tell with the mask.



This is going on hiatus until the new year

I won't have a computer, so I won't be able to edit images until then.

Hope you guys are enjoying the adventure and have a good holiday season.



Mother:
Biomass: 1/10
Birthing: Inactive

Status:
Air: 5/5 Hours Remaining
Suit Integrity: Damaged
Injuries: None
Hunger: Hungry
Thirst: Thirsty

Inventory:
Food:
41x Ration Bars

Equipment:
1x Laser Rifle (11 shots left)
3x Laser Rifle Batteries (20 shots each)
1x Laser Pistol (10 shots left)
18x Laser Pistol Batteries (10 shots each)
1x High Explosive Grenade
1x Survival Knife

Survival:
1x Thermosafe Firestarter
1x Atmoscan

Materials:
10x Wood
5x Stone
5x Acidic Nodules
15x Wings
4x Mandibles
1x Hover Organ
2x Scrap Metal

Author Notes:
Spoiler (click to show/hide)

Evil Lincoln

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Re: Growths (ISG)
« Reply #262 on: January 03, 2017, 08:13:40 am »

Turn 38



You go to sleep, it's been a long day.



You wake up a bit later then normal. The captured alien is awake and is looking pale, you can hear him muttering to himself.

You're pretty hungry, the alien might be as well but it could be a waste of precious ration bars.

Apart from the alien there are three plot threads things that could use your attention. You could spend time adapting the transmitter to your power supply so you can learn what it was doing up there on the mountain. There is also the matter of that mother-like-plant on the peak, you had planned on building a bridge so it could be safely retrieved without boiling it. Finally there is the crashed ship down the beach, you can't see smoke anymore so you could check the internals for salvage. The loot outside the ship is valuable as well.

You can always delegate tasks to the Plantmin, if you aren't present you won't be able to supervise the work though.



Mother:
Biomass: 1/10
Birthing: Inactive

Status:
Air: 5/5 Hours Remaining
Suit Integrity: Damaged
Injuries: None
Hunger: Hungry
Thirst: Thirsty

Inventory:
Food:
41x Ration Bars

Equipment:
1x Laser Rifle (11 shots left)
3x Laser Rifle Batteries (20 shots each)
1x Laser Pistol (10 shots left)
18x Laser Pistol Batteries (10 shots each)
1x High Explosive Grenade
1x Survival Knife

Survival:
1x Thermosafe Firestarter
1x Atmoscan

Materials:
10x Wood
5x Stone
5x Acidic Nodules
15x Wings
4x Mandibles
1x Hover Organ
2x Scrap Metal

Author Notes:
Spoiler (click to show/hide)

TankKit

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Re: Growths (ISG)
« Reply #263 on: January 03, 2017, 08:48:36 am »

Ask the plantkin to stop arguing over the laser rifle, take it, and give the oldest plantkin the laser pistol. Also check on their english, see how good they've gotten. And ask why one of them is missing.
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“I would stop you from doing unholy experiments with my people, but I don’t actually care about their well-being and I kinda want to see what happens”

Spoken like a true god TankKit.

omada

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Re: Growths (ISG)
« Reply #264 on: January 03, 2017, 02:09:02 pm »

Ask the plantkin to stop arguing over the laser rifle, take it, and give the oldest plantkin the laser pistol. Also check on their english, see how good they've gotten. And ask why one of them is missing.
That and Give some food to the alien, say with all the truth of your human heart that you really didn't wanted to start a fight. but then that guy shoot and survival instinct and fear of death became stronger. clean his blood with something and them store the blood-infected somewhere without looking like a creepy. treak his wounds. maybe if we give his blood to the mother we will have stronger plantmins? If we give it to the other mother-like plant maybe the resulting plantmin won't be so friendly to us
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Competent reader (any know lenguage)
Novice english wordsmith
Dabbling english speaker (rusty)
He is short, with a small and failed beard
He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

Solifuge

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Re: Growths (ISG)
« Reply #265 on: January 03, 2017, 04:01:26 pm »

I'm assuming the transmitter we found was the "Fake Distress Beacon" the aliens talked about. Hmm. Mysterious.

We should see about bringing the crates and Corpses back from the wreck, before they attract wildlife (they might be a good source of biomass and/or blood as necessary). Send some Plantmin to the ship to start hauling crates and any corpses back, and to drive off any carrion wildlife.

Meanwhile we can wrap up interrogating and stealing blood from tending to the prisoner wounded alien, and (provided our tent's life support isn't harmful to them) put them in their cell let them rest in your tent. After we're done, leave the alien with a guard or two, and go investigate that wreck. If the ship seems stable, we should survey it to see if anything is worth salvaging, while the plantmin bring the salvage back to base. If there's no surviving tech or hardware in the ship, at least the hull could make for useful tools, armor, or construction material.

EDIT: We probably want to keep the alien in the tent until the bodies are Biomassed away. If, by chance they notice and are upset about it (or maybe if we want to be decent to this alien), try to explain that we don't want their associate's needless deaths to go to waste, and that their bodies can help us both survive. Then feed 'em to Mother.
« Last Edit: January 03, 2017, 04:17:16 pm by Solifuge »
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The Froggy Ninja

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Re: Growths (ISG)
« Reply #266 on: January 03, 2017, 05:36:19 pm »

Satisfy your biological needs and give the alien enough that he probably won't die in the short term. Then take the laser gun from the plantmin and go loot the ship.

Evil Lincoln

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Re: Growths (ISG)
« Reply #267 on: January 04, 2017, 12:35:19 am »

Turn 39



Rabbit and one of the new Plantmin are arguing over the rifle, the new Plantmin wants to keep it for itself but Rabbit was insisting that it be left for you. You take the rifle for yourself and give the pistol to Bulb as Bulb is the eldest Plantmin. Rabbit looks a bit smug and the new Plantmin seems dissapointed.

You ask where the 5th Plantmin is and Rabbit replies that they think they are by the river. You send Rabbit to go get them while you talk to the Alien.

Rabbit and Bulb have become pretty good at speech. The younger Plantmin are getting better but aren't as adept.



You make it clear the Alien that you never wanted a conflict and don't know anything about a fake distress beacon. The Alien doesn't seem convinced and is eyeing off your various transmitters. The Alien says it doesn't matter since when the rest of the Clan hear about this they'll rip your eyes out and boil up your little friends. You offer to share a meal with the Alien despite the hostility and he accepts (-6 ration bars). You ask the Alien what they breathe and the Alien replies that they breathe the same as you.

You wipe his wound with one of the severed wings, they're the cleanest things you have on hand. Blood sticks to the wing.



You devise a way to keep the Alien contained. By taking their life support pack and putting them into the tent they will be unable to sneak off. And they won't be able to see what you are about to do with their blood.

You offer the blood soaked wing to Mother. Mother reacts suddenly to the offering, increasing in size and growing patches of coloured fibers similar to the Alien's fur.

With that taken care of you head to the crash site, leaving Rabbit and Mask behind to guard the Alien, given Rabbit's injuries it might not be a good idea to bring them.



You arrive at the crash site with Bulb and the two new guys. It looks like there are some lightning rhinos having a meal.



Mother:
Biomass: 1/16
Birthing: Inactive

Status:
Air: 2.8/5 Hours Remaining
Suit Integrity: Damaged
Injuries: None
Hunger: Peckish
Thirst: Thirsty

Inventory:
Food:
35x Ration Bars

Equipment:
1x Laser Rifle (11 shots left)
3x Laser Rifle Batteries (20 shots each)
1x Laser Pistol (10 shots left)
18x Laser Pistol Batteries (10 shots each)
1x High Explosive Grenade
1x Survival Knife

Survival:
1x Thermosafe Firestarter
1x Atmoscan

Materials:
10x Wood
5x Stone
5x Acidic Nodules
15x Wings
4x Mandibles
1x Hover Organ
2x Scrap Metal

Author Notes:
Spoiler (click to show/hide)

Weirdsound

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Re: Growths (ISG)
« Reply #268 on: January 04, 2017, 01:27:45 am »

Time to see what effect a rifle might have on a lightning rhino!

I say this trip we bring back all the organic stuff for mother, so we have an easier haul on future trips.

When we get back, observe the alien. If his condition is deteriorating, I propose experiment time, as he is likely a goner anyway. Remove him from pure air until he is too weak to resist, and try feeding him alive to mother. We might find a means of 'surviving' should our suit take too much damage or we fail to find a safe source of food. Follow up with a nice decent blood offering of our own to counteract any influence he might gain over the plants.

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ShadowHammer

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Re: Growths (ISG)
« Reply #269 on: January 04, 2017, 02:50:59 am »

Time to see what effect a rifle might have on a lightning rhino!

I say this trip we bring back all the organic stuff for mother, so we have an easier haul on future trips.

When we get back, observe the alien. If his condition is deteriorating, I propose experiment time, as he is likely a goner anyway. Remove him from pure air until he is too weak to resist, and try feeding him alive to mother. We might find a means of 'surviving' should our suit take too much damage or we fail to find a safe source of food. Follow up with a nice decent blood offering of our own to counteract any influence he might gain over the plants.


+1 to the first two, -1 to the last; faking sick is a classic prisoner trick and it would be too hard to tell if he was actually getting worse or just trying to catch us off guard, and we may need a hostage for negotiations when his clan gets here.
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