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Author Topic: Growths (ISG)  (Read 36109 times)

Gwolfski

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Re: Growths (ISG)
« Reply #315 on: March 04, 2017, 06:26:47 am »

There are lights on some of the aliens gear. Turn them off, god knows what they could be doing.
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crazyabe

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Re: Growths (ISG)
« Reply #316 on: March 04, 2017, 11:42:40 am »

PTW
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Puppyguard

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Re: Growths (ISG)
« Reply #317 on: March 04, 2017, 12:42:38 pm »

There are lights on some of the aliens gear. Turn them off, god knows what they could be doing.
+1.
If the alien we took hostage was able to eat one of our ration bars, we can probably eat their ration bars.
Hopefully.
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Ultimuh

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Re: Growths (ISG)
« Reply #318 on: March 04, 2017, 02:25:27 pm »

There are lights on some of the aliens gear. Turn them off, god knows what they could be doing.
+1.
If the alien we took hostage was able to eat one of our ration bars, we can probably eat their ration bars.
Hopefully.

Well, that alien died for some reason..
Perhaps we should check the alien ration bars for potential ingredients which might be toxic for humans.
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Asgarus

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Re: Growths (ISG)
« Reply #319 on: March 04, 2017, 02:58:00 pm »

There are lights on some of the aliens gear. Turn them off, god knows what they could be doing.
+1.
If the alien we took hostage was able to eat one of our ration bars, we can probably eat their ration bars.
Hopefully.

Well, that alien died for some reason..
Perhaps we should check the alien ration bars for potential ingredients which might be toxic for humans.

That.

We should give Mask and the other plantmin some time before we go search for them. I am sure they can handle themselves at this point, for a while any way.
In the meantime, we should probably plan ahead where to build a wall of sorts. There are confirmed hostiles in the nearby area, so it is better be safe than sorry.

Well, somewhere on this island there is a big ass ship full of big, aggressive raiders, so we should at least make sure they are aware of the danger and inform us about their plans in the future.

A wall sounds good, but I guess we need a lotta wood and dirt for that, since sand probably isn't that good of its own.
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helmacon

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Re: Growths (ISG)
« Reply #320 on: March 04, 2017, 03:02:44 pm »

We can use the hull scanner to check the bottom part of the ship, just in case there's anything down there worth risking the radiation for.
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Asgarus

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Re: Growths (ISG)
« Reply #321 on: March 04, 2017, 06:58:23 pm »

We can use the hull scanner to check the bottom part of the ship, just in case there's anything down there worth risking the radiation for.

yes!
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Aseaheru

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Re: Growths (ISG)
« Reply #322 on: March 04, 2017, 08:37:32 pm »

 We should also give each group of plantmin who go out a shortrange communicator, for emergencies only. Also, with the amount of stuff here, keeping a small group as guards and a potential response group would be useful.
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Coolrune206

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Re: Growths (ISG)
« Reply #323 on: March 04, 2017, 09:53:57 pm »

We should also incorporate the spare oxygen tanks into our current oxygen system, allowing us to go further from the ship.

I'd also like to try plugging the AI chip into something; anything. If we have any PDA of some kind, let's put it in there. If not, let's try putting it into a short-range communicator; just to see if it might respond to input.
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DAPARROT

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Re: Growths (ISG)
« Reply #324 on: March 05, 2017, 10:05:26 pm »

We should also incorporate the spare oxygen tanks into our current oxygen system, allowing us to go further from the ship.

I'd also like to try plugging the AI chip into something; anything. If we have any PDA of some kind, let's put it in there. If not, let's try putting it into a short-range communicator; just to see if it might respond to input.

+1, but don't put the ai in anything important, it might be angry
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Asgarus

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Re: Growths (ISG)
« Reply #325 on: March 06, 2017, 07:21:16 am »

Try not to broadcast our position to the far bigger raider ship...

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omada

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Re: Growths (ISG)
« Reply #326 on: March 08, 2017, 05:07:04 pm »

We have to remember that there are two wreckage's in the island.

And one alien got out.
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Evil Lincoln

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Re: Growths (ISG)
« Reply #327 on: March 09, 2017, 05:21:20 am »

Turn 46



You spend a while tinkering with the salvaged equipment. You switch off the Alien life support packs, you probably should have noticed those earlier. You attach one of the spare air tanks to your own life support pack extending your air capacity by three hours. You could attach the other tank but you would lose your ability to easily holster your rifle which would hamper your ability to carry items.

You take one of the short range communicators (SRC) for yourself and give another to Bulb. You'll try and distribute them so that when teams leave the camp at least one member of the team has one. The SRCs look like they are some commercial personal communicators/computers refitted to work as independent units outside of a typical planet telecommunications network. It seems they are capable of text and audio communications, leaving messages as well as calendar/planning utilities and a few other minor functions. Unfortunately while they can interface with most equipment via the universal standard plugs and such they don't have a way for you to insert the AI chip. The only thing you currently have that could interface with the AI card would be your suit, which is pretty important to your survival right now.



Once you've completed that you inspect the antenna from the mountain again. Since you removed it's ability to transmit last time you hook it up to your own power supply and see what it does. As far as you can tell from it's diagnostic displays it's waiting to receive a signal. It looks like if it received a signal it would send something back, without giving it a signal you can't tell what it would reply with. You could probably change these behaviors if you wanted to using the SRC as an interface or just scrap it for some parts.

While investigating the antenna you realize your distress beacon is still very much active. You turn it off as per your efforts to reduce the chances of being detected by the larger ship.



Interrupting your tinkering session and the plant's messing around with power-tools session Mother gives new life into the world. The new Plantmin has tusks, and an additional set of arms which is causing a bit of a stir with the other Plantmin.



This commotion is interrupted by another commotion as Mask's party has returned with their catch.



Mother:
Biomass: 4/16
Birthing: inactive

Status:
Air: 8/8 Hours Remaining +3 max(air tank)
Suit Integrity: Damaged
Injuries: Burns
Hunger: Peckish
Thirst: Thirsty

Inventory:
Food:
30x Ration Bars
20x Ration bars (alien)

Equipment:
1x Laser Rifle (6 shots left)
3x Laser Rifle Batteries (20 shots each)
1x Laser Pistol (8 shots left)
18x Laser Pistol Batteries (10 shots each)
1x High Explosive Grenade
1x Survival Knife
3.5x Grabber Suits
2x Grabber Lifesupportpacks
2x Spare air tank
2x Cutters
1x Hull Scanner
1x Fusetool
4x Short range communicators

Survival:
1x Thermosafe Firestarter
1x Atmoscan
1x Electric fire
5x Blankets

Materials:
10x Platinum
20x Gold
10x Wood
5x Stone
5x Acidic Nodules
15x Wings
4x Mandibles
1x Hover Organ
2x Scrap Metal

Misc:
1012x Stalvus Confederacy Credits
12x Flamcorp Food Coupons
530x 61st Bank Chips
1x AI card (mystery contents)


Author Notes:
Spoiler (click to show/hide)

Ultimuh

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Re: Growths (ISG)
« Reply #328 on: March 09, 2017, 05:35:14 am »

Check if there is any injuries in Mask's party that should be treated.
We should probably see what Tusk could contribute with, or should we let the other plantmins deal with that?
We should probably deal with our own thirst, but I guess we could wait until we actually get hungry first?
« Last Edit: March 09, 2017, 05:37:06 am by Ultimuh »
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omada

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Re: Growths (ISG)
« Reply #329 on: March 09, 2017, 03:34:45 pm »

Check if there is any injuries in Mask's party that should be treated.
We should probably see what Tusk could contribute with, or should we let the other plantmins deal with that?
We should probably deal with our own thirst, but I guess we could wait until we actually get hungry first?
check injuries +1 and congratulates them for their good work
See what tusk can do? YES, let's see if he can do carry more or whatever.
Drink

Give alien dead corpse to be eaten or to the mother (come on we can't let it rot there)

What is that yellow and redish stuff in the green areas in the last image? check

hey, with which string they put their stoneclubs together? grass?
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Competent reader (any know lenguage)
Novice english wordsmith
Dabbling english speaker (rusty)
He is short, with a small and failed beard
He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.
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