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Author Topic: X-piratez succession game  (Read 74623 times)

Robsoie

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Re: X-piratez succession game
« Reply #375 on: October 05, 2019, 06:47:11 am »

Good month !

I didn't knew about the shift+ctrl when using the auto fire modes of some weapons.
Will have to put this in good use as i really like my combat shotguns :)


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Iduno

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Re: X-piratez succession game
« Reply #376 on: October 05, 2019, 09:53:36 am »

Spoiler (click to show/hide)
At last!  Yeah it's expensive, but it's so worth it.  I think I'll time it and the surgery so that they finish after the first of the month, to dodge the maintenance.  Guess that means the 11th? 12th to be safe.  We also started designing a luxury spa, though we certainly won't have it this month.

We start paying maintenance when you start building it. Good plan, but it won't work. I've checked that before.


Also some disruptive transmissions, we just shoot the satellite down of course.  We do have some Lokk'Naar and human spacesuits, though...  Maybe with some laser weapons, taking out a deathbot isn't out of the question next time?

That, or take advantage of robots' weakness to electricity (which isn't actually a damage type, but whatever) and poor stun regen. Cattle prods get you "live" captures on the robots, but you do need one "corpse" from a robot to learn how to take them apart. I think it's usually 2 robots on those missions.

I am a master tactician (wow, chainmail is pretty great against plasma huh)

Yep. Plus, the radiator shirts (red and blue hexagon things that take up 4 inventory space, probably in the backpack) works on heat and plasma. We're prepared for fighting plasma.


Edit: Is there a reason why the hangar was placed like that in Mary Reed? It just seems to make it more difficult to make use of all the space later.

Yes. The top row should be barracks and vaults. It lets you ambush any attackers who are up on the 2nd level, and we'll need plenty of both vaults and barracks for a "main interceptor/soldier transport base".
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Rince Wind

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Re: X-piratez succession game
« Reply #377 on: October 05, 2019, 10:39:14 am »

Ah, ok, I placed the 2nd hangar on the top row. You can attack from above from the south as well. A main interceptor base should have more than 3 hangars imo, so I make a difference between those with proper soldiers and transports on them and interceptor bases.

I'd say the main base stays the main soldier transport base, and a 2nd one acts more as a training base. That one might have more people, but less quality. We should build up some purebloods as well, I prefer slave soldiers for the better starting stats, but whatever.

What difficulty are we playing on again? Because I never met fewer than 3 robots in my games. Never more than 4, I think. And it is kinda hard to get in melee range when some are on the satellite proper and not in the whatever they are at the bottom.

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Rince Wind

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Re: X-piratez succession game
« Reply #378 on: October 07, 2019, 07:18:40 am »

I AM BACK
I am Harder, Better, Faster, Stronger ... wait, what is this? This body ... it is ... adequat.
Spoiler (click to show/hide)


Well, at least this incarnation won this months captains lottery (wait, since when do we have a lottery? how much did I miss?), so while the runts clean up the mess that comes with getting into a new body (forcing the soul out is not a pretty process, and it means this body will need to spend some days in the hospital), I tell one of the gals to bring me up to date. It seems I didn't miss much, only a couple of weeks at best.
I begin the month with the usual, selling useless junk that my predecessors collected and promptly forgot about. I am sure my successor will have to do the same.


So, we can build flying armors, eh? Why don't we have any? RUUUUUNNNNTS!


Lots of research started and then forgotten about, do I see a pattern here? I'll let everything run, but will make my own priorities once the brainers are done with something.
Spoiler (click to show/hide)


Mary Reed gets a second hangar, and the Deliverator an easy target: a ratmen village needs to be purged from this earth.
Looking at the gals before they leave, it seems my predecessor told them to not carry any spare ammo. Or grenades for that matter. I quickly change that. Even if we are to capture most enemies (not ratmen though) I want the gals prepared in case the shit hits the fan. And the 8 bullets in a Kustom Shooty Gun won't last long then.
There are no long arms on board either (apart from sniper rifles), and barely any shotguns. I love pistols as much as the next gal, but I like my gals to have options and a more flexible loadout.
Beret catches a bullet with her eyebrowes, but other than that everything goes smoothly.
Spoiler (click to show/hide)


The local gouvernment is pleased that this nuisance is gone and they won’t be blamed by any rights groups … wait, ratmen, right, no rights groups, even the mutant alliance cheers. Almost everyone involved learns something and we get a load of crap and some apples.
Spoiler (click to show/hide)


We follow an ordinator around for a bit, but it doesn’t land. It wasn’t crewed by government forces though and the stuff they broadcast on an open frequency sounded like zombies.

We can transform gals into weirdgals, something I immediately forget to do, though we have some promising specimen. We should probably tailor some seductress outfits for them, too.
Spoiler (click to show/hide)


A Marsec Operative tells us about himself, the narcissist, and something about daze damage (#47)
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A pillow book tells the exact same story that is in a gnome tome as well, but all copyright lawyers were shot in 2587, so no one dares to care.
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We are hunting scorpions! As we have some hover suits by now it should be like shooting ratmen on a reaper carcass.
Because of the heat we will not just do some reactions training, but we get that as well.
Spoiler (click to show/hide)


Easy favour with someone who cares about these things, and we even take three of the bastards alive.
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We keep killing small, mostly defenceless enemies, this time under a tavern.
Nothing interesting happens, but we do get some chateau to sell from the owner.
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A ninja tells us about combat stats (#30) and we read a really secret government file that hadn’t been on the net for ages (honest!) to find out about enforcers.
Spoiler (click to show/hide)


We are busy these days! It is only the 4th and one of Jack’s business partners has gone rogue. Again. Jack must be like the worst person ever when it comes to judging people.
Anyway, this was fun for all the wrong reasons.
We manage to subdue the sharp guy, but as we don’t care about B-Boys we just shoot them … and a missed shot hits one of them boomfruits. And the explosion sets a chain reaction in motion that sets off all the other boomfruits in the plantation, killing the b-boys, some tough guys and the sharp dude.
Olivia stubs her toe on the now uneven ground.
Spoiler (click to show/hide)


The last two Tough Guys surrender. We’ll put them to work. This option, along with quite a few others including hiring slave soldiers was for some reason hidden in the recruitment options. Oh well.
Spoiler (click to show/hide)


Still the 4th, Lokks crying for help against Ninjas. Imagine this with the Terror, we would have been able to do about half the missions, or fewer.

We kill one Ninja, the rest is getting subdued and, if necessary, showered in vodka.
Spoiler (click to show/hide)


This is the last one, it basically never moved, so glad we have hover suits, they are worth it for the scouting advantage alone!
Spoiler (click to show/hide)


Not a single Lokk died!
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Shadowlamps fascinate the brainers, because they want to find the switch, but unless they do they are useless to us. The lamps, not the brainers.
Spoiler (click to show/hide)


We could research !Demonic Sacrifices! now, but we’ll go to church instead.
My first robbery in this here body, and I stun some civvies!
The others as well, in fact we stun everybody, even those we don’t care about (i.e. neophytes) run into the stun batons head first.
Spoiler (click to show/hide)


Nothing big, but a lot of small missions are good for training and we still get paid for them at the end.
Spoiler (click to show/hide)


Congratz McCreeper!
Spoiler (click to show/hide)


We could build a study room now, but I feel it is not worth it for 2 brainers.
Spoiler (click to show/hide)


A police vessel plays chicken with some laser beams in midair. The laser beams win, and we get to salvage the rest. Both wolfmen bleed out before we can do anything about it, not very interesting.


A small ship crashed down here and we want to save the crew from freezing to death.
Spoiler (click to show/hide)


OMG! Someone was wounded in the crash, someone call a medic!
Spoiler (click to show/hide)


As you can see we are better medics than academy medics. They might know more than the average gal, but they don’t give a fuck about other people and just run around when their comrades are bleeding out.
Spoiler (click to show/hide)


Not a big haul, but again, everything counts.
Spoiler (click to show/hide)


Same day (8th by now), another crash site. This one went down in a pink desert so it is a race against them blowing themselves up. We mostly win with some minor injuries.



Someone somewhere found this really rigid pair of trousers and the brainers pretend that it is something special. I think they are just making stuff up so they don’t have to do any serious work.
Spoiler (click to show/hide)


At least they found the time to take a look at the stuff Rets lug around.
Spoiler (click to show/hide)


We rescue a foolish government agent who is now the laughing stock of his team because he got taken out by some ballers. Still, better than falling unconscious at the sight of a few dogs I guess.
« Last Edit: October 07, 2019, 07:20:30 am by Rince Wind »
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Rince Wind

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Re: X-piratez succession game
« Reply #379 on: October 07, 2019, 07:51:04 am »

The live scorpion is not alive anymore, and we now know how to take them apart for maximum profit!
Spoiler (click to show/hide)


BTW, we didn’t have any tac armor either, and we do now.
Speaking of advanced construction:
Spoiler (click to show/hide)


Also Advanced Chemistry, which is like beginners chemistry, but the explosions are more planned than accident (still, I’d say it is 60:40 at best).
Spoiler (click to show/hide)


Another mission that is so unremarkable that I only have the score screen. We captured 4 out of 5 of whoever this was though!



Some dirty humanists got the support from the local military police who were supposed to be guarding the armory. Well, technically they are still guarding it, but they also let the humanists in and gave them stuff. Also dogs running around without a leash in the city, can’t have that now, can we?
Spoiler (click to show/hide)

Spoiler (click to show/hide)


Ninjas on the hunt, we should be careful and avoid South America for the time being we aren’t really armed to fight this out.
Spoiler (click to show/hide)


A church boot camp! Again! But someone got here first …
Spoiler (click to show/hide)

An armored ambulance. These are sad times when even the ambulances have to be armored. Good thing we have the charger laser on the Scarab, image the cost in ammo if we hadn’t!
One of the nurses gets killed by the drone for cuddling with us, everyone and -thing else is taken home alive and mostly intact.
Spoiler (click to show/hide)


A bandit warehouse!
I sent some tac armor over to Ching Shih:
Spoiler (click to show/hide)


Someone takes a light wound, but you should see what happened to the other guys!
Spoiler (click to show/hide)


Smart Weapons! Almost as smart as some runts, and definitely smarter than half the gals.
Spoiler (click to show/hide)


I also decided to break an engineer and interrogate him, because we need to know about the heavy duty construction stuff the guild does:
Spoiler (click to show/hide)


Zaxx found some underwater warehouse and wants us to retrieve wet green paper slips from there. I have since sent some newly built chiller outfits to Mary Reed Docks, so we can swim for as long as we want.
Spoiler (click to show/hide)


We can now call Dr. Wang to deliver fun tools of destruction to our doorstep!
Spoiler (click to show/hide)


We know about the Fuso Sword, and probably about the Assault Grenade Launcher. The Street Sweeper is a shotgun that uses combat shotgun rounds, and the Quad Launcher is a Launcher that relies more on quantity than quality. The mammoth chain shotgun is exactly what is says on the tin. Heavy as hell.
He also referred us to his buddy, the White Dragon, so the brainers will try to find his phone number as well.


A quiet little town and all we have to do is live here in this nice house for a bit? Sweet!
Spoiler (click to show/hide)


We already got some of these, probably through gambling, but now we can make our own! It gives a few weaker weapons like the RCF Carbine a reason to stay in our arsenal, as this is a long range option that has a rather high chance to just stun opponents!
Spoiler (click to show/hide)


We’ll get to use them right now at this comm tower!
Spoiler (click to show/hide)

« Last Edit: October 07, 2019, 07:59:00 am by Rince Wind »
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Rince Wind

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Re: X-piratez succession game
« Reply #380 on: October 07, 2019, 08:16:58 am »

We can now build smartpistols. The proper ammo scales off bravery and can do up 35 damage in the right hands, which is really good for such a small package with this much ammo! A very good pistol for weaker gals.
Spoiler (click to show/hide)


I have had enough of not having proper names for our ships, so I christened the Deliverator the Deliveroo and the Scarab the Theban Bug!
Spoiler (click to show/hide)


A Chupacabra Hunt! Flying gals kill and stun them all.
Spoiler (click to show/hide)


An escort, nothing we can tackle with our arms.
Spoiler (click to show/hide)


Mercs? We got this stuff from da police!
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We ran out of apples. This is a sad day indeed, and I order everyone to get drunk as a sign of our sadness.


19th of August by now, and we take down a freighter!
Spoiler (click to show/hide)


Why was I so sad about the engines? Well, because we only have one, and we need two for a …
Spoiler (click to show/hide)


1,25mil for an engine is something we could afford, but we are pirates, dammit, we steal our stuff (well, most of it). We’ll wait. And we don’t need to build no Hunter-Killers, we have something better now!


Govt Papers reveal information about the Rets:
Spoiler (click to show/hide)


A small courier vessel from the guild, its engine explodes as well, but we get most of the crew alive.
Spoiler (click to show/hide)


The quadcannon is a heavy weapon, so we could put it onto the Theban Bug, but it is quite bad. It is a step in the right direction though!
Spoiler (click to show/hide)


Ah, Heavy Duty Construction! Now we can build armored vaults, Mary Reed Docks gets one immediately, there is absolutely no space there.
Spoiler (click to show/hide)


Blabla, the govs judge us. Lest ye be judged and so on. (#90)
We got that from a Govt Paper.


Zaxx wants to get rid of a former associate. He is almost as bad at judging people as Jack, but who are we to complain?
Spoiler (click to show/hide)


My predecessor had put this in with a single brainer, and it is ready now! On the 23rd no less! Very handy weapon to have if you need to defeat heavy armor. Once we have enough we should have one in every hideout for defensive reasons. And ammo, of course.
Spoiler (click to show/hide)


Some Lokk Sciptures reveal information about some Lord Crossroads or something. I fell asleep while the brainer was droning on.
Spoiler (click to show/hide)


Now this is more interesting. They also took a look at the tentacle of one of the hallucinoids I had dissected. That thing can be used like a whip, put the poison pains the user as well. I am not into this, but maybe some is? And bio damage is always nice.
Spoiler (click to show/hide)


Now that the brainers had a look at this thing we can trade it to Zaxx for a nice 500 tokens.
Spoiler (click to show/hide)


We take 9 hostages from a small ship, I think an ambulance, but I can’t quite remember. I was … busy in the hospital.


A priest tells us about his boss. Calls him a traitor. I think the priest was just deemed too narrow minded to advance any further.
Spoiler (click to show/hide)


No one wants to tell us about it, and we have it lying around, so I had the brainers take a look at the Lynx SMG. It is not very impressive.
Spoiler (click to show/hide)
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Rince Wind

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Re: X-piratez succession game
« Reply #381 on: October 07, 2019, 09:14:16 am »

You know survey ships? To survey properly they need to land. So all we had to do was follow it until it did so.
Spoiler (click to show/hide)


Meh, Dr. Wangs friend is a W.I.P.. But at least he’ll sell us his satellite uplinked arms.
Spoiler (click to show/hide)


We have to research the others, but he gives this one for free. Up to 48 damage is pretty nice.
Spoiler (click to show/hide)


Since the guild got wind of us breaking their engineer they might up the ante by sending heavy freighters. Someone suggested catching one on the ground.
We won’t, they don’t ever land anywhere where we could catch it. And its crew is not the usual rabble but includes bodyguards and tanks. And the armory is well stocked with modern weapons.
Spoiler (click to show/hide)


A Ratmen Village provides some fun distraction and 53 apples!
Spoiler (click to show/hide)


The O.G.R.E. shotgun, we can purchase it now. But I really did this because it is on the way to naval guns, and we want those, they would provide is with a nice heavy weapon.
Spoiler (click to show/hide)


A Marsec Dude tells us about how exhausting it is to throw stuff. (#44)


Ah, the Tech Blade, an elegant weapon for carving a more civilized future. Also a step closer to interesting things.
Spoiler (click to show/hide)


Singer zombies are zombie emos prone to fiery outbreaks. Yeah, we asked one personally. Our head therapist recommends copious amounts of dakka.
Spoiler (click to show/hide)


A humanist safehouse houses 3 humanists, but not very safely. One runs into reaction fire, two more will bolster the ranks of our slaves.


We also take two shamblers alive, and will dissect them as soon as the predator is built.


Smartguns are not that much better than their base weapon. Though if you do like AMGs they are a nice upgrade, I guess.
Spoiler (click to show/hide)


Oh yeah! It doesn’t come with free tickets, but we can buy some of the arena staples.
Spoiler (click to show/hide)


Like the slaughter cannon, which never fails to put a smile on the faces of the audience. The cutting damage can come in handy for us as well.
Spoiler (click to show/hide)


Even better is this baby. If you manage to bring one of these up above a hangar quickly they can make base defence a lot easier. I’ll buy one.
Spoiler (click to show/hide)


Another survey vessel, another engine:
Spoiler (click to show/hide)


As we started it, we might as well continue, so we broke an academy medic and made her tell us everything.
Spoiler (click to show/hide)


Stick Bombs are a step towards explosive ammo, which in turn is needed for proper craft weapons.
Spoiler (click to show/hide)


Godslayer’s Hand is beset by bandits, and we’ll go and help.
Spoiler (click to show/hide)


Woohoo! I’ll let the next captain name her, but I put what weapons we have on her. Just remember that you can always disable the missile launchers by clicking on them, because against smaller craft the light weapons (at the moment a dual 25mm and a 30mm cannon) are sufficient and seagulls cost 50k each.
Spoiler (click to show/hide)


And that is it for the month.
We can basically pay for the maintenance with the bonus pay this month, so we make a nice profit!
Spoiler (click to show/hide)


My last actions are ordering the brainers around, who managed to finish quite a bit this morning. An osiron guy tells us about playing with fire (#80) and we can now build full plate mail. Very heavy, good armor, but just not my type. Important step though. I kinda forgot for what, but that was why I ordered the brainers to look into it in the first place.
Spoiler (click to show/hide)


The Air Musket is just another musket, but it might actually be worth it to build some for the underwater crew. The important thing though is, that we can now research heavy slugthrowers. They are kinda the brute force solution to the problem of heavy personal armor. They also work underwater, s strong gal can carry one and a little bit of spare ammo with a chiller.
Spoiler (click to show/hide)


Bugeyes - they all look the same to me.
Spoiler (click to show/hide)
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Rince Wind

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Re: X-piratez succession game
« Reply #382 on: October 07, 2019, 09:29:18 am »

Here is the save:
http://dffd.bay12games.com/file.php?id=14558


The next captain should probably build another base, even if it only has plantations in place of hangars now. I recommend the north and south pole for interceptor bases. (north is more important, because there is more land mass close by)
I didn't go for the kraken, because that thing is way to slow in my opinion. We can build the bonaventura and it should be a decent tank for almost any engagement. I haven't done so yet because we don't have the weapons to engage proper stuff anyway.
I recommend building a few heavy slugthrowers once the research is done to have something that can put almost everything down, especially for the underwater team. Maybe send them the lethal bolts as well, I forgot to do that. They have pretty decent damage and there isn't much profit in keeping aquatic enemies alive anyway.


If everyone is ok with that I could play a 2nd month as well, as it is only monday and I sat out the last round. But if the next in line has time, go for it.
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Iduno

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Re: X-piratez succession game
« Reply #383 on: October 07, 2019, 09:31:38 am »

An escort, nothing we can tackle with our arms.
Spoiler (click to show/hide)

Do we have more than 1/2 an interceptor (the mostly-unarmed scarab)? Because I took down a very large ship yesterday with 2 hunter-killers (with spike missiles, my 1 gauss cannon, 1 50 mm cannon, and 2x double 25mm cannons) and my Fortuna (with spike missiles and a looted sonic oscillator). Volume of fire over quality to shoot down ships larger than you (plus I can still shoot down scouts without blowing them up).


Spoiler (click to show/hide)

What is that weapon?


That was worth it! Though the booty is mostly junk, as one can imagine.
[/spoiler]

It should be enough car parts to put together out own terrible car.


And that is it for the month.
We can basically pay for the maintenance with the bonus pay this month, so we make a nice profit!
Spoiler (click to show/hide)

Nice work.


Also, half a vote for re-naming the Predator "the Epstein".
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Rince Wind

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Re: X-piratez succession game
« Reply #384 on: October 07, 2019, 09:49:19 am »

We have the scarab with a single charger laser, though we could cobble together a quad cannon I think. Or buy a ramjet, but the ammo gets expensive. I'd rather wait for naval guns. We have the new predator (but didn't when the escort showed up) with a dual 25mm, 30mm and 2 seagull launchers, and the deliverator with the 2 dual 25mm. The bonaventura shouldn't take too long to build.
As we are playing ironman I'd rather be careful in what I engage and just because something is large doesn't mean it is strong. A freighter is large, but can be taken down by almost anything. A fighter is small but can be dangerous. A viper fighter is freaking dangerous. And we have no expert lokk pilots yet that can evade very well.

Gauss cannons are nice, you can down ships that carry them with them to keep up with the ammo and once you start attacking military ships you get the parts (and the ammo) frequently. Some missions have military ships landing, that would be juicy targets.
A lot of the bigger ships are armored, and the lighter weapons have trouble doing anything against the hull.

That weapon is a wand of airlesness, very handy especially against lobstermen. It uses up morale, so I also use it to lower morale to <50 in bravery training. It causes choking damage, so it is useless against anyone with a sealed suit, and it can kill, though rarely does.

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Rolan7

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Re: X-piratez succession game
« Reply #385 on: October 07, 2019, 10:01:11 am »

I begin the month with the usual, selling useless junk that my predecessors collected and promptly forgot about. I am sure my successor will have to do the same.
NOOOO but but what if the old boot is useful in a future version??  I'm not a whore you're a - oh, hoarder?  Guilty.
So, we can build flying armors, eh? Why don't we have any? RUUUUUNNNNTS!
I think I only recently finished the research, but also didn't trust myself to use up the uncommon gravity devices FOR THE HOARDE.  Hover suits fricken rock though as you demonstrate, and I think I pointed out how their armor is better than tac suits!
Lots of research started and then forgotten about, do I see a pattern here? I'll let everything run, but will make my own priorities once the brainers are done with something.
That's pretty much what I did too, and left those 0-brainer researches I inherited for "later" since I considered them low priorities too.
Mary Reed gets a second hangar, and the Deliverator an easy target: a ratmen village needs to be purged from this earth.
Looking at the gals before they leave, it seems my predecessor told them to not carry any spare ammo. Or grenades for that matter. I quickly change that. Even if we are to capture most enemies (not ratmen though) I want the gals prepared in case the shit hits the fan. And the 8 bullets in a Kustom Shooty Gun won't last long then.
There are no long arms on board either (apart from sniper rifles), and barely any shotguns. I love pistols as much as the next gal, but I like my gals to have options and a more flexible loadout.
What's that Hornet quote?  "If you need more shots, you're in over your head so start smashing with the decent melee mode or call for HMG supporting fire"?  But nah I was just too lazy to equip black powder or molotovs.  Though I'm still prejudiced against shotguns.  If buckshot would work, so would a stunprod.  I keep meaning to try slug rounds or even chem, but I like my dakka.
We follow an ordinator around for a bit, but it doesn’t land. It wasn’t crewed by government forces though and the stuff they broadcast on an open frequency sounded like zombies.
So many freakin ordinators trolled me as well!  Unless it's somehow the same one?  I don't get it.
A ninja tells us about combat stats (#30) and we read a really secret government file that hadn’t been on the net for ages (honest!) to find out about enforcers.
Spoiler (click to show/hide)
Waaait, I already researched the uh, Elite government guy who looks like that!
Spoiler: CLOAKER!!! (click to show/hide)
(Wonder if this has to do with updating back to J17 in my first week XD )
We are busy these days! It is only the 4th and one of Jack’s business partners has gone rogue. Again. Jack must be like the worst person ever when it comes to judging people.
Anyway, this was fun for all the wrong reasons.
We manage to subdue the sharp guy, but as we don’t care about B-Boys we just shoot them … and a missed shot hits one of them boomfruits. And the explosion sets a chain reaction in motion that sets off all the other boomfruits in the plantation, killing the b-boys, some tough guys and the sharp dude.
Olivia stubs her toe on the now uneven ground.
Spoiler (click to show/hide)
I didn't know that could happen O_o  I mean, see, this is what happens when you use lots of grenades or something :P
The last two Tough Guys surrender. We’ll put them to work. This option, along with quite a few others including hiring slave soldiers was for some reason hidden in the recruitment options. Oh well.
Oh uh, because we're actually hiring them with a wage and stuff.  Not that I have a problem with that, in fact I love it!  Our reliance on sl- volunteers makes me uncomfortable sometimes.  Literally taking their glamour... is that really okay?
Spoiler (click to show/hide)
Not a single Lokk died!
:)
A small ship crashed down here and we want to save the crew from freezing to death.
Spoiler (click to show/hide)


OMG! Someone was wounded in the crash, someone call a medic!
Spoiler (click to show/hide)


As you can see we are better medics than academy medics. They might know more than the average gal, but they don’t give a fuck about other people and just run around when their comrades are bleeding out.
Yeah!!  We're like the Academy but better!  Take that mom <3
We rescue a foolish government agent who is now the laughing stock of his team because he got taken out by some ballers. Still, better than falling unconscious at the sight of a few dogs I guess.
Where are those elite-enforcer-whatevers when they're needed?  Not that I'm complaining, it's an easy way to keep the govts' favor and make some cash.

Aaand leaving the other posts for now, but thanks for the fluffy update!
Fakedit: Oh fuck... yeah ok seconding "Epstein" for Predator.  Some people are still infamous in 26XX

Don't you need a weirdgal to use wands?  I'm so confused about voodoo stuff.  I've got a seductress now in my game who's gaining skill even though I don't have a voodoo school (no panels), and I've got a weirdgal on the way.  Is it only armors that require being weird?  But a lot of the items need some points of skill, right?  Bah, dakka dakka!
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Iduno

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Re: X-piratez succession game
« Reply #386 on: October 07, 2019, 10:40:02 am »

I left the research at 0 brainers because they were needed elsewhere, and I didn't want to lose whatever progress we already had on those projects.

The base Lokk armor is +10 xp, so they at least train quick once they have enough TU to get near an enemy. The dojo does that well. After one or two field missions, they're good enough pilots (stun batons to increase reaction). I'm not good at getting their bravery up, though. Partly because they lack any good outfits. I guess ropes would work for that after getting reactions up, but that requires fielding Lokks more times, and they have real bad TU. We could get a few trained up now that we've got interceptors being built.
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Rince Wind

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Re: X-piratez succession game
« Reply #387 on: October 07, 2019, 11:14:17 am »

Send them naked and give them the wand of airlessness, I think it is 15 morale/use. Once they are under 50 only use it if they get above by panicking or kills.
Good thing about lokks is that they have a lot of energy that they regenerate quickly, so you can run almost all the time.
We already stopped civilian traffic from appearing, but in my game I used that a lot to train my lokks. Just shotguns with rubber armor and land at night. A light pistol for any useless or dangerous enemy like b-boys, and then just let them reaction shot while they use their superior nightvision and camo. trains bravery on longer missions as well, when you don't kill anyone, but that is pretty random.

We do have AP armor for shotguns on board, and a gal might be equiped with that. But I think I changed that for the hunting mission.


I think you need weirdgals for the outfits, and you can use wands just fine without training. Just give them to gals with good voodoo skill. They probably won't be able to make the most out of them, but they do work and it is usually enough. I hardly ever use anything but the wand of airlesness though.

You know you can safe loadouts and automatically equip them then?
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Iduno

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Re: X-piratez succession game
« Reply #388 on: October 07, 2019, 11:36:15 am »

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Rince Wind

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Re: X-piratez succession game
« Reply #389 on: October 07, 2019, 11:59:00 am »

Ok, that was unclear. Those are not dangerous, but not worth taking alive either. Dangerous are people with a shotgun, an igun or something similar.
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