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Author Topic: Growths (ISG)  (Read 37778 times)

LordPorkins

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Re: Growths (ISG)
« Reply #285 on: January 09, 2017, 07:06:33 pm »

We still need to find a food source. Eat things that seem edible.
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Evil Lincoln

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Re: Growths (ISG)
« Reply #286 on: February 27, 2017, 12:02:08 am »

Turn 42



You consider hunting in the wilderness but decide it's better to retrieve the biomass from the crash site first.

You bring back the last dead alien and rhino.

Giving the rhino to Mother would add another 7 biomass. However Bulb and Rabbit will need 8 biomass to fully recover their wounds. You could probably also take some of the corpses already given to Mother to heal them.



Mother:
Biomass: 13/16
Birthing: Inactive

Status:
Air: 5/5 Hours Remaining
Suit Integrity: Damaged
Injuries: Burns
Hunger: Peckish
Thirst: Thirsty

Inventory:
Food:
35x Ration Bars

Equipment:
1x Laser Rifle (6 shots left)
3x Laser Rifle Batteries (20 shots each)
1x Laser Pistol (8 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)

Ultimuh

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Re: Growths (ISG)
« Reply #287 on: February 27, 2017, 12:17:04 am »

Do what you can to heal Bulb and Rabbit.
Then check up on our.. friend.. in the tent.
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Puppyguard

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Re: Growths (ISG)
« Reply #288 on: February 27, 2017, 01:38:22 am »

Shoot the guy in the tent. He's a drain on our resources!
« Last Edit: February 27, 2017, 04:00:59 pm by Puppyguard »
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Asgarus

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Re: Growths (ISG)
« Reply #289 on: February 27, 2017, 07:24:24 am »

Don't shoot the tusked alien. Only feed it with local food, though, not with the valuable ration bars.
We should get the other stuff from the wreck and check what's inside the crates. Since the species seems to be quite agressive by nature, there could be more weapons inside and who knows what else.
Also check if the wreck is still burning or if the fires maybe have died on their own by now.
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Ultimuh

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Re: Growths (ISG)
« Reply #290 on: February 27, 2017, 03:43:09 pm »

Shoot the guy in the tent. He's a drain on our resources!

-1

Don't shoot the tusked alien. Only feed it with local food, though, not with the valuable ration bars.
We should get the other stuff from the wreck and check what's inside the crates. Since the species seems to be quite agressive by nature, there could be more weapons inside and who knows what else.
Also check if the wreck is still burning or if the fires maybe have died on their own by now.

+1
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Puppyguard

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Re: Growths (ISG)
« Reply #291 on: February 27, 2017, 04:00:53 pm »

Oh. Better idea!
Use the tusked alien has a local food poison detector.
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Legendary Marksdorf

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Re: Growths (ISG)
« Reply #292 on: February 27, 2017, 06:49:57 pm »

Give the other alien (the deceased one) a proper burial. The mother plant won't eat it anyways.

Evil Lincoln

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Re: Growths (ISG)
« Reply #293 on: February 28, 2017, 02:22:47 am »

Turn 43



You go to check up on your captive. It occurs to you you could use him to test the effects of long term ingestion of the local fauna/flora. Unfortunately this plan doesn't come to pass as the alien has died. You haul the body out with the others.



You decide to return to the crash site and retrieve whatever else you can. Rabbit and Bulb will have to stay behind to eat and heal so you instruct them to strip and bury the aliens when they are done eating.




You return to the crash site. There isn't much left here now. Just the crates, all the tools you left behind and that lamp. It looks like the fires inside the ship have died down so it seems safe to take a look.




After piling up the crates to get inside you examine the wreck. A lot of what was in here appears to have melted or burned. Husks of computer terminals and a large cylinder seem to have avoided damage in this central section. The cylinder seems to be a shelter for the crew in case of a crash. They might also have slept in here based on the amount of burned trash. There is also a burned crate. It looks like it is melted shut as opposed to just being locked like the ones outside.

There are loading systems for the external rail-guns built into the walls, they are pretty damaged but survived better then most of the equipment. It looks like the ammunition was thrown around the compartment from impact, seems that pirates don't adhere to proper ammunition stowage protocols. The consoles that you assume controlled the turrets or ship systems are burnt out husks.

The lower level is inaccessible, it seems like the front of the ship was crushed inwards into the compartment. Your suit is detecting a lot of radiation coming from down there so it is likely there was a reactor in that section of the ship.

The upper compartment is cramped and full of pipes, tanks and tubes. It seems like they comprise the ship's life support and fuel storage systems. They aren't as damaged as the rest of the ship but you doubt any of it is usable as is. You might be able to get functioning life support out of what is left but it would take more then a few hours.


10cu for each Plantmin and 15cu for Mandy, 45 total
2x Primitive torches                              3cu each
5x Primitive Clubs                                3cu each
1x Battery Lamp                                   6cu
3x Locked crates                                   20cu each
1x Burned crates                                   20cu




Mother:
Biomass: 13/16
Birthing: Inactive

Status:
Air: 2.5/5 Hours Remaining
Suit Integrity: Damaged
Injuries: Burns
Hunger: Peckish
Thirst: Thirsty

Inventory:
Food:
35x Ration Bars

Equipment:
1x Laser Rifle (6 shots left)
3x Laser Rifle Batteries (20 shots each)
1x Laser Pistol (8 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)
« Last Edit: February 28, 2017, 08:09:46 am by Evil Lincoln »
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Asgarus

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Re: Growths (ISG)
« Reply #294 on: February 28, 2017, 04:35:09 am »

Take a quick look to the lower/upper/whateversideitis deck, using the lamp. I doubt there will be anything of interest, but you never know.
Take care, though. The surviving, and probably by now insane, alien might be hiding in there since it's the only familiar structure for him in this area.

If there is indeed nothing of interest, bring all the stuff back to our base, beginning with the life support system parts and the lamp.

EDIT:

btw, you made a typo in the turn 43 header.
« Last Edit: February 28, 2017, 07:46:46 am by Asgarus »
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omada

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Re: Growths (ISG)
« Reply #295 on: February 28, 2017, 11:25:38 am »

Take a quick look to the lower/upper/whateversideitis deck, using the lamp. I doubt there will be anything of interest, but you never know.
Take care, though. The surviving, and probably by now insane, alien might be hiding in there since it's the only familiar structure for him in this area.

If there is indeed nothing of interest, bring all the stuff back to our base, beginning with the life support system parts and the lamp.

+1

Just put things outside first to become easier to transport. Then we begin transporting it into the base.


Wait DO our suit protect us from radiation? if not very well we shouldn't risk put our face in it.
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Puppyguard

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Re: Growths (ISG)
« Reply #296 on: February 28, 2017, 03:11:40 pm »

Start ferrying stuff over to our base.
If we encounter any dangerous wildlife whilst ferrying, drop the items and flee.
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Asgarus

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Re: Growths (ISG)
« Reply #297 on: March 01, 2017, 04:20:48 am »


...

Wait DO our suit protect us from radiation? if not very well we shouldn't risk put our face in it.

That's why I suggested only a quick peek to minimize the exposure.
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Evil Lincoln

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Re: Growths (ISG)
« Reply #298 on: March 01, 2017, 09:37:28 am »

Turn 44

You inspect the upper and lower compartments again. The radiation coming from the lower compartment is blocked by your suit. You think it would be a different story if there wasn't a bulkhead in-between you and whatever is left of the reactor. The upper compartment is still filled with life support and various fluid storage containers. In addition to the life support you might be able to salvage some water/airtight containers, plus a lot of pipes.



You spend the rest of the day ripping out what is left of the life support and ferrying back crates. You don't have enough time in the day to bring back everything so you leave behind the melted crate since that one will be harder to open. You are surprised by how much Bulb and Rabbit ate but you can't argue with their recovery.

Bulb is still missing 2 health.

The crates are locked but not very well. A good smashing will open them it will just take some time.

(Nothing is going to happen when you go to sleep so suggest actions for the morning)



Mother:
Biomass: 13/16
Birthing: Inactive

Status:
Air: 5/5 Hours Remaining
Suit Integrity: Damaged
Injuries: Burns
Hunger: Peckish
Thirst: Thirsty

Inventory:
Food:
35x Ration Bars

Equipment:
1x Laser Rifle (6 shots left)
3x Laser Rifle Batteries (20 shots each)
1x Laser Pistol (8 shots left)
18x Laser Pistol Batteries (10 shots each)
1x High Explosive Grenade
1x Survival Knife
3.5x Grabber Suits
2x Grabber Lifesupportpacks

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)

Legendary Marksdorf

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Re: Growths (ISG)
« Reply #299 on: March 01, 2017, 09:49:20 am »

Smash the crates open !
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