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Author Topic: SV: 51% OTG: 79%  (Read 77654 times)

Criptfeind

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Re: SV: 27% OTG: 32%.
« Reply #825 on: April 30, 2011, 05:55:59 pm »

Yeh man, really.
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ggamer

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Re: SV: 27% OTG: 32%.
« Reply #826 on: April 30, 2011, 05:56:36 pm »

whelp, I feel like a jackass now.

Ochita

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Re: SV: 27% OTG: 32%.
« Reply #827 on: April 30, 2011, 05:56:49 pm »

>AddINV cell Guard's hand. Whisky.

>CHANGEATT Guards (interrogate cell guard 1000)
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Phantom

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Re: SV: 27% OTG: 32%.
« Reply #828 on: April 30, 2011, 05:58:31 pm »

Okay, knocked out guards interrogating other knocked out guards.

VAT ARE YE TALKING ABOUT, HERR OCHITA?
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Ochita

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Re: SV: 27% OTG: 32%.
« Reply #829 on: April 30, 2011, 05:59:26 pm »

UGH

FIIIIIIINE.

But even if the building guards are down for the count, there must be more outside..
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Quote from: Freeform
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ggamer

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Re: SV: 27% OTG: 32%.
« Reply #830 on: April 30, 2011, 06:00:52 pm »

>AddINV cell Guard's hand. Whisky.

>CHANGEATT Guards (interrogate cell guard 1000)

>veto

we already have alcohol next to the cell guards, and all of them are knocked out.

Sheb

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Re: SV: 27% OTG: 32%.
« Reply #831 on: May 01, 2011, 11:13:47 am »

Fuck, what a mess. Hopefully we can solve it. What's our medium-term plan, how are we going to make Jorg escape? Couldn't we remove to floor then put it back, so the he fall a few meter down and away while the guards aare knocked down, and they can't find him?
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Fayrik

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Re: SV: 27% OTG: 32%.
« Reply #832 on: May 01, 2011, 12:32:05 pm »

Fuck, what a mess. Hopefully we can solve it. What's our medium-term plan, how are we going to make Jorg escape? Couldn't we remove to floor then put it back, so the he fall a few meter down and away while the guards aare knocked down, and they can't find him?
Not a bad idea, but I'm not sure that's going to be as effective as we could be.
The trouble is, Jorg is injured. If only there was some way we could use the ChangeCHEM command to heal him faster, without killing him.
Theoretically feeding him 6-9 high protein meals a day, while he's at 3x chem reactions should mean he'll mostly recover in around about 2-4 days.
Ideally, if we can change parts of his body independently, we can speed his recovery much more. But using the main character as a test subject isn't the best idea. We need a test subject... Who's injured.

I'm probably a bit late with this as well, but try not to attack the guards. That seems to get us no where.

So, looks like our ideal mid-term will be keeping Jorg in a safe place (which I tried to do with the door), and finding a couple of ChangeCHEM candidates.
What about our mid-long term though? What's our current objective? Is it still to get Jorg out of the city?
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So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."

Fniff

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Re: SV: 27% OTG: 32%.
« Reply #833 on: May 01, 2011, 12:50:50 pm »

Our objective is to get out of wherever Jorg is. Leaving the city is long term, at best.  We need somewhere safe where we can crash for a while, heal and such.

GlyphGryph

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Re: SV: 27% OTG: 32%.
« Reply #834 on: May 01, 2011, 01:33:49 pm »

>ADDinv SurgeonsRoom.Jorg

Or whatever way is proper to write that.

Jeeze guys, overcomplicating things much?
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Sheb

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Re: SV: 27% OTG: 32%.
« Reply #835 on: May 01, 2011, 01:43:24 pm »

Well, that may end up duplicating him. But yeah, cant we just move him around?
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Quote from: Paul-Henry Spaak
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GlyphGryph

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Re: SV: 27% OTG: 32%.
« Reply #836 on: May 01, 2011, 02:05:43 pm »

Also, maybe veto everything else but my suggestion? We're gonna run out of resources. o_o
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Fayrik

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Re: SV: 27% OTG: 32%.
« Reply #837 on: May 01, 2011, 03:43:25 pm »

Also, maybe veto everything else but my suggestion? We're gonna run out of resources. o_o
I dunno, I think we'll be able to run this round, then run the resource clean instead.

What about our mid-long term though? What's our current objective? Is it still to get Jorg out of the city?
Leaving the city is long term, at best.
Yes.

Well, that may end up duplicating him. But yeah, cant we just move him around?
...Duplicating...Jorg... Now there's an interesting idea.
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So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."

Fniff

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Re: SV: 27% OTG: 32%.
« Reply #838 on: May 01, 2011, 03:48:15 pm »

Yes.

Whoopsy.

But still, it clarifies.

What about the safehouse and all that? Got any ideas on how we could create one?

Fayrik

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Re: SV: 27% OTG: 32%.
« Reply #839 on: May 01, 2011, 03:50:27 pm »

Well, we could see how concrete coating the doors will work.
If it doesn't, then we'll have to think up something else. Maybe stones?
We need to be clever in how we do this.
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So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."
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