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Author Topic: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~  (Read 11651 times)

Travisplo

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #255 on: October 03, 2013, 01:19:17 pm »

PTW
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Rolepgeek

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #256 on: October 03, 2013, 09:22:10 pm »

I think I'm good, if the traps I wanted are set.
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Aninimouse

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #257 on: October 03, 2013, 09:28:05 pm »

Well, you might want to be a bit more specific then.
Now that you know exactly where the party is set up and all that.
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Rolepgeek

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #258 on: October 04, 2013, 10:05:12 pm »

Hmmm.. Some rock traps which Max would hopefully help me set up along the road on the east; some rubble and scree blocking the way out south from that direction(designed to slide and prevent you from making progress; at least not while hurried...), as well as small rockslides set up to bowl over people. I'll save the bottlecap mine for now, I think, but I'd like to be hiding around that south-eastern slope, since I have good sneak skill and I can wait 'til the fire-fight has started to aim carefully and blow the shit out of people. This assumes we think they're coming from the east, of course.
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Aninimouse

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #259 on: October 04, 2013, 10:17:47 pm »

Well, going off of what you guys know: You guys are somewhere around here.
https://dl.dropboxusercontent.com/u/61829979/Fallout/Marker.png (Red Dot)

The Convicts came from Jean, and Black Mountain is known to be home to Super Mutants.
They also attacked Sloan's Quarry, presumably from the West.

You probably would be able to set up some sort of trap to send some rocks down on the road coming from the East, but there isn't enough rubble near to the South (Or likely enough time) to clutter up that area.
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Rolepgeek

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #260 on: October 04, 2013, 10:33:10 pm »

Hmmm. Would I be able to set rocks to come down from the south too?
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Aninimouse

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #261 on: October 04, 2013, 11:08:39 pm »

There aren't really enough sizable ones to do so effectively.
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Rolepgeek

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #262 on: October 05, 2013, 09:51:55 am »

>.> Set up what I can. I can set the bottle cap mine there if we need it, I suppose, or just have a tripwire attached to some of my grenades. What do you guys think?
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Dwarmin

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #263 on: October 05, 2013, 09:55:49 am »

You could trap the tunnel, that'd be to my satisfaction-they'll either get a facefull if they try to come that way, or if they try to use it for cover during the fight. Sort of a longshot.

Most of this battle will be guns tho, you might wanna save your trap materials when they'll be more useful.
« Last Edit: October 05, 2013, 10:00:36 am by Dwarmin »
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Rolepgeek

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #264 on: October 05, 2013, 10:16:01 am »

Hmmm. True. I think I'll save the mine, and maybe just set up rock traps or collapse traps in the tunnel.
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Aninimouse

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #265 on: October 05, 2013, 10:21:01 am »

Collapse traps meaning?
You aren't going to be able to get the tunnel to collapse without explosives, and even then - you guys would know this railroad is actively in use by the NCR.
Not a good way to make friends. :P
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Dwarmin

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #266 on: October 05, 2013, 10:28:34 am »

I did mean shrapnel mines. :P

It's really going to be best in a closed in space like that, and it won't strong enough to damage the tunnel.
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GiglameshDespair

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #267 on: October 06, 2013, 04:09:41 pm »

Traps might give the game away. Are you sure about setting up any? If they run in to a trap early, they may a) Leave entirely for the day to take their dead/wounded back to base or b) just shoot us decoys because they're angry now. We're trying to lure them out so they can be gunned down easy. Traps might compromise that.
Just something to think about.
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Travisplo

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #268 on: October 06, 2013, 04:12:28 pm »

(Well, you guys could just initiate at the explosion going off.)
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Rolepgeek

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Re: ~ Fallout: Adventurers of the Wasteland (Dr. Decoy) - [FULL] ~
« Reply #269 on: October 06, 2013, 04:16:32 pm »

I'm wanting to set traps that go off to prevent escape, and ones I can trigger once the fight's started/about to start.

So instead, for the tunnel, I'll have some grenades I cna manually set off from a distance. Good perception, after all. Most of my traps, I kinda want to be manual. That's the point of the eye hooks, and someone has to have wire or some shit.
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