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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 82987 times)

Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #870 on: May 08, 2012, 05:36:33 pm »

Well, we can do that now and do the other stuff afterwards. Have Watts crack this sucker open under the proper terms and have a look inside for anything out of place. If he can't find anything, send him deeper in then come back with a report. We have to know what exactly was inspected in the vents.
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Flying Dice

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #871 on: May 08, 2012, 06:08:30 pm »

Just in case, prepare our chainsword before opening the vent and sending in Watts.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Shade-o

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-=-Dead Space-=-
High orbit
Part 8

At your direction, Initiate Watts meticulously adds a new entry to the maintenance log and crawls into the vent. The banging and thudding from his movement inside the metal confines is quite loud, and by now your antics have attracted the attention of a few bored troopers, watching idly from their bunks and placing bets on whether or not they'll need to send in a fireteam with lubricant and rope.

The tension is high, so you gently grasp the hilt of your chainsword in anticipation.

The battery of noise from inside the vent stops, and the initiate voxes to you, "Commissar, I have encountered a device that is not featured in any approved ventilation designs. It appears to be temporarily affixed, shall I retrieve it?"
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #873 on: May 10, 2012, 12:18:29 am »

Tell him to take a few pictures and send them to a storage device as evidence of tampering. Then tell him to carefully retrieve it and return with it and then inspect the device for it's purposes. If something bad happens, have everyone bail out of the barracks, including yourself, and send an order to seal the vents and doors remotely. Infact, order the vents sealed first. If it's a gas bomb of some kind, we cannot let the toxins spread through the ship.
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Heavy Weapons Pony

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #874 on: May 10, 2012, 01:16:38 am »

Tell him to take a few pictures and send them to a storage device as evidence of tampering. Then tell him to carefully retrieve it and return with it and then inspect the device for it's purposes. If something bad happens, have everyone bail out of the barracks, including yourself, and send an order to seal the vents and doors remotely. Infact, order the vents sealed first. If it's a gas bomb of some kind, we cannot let the toxins spread through the ship.

To Quote a famous thread
"Thiiiiiiiiiiiiiiiis"
((Gah why can't I find that thread. I blame its hard to remember name.))
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Ahhh, yes... Killing the ecosystem of a other planet and burn the product as fuel... Simply brilliant 

Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #875 on: May 10, 2012, 02:32:30 am »

Elves of aramelli, or something like that. I forget the last word.
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Shade-o

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-=-Dead Space-=-
High orbit
Part 9

With your instruction, Initiate Watts begins recording footage of the device and takes it with care. After much crashing and thunder, he emerges and holds it up carefully, examining it with his bionic eye. It appears to be made of dull nondescript metal and plastic casing, with a blinking light on top.

"Commissar, I cannot deduce its function but it is possible that this is the source of the disturbance. Perhaps we should continue our investigation in the mech-"

The device disintegrates in a small flash of light, taking Watt's hand with it. The stink of ozone fills the air.

"I have always wanted an augmetic hand, Commissar."



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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Doomblade187

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #877 on: May 11, 2012, 06:22:52 am »

Well, go ahead and close up the vent then, and lets go ahead and get Watts the new hand he always wanted. Also, lets look into the warp drive more. To test if the barracks are clear, have some soldiers sleep in it.
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Tiruin

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #878 on: May 11, 2012, 06:31:20 am »

Tell him to take a few pictures and send them to a storage device as evidence of tampering. Then tell him to carefully retrieve it and return with it and then inspect the device for it's purposes. If something bad happens, have everyone bail out of the barracks, including yourself, and send an order to seal the vents and doors remotely. Infact, order the vents sealed first. If it's a gas bomb of some kind, we cannot let the toxins spread through the ship.

To Quote a famous thread
"Thiiiiiiiiiiiiiiiis"
((Gah why can't I find that thread. I blame its hard to remember name.))
Elves of aramelli, or something like that. I forget the last word.
Elves of Amanereli, actually.

((Love how he said it with that straight face. No pain, no gain.))


Well, go ahead and close up the vent then, and lets go ahead and get Watts the new hand he always wanted. Also, lets look into the warp drive more. To test if the barracks are clear, have some soldiers sleep in it.
And test for Corruption.
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Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #879 on: May 11, 2012, 06:58:51 am »

Might as well have someone take a copy of that footage we recorded and search for simular devices that might have this kind of effect. Then once Watt's is back in good condition, or at least capable of talking, ask him what he was going to suggest.
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Zecro_The_Scourge

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #880 on: May 11, 2012, 11:48:48 am »

^Bird is the word man has my vote.
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Shade-o

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-=-Dead Space-=-
High orbit
Part 10

There is a long, awkward moment as Watts examines his stump. It's actually very clean for an injury, the hand neatly removed and cauterised, somewhat similar to a lasgun hit but much neater. Before he starts poking it and running tests, you hastily seal the vent and have him lead you to the mechanised company, surely the best place to continue in the present circumstances.

"I was going to suggest seeking assistance with my brothers in order to examine the device and deduce its purpose," he says conversationally, still holding the arm vertically as if expecting it to start fountaining blood, "Fortunately I have recorded the experience and with my brothers' assistance this should prove a simple, yet rewarding mystery."

The sight of him holding the limb up seems to work like a talisman among heretics, causing crew and guardsmen to part as you approach. Your own presence must help, but it would mostly be the wound.

"You're sure you're feeling well, initiate?" you cunningly ask, "You don't feel dizzy, nauseous, or murderous?"

"I am indeed feeling somewhat uncoordinated, no doubt due to the sudden shock of losing my favourite hand. However, the imminent replacement is providing more than enough elation to render me giddy with anticipation and ignore any anger that has resulted from this act of barbarous heresy. Thank you for your concern Commissar, but if I am incapacitated I will let you know immediately."

The first sign of the mechanised company is the smell. Incense and oil, mostly. The Machine Cult detachment, the regiment's vehicles and heavy equipment, and all the associated crew and hanger-ons are given their own cargo bays and bunkhouses. Watts must have called ahead in whatever arcane means, because you're greeted by a retinue of vaguely concerned-looking tech-priests. They usher you into what is either a repair bay or medical ward, and briefly examine you both for wounds before solely focusing on his poor stump and evacuating him to a more specialised facility.

You're left alone with a senior-looking tech-priest wearing a severe expression.

"I am not a happy enginseer, Commissar. We are waiting for the resident incompetents to repair their Warp drive, there are rumours of haunting and sabotage, and you summon one of my initiates and return him in damaged condition. I have analysed the data that he collected before this misfortune and have concluded that you are only tangentially at fault, so you shall suffer no repercussions for now."

He fixes you with a bionic eye and continues, "It is my hope that you have the intention and competence to continue this investigation. What little data collected indicates that the device that you miraculously stumbled upon was related to the Warp in some manner. It is a safe assumption that it, and the Initiate's hand are dissolved in the Empyrean. It is also a safe assumption that this was not constructed and placed on an idle whim, and was not the only one. Is my hope in you misplaced, Commissar?"
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Zako

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #882 on: May 12, 2012, 03:57:02 am »

Reassure him that you will find those who are responsible and deal out appropiate retribution. This act of treason will not go unpunished! Appoligise for the damage to poor Watts and say that you had no means to find that there were warp devices involved in this matter other than physically finding the device, and that we will be more careful when dealing with these matters.

Also ask if he can provide the means of detecting simular devices in the future. This would help us find and retrieve them safely and would help neutralize this threat sooner.

(Some help guys?)
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Doomblade187

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #883 on: May 12, 2012, 03:58:31 am »

+1 to what Zako said, and check the logs for the other vent systems around the ship.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Ghazkull

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Re: Commissar Quest - Apparently flak armour isn't very good
« Reply #884 on: May 12, 2012, 06:35:00 am »

+2 what Zako said and tell him that you would be honoured to adopt Watts into your Retinue if that would be possible, especialyl since in his damaged condition you can in no way return him to the Machine Cult. After all as fledgling Commisar we need a retinue :D
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