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Author Topic: Timetraveling RTD Turn 13  (Read 31252 times)

Tiruin

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Re: Timetraveling RTD Turn 4
« Reply #150 on: February 14, 2012, 05:29:16 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

Well, one is: only some are near the T.M.

Two: If we do go back, then the paradox effect would happen, which may be bad.

Three: 10ebbor10, our GM would be hapless to the effects of said paradox unless he has a hidden ace (or cog) up his sleeve.

Four: If that happened, then we must be the wrong us, as we are already under attack. Unless, we messed with quantum mechanics.
. . .
I should've described the Time Machine as a box...
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10ebbor10

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Re: Timetraveling RTD Turn 4
« Reply #151 on: February 14, 2012, 05:07:39 pm »

So what are you going to do?
If you're going to have your future selves come along,please  tell me.
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Talarion

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Re: Timetraveling RTD Turn 4
« Reply #152 on: February 14, 2012, 05:16:29 pm »

I vote yes.
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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?

Nirur Torir

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Re: Timetraveling RTD Turn 4
« Reply #153 on: February 14, 2012, 05:22:25 pm »

I vote we have our future selves come back to give the people in the museum a nondescript battery with just enough charge for one jump.
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lawastooshort

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Re: Timetraveling RTD Turn 4
« Reply #154 on: February 14, 2012, 05:38:43 pm »

I vote we have our future selves come back to give the people in the museum a nondescript battery with just enough charge for one jump.

Good plan.
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Tiruin

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Re: Timetraveling RTD Turn 4
« Reply #155 on: February 14, 2012, 10:01:05 pm »

Aye to said predicted plan.
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10ebbor10

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Re: Timetraveling RTD Turn 4
« Reply #156 on: February 15, 2012, 07:53:00 am »

I vote we have our future selves come back to give the people in the museum a nondescript battery with just enough charge for one jump.
You already jave several nondescript batteries lieing inside the Time machine. They're called power cells.(10 for 1 jump)
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Nirur Torir

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Re: Timetraveling RTD Turn 4
« Reply #157 on: February 16, 2012, 08:46:22 am »

Er .... I vote against the time shenanigans, then, and change my turn. Going into shock can wait until there are no apparent solutions to impending doom.

I shall attempt to hot-wire in some power cells to charge the machine.
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lawastooshort

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Re: Timetraveling RTD Turn 4
« Reply #158 on: February 16, 2012, 03:08:30 pm »

I vote we have our future selves come back to give the people in the museum a nondescript battery with just enough charge for one jump.

Good plan.

Oh maybe not - perhaps we should steal the airship and get back to the time machine, circling it to keep the enemy away until it's ready to leave or something.

Anyway, I still want to check out the airship in preparation for possible theft next turn.
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10ebbor10

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Re: Timetraveling RTD Turn 4
« Reply #159 on: February 16, 2012, 03:28:09 pm »

I vote we have our future selves come back to give the people in the museum a nondescript battery with just enough charge for one jump.

Good plan.

Oh maybe not - perhaps we should steal the airship and get back to the time machine, circling it to keep the enemy away until it's ready to leave or something.

Anyway, I still want to check out the airship in preparation for possible theft next turn.
Shecking out the airship doesn't count as a turn, so I'll just post the description here.

It's about 100 meters long, 10 meters wide and 10 metes width. The cabin underneath is 10 meter long and about 3 meter wide. It's powered by 2 compact steam powered turbines powered by one boiler in the back of the cabin. The whole is rather cramped, considering this thing was meant to be a frighter rather then a luxury vessel. The clams to carry cargo are attached under the cabin and can carry quite heavy loads. The whole thing is lifted by the lighter then air gas inside the zeppelin, contained in 6 different compartiments.

You spot no guards near the ship and seeing as it's rather messy with coaldust there aren't much visitors. There are 4 clockworkguards nearby and there are two clockwork stokers in the engine room, keeping the engine fueled.( It makes little trips every 30 minutes)
 
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Superior_Tomato

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Re: Timetraveling RTD Turn 4
« Reply #160 on: February 16, 2012, 03:40:19 pm »

Hmm. Are these clockwork guards the helpful, easy to distract kind of guard, or the only going to move if you try to steal something kind?
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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.

10ebbor10

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Re: Timetraveling RTD Turn 4
« Reply #161 on: February 16, 2012, 04:02:56 pm »

Hmm. Are these clockwork guards the helpful, easy to distract kind of guard, or the only going to move if you try to steal something kind?
They can't speak and aren't very intelligent. The best they're going to do is directing you to a human guide. The guards will help in emergencies like fire or wounded people though.
The stokerclockworkers are disguised clockworkguards that are part of the interior.
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lawastooshort

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Re: Timetraveling RTD Turn 4
« Reply #162 on: February 16, 2012, 04:20:42 pm »

Hmm. I don't know if we can take on two guards (the stokers). Need to think, I think. We could wait till one of the small trips, jump on board, and throw them off as quick as we can, and then one of us stoke and the other steer. Hmm.


edit: taking into account the below, I think my plan of waiting till one of the small trips starts, jumping on board and overpowering the stokers seems reasonable? Perhaps, Tomato, you should stop anyone getting on board whilst I hijack it? Very open to suggestions though.

Hilda will wait for the airship to leave on one of its small trips before rushing onto the airship! I'll head straight for the controls and attack the pilot (if he is clockwork) or threaten him with a knife (if he is human) and order him to fly us out of the museum!
« Last Edit: February 16, 2012, 04:36:28 pm by lawastooshort »
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10ebbor10

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Re: Timetraveling RTD Turn 4
« Reply #163 on: February 16, 2012, 04:23:22 pm »

Clockwork guard= MOOK

They're not very strong and can be easily destroyed.
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Superior_Tomato

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Re: Timetraveling RTD Turn 4
« Reply #164 on: February 17, 2012, 04:19:50 am »

Yeah, let's hope nothing goes horribly wrong.

When lawa gets on the airship, make sure that no-one else gets on, in a way that the guards won't find suspicious (hopefully).
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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.
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