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Author Topic: Timetraveling RTD Turn 13  (Read 31494 times)

Darkfyre

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Re: Timetraveling RTD Turn 4
« Reply #135 on: February 12, 2012, 01:26:26 am »

"Das wird chaotisch zu bekommen." Let's meet up with the others, John. We will be stronger united.
>Take a generic machine gun and 10 mags. Sling the gun across my back and strap the axes to each side of me on my belt in their holster. Take a few medical supplies.
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A gem-encrusted sock is perfect for ass-kicking.

lawastooshort

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Re: Timetraveling RTD Turn 4
« Reply #136 on: February 12, 2012, 02:45:12 pm »

Tomato, I am currently feeling quite strongly attracted to the "fast airship". However, I note we are not exactly fighters (I have stealth, you have talking). I propose we steal it nevertheless.

Hilda will stealthily observe the police/guard/security presence in the museum: in particular in the areas around the walkers, the airship, and between those two and the exit. How are they protected? Is it possible to get them out?
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Superior_Tomato

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Re: Timetraveling RTD Turn 4
« Reply #137 on: February 12, 2012, 05:55:49 pm »

I like the idea too. You know what, I'll keep the guard busy, you sneak onto the airship. Also, are we just going to joyride in this thing, or go help our companions?

Check out the guards positioning, whether they have any patrols or routines, and ways to get the airship out.
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'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

Tiruin

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Re: Timetraveling RTD Turn 4
« Reply #138 on: February 12, 2012, 10:11:38 pm »

((We'll find a way to meet each other up again. I just know it. Unless I die of course  :P

How many turns until T.M. is readied? 10 turn cooldown right? Excluding the past 2 turns.))
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Nirur Torir

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Re: Timetraveling RTD Turn 4
« Reply #139 on: February 12, 2012, 10:14:22 pm »

((We'll find a way to meet each other up again. I just know it. Unless I die of course  :P

How many turns until T.M. is readied? 10 turn cooldown right? Excluding the past 2 turns.))
((We have to defend it for 10 days.))
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lawastooshort

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Re: Timetraveling RTD Turn 4
« Reply #140 on: February 13, 2012, 03:13:15 am »

I like the idea too. You know what, I'll keep the guard busy, you sneak onto the airship. Also, are we just going to joyride in this thing, or go help our companions?

Check out the guards positioning, whether they have any patrols or routines, and ways to get the airship out.

Uh, I suppose we should help out our companions if possible, yes ;)

Next turn then I'll sneak on once we've checked it out, hotwire the thing with one of my extrasharp knives, and as soon as we're ready I guess you'll have to jump on board and I'll have to become an expert airship pilot. Nothing can go wrong!



((We'll find a way to meet each other up again. I just know it. Unless I die of course  :P

How many turns until T.M. is readied? 10 turn cooldown right? Excluding the past 2 turns.))
((We have to defend it for 10 days.))

You do now, yes...
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MonkeyHead

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Re: Timetraveling RTD Turn 4
« Reply #141 on: February 13, 2012, 05:22:45 am »

Ah Ha! Then in that case, in the future, once we have worked out how to use the machine properly, I propose we travel back from then to NOW to save ourselves from the burning tower and double our manpower for a short period of time, before dropping current Uses off to complete the loop and prevent a paradox...

Sweet.

10ebbor10

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Re: Timetraveling RTD Turn 4
« Reply #142 on: February 13, 2012, 11:13:26 am »

Just for fun, The T. M can be attached to external power source, extremely shortening it's charging time. It has a small dynamo( whitout power source) for this purpose. Also, the zeppelin comes with it's own manual, and is quite large. It's a prototype of a cargo airship.

As for those of you in the tower, you can always try to hijack the carronade ship, or do something else. The tower is still quite stable and the fire isn't that big yet.
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Nirur Torir

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Re: Timetraveling RTD Turn 4
« Reply #143 on: February 13, 2012, 11:19:18 am »

Ah Ha! Then in that case, in the future, once we have worked out how to use the machine properly, I propose we travel back from then to NOW to save ourselves from the burning tower and double our manpower for a short period of time, before dropping current Uses off to complete the loop and prevent a paradox...

Sweet.

I like it, but it might be a good idea to gather together first. We'll need to bring back power sources to charge the time machines, unless we want to be boring and roll for exactly how our future serves improve in the next world.

We'll want to decide on where our future serves are coming from before they appear. I vote we go to a fantasy world, and find mana crystals to power the machine while learning magic.
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10ebbor10

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Re: Timetraveling RTD Turn 4
« Reply #144 on: February 13, 2012, 11:26:52 am »

Ah Ha! Then in that case, in the future, once we have worked out how to use the machine properly, I propose we travel back from then to NOW to save ourselves from the burning tower and double our manpower for a short period of time, before dropping current Uses off to complete the loop and prevent a paradox...

Sweet.

I like it, but it might be a good idea to gather together first. We'll need to bring back power sources to charge the time machines, unless we want to be boring and roll for exactly how our future serves improve in the next world.

We'll want to decide on where our future serves are coming from before they appear. I vote we go to a fantasy world, and find mana crystals to power the machine while learning magic.
Please don't create a paradox, Please don't create a paradox, Please don't create a paradox.
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Superior_Tomato

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Re: Timetraveling RTD Turn 4
« Reply #145 on: February 13, 2012, 03:08:31 pm »

In that case . . . .

It's paradox time!
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'Course with Dwarf Fortress, the only relevant question is, "How far away will the ASCII gibs splash on landing?"
5 squares per limb, if you raise the north orthoclase bridge before sacrificing one of them so they have a straight shot to the bottom of the chasm.

MonkeyHead

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Re: Timetraveling RTD Turn 4
« Reply #146 on: February 13, 2012, 06:07:53 pm »

Did I break the game?

Tiruin

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Re: Timetraveling RTD Turn 4
« Reply #147 on: February 13, 2012, 08:36:41 pm »

Did I break the game?

Nah, you just broke an eventual peace treaty with the clockworks by firing upon their ships and killing their crew. Told you to surrender...

 :P
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MonkeyHead

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Re: Timetraveling RTD Turn 4
« Reply #148 on: February 14, 2012, 05:04:11 am »

Heh, clearly future me is cool with it as he didnt come back into the past to stop me, so it all must work out ok in the end.

Either that or everyone dies horribly.

Talarion

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Re: Timetraveling RTD Turn 4
« Reply #149 on: February 14, 2012, 05:22:46 am »

We should go back in time and make an excuse for us showing up. Then we don't get suspicionised or attacked. Why did no one think of this? :3
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Fate/Stay Night: OOC thread - Serious talk about the canon characters' bisexuality, gravity rape, Noble Phantasm balance, Tiruin's character level of dumbness versus naivete, how sick and tainted my mind is, linguistics and much more.

What more do you need?
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