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Poll

Would you support Iridium's rebellion if he becomes an animal person of some sort?

Yes
- 13 (46.4%)
No
- 15 (53.6%)

Total Members Voted: 21


Pages: 1 ... 10 11 [12] 13 14 ... 203

Author Topic: (SG) SPAMOVERLORD: Epilogue: Guest Week  (Read 308753 times)

FallacyofUrist

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Re: (SG) SPAMOVERLORD
« Reply #165 on: September 04, 2017, 06:56:00 pm »

Yeah, release him. Don't care where.
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Puppyguard

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Re: (SG) SPAMOVERLORD
« Reply #166 on: September 04, 2017, 06:58:31 pm »

F
Release him with a tracker and a bomb, far from the capital.
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blueturtle1134

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Re: (SG) SPAMOVERLORD
« Reply #167 on: September 04, 2017, 07:01:01 pm »

Release him in another city far from the capital anywhere in our control as a new man, in the way interrogate him to more precise info about the rebels and where he thinks they might hide.

He's already in another city far from the Capital - this is all going on in Brazil. He's from Antarctica, sent here alone over the summer.

Your options for exile are: (and this really matters so pay attention)

A: South Georgia Islands
B: Brazil's forests
C: Brazil's cities
D: Australia
E: Antarctica (capital)

Make up your minds already.



I also came up with a counter to those whacky rebel scum should they do the black hole thing.

TELL MEEEEEEE!!!! I really want to know what can defeat my idea.
« Last Edit: September 04, 2017, 07:32:42 pm by blueturtle1134 »
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At least we killed the boy and hurt an old man.
SPAMOVERLORD - play as the Empire and break ALL the cliches! | Doomhollow - A reasonably sane succession fort! | Give a Damn!

blueturtle1134

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Re: (SG) SPAMOVERLORD
« Reply #168 on: September 04, 2017, 07:30:58 pm »

It looks like the consensus is to send agents into the building, looking for a trap, while keeping a dialogue with the hostage. Do beware that because this is a telegraph, a "dialogue" doesn't really matter.

But that doesn't really matter.

Surprisingly little matters here.

Spoiler: Dice (click to show/hide)

Special forces swarm the building but find no tunnel. They do find the researchers, tied up in the middle. None have a telegram.

When they are untied, one steps up. "Quick, they said something about knocking out some guards and leaving admist the chaos."



Outside, some questioning glances are thrown at the three figures in bomb squad uniforms walking around the perimeter of the building, but they manage to dive into the woods admist gunfire.

You just lost some rebels.



In the meantime, the uplifted dogs and upgraded kids have arrived at the port. You have time to unload one, at most, and either would outrun the ordinary police.

What now?

A: Send a conventional force
B: Send the dogs
C: Send the Cherubs (lobotomized kids)
D: Let them go
E: Carefully search the building first.
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At least we killed the boy and hurt an old man.
SPAMOVERLORD - play as the Empire and break ALL the cliches! | Doomhollow - A reasonably sane succession fort! | Give a Damn!

Paxiecrunchle

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Re: (SG) SPAMOVERLORD
« Reply #169 on: September 04, 2017, 07:31:26 pm »

A: South Georgia island

we can recover him later if need be but right now it seems useless enough that we should put them somewhere out-of-the-way.

blueturtle1134

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Re: (SG) SPAMOVERLORD
« Reply #170 on: September 04, 2017, 07:31:54 pm »

A: South Georgia island

we can recover him later if need be but right now it seems useless enough that we should put them somewhere out-of-the-way.

Ninja'd by evil minion failure.
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At least we killed the boy and hurt an old man.
SPAMOVERLORD - play as the Empire and break ALL the cliches! | Doomhollow - A reasonably sane succession fort! | Give a Damn!

Paxiecrunchle

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Re: (SG) SPAMOVERLORD
« Reply #171 on: September 04, 2017, 07:34:17 pm »

^it still matters so that's still my vote.

As for these darn rascally rebels

B: UNLEASH THE DOGS OF WAR 🐩!

Tyrant Leviathan

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Re: (SG) SPAMOVERLORD
« Reply #172 on: September 04, 2017, 09:59:32 pm »

A for the islands to see if the guys will try to pick him up with a tracker.


As for pursuit, B for cyber dogs. That is their purpose.


The Cherubs will not be used, as if they fail will make them less valued, they are met for pure combat or operation work.


Other thing is, do not want public to see the Cherubs yet. And if have to, all but handful masked, and last resort. I met for them to crush their numbers in a straight fight.

FallacyofUrist

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Re: (SG) SPAMOVERLORD
« Reply #173 on: September 05, 2017, 07:00:29 am »

A for South Georgia, B for dogs.

Also, have we gotten around to having ID badges on all uniforms, as well as non-face concealing visors? It's on the Evil Overlord List!
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

blueturtle1134

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Re: (SG) SPAMOVERLORD
« Reply #174 on: September 05, 2017, 07:24:06 am »

Also, have we gotten around to having ID badges on all uniforms, as well as non-face concealing visors? It's on the Evil Overlord List!

Assume our guards are like normal police - carry badges, lightly armored, uniform.
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At least we killed the boy and hurt an old man.
SPAMOVERLORD - play as the Empire and break ALL the cliches! | Doomhollow - A reasonably sane succession fort! | Give a Damn!

FallacyofUrist

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Re: (SG) SPAMOVERLORD
« Reply #175 on: September 05, 2017, 07:54:34 am »

Yeah, ain't cutting it. From now on, everybody, not just the normal guards(except the Cherubs, at least not yet) must have a very visible badge on them at all times. Anybody who does not have a badge must be captured for questioning. Furthermore, each badge should have a photograph of the guard who owns it on said badge. If the faces do not match, take them in for interrogation. No excuses are acceptable.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Glass

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Re: (SG) SPAMOVERLORD
« Reply #176 on: September 05, 2017, 08:03:57 am »

Yeah, ain't cutting it. From now on, everybody, not just the normal guards(except the Cherubs, at least not yet) must have a very visible badge on them at all times. Anybody who does not have a badge must be captured for questioning. Furthermore, each badge should have a photograph of the guard who owns it on said badge. If the faces do not match, take them in for interrogation. No excuses are acceptable.
These badges will have a code that is connected to a file of their criminal record, if they have one.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Tyrant Leviathan

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Re: (SG) SPAMOVERLORD
« Reply #177 on: September 05, 2017, 09:56:05 am »

Agreed. All armed services of our empire need security coding in place that requires some visual aid or code in place. And even cherub can be seen through visor ( the other reason did not vote them. Do not want the public to know they are real. Yet)


And as for base security this is double enforced. Anyone trying to get in without proof via photo or code is to be detained or kill outright. Only way to stay safe. And by detain as in imprisoned by themselves. No fear or cute pets to bail them out.

qwertyuiopas

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Re: (SG) SPAMOVERLORD
« Reply #178 on: September 05, 2017, 04:31:45 pm »

Also, make sure that any maps or signs label the wormhole ends as a place that the rebels definitely would not want to go. While the Overlord List suggests something to do with sewage, that might appeal to them as a place that guards would not go either, so good for hiding. I'd think someplace likely to have alert guards and unlikely to have loose guard equipment laying around. Unfortunately, the possibility that the rebels have a "free the prisoners" attitude, and the many types of room that might be left unguarded if their presence was discovered and every available guard needed eliminates many options.

Hmm... While a regular armoury would attract them if they were looking for weapons/uniforms, could labelling the wormhole rooms as "siege engine workshops" convey the right combination of that-will-be-guarded and nothing-useful-for-me? I guess another critical part is that few of the regular guards need a reason to know about the actual purpose. Also, another constraint would be names that draw attention for espionage, so anything research-related might not work either.

If the rebels understand the meaning, how about "radioactive waste storage"? Or "poisonous spider breeding"? Both go would be actively dangerous rather than unpleasant as mere sewage would be, and are the sort of thing that you would naturally want to put out of the way deep underground. Also, very few people would ever have a reason to go there, so it would be far harder for them to bluff their way in. Actually, wouldn't that raise suspicion, with the obvious traffic? So maybe the wormhole room itself is labelled that way, to discourage breaking in through alternate routes, but a room connected to it (indirectly?) is where all of the human traffic to the wormhole approaches from, and has a valid reason for that much activity. "Records storage" would have too much intelligence value and attract the rebels again, so how about "records auditing"? Unless all information to/from the wormhole rooms is already carried by voice tube and/or electrical signal, so the room itself needs minimal foot traffic.
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Eh!

blueturtle1134

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Re: (SG) SPAMOVERLORD
« Reply #179 on: September 05, 2017, 07:27:36 pm »

Soo… setting the dogs on them, eh?

Spoiler: Dice (click to show/hide)

The dogs catch on to the scent quickly enough, but the rebels have had something of a head start. The dogs track them as far as the coast, after which they began walking along the beach and they became harder to track.

Next action?

A: Have dogs continue the search of the beach
B: Recall the dogs and search the beach by hand
C: Send Cherubs (not to be used lightly, top secret)
D: Quietly designate them wanted and wait for reports
E: Take no action, wait for new developments



By the way, reports reach you of a gravitational anomaly on the beach near where they disappeared to

Send who to investigate? Pick as many as you like, they'll all be used, but for each extra group above one you get a -1 to the dice roll

A: Classical soldiers/police
B: Bomb squad
C: Scientists/Engineers
D: Uplifted Dogs
E: Cherubs



Badges… badges are a good idea.

Spoiler: Dice (click to show/hide)

ID cards are distributed and displayed within a few hours of this announcement. These are found to greatly increase the transparency and speed of military-civilian interactions, causing an increase in both public perception and actual efficiency of the regime.

+1 military, +1 political



Also, make sure that any maps or signs label the wormhole ends as a place that the rebels definitely would not want to go. While the Overlord List suggests something to do with sewage, that might appeal to them as a place that guards would not go either, so good for hiding. I'd think someplace likely to have alert guards and unlikely to have loose guard equipment laying around. Unfortunately, the possibility that the rebels have a "free the prisoners" attitude, and the many types of room that might be left unguarded if their presence was discovered and every available guard needed eliminates many options.

Hmm... While a regular armoury would attract them if they were looking for weapons/uniforms, could labelling the wormhole rooms as "siege engine workshops" convey the right combination of that-will-be-guarded and nothing-useful-for-me? I guess another critical part is that few of the regular guards need a reason to know about the actual purpose. Also, another constraint would be names that draw attention for espionage, so anything research-related might not work either.

If the rebels understand the meaning, how about "radioactive waste storage"? Or "poisonous spider breeding"? Both go would be actively dangerous rather than unpleasant as mere sewage would be, and are the sort of thing that you would naturally want to put out of the way deep underground. Also, very few people would ever have a reason to go there, so it would be far harder for them to bluff their way in. Actually, wouldn't that raise suspicion, with the obvious traffic? So maybe the wormhole room itself is labelled that way, to discourage breaking in through alternate routes, but a room connected to it (indirectly?) is where all of the human traffic to the wormhole approaches from, and has a valid reason for that much activity. "Records storage" would have too much intelligence value and attract the rebels again, so how about "records auditing"? Unless all information to/from the wormhole rooms is already carried by voice tube and/or electrical signal, so the room itself needs minimal foot traffic.

Information is carried to the wormhole room on both ends through telegraph, telephone, and fax. The information is sent along the wormhole proper by a system of strings. There are usually several officers coming and going to get the latest on the situation. The wormhole room is well known enough that it doesn't need to have signs pointing to it.

The issue is size. The wormhole throat itself is only 3 centimeters wide, but the gravitational distortions extend out to around a softball-size and the stabilizing mechanism is around the size of a large truck, stood on its end. And the doors of the room are kinda... small... and the walls are kinda... thick... and to disassemble the stabilizing mechanism for even a moment would mean OH NO BLACK HOLE for all. Plus it's in a place of relative importance in both the Capital and Sector Command, plus the scientists keep dragging instrumentation in and out to analyze and maintain the link.

Not a lot of possibilities for disguise there.
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At least we killed the boy and hurt an old man.
SPAMOVERLORD - play as the Empire and break ALL the cliches! | Doomhollow - A reasonably sane succession fort! | Give a Damn!
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