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This can never be used again or removed

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Total Members Voted: 0

Voting closed: November 30, 2011, 09:01:14 pm


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Author Topic: Space Voyage. Paint Adventure. Rebecoming the greatness it never wasn't  (Read 508404 times)

Rexfelum

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2820 on: October 17, 2011, 12:17:25 pm »

It was foolish to suggest getting rid of the droids' one weakness, space. If we do that, we may as well add a new weakness - a love of mind- circuit-numbing rum. Make moderate doses of the good stuff fill the pirate-bots with courage enough to face the demonically empty equation of nothingness that surrounds them. He says we can't add anything bad, not that our method can't have side-effects.

This is a fantastic idea, and I wonder if your "pegleg" nature has anything to do with it.

Now, let's consider their piratey nature some more and see if there are other weaknesses or hassles.  Hmm.  Well, pirates sing songs all the time, and that has been known to annoy the Sectoids.  Best to avoid that.  Program a sample rum-dependent space-bravery program, but avoid all references to drunken singing.  Or maybe yogurt-dependent.

--Rexfelum
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Urist Mcinternetuser

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2821 on: October 17, 2011, 06:25:52 pm »

Don't betray the droids. That's not cool and would lead to bad PR.
A suggestion for our current predicament: Switch to TQ-01
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BunnyBob77

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2822 on: October 17, 2011, 06:38:23 pm »

Don't betray the droids. That's not cool and would lead to bad PR.
A suggestion for our current predicament: Switch to TQ-01
Let's finish dealing with the droids before we switch to TQ-1.

I support the rum idea.  Try to make it only activate after an hour, so they don't notice what you did immediately.
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Rexfelum

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2823 on: October 17, 2011, 07:07:35 pm »

Try to make it only activate after an hour, so they don't notice what you did immediately.

I'd vote against that.  In the first place, we're talking about robots who are literally aware of their own code, so they'll notice immediately.  In the second, it would be more effective if we made it clear from the get-go that this code "just has to have" an intoxication component: this way, they won't think we're capable of writing it without intoxication.

They'll see the price of their prize, but the temptation will push them to take it anyway . . . and they won't kill us for our treachery.

--Rexfelum
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Rumrusher

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2824 on: October 17, 2011, 09:33:00 pm »

so what are the chances of the rum command turning these pirates into Dwarves and they all start sporting beards?
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Andux

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2825 on: October 17, 2011, 11:52:32 pm »

A suggestion for our current predicament: Switch to TQ-01

I think we're due for TQ-04 (? the clone-decanting job-assignment guy) next.
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Urist Mcinternetuser

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2826 on: October 18, 2011, 01:18:26 am »

A suggestion for our current predicament: Switch to TQ-01

I think we're due for TQ-04 (? the clone-decanting job-assignment guy) next.
Actually, I agree.
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Siquo

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2827 on: October 18, 2011, 03:09:30 am »

STOP! CLIFFHANGERTIME!
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TolyK

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2828 on: October 18, 2011, 08:58:25 am »

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Rexfelum

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Re: Space Voyage. Paint Adventure.
« Reply #2830 on: October 18, 2011, 01:43:11 pm »

No, people.  We've been dragging this out long enough.  It is, as they say, "Go Time":

Our goal now is to accomplish something so totally awesome with the rebellion that we can close the chapter on it

--Rexfelum
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Roboboy33

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2831 on: October 18, 2011, 01:49:33 pm »

Can anyone believe that it took me until yesterday to find all the Xcom references?
I hadn't even heard of Xcom until a couple days ago.

Nope.  Especially given that it would require you to never once go "Huh, I wonder where people got this 'Sectoid' thing they keep repeating like it means something."

--Rexfelum
It happened once and that was yesterday
I thought Phantom came up with it himself.
We've probably had conversations about my epic level of cluelessness.
When I figured out how much had been ripped off from inspired by I lost like 20% of my respect for the early
suggesters. But 20% of zero is But that's behind me now, since I've started ignoring suggestions based on
presumptions about the setting. or have I?
I'd just been using the term "Sectoid" as a generalized term for the clones.
Technically speaking, Alpha isn't one and I've made sure for her never to refer to herself as one.
Their race is called Gabronian and I'm sticking with that terrible name in spite of any amount of protest.
X-com?
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SHUT UP AND ENJOY THE CATS

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BunnyBob77

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Re: Space Voyage. Paint Adventure.
« Reply #2832 on: October 18, 2011, 04:06:23 pm »

No, people.  We've been dragging this out long enough.  It is, as they say, "Go Time":

Our goal now is to accomplish something so totally awesome with the rebellion that we can close the chapter on it

--Rexfelum
Agreed.  Finish what we're doing in an awesome way, then switch to TQ-4.
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Rexfelum

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2833 on: October 19, 2011, 04:10:54 pm »

I think we're due for TQ-04 (? the clone-decanting job-assignment guy) next.

Actually, I agree.

I just realized that we left TQ-04 in the clutches OF DROIDS.

DROIDS.  DROIDS EVERYWHERE.

In other news, I have been forced to replace my blue flame avatar with a different blue flame avatar.  The internet has let me down this day.

--Rexfelum
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Azkanan

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Re: Space Voyage. Paint Adventure. [UPDATED 10-16-11]
« Reply #2834 on: October 20, 2011, 10:54:46 am »

Spoiler (click to show/hide)
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A pool of Dwarven Ale.
WHO IS RESPONSIBLE FOR THIS ?
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