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Messages - b_knight286

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331
Other Games / Re: Space Station 13: Urist McStation
« on: May 15, 2013, 10:11:24 pm »
It would appear so.  And there were still so many...nevermind, back up as I was typing.

332
Other Games / Re: Space Station 13: Urist McStation
« on: May 14, 2013, 04:29:39 pm »
It was cult. And yes, last time I played it stunning and kidnapping converts was acceptable. I wasn't really aware tht there was such unhappiness about it. I must have been out of the loop.

Exactly the same as this, but it was my ONLY time as cult.  Same with revolution.  Just FLASH!  "So what do you think of the department heads?"

333
Other Games / Re: Space Station 13: Urist McStation
« on: May 14, 2013, 04:15:01 pm »
Theatre backroom, borg let me in and the HoP refused to change my name into ''The Owl''. :(
I am the greatest borg ever. I won a tacticool turtleneck at the arcade in the ballroom and gave it to the chemist, for "loyal service."  A strange law was added with highest priority saying the station needed 90 space drugs, so after asking nicely I finally threatened him with a screwdriver.  I took the drugs and locked them in the vault so that ONLY the station would get them.

334
Other Games / Re: Space Station 13: Urist McStation
« on: May 14, 2013, 04:08:02 pm »
Curses!  I'm a good borg too.  More or less.  I think.

335
If we confront Betweenford and mystery girl, +1 to flirting again.  For we have the Ring of Flirting!  If we don't go down there, I suggest we go sleep in Mili's house.  As this is a game, it will heal us.  As we absorbed Mili and died there, it will be good for some exposition!  Plus, if we roll a natural 20 on luck, we'll get some kind of dream sequence revealing Ciro's backstory, as well as an intermission while resting!  Plus we can totally use Slog as a pillow.  Get voting, guys!

336
Other Games / Re: Space Station 13: Urist McStation
« on: May 09, 2013, 12:34:37 pm »
Right, okay, gang up on Hans now for suggesting human safety should be more important than money. Sorry guys.  ::) Whatever, you're just going to piss me off, so can we drop it now? Admin Glloyd told me I'm wrong so we can move on. Fact stands that I will always ALWAYS tell the AI to unbolt anything it bolted because that's meta and you can't change my mind on that.

I stand by hans.  Just tell the AI to report if the RCD goes missing, the rest is quite useful stuff.  If there's a confirmed traitor, THEN bolt it down, otherwise no need to ban us from all kinds of nice stuff what with all the bombs and meteors blowing holes in the station regularly.

As a side note, the most fun I've had playing this so far was that cult round where they did nothing so the admins spawned HUNDREDS of hivebots, loved it!  I support a sandbox game with no listed goals other than to survive whatever the admins throw at us.  If we do too well, they can fix it by corrupting the AI or throwing pirates, carp, AND hivebots at us at once.  I fully support this idea, and that one where there's 3 AIs working against each other.

337
Agreed, but keeping a dungeon filled with babbling priestesses probably wouldn't hurt our Evil credibility...

Well, I have nothing against corrupting number 2. I doubt that we have much chance of success using the direct approach, but Posing mongoose as an informant seems valid.

Send the cultists in to loot rage's house.
+1

+2

+789
+3

338
Call down to them, see if we get a response.

If you don't hear from them, just head back to the checkpoint and restore your save. Crisis averted.

May be hopeless due to turns and bends.  With our luck they're hanging out right next to Cain, which would mean a new intermission!  But also with our luck they landed in that weird place Betweenford lives, and are suffocating in a pile of rhymes he didn't feel like using.  And nachos, because nachos.

Also, as for Cherish, meeting Ciro's corpse is meaningless, though some of the memories we might have stolen when we fused with Mili will make it confusing for both of us.

339
Ugh, no. Yellow Opera does crap for damage and thunder isn't strong against almost anything. The only reason thunder is good when Sora uses it is because it's AoE. Even then, you're better off with a different spell until you get it to thundara at the least. Not to mention the enemies here are electricity based and will likely absorb it. I agree about the possibility of the heartless fight though, the arena we did with only two party members seemed appropriately difficult, so I imagine they won't throw five soldiers and a large body at us.

I was referring to FFS's earlier post about how thunder does twice the damage to machines, while our current merc's fire does twice the damage to organics.  We can count how many organics we've fought on one hand, while there are Searchbots EVERYWHERE, and the boss of this level is called "The Mechanic" while having stats that roughly match ours.  Polaris probably had more health than her, so she'll either have Cherish help, or she'll call in robots.

340
I'd prefer it if we get Slog to cast windirection on both himself and Ciro, and try to get Al and Riltia back.
Then the only thing we can hope to do is bloodshape some kind of explosive device!  Or overload the doors weight limit by piling crates onto them, having Slog float them if necessary.  If this fails then we should head south after preparing, possibly by fighting the heartless fight first.  It will also unlock a merc with ice magic, which FFS says gets a bonus to all magical creatures.  Meaning the wimpy wisps here, but good to remember later in the dungeon...could REALLY use thunder though, so I propose we pray to the great overlord that he changes the reward to a Yellow Opera!  Sooo many robots...

341
Your "good" drawing got deleted as well. 'Twas an eyesore.
Go 'Asplorin' with slog(to the right!)
Allow Slog to reveal more Sentience, and backstory using clever adventuring conversation


Based on the universe he came through, if we find a plant level we must give him ALL the seeds.  For now...the trap was trying to keep us from the south.  It thinned our party.  So there's probably something plot-relevant there, though that might mean we should hold off until we skill up.  We need skills badly, but unfortunately the merchant might not be selling a skill slot, unless the Bag Full of Slot will give us both a slot for skills and a bag of holding, in which case we NEEDS it!
We have no money right now though and our inventory is full so I propose a trip to the bank before any spelunking.

342
As I believe this is my fault, I shall formally apologize.  I was joking, but doing a bad job of it.  I'm puzzled as to why it was locked after we moved on, but still sorry.  I get kinda stupid when I'm really tired and in a good mood at the same time.  Still propose we give him the creepy achievement if he ever does that laugh again though.


343
Focus on the short term.  ALL our cultists should be MUCH more loyal once word spreads that it was due to our machinations that a servent of the god of rage has been killed.  Promote all of them, give them more marks/power, possibly arrange a festival or ritual.  The guards will mourn their loss, and the second in command will be promoted.  If he took part in the battle, try to arrange a meeting, saying we were the source of the general's information, and something about how sad we are.  If he seems corrupt enough, start...meh, bored now, you guys figure out the rest, heheheheheh.

344
Finally outta combat!  Been waiting for this!  *ahem*

Open achievement menu, unlock Bay12 achievement, which gives +2 to shenanigans.

345
Other Games / Re: Space Station 13: Urist McStation
« on: May 07, 2013, 11:21:44 am »
I am personally terrified of all game modes but traitor.  What was that sandbox someone mentioned?

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