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Author Topic: Mission 12: The Defense of Hephaestus: Don't taunt the dice.  (Read 212010 times)

kisame12794

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1440 on: May 05, 2014, 05:32:19 pm »

"Righto. Got some high level access cards, so we should have run of the ship. For the most part at least."

Go regroup with Simus, and follow her to the bridge, using the keycards on any doors we come to.
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TCM

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1441 on: May 05, 2014, 06:20:41 pm »

May - Team G

"ALRIGHT, EVERYONE ON THE WALL AND TURN AROUND. I SAID DO EET-"

Order the crew to the wall and give each member a very thorough pat-down for weapons. Very thorough, we can't have anyone springing out the surprise crotch-blade on us now can we?
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Unholy_Pariah

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1442 on: May 05, 2014, 08:43:50 pm »

Auron team C

Guard the prisoners while Steve does his thing, clean my reiterpallasch on one of their uniforms.
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Corsair

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1443 on: May 05, 2014, 10:11:29 pm »

Team G

Plug into the ship systems

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Zako

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1444 on: May 05, 2014, 10:30:42 pm »

Team E

Go put my dead teammate in stasis, then return to the bridge and start setting up some cover to use if we get boarded and need to hold the bridge.
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Spinal_Taper

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1445 on: May 05, 2014, 10:48:59 pm »

Team C: Audaxes

Thomas decides to stand guard while Steve worked. If anyone makes a move to run or call help, threaten them, then if they don't respond, shoot.
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Xantalos

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1446 on: May 05, 2014, 11:15:44 pm »

"Righto. Got some high level access cards, so we should have run of the ship. For the most part at least."

Go regroup with Simus, and follow her to the bridge, using the keycards on any doors we come to.
You should probably include the team name in your post, agent of destruction.
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Grunhill

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1447 on: May 06, 2014, 07:40:56 am »


Team G

Renen talks privately to May:

Please, we need them alive, for now. After that, you can play with them in any form you may like

In case I can get plugged my robo-body without much trouble (without giving me problems), then do it. If not, take one of my [zombie] teammates, take them out of their suit and plug it to the ship controls.

Plugged, can you give me the location of the soldiers in this ship.
Wait for response.
Logged
>Probably. They're bad news. Very good at hiding and very good at killing. Then again, no one is better at killing then the HMRC.

"Steve, they're trying to talk to us. We need an orbital bombardment NOW!"

Phoenix Flame

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1448 on: May 06, 2014, 10:54:16 am »

Angel: Team C[/u]

Continue to keep an eye on monitoring equipment in case anyone in engineering or wherever decides to try and get heroic
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Sean Mirrsen

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1449 on: May 06, 2014, 11:52:49 am »

Team H, Starfleet Command, Anton Chernozorov
>I'll have control of point defense too, don't worry.

The ships steve has control of have started to slow down, which is probably kinda suspicious, but none of the other ships have done anything about it so you assume things are good for now.

Your ships are fueled and ready to go. And probably will here in a second. I think everyone but the Team G guys are plugged and ready.
"Okay, sounds good then. So. I'm assuming we won't be attempting to capture the ships that remain? Take what we can get, blast away the rest? I kind of see a problem here, if that was the intention... they sort of outnumber our fleet. Even with the assault group and the Big Bertha over there, I sort of doubt we'll be able to get them all before they can do some damage.

Can we... distract the rest of the fleet somehow?
"

Converse with Steve. Watch sensors. Mentally recite the number π to the largest digit I can remember to keep my mind sharp.
((I honestly don't remember how many ships were in that fleet, and I can't find where Steve answered that question, because I know I asked before. I seem to remember it being around a dozen or so?))
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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piecewise

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1450 on: May 06, 2014, 01:33:53 pm »

TEAM AD
Team A - Ship Alpha | Skylar Support

Well, in the hopes of not having to leave the cockpit, I'll just be staring at these displays while you work, Steve.

Examine the control stations, in particular identify and study flight control and weapons control. Watch what Steve is doing for entertainment.

Wait for the other ships.



(( All said, this is gone surprisingly well over here on ship Alpha. Finding the sod controllers was a ridiculous stroke of luck. Though I have to know (because I'm endlessly curious about how PW runs these things :P), was it seriously pure luck that team Sod happened to be that close to the Sod controllers, or was that vaguely engineered? ))
(Well, it was engineered in so much that they were on a path that could be taken. But it was luck/their choice to land where they did, do what they did and end up in that area. Any of the groups could have found the controllers on their own ships, but none did.)
There's not a lot to see right now. Steve doesn't need the monitors so at best you see some code running by at high speed.

Team A+D, "Dead Dirtbags" - Milno - D Leader - Ship Alpha - Bridge

"Understood."

Enter "defend the bridge" mode. Examine the new rifle models I looted from those guards. See if the new gauss rifle still has the overcharge button.
This rifle seems newer but also less advanced in some ways. It's a much more streamlined model, smaller, lighter and probably not as powerful. It has no over charge, no options as far as you can see, and smaller rounds. It retains the boxy, simple outer body, but with smoothed edges, shiny metal and a fresh coat of paint. The magazine holds more shots though. And you'd guess that it probably fires faster.

Team D, "Dead Dirtbags" - Thaddeus - Grunt - Ship Alpha

Stay in my corner. Keep charging an Exo bonus
Corner corner charge charge. Etc.


TEAM B

Team B

Do you know where the bridge is now? Can we go there?

Follow Morul while looking out for enemies etc etc blah
Team B 'Wild Weasels' - CO Simus

Yes, Xan, I know where it is now. Scale's off on the map but everything is in the right place. Do anything you need to there and let's go.

And keep an eye out for automated defences or any crew in suits. I don't want any surprises.


Regroup with Xan and Morul, and head for the bridge, with an eye out for any defences that might have survived our operations so far.
You guys good with just being skipped to your bridge? I really can't see anything between here and there, or in there giving you problems, and I'm sure lots of people want to get this done and get back to killing aliens and stuff.


TEAM C


Angel: Team C[/u]

Continue to keep an eye on monitoring equipment in case anyone in engineering or wherever decides to try and get heroic
Team C: Audaxes

Thomas decides to stand guard while Steve worked. If anyone makes a move to run or call help, threaten them, then if they don't respond, shoot.
Auron team C

Guard the prisoners while Steve does his thing, clean my reiterpallasch on one of their uniforms.

Everyone guards the prisoners while Auron wipes his blade off on one of them, no doubt causing mental scars that will linger for decades.

TEAM E


Team E

Go put my dead teammate in stasis, then return to the bridge and start setting up some cover to use if we get boarded and need to hold the bridge.


Team E - Lerman

AHAHAHAHAHAH! LOOOOOOOOT!

What's the best stuff there? Any rifles or BFGs or things?

Dead teammate deposited.

As per loot, it's basically just low level gauss pistols. Lots of them, but yeah, just pistols.


TEAM F


Team F

Make inventory of loot.
((Heh heh. My prank worked.))

Ship Beta: Team F: Grate

"Alright, then."
"Listen up, Jack, Lars, other guy. Steve's got the ship. Just sit tight, try not to mess anything up, and keep an ear out for orders."


Sit in whatever seat the thing I plugged the suit into is near. Keep an ear out for messages, Steve's orders, etc.
See if I can, I dunno, run a VR program in the Sword and have the stuff transmitted to here.

Brother Lars:  Team F Chaplain

"The power of the gods clearly fills you, Brother Grate.  All praise be to Steve!"


Continue watching and waiting.

"We're about to begin a big ass, probably fatal space battle? Whaddya wanna do in our last minutes before potential death?"

"Fuck around in VR via conference call."


*COSMIC SLAP*

As per loot, yeah, I think it's the same as above. Just a load of pistols. Maybe a t-shirt that says "I took over a space battleship and all I got was this lousy t-shirt."

TEAM G


Team G

Renen talks privately to May:

Please, we need them alive, for now. After that, you can play with them in any form you may like

In case I can get plugged my robo-body without much trouble (without giving me problems), then do it. If not, take one of my [zombie] teammates, take them out of their suit and plug it to the ship controls.

Plugged, can you give me the location of the soldiers in this ship.
Wait for response.

May - Team G

"ALRIGHT, EVERYONE ON THE WALL AND TURN AROUND. I SAID DO EET-"

Order the crew to the wall and give each member a very thorough pat-down for weapons. Very thorough, we can't have anyone springing out the surprise crotch-blade on us now can we?
Team G

Plug into the ship systems



So while her team mates are getting steve plugged in and letting him take over the ship, may spends her time groping random guys.

0% surprise. See this? This is my 0% surprise face.


It's a blank screen filled with text.


TEAM H


Team H, Starfleet Command, Anton Chernozorov
>I'll have control of point defense too, don't worry.

The ships steve has control of have started to slow down, which is probably kinda suspicious, but none of the other ships have done anything about it so you assume things are good for now.

Your ships are fueled and ready to go. And probably will here in a second. I think everyone but the Team G guys are plugged and ready.
"Okay, sounds good then. So. I'm assuming we won't be attempting to capture the ships that remain? Take what we can get, blast away the rest? I kind of see a problem here, if that was the intention... they sort of outnumber our fleet. Even with the assault group and the Big Bertha over there, I sort of doubt we'll be able to get them all before they can do some damage.

Can we... distract the rest of the fleet somehow?
"

Converse with Steve. Watch sensors. Mentally recite the number π to the largest digit I can remember to keep my mind sharp.
((I honestly don't remember how many ships were in that fleet, and I can't find where Steve answered that question, because I know I asked before. I seem to remember it being around a dozen or so?))

>We'll probably lose a ship or two, the rest will be damaged. Thats just the nature of space combat. If you've got anything to say to anyone up there, I suggest doing it now. Also, we're sending the ships up there now.


Hasala Nabin - Team H Sod Controller


Twiddle my thumbs? Or rogue Sod hunting, because I assume that has to be done at some point?
Hunting those sods is pretty superfluous at this point, which is why I stopped ya. Really, your sods will be better off doing any sort of on the spot repairs we need during this fight, since they're expendable. Better then sending players out to patch a hole and then getting murdered.







IF B TEAM SAYS YES TO SKIPPING AHEAD, WE'RE GONNA GO STRAIGHT INTO IT, SO HOLD YOUR POSTS UNTIL THEN OTHERWISE YOU'LL PROBABLY BE IGNORED BECAUSE SPAAAAAAAACE BAAAAAAAATTLE!

PyroDesu

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1451 on: May 06, 2014, 01:53:16 pm »

This rifle seems newer but also less advanced in some ways. It's a much more streamlined model, smaller, lighter and probably not as powerful. It has no over charge, no options as far as you can see, and smaller rounds. It retains the boxy, simple outer body, but with smoothed edges, shiny metal and a fresh coat of paint. The magazine holds more shots though. And you'd guess that it probably fires faster.

((The iRifle.))

Team B 'Wild Weasels' - CO Simus

Yes, let's skip on ahead. No point spending several days sauntering to the bridge with nothing to stop us.
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Parisbre56

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1452 on: May 06, 2014, 01:55:28 pm »

((There are 11 ships in orbit, judging by the wiki and... wait a moment... It says here we've taken two battleships and three smaller ships... But teams F and C are on the same ship? And yet they both fought for the same bridge twice? Maybe team F is on another battleship and piecewise said they were on ship Beta by accident?

So if they're on another ship, we actually have a numerical advantage.

You're looking at 11 ships varying in size. We're shooting them at the biggest ones, which are battleships of a smaller size then the sword, but not by a whole lot. The majority of ships in that armada are basically just flying cannons designed to fight off invading space forces. Not very good against smaller targets.
(The teams are on the following ships, so you can stop putting a ? there.
Alpha: TEAM A, TEAM D (near A team) and TEAM H
Beta: TEAM C, TEAM F
Gamma: TEAM G
Delta: TEAM B
Epsilon: TEAM E)
))
« Last Edit: May 06, 2014, 02:01:09 pm by Parisbre56 »
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GreatWyrmGold

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1453 on: May 06, 2014, 01:57:48 pm »

Ship Who-The-Hell Knows: Team F: Grate

Do nothing of note until the time-skip thingy, which I support.
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Sean Mirrsen

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Re: Mission 12: The Defense of Hephaestus: Don't taunt the dice.
« Reply #1454 on: May 06, 2014, 02:25:40 pm »

((We have 7 teams spread over 4 ships, IIRC. Three on one, two on another, and a team each on two more. I think.))

Team H, Starfleet Command - Anton Chernozorov

>We'll probably lose a ship or two, the rest will be damaged. Thats just the nature of space combat. If you've got anything to say to anyone up there, I suggest doing it now. Also, we're sending the ships up there now.
"Don't mind if I do."

Anton patches into the team comms.

"Listen up teams, this is Anton Chernozorov from ground control. If you have any injured or disabled people that require evacuation, or just anyone who doesn't want to stay around and watch the giant metal boxes they're in explode around them, then prepare them for evacuation. We've got a flight of small ships en route, to provide fire support in the coming battle and take you people back planetside. Stay together, don't dawdle, and try not to get vaporized."

He then addresses Steve again. "We'll probably suffer significant losses due to proximity to the fleet, they'll be able to shoot at us directly, simply because they have no other targets to shoot at." He pauses. "Steve, did we outfit the Merchant with its egress thrusters? If it can take off and maneuver behind the battlegroup, with the two standard ships escorting, we could momentarily divert the fleet's attention. They'll probably blow it to fragments as soon as it's near enough, but the point is they'll be focused the wrong way - with our ships free to maneuver and literally shoot them in the back. Add the Big Bertha and the Black Death, and we might pull this off with no significant ship losses! I mean, I like the ships we have, I worked on them, but I doubt even all of them are worth a good cruiser. With the possible exception of the Black Death" He smirks. "I'm rather fond of that one."

Address teams. Converse with Steve. Inquire on possibility of using a distraction with our own ships, to increase chances of survival for the captured ships. Be otherwise in favor of the skip to battle.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
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