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Author Topic: Insomnicorp Repair Yards- Accident Free for [1] turns!  (Read 12229 times)

Krath

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Re: Insomnicorp Repair Yards- Accident Free for [1] turns!
« Reply #15 on: December 18, 2010, 09:45:39 pm »

Grab my torch and get on top that there engine.
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Jizzar sounds some kinda celestial object made of jizz~
Like a quasar or something~

rarborman

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Re: Insomnicorp Repair Yards- Accident Free for [1] turns!
« Reply #16 on: December 18, 2010, 11:24:54 pm »

[Changed to later...]
« Last Edit: December 19, 2010, 04:22:38 am by rarborman »
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"But to that second circle of sad hell, Where ‘mid the gust, the whirlwind, and the flaw Of rain and hail-stones, lovers need not tell Their sorrows. Pale were the sweet lips I saw, Pale were the lips I kiss’d, and fair the form I floated with, about that melancholy storm."

maxicaxi

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Re: Insomnicorp Repair Yards- Accident Free for [1] turns!
« Reply #17 on: December 19, 2010, 12:24:09 am »

I go wherever i am supposed to go to pick up my gear
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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.

slMagnvox

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Re: Insomnicorp Repair Yards- Accident Free for [1] Days!
« Reply #18 on: December 19, 2010, 04:01:17 am »

To all: My general policy for taking actions is that everyone's turn takes about the same amount of time, even if that implies some idling. Fortunately day/night is a non-issue since we're in space, I'll probably ignore sleeping unless it suddenly becomes important as well. You can have as many rolls per-turn as in-character time allows, so don't be afraid of making complex actions with 'if's and 'and's. Aside from keeping players in sync, the amount of time a turn takes is rather flexible.

Whoa! I missed reading this until now. I settled on making simple one line move (and it looks like everyone else besides IronyOwl did too) but if you need/want more player input let us know

Quote
Lastly, what do you guys think about the station layout? Is it alright if I make it up as I go along, or would you like me to try and get section on the first page dedicated to explaining where most of the things in the station are?

We should be able to remember things well enough, Hangar A, B, payroll office, locker room, shuttle bay ... but a quick list would sure make for a fun reference later on!

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rarborman

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Re: Insomnicorp Repair Yards- Accident Free for [1] turns!
« Reply #19 on: December 19, 2010, 04:45:42 am »

I missed that to...

"If it aint dust, I can fix it."
>Go investigate the EVA/Hazmat suits locker.
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"But to that second circle of sad hell, Where ‘mid the gust, the whirlwind, and the flaw Of rain and hail-stones, lovers need not tell Their sorrows. Pale were the sweet lips I saw, Pale were the lips I kiss’d, and fair the form I floated with, about that melancholy storm."

Sensei

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Re: Insomnicorp Repair Yards- Accident Free for [1] turns!
« Reply #20 on: December 19, 2010, 05:05:45 am »

if you need/want more player input let us know

It's not that I need it, and if something unexpected comes up I'll usually have to stop and wait for more input from you, but in some cases it helps the game run faster and gets you more out of your turn- which is really useful when I start getting slow and lazy with the updates. :)

Turn tomorrow, by the way. And you should know, if you ever have to do something in secret, you can send a PM. For other players, it sucks trying to pretend you don't know what somebody's up to when you happened to read it already.
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Sensei

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Re: Insomnicorp Repair Yards- Accident Free for [1] turns!
« Reply #21 on: December 19, 2010, 02:55:16 pm »

Turn 2

IronyOwl (Widget):
Quote
"Well Buzz, let's get moving!"

Head through door, up stairs, first door on left.
Assuming all goes well, attempt to familiarize myself with the controls.
Once that's done, pick up the engine and move it into place.
Once Buzz is done welding, disengage the crane, give Buzz time to climb on, and lower him to the ground.
Off you go! [5] You've you no trouble finding the door. You go up the stairs... easy so far... into the operating room... [1] but what's this? The controls are in Russian! You guess the best you can do is experiment with the controls. [6] Lessee... this lever must be horizontal, this one vertical... wait! When you look up, you're almost startled to see the engine resting in its place. It's almost as if you knew what you were doing. At least, that's your story and you're sticking to it. [?] Well, you guess you can go check out the cafeteria while someone welds that engine in place.

slMagnvox (Christopher Connor):
Quote
I've never heard of a printer before, sir. Back home I worked on a lot of the irrigation wiring and timing systems. I guess I'd better head to hangar B and get to work though, foreman says I'll have some free time after the ship over there gets checked out!

Head to hangar B, wherever that is, and get to work!
You are, of course, not entirely sure where Hangar B is. Your best bet is to go anywhere else, since there is a large 'A' painted on the wall above you. [5] You head through a corridor. Oh look! Hangar A is adjacent to Hangar B. You feel pretty special for figuring that out. This hangar is long and shallow, probably meant for numerous small ships. You can see a couple civilian trade runners from where you're standing, the Senator's Son and the Party Wagon. You suspect they aren't traveling together. The foreman who spoke to you over the radio runs over to you. "Hey! Glad you could make it- call me Andy, by the way. Follow me." You walk with him past the two ships you just saw- it seems as if they've been ordered by repute. The next ship you see is called the Devil's Dong -probably traveling with the Party Wagon, you think- and then the Consortium's Pride, a ship apparently belonging to the sworn enemies of the United Planets. [1] Andy seems fearful to walk any farther, he simply points at the next ship. "Alright-thanks-for-coming-just-check-out-her-systems-and-make-sure-she-gets-out-of-here-ok-bye!" he says, in the space of about two seconds. Before you can raise a complaint he runs off, miraculously not falling and impaling himself in the piles of debris strewn about the hangar. You look at the ship you're supposed to service- it's sleek and black, with enormous blades and spikes protruding from its figure. The windows are red and reflective, so you can't see what's inside. The entry bay is open, and the doorframe is styled like the jaws of some eldritch, fanged creature. Upon close inspection, ENLIL'S WRATH can be seen written along the sides. In human blood.

Krath (Buzz Killington):
Quote
Grab my torch and get on top that there engine.
You roll the torch set over to the engine- it weighs just a little over a hundred pounds. You clamber up onto the engine, then try to reach down and lift the acetylene torch. [2] God damn, that thing is heavy! You have to lay down on your belly to even reach it. You get a hold of it, and [1] OH SHI-! The engine is being lifted! Who's the knucklehead that had that bright idea? You almost fall off, but you catch your leg on a fuel pipe that runs along the engine. You are now upside-down, holding an acetylene tank, and dangling by your leg about thirty feet off the ground. "Oh cripes!" you yell.

maxicaxi (Samuel Wright):
Quote
I go wherever i am supposed to go to pick up my gear
[3] You don't actually have any gear. Welding tools are kept near where they're needed, and fabricating machines are immobile; they stay in the machine shop. Just for laughs, you grab a scone from the cafeteria. You had probably try to find the foreman and get some orders, since you've been mistaken for this 'Fred' character. That, of course, or take advantage of being mistaken for Fred.

rarborman (Arthur "Arby" Arbor):
I missed that to...

"If it aint dust, I can fix it."
>Go investigate the EVA/Hazmat suits locker.
[4] You don't know where the lockers are, but you have the common sense to ask one of the workers for directions. You go down a few corridors, manage not to get sidetracked by the cafeteria, and find the locker room. The floor's out of place, and there's still a portable fan sitting on the ground to clear the last of the smoke out of the room. You inspect the room [6] and find 3 EVA suits, two of which have damage, 3 Hazmat suits, one of which is completely ruined, 4 dirty magazines, a box of cigarettes, 12 mice, some expired coupons for coffee, a magic 8 ball, a harpsichord, an essay on Moby Dick and an antique sword. [5] You put on the undamaged EVA suit without any trouble. All systems seem functional.
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Krath

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Re: Insomnicorp Repair Yards- Accident Free for [2] turns!
« Reply #22 on: December 19, 2010, 03:35:35 pm »

Oh cripes! Attempt to use my free hand to grab onto something and pull myself upright. Also, yell for that guy working the crane to put it down!
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Jizzar sounds some kinda celestial object made of jizz~
Like a quasar or something~

rarborman

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Re: Insomnicorp Repair Yards- Accident Free for [2] turns!
« Reply #23 on: December 19, 2010, 04:29:14 pm »

Oh it look like I'm lucky for now...

>Store found items in locker if possible.
>Contact forman, and request my workload for today and requisitions for one new Hazmat suit and try to find a map or schematic of this place for navigation.
Spoiler: If workload includes (click to show/hide)
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"But to that second circle of sad hell, Where ‘mid the gust, the whirlwind, and the flaw Of rain and hail-stones, lovers need not tell Their sorrows. Pale were the sweet lips I saw, Pale were the lips I kiss’d, and fair the form I floated with, about that melancholy storm."

slMagnvox

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Re: Insomnicorp Repair Yards- Accident Free for [2] turns!
« Reply #24 on: December 19, 2010, 05:30:30 pm »

You are, of course, not entirely sure where Hangar B is. Your best bet is to go anywhere else, since there is a large 'A' painted on the wall above you. [5] You head through a corridor. Oh look! Hangar A is adjacent to Hangar B. You feel pretty special for figuring that out. This hangar is long and shallow, probably meant for numerous small ships. You can see a couple civilian trade runners from where you're standing, the Senator's Son and the Party Wagon. You suspect they aren't traveling together. The foreman who spoke to you over the radio runs over to you. "Hey! Glad you could make it- call me Andy, by the way. Follow me." You walk with him past the two ships you just saw- it seems as if they've been ordered by repute. The next ship you see is called the Devil's Dong -probably traveling with the Party Wagon, you think- and then the Consortium's Pride, a ship apparently belonging to the sworn enemies of the United Planets. [1] Andy seems fearful to walk any farther, he simply points at the next ship. "Alright-thanks-for-coming-just-check-out-her-systems-and-make-sure-she-gets-out-of-here-ok-bye!" he says, in the space of about two seconds. Before you can raise a complaint he runs off, miraculously not falling and impaling himself in the piles of debris strewn about the hangar. You look at the ship you're supposed to service- it's sleek and black, with enormous blades and spikes protruding from its figure. The windows are red and reflective, so you can't see what's inside. The entry bay is open, and the doorframe is styled like the jaws of some eldritch, fanged creature. Upon close inspection, ENLIL'S WRATH can be seen written along the sides. In human blood.

Shucks, ain't going near that thing. That clown Andy won't know if I went on board or not.

Go back to Hangar A, ask around for Office 7 location.
Find some coffee while enroute to Office 7.
Fix "printer" and ask shouting guy if he can shout at someone else to clear the Enlil's Wrath for departure.
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Sensei

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Re: Insomnicorp Repair Yards- Accident Free for [2] turns!
« Reply #25 on: December 20, 2010, 01:56:59 pm »

Waiting for maxicaxi and IronyOwl...
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maxicaxi

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Re: Insomnicorp Repair Yards- Accident Free for [2] turns!
« Reply #26 on: December 20, 2010, 04:17:24 pm »

take advancement of being mistaken for "fred"
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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.

IronyOwl

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Re: Insomnicorp Repair Yards- Accident Free for [2] turns!
« Reply #27 on: December 20, 2010, 05:01:38 pm »

Sorry.

Go look mournfully at the delicious food in the cafeteria, hoping some compassionate soul gives me some.

Then go check on the welding job, and crane the welder down if necessary.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Sensei

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Re: Insomnicorp Repair Yards- Accident Free for [3] turns!
« Reply #28 on: December 21, 2010, 03:59:22 am »

Turn 3

Krath (Buzz Killington):
Quote
Oh cripes! Attempt to use my free hand to grab onto something and pull myself upright. Also, yell for that guy working the crane to put it down!
[5] In your panic you find a turn of strength that would surprise you, if you weren't too busy thinking about long falls and explosives. You make sure you have a good grip on the engine with both hands, and [1] oh shit both hands. As the heavy, explosive canisters start to fall [6] they catch your pant leg. Which you guess is... sort of a good thing? You suppose you'd be thrilled if you were one of the people below, but you have an acetylene cart on your pant leg. You yell as loud as you can, "Get yer arse back in the crane and get me down, ye bollocks-fer-brains muppet!"

rarborman (Arthur "Arby" Arbor):
Quote
Oh it look like I'm lucky for now...

>Store found items in locker if possible.
>Contact forman, and request my workload for today and requisitions for one new Hazmat suit and try to find a map or schematic of this place for navigation.
Spoiler: If workload includes (click to show/hide)
[4] You organize everything in lockers as best you can, with the exception of the harpsichord, which probably belongs in a museum. You suppose that's somebody else's business. Anyhow, you radio in with Eddo that some of the suits are usable. "Arright. Pity about the other ones, things are damn expensive. Now at least we can get some work done- I need you to check out the shields on hangars A, B, C, and D. In other words, all of them. 20,000 creds. Don't hurt yerself." There's a diagram on the wall, showing an outline of the station with airlocks marked. There's one near the barracks and cafeteria, one between each pair of hangars (A and B are on one side, C and D on the other) and a fourth somewhere you don't recognize. You march out to the A-B airlock; it's as good as any. [?] So far everything seems fine. You give the suit's thrusters a little boost, and go about poking and prodding the shield nodes and energy conduits. You're not actually sure that's what they're called but hey it's as good as anything right? [?] When you go by hangar B you tweak a few pointy glowy things in place. You're pretty sure that's what you're being paid for. You float around the large, cavernous structure of the station and come to a stop to look at hangar C, which is occupied only by a janitor right now. Everything seems in shape- but when you start up again, your rockets sputter and die. You're out of fuel. Of all the things that could have gone wrong with your suit, you've fallen pray to the least interesting one by far. Here, space is colorful, full of glowing stars and beautiful nebulae, and of course the planet blow. Space ship leave burning trails as they streak solemnly across the sky. Mind, you can't turn around to see it, since you're out of fuel. You're stuck peering through your visor at a rusty bit of wall, or the empty hangar if you really strain your neck. [2] What's more, you have to go to the bathroom.

slMagnvox (Christopher Connor):
Quote
Shucks, ain't going near that thing. That clown Andy won't know if I went on board or not.

Go back to Hangar A, ask around for Office 7 location.
Find some coffee while enroute to Office 7.
Fix "printer" and ask shouting guy if he can shout at someone else to clear the Enlil's Wrath for departure.
[6] The workers in Hangar A are rather concerned with a situation involving cranes and dangling and explosives. Having simply not the time nor patience for such tomfoolery, you manage to find the office block, a short hall in which the cramped offices numbered 1-10 are clearly labeled, after traveling via the cafeteria to grab some bitter-smelling coffee. You take a deep breath and enter office 7. A fat creature which may be a man or a woman draws in a large breath, and seemingly speaks without beginning to speak, as if it was already talking to you when you walked in. "HEY WHY ARE YOU SO LATE" you look at the large, manilla-colored that supposedly constitutes a printer. "MY COFFEE'S GOING TO BE COLD IS IT COLD? IT BETTER NOT BE COLD" your eyes follow a cord from the printer, to a power outlet, which it falls just short of. "ARE YOU LISTENING TO ME BECAUSE WHAT I HAVE TO SAY IS VERY IMPORTANT AND YOU SHOULD RESPECT YOUR SUPERIORS" you stoop down and push the plug into the socket. It doesn't fit at first, but you flip it over and this time it sticks in. The printer starts up. "BACK IN MY DAY WE HAD TO WALK IN THE SNOW-- DID YOU JUST FIX MY PRINTER? GOOD JOB GET OUT OF HERE I'M VERY BUSY." You do your best to explain to the office 7 creature that the Enlil's Wrath has been inspected as closely as it should ever be and ought to pushed overboard. You walk over to Hangar C, and come men are using the small baggage transport trucks to literally push the offending ship out of the station. Good thinking, you think. Payment accepted: 10,000 credits for ship inspection. 5000 credits from an un-named sender in return for "GETTING SHIT DONE". You get a message from Andy, commending you on your work, and asking for your assistance with a damaged battleship in Hangar D.

maxicaxi (Samuel Wright):
Quote
take advancement of being mistaken for "fred"
You follow some signs to get to medbay. Whoever called you over is gone, at least for the moment. There's a surly looking man sleeping on a medical table. Looks like all you have to is treat his leg, pretend you're a doctor, and claim Fred's payment. You go over to take a look at him. [?] You... uh... you think his right leg is broken. He's going to need a cast from his ankle to his knee. [4] What do you know! After a minute of opening cabinets, you've found poles, plaster and cloth for making a cast. [3] You do a pretty so-so job putting the cast on, but at least the injured guy doesn't wake up and start screaming or anything. Just then someone returns to the room. "Ah!" He says, "Done already?" You quickly assure him that you are, take his money, and run the fuck off before he figures out what's up. [?] You're pretty sure if he finds out he's been hoodwinked, he won't even recognize you.

IronyOwl (Widget):
Quote
Go look mournfully at the delicious food in the cafeteria, hoping some compassionate soul gives me some.

Then go check on the welding job, and crane the welder down if necessary.
[1] You ask around for food. Someone gives you... something brown and sloppy. Oh well, beggars can't be choosers. You eat some to stave off your hunger before returning to work and then... the first pangs of diarrhea hit you! [3] You rush off to the bathroom, and barely avoid soiling yourself. Looks like the welder will just have to chill out.
« Last Edit: December 21, 2010, 06:47:24 pm by Sensei »
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rarborman

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Re: Insomnicorp Repair Yards- Accident Free for [3] turns!
« Reply #29 on: December 21, 2010, 04:35:30 am »

Well at least I'm not dead.

>Radio for a retrieval, and to report that the maintenance of the sheild systems are done.
Spoiler: >Bathroom? (click to show/hide)
>Wait for retrieval.
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"But to that second circle of sad hell, Where ‘mid the gust, the whirlwind, and the flaw Of rain and hail-stones, lovers need not tell Their sorrows. Pale were the sweet lips I saw, Pale were the lips I kiss’d, and fair the form I floated with, about that melancholy storm."
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