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  • File : 1328920708.gif-(18 KB, 274x224, Stageselect.gif)
    18 KB TG Quest 61: Would This Stage be Meta Man? MetaQuest OP 02/10/12(Fri)19:38 No.17889624  
    Quest approaching, TG-Class!

    Last Thread: http://suptg.thisisnotatrueending.com/archive/17862317/

    Short Summary: Having arrived at the infamous 8-bit Dystopia, you find yourself on the opposing end of the schemes of a rogue Transpace Guard researcher turned monster, Dr. Grimm. Having communed with the Goddesses of Hyrule, you have learned much, determining that Grimm seeks to stamp out the last heroes of the City, and you must stop him.

    You also managed to locate Dr. Light's broadcast spot, a relay deep in the Pipes, as well as discovering that Dr. Robotnik has seized a Subspace Bomb, Dr. Wily has acquired research data from the Men of Iron, and MetPharm is working on researching the three gems of Hyrule.

    And now the most important choice is upon you.

    STAGE SELECT.
    >> Anonymous 02/10/12(Fri)19:39 No.17889639
    I go to Kanto instead.
    >> Anonymous 02/10/12(Fri)19:43 No.17889676
    Who do Drone Man and DOSH Man represent?
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)19:44 No.17889694
    Sorry for no Bootleg yesterday.
    Was sleepin'.

    And always select DOSH man.
    >> Anonymous 02/10/12(Fri)19:44 No.17889696
    Egg man, I want no time shenanigans (save those we do)
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)19:47 No.17889723
    Anyway, to get people caught up on the necessities:

    We're near a world called 8-bit dystopia. It's a grimdark fusion of many of your favourite 8-bit settings. No Commander Keen, sadly.

    Dr. Grimm, former Researcher of the Transpace Guard, is using this place for ... we don't know why yet. But he's mutated himself into a god, and he knows all our tricks, so he's basically gone full SHODAN on us.

    Last thread, we asked Pellaeon how closely we could safely approach the planet without getting ourselves owned. We do have a cloaked ship and 2 cloaked dropships in the planet's orbit, ready to insert stealth teams.
    >> MetaQuest OP 02/10/12(Fri)19:50 No.17889775
    >>17889676
    I threw Drone man in for shits and giggles.

    DOSH man represents any attempt to gain loot not relating to the main objectives.
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)19:51 No.17889789
    Though Pellaeon has yet to get back to us, there are 5 sites of importance on the planet's surface that we could go and investigate*.
    *Pardon my derp if the three gems of time are actually on Zebes, not the planet.

    #1: Wily Labs
    Wily has a warhammer 40k imperium data slate containing advanced weapons technology, and is installing it on his robots, for even more killy. We need to stop this.
    #2: Egg Labs
    Dr. Robotnik has a Subspace Bomb, which is basically a bomb that blows far too much shit up for its own good. We need to get dat fukken bomb.
    #3: MetPharm Labs
    Mother Brain and Ridley have seized some of the gems of time from the Legend of Zelda. We need to get dem fukken gems.
    #4: Digsite
    The Temple of Time has been unearthed by archaeologists planetside. We need to seal it shut again before our enemies get sent back through time and go full Terminator on us.
    #5: Dr. Light's broadcast station
    We haven't yet decided if we want to go talk to Light yet. I think we should, someone else thinks we shouldn't.

    Because the Farseers haven't gotten back to us yet on how many hours we have before someone presses the Big Red Button of Oops, we don't know yet what the plan is.
    >> Anonymous 02/10/12(Fri)19:54 No.17889822
    >>17889789
    I agree, we should probably talk to Light before we commit to one path right now. They all seem pretty important right now, getting another perspective on the conflict might be useful.
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)19:55 No.17889823
    >>17889789
    Currently, in my opinion, we get Pellaeon to tell us how close we can safely get to the planet before being detected, jump there, and start scanning.

    Send our 4 observers, one to each of Wily labs, Egg labs, Metpharm labs, and the Digsite to get a closer view.

    Prep our avoids-combatty forces for insertion, to gain intel about what we're going up against here. Though we don't yet have enough info to safely land any forces on any of the 3 labs yet, we could track down Dr. Light and the Digsite with more ease.

    The Aurors were working on finding a path to Dr. Light, not sure if they've done so yet.

    Our Stealthy forces are:
    Aurors (Invis charms)
    Delta Greens (Veteran, stealthy)
    Gabriel Tosh (Hero, stealthy)
    BLU Spy (stealthy, respawns)

    Our "Able to bullshit their way out of anything" forces are:
    Spike Spiegel (Hero)

    Our "We took a feat that lets it avoid combat" forces are:
    VP-99 (Hero)
    >> MetaQuest OP 02/10/12(Fri)19:56 No.17889842
    rolled 42 = 42

    >>17889789
    Farseers spam really the only ability they've been called on to use since this quest began despite them being able to do way more...
    >> Anonymous 02/10/12(Fri)19:57 No.17889851
    I have some things I'd like to point out when it comes to choosing our options.

    >Eggman
    Just getting the bomb itself out of there isn't enough. We also need to wipe the analysis data, in case he stumbles across it again.
    >Wily
    We've established we're going to wipe the backups. but we need some way of stopping him manufcturing iron Men-class robot masters and get rid of the ones already on the streets. maybe we can get the problems to solve each other.

    >Digsite
    This plan seems solid, but we want to delete Wily's memories of it, as well as any digital records while we're at his base, to stop him from stumbling across it again and starting digging all over.

    >Metroid Man
    Be ready to face all kinds of crossover beasts. Once we have the Triforce, it might be an idea to see if Cheryl and the psychic brigade can utilise its power against Grimm should it come down to that.
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)19:57 No.17889855
    >>17889823
    Preliminary plan is to collect enough info that we could reasonably disguise our forces as Civilians, or better yet, low-level Employees of the major corporations, and get boots on the ground to eavesdrop and spy on things.

    Our enemy has unknown combat capacity, but the wrecks of R-types and Gradius ships in orbit tells us our enemy can wreck R-types and Gradius ships.

    >>17889842
    Well, we got them for their ability to see the future.
    >> MetaQuest OP 02/10/12(Fri)19:57 No.17889858
    >>17889842
    "You have more than a day, and less than a week."
    >> Anonymous 02/10/12(Fri)20:00 No.17889886
    >>17889858

    Oof, that's a small enough time period that we have plenty of potential to fuck up.
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)20:02 No.17889929
    >>17889858
    Right. That gives us enough time to safely land stealthy forces and snoop around.

    For now, I'd say: Keep Aurors shipside (they're too valuable to lose).
    Tosh and the BLU Spy should land at the digsite and get to sneaking around. If Tosh could read some minds, that'd be neato.

    The Delta Greens, VP-99 and Spike land near Dr. Light's broadcast location. Use VP-99's enemy-avoiding ability to get Spike close enough to Dr. Light to talk to him.

    The Delta Greens are there in case someone from out of canon, or overpowered enemy forces, try to assassinate Dr. Light.

    While Pellaeon gets us a Scouting Solution on our ship (seriously, it's fucking hard to detect things 1km in size when they're not in direct orbit of your planet, he can probably get us closer than "Behind Pluto"),

    We send in the Observers to the top 4 areas, the Aurors see if they can scry a path on the Light site, we land forces above, and they go in and see what they can manage.

    Digsite team is to snoop around but not risk being detected.
    Stealth team is to try to get Spike and VP-99 to Light to talk to him, while the Delta Greens watch for (and prepare to intercept) incoming enemy forces.

    At least, that's my take on our plan for now.

    Goal is to get enough info to reliably disguise ourselves as civvies or low-level corp employees.
    >> Anonymous 02/10/12(Fri)20:05 No.17889963
    If we're going to do any looting, w should get it done before we defeat grimm, on the off chance that the Goddesses can reboot the world to a less Grimdark state.

    Just checking through last thread, how confident are the Aurors in Apparating to where they saw (not Grimm's chamber, that was the farseers) ?

    This got asked but never answered. If they can't do it, fine, but if they can, it'll help with emergency insertions.
    >> Anonymous 02/10/12(Fri)20:06 No.17889981
    >>17889929

    I agree that stealthing it for now is the best plan. This entire place operates under a fragile balance that is currently fracturing, a problem we're trying to fix. Jumping in feet first with a lot of noise will make it worse.
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)20:08 No.17890009
    >>17889886
    When we get new intel, we go from there.
    We're aiming to get as much intel as we can in only a few hours.
    Time is short, we have little info, our enemy is as smart and meta-capable as we are, has 3 entire goddamn fucking armies, and has weapons that could potentially end the world in 2 days. In short, it's a pretty normal Friday for us.
    Hop to it, lads.
    >> Anonymous 02/10/12(Fri)20:09 No.17890011
    Well, the most important thing right now is for us to take control of the digsite of the temple of time. With that under TG control, we won't have anybody trying to outflank us temporally and messing up history while they're at it. It also gives us a second chance to fix big problems before they become problems, but I don't like going through time to fix things. The ripple effect will not and cannot be contained and who knows how it will affect the present.

    Also we need an envoy to meet with Dr Light.

    Lastly, among Dr Wily, Robotnik, and Mother Brain, we should deal with Mother Brain first. Once we get the gems, the temple will be fully under our control. Plus the fact that we have counters against Wily (a few baneblades) and that Robotnik would not want to tip his strongest weapon so quickly is in our favour.
    >> Anonymous 02/10/12(Fri)20:10 No.17890027
    Wait...why is there a selection for Bowser Man?

    Perhaps we need to scry him, too. Does he have a high-level reality distortion in his proximity as well?
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)20:12 No.17890050
    >>17890011
    I'm hoping we can get enough intel with Tosh + BLU Spy + Observer at the digsite that we can make a plan to hit that place first. As for the other three, you're right that Mother Brain is a good bet to hit first, but I don't know if we have enough time to go after all three separately.

    >>17890027
    Good idea. It ain't 8-bit dystopia without Bowser.
    >> Anonymous 02/10/12(Fri)20:15 No.17890087
    >>17890011
    No, we hit the digsite Wily will be on-guard (it's his forces holding the area, after all). We could stall him for a while, but he would find out, and then we have problems. While the idea of Robot Masters getting Curb-stomped by Baneblades is amusing, it will probably cause us some problems (namely Grimm noticing us).

    We hit them simultaneously, we eliminate the problem. We have to wipe all records of the digsite from Wily's database anyway.
    >> MetaQuest OP 02/10/12(Fri)20:17 No.17890110
    >>17889963
    The Aurors inform you that regrettably, all of those installations save the dig site appear to be shielded from teleportation.
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)20:19 No.17890131
    Regarding DOSH man:
    We're seeing if we can beam up dead Wilybots and Robotnikbots from scrapyards across the planet, so our engineering team can A. Find weaknesses, and B. Possibly learn how to make them.

    >>17890087
    You make a good point, too. If we attack one thing at a time, our enemies will be on guard, and it'd waste the element of surprise. We still need intel before we can land a team at the HQs and gogogo, but hitting 4 places at the same time could work in our favour.

    >>17890110
    Goddamnit Aurors you're meant to be finding a path to Light.
    Farseers! What can you do other than see the future?
    Pellaeon, we asked for that solution for getting closer to Hyrule 30 minutes ago goddamn.
    Tosh, Spike, VP-99, DGs, Spy, why aren't you on the planet yet?
    Observers have you found anything new at the Corp HQs?
    >> Anonymous 02/10/12(Fri)20:25 No.17890194
    >>17890110
    what, including magic? Damn. That raises the question: HOW is that possible? Magical teleportation should be an out-of-context problem for the 8-bit dystopia. Which suggests Grimm has beefed up their security.
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)20:27 No.17890220
    >>17890194
    Indeed.
    >> MetaQuest OP 02/10/12(Fri)20:30 No.17890262
    rolled 64 = 64

    >>17890131
    The Aurors begin scrying on Dr. Light.

    Your engineers have been analyzing those scrapped bots for a while.

    Between them, the psykers can use any of the Eldar psyker abilities from WH40K so long as the world they are on has a Warp-equivalent. They can also use their abilities from Dawn of War.

    What are you using to transport your away team down? An Al'kesh?

    Pellaeon calculates you should be able to move from Pluto to behind Mars without incident.
    >> Anonymous 02/10/12(Fri)20:31 No.17890268
    >>17890131
    >Regarding DOSH man: We're seeing if we can beam up dead Wilybots and Robotnikbots from scrapyards across the planet, so our engineering team can A. Find weaknesses, and B. Possibly learn how to make them.

    Sounds good. Are we also planning to loot some of the stuff from the Moon? There's a lot of wrecked vehicles there, after all.

    >You make a good point, too. If we attack one thing at a time, our enemies will be on guard, and it'd waste the element of surprise. We still need intel before we can land a team at the HQs and gogogo, but hitting 4 places at the same time could work in our favour.

    Mind you, I am somewhat Lairy, considering what happened in Raccoon. Of course, while Wily is obviously observing his hQ and the digsite, Robotnik and Metpharm are indepedent of him, so that is not as much of a worry. Of course, should they catch wind of our attacks they may beef up their security anyway, or worse combine forces or WORSE call Grimm (assuming they know about him and he didn't just anonymously give them stuff, and have the means to do so)
    >> MetaQuest OP 02/10/12(Fri)20:32 No.17890281
    >>17890262
    The Aurors manage to locate Dr. Light hastily running through the Pipes, a backpack of electronic gear on his back.
    >> Anonymous 02/10/12(Fri)20:38 No.17890338
    >>17890281
    damn. Is he being pursued? If yes, get a team down there right quick. If not, we need to figure out where he's headed, and if/when we can talk to him.
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)20:39 No.17890346
    >>17890262
    >Pellaeon calculates you should be able to move from Pluto to behind Mars without incident.
    Hooray!
    >Between them, the psykers can use any of the Eldar psyker abilities from WH40K so long as the world they are on has a Warp-equivalent. They can also use their abilities from Dawn of War.
    Bugger. I never played in either of those settings. I must obtain the information.
    >What are you using to transport your away team down? An Al'kesh?
    Yes. That's our best option at the moment, isn't it? Cloaked, can teleport.
    Might be a squeeze getting all the Delta Greens with Tosh, Spy, VP-99 and Spike into one Al'kesh. If need be, leave enough DGs behind that we only have to use one Al'kesh.
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)20:40 No.17890360
    >>17890281
    Right. Have one or two of them keep a lock on light, and the others scry for a man matching Bowser's description, or a man matching Shredder's description. One of the two might have other weird wacky shit we need to deal with.
    >> MetaQuest OP 02/10/12(Fri)20:44 No.17890393
    >>17890338
    He is not being pursued. I have to take a 20 minute break guys, sorry. BRB
    >> Bootleg OP !!Cuw+lR6NxOH 02/10/12(Fri)21:07 No.17890606
    >>17890393

    Oh. Specify: Move to behind Mars.
    That's a lot closer distance. Probably not close enough to see anything interesting, but nonetheless a lot closer.

    If we need to be even closer to scan troop HQs, best bet is to find any random magnitude 5 star and sit in front of it. Anyone looking for a blip of light will be hard pressed to find anything in front of a star, and there's tens of thousands of stars of that magnitude, people won't be watching them all.
    >Corps Call Grimm
    That would be a BAD thing indeed, which is why we need to learn how to imitate Civilians or Corp employees. The less notice we give the enemy, the better.

    Anyway, we probably have Spike / VP-99 / DGs ready to find Light, and Tosh / BLU Spy ready to STEALTHILY derp around the digsite. We'll have a closer Oncoming Storm scan and Observers staring at a few sites, so that'll give us more information.

    Aurors are tracking Light. If this doesn't exhaust them, they should also see if they can find what Shredder and/or Bowser are up to.

    Finally, who here knows a lot about their 40 Ks? I read a lot about the Farseer and Seer council's combat abilities on the dawn of war wiki, but they're basically all "Close range attack enemy troops in open warfare" abilities (as they rightfully should be, for DoW). What other abilities would a Farseer have that could help us in our current situation, besides untangling skeins?

    Now where's that damn OP?
    >> Anonymous 02/10/12(Fri)21:12 No.17890652
    >>17890606
    here's the lexicanum page.

    wh40k.lexicanum.com/wiki/Eldar_Psychic_Powers

    to be honest, I'm not sure what might be useful other than direct combat or various subsets of scrying as support. I suppose Mind War would be good, but in cases like these (with robots and canon characters galore), it's not all that useful.
    >> Anonymous 02/10/12(Fri)21:12 No.17890656
    Do we want to talk to Dr. Light right now, while he's hoofing his way through the pipes? Or should we just track him and then speak to him once he's in what might be a relative "safe room" for him?
    >> MetaQuest OP 02/10/12(Fri)21:16 No.17890684
    rolled 89 = 89

    Rolling.
    >> Anonymous 02/10/12(Fri)21:18 No.17890696
    >>17890656
    track him, keeping an eye out for any possible ambushing forces.

    >>17890684
    >ohboyherewego.jpg
    That roll means the good doctor is alive, right?
    >> MetaQuest OP 02/10/12(Fri)21:19 No.17890713
    Your Al'Kesh avoids detection, stealthily dropping off the Observers near their targets before flying towards an abandoned slum area with only one notable feature: A huge pipe sticking out of the ground. Around this entrance to the dystopia's underworld, the dropship deploys its remaining troops before finally taking off and heading back into space.
    >> Anonymous 02/10/12(Fri)21:20 No.17890718
    >>17890652

    At least we know we can be more specific when asking for certain types of scrying (i.e. how do we kill this guy or lead to his eventual downfall) when we ask the Farseers.

    I also didn't know that they can essentially cast a version of Psionic Storm from Starcraft. I wonder what the range limit on that is.
    >> MetaQuest OP 02/10/12(Fri)21:35 No.17890868
    rolled 87, 20 = 107

    >>17890713
    >Tosh and the BLU Spy should land at the digsite and get to sneaking around. If Tosh could read some minds, that'd be neato.

    >The Delta Greens, VP-99 and Spike land near Dr. Light's broadcast location. Use VP-99's enemy-avoiding ability to get Spike close enough to Dr. Light to talk to him.
    >> Potential Writefag 02/10/12(Fri)21:40 No.17890922
    >>17890868
    .. Oh lord.

    Light interception team, you've got incoming! Do NOT let Light come to harm! Al'Kesh, you may need to go back and provide cloaked cover fire/ extraction for them.

    Tosh, Spy; proceed quietly. Be on the lookout for anything of particular interest. Watch out for patrols. Report in when you find something, or you reach the Temple proper; whichever happens first.
    >> Anonymous 02/10/12(Fri)21:44 No.17890967
    >>17890868
    >>17890922

    If our Treknoverse transporters have a high range, we might want to consider beaming them out in case trouble occurs.
    >> Anonymous 02/10/12(Fri)21:49 No.17891030
    >>17890868
    >that 20

    hopefully it just means they're too busy fighting us to go after light, rather than revealing his presence.

    Or that they're leaving us alone.

    Can we get some scrying done on Bowser, if our Farseers have the time. Alternatively, have the farseers use battle Fate, Guide, and Fortune to help our teams avoid the enemy 9assuming they have enough range) Have Cheryl boost their power if she can.
    >> MetaQuest OP 02/10/12(Fri)21:52 No.17891058
         File1328928721.jpg-(296 KB, 610x610, goomba.jpg)
    296 KB
    rolled 41, 45 = 86

    >>17890868
    Entering the Pipes, the Delta Greens, VP-99 and Spike descend down a gigantic pipe that opens into a wide, slime coated central chamber with numerous tunnels, pipes, and passages leading from it. Strands of some fungal growth hang down from the ceiling, while a foot of fetid water rushes at their feet. VP-99 immediately picks up movement in several directions, getting out a warning just in time as the group draws their weapons. A host of fungal monstrosities bursts from the pipes, what look like mushrooms half the height of a man, but with row after row of sharklike teeth in circular maws. Beady eyes set deep into puffy flesh track the team's movements as stubby legs carry the creatures towards them at disturbingly fast speeds.

    Tosh and Spy manage to descend through a series of abandoned tenements before reaching the first security cordon, which they easily slip through. The opposition seems entirely automated, making it impossible for Tosh to read any minds so far.
    >> Anonymous 02/10/12(Fri)21:57 No.17891102
    >>17891058
    OK, if the farseers can range out their abilities far enough to assist our team, now is the time. Primarily Guide and Fortune, I think.
    >> Anonymous 02/10/12(Fri)22:01 No.17891155
    >>17891058
    Spike, Delta Greens, and VP-99, weapons free.

    Farseers, use Battle Fate, Guide, and Fortune to help out our two teams. 3 Farseers to each team (Tosh and Spy; Spike, DG, VP-99). See if Cheryl and the Psions can assist by acting as parallel telepathic processors.
    >> Anonymous 02/10/12(Fri)22:04 No.17891197
    >>17891058
    As this is going on, have the task force jump to Mars, using the planet to shield us from prying sensors.

    The Indefatigable is already in orbit along with the RVF-25. Since we will be using the Storm's sensors to examine the HQ's, have the Indefatigable be prepared to beam the teams out if they get in over their heads.
    >> Rynex !3KCroq6wAA 02/10/12(Fri)22:08 No.17891245
    >>Our enemy has unknown combat capacity, but the wrecks of R-types and Gradius ships in orbit tells us our enemy can wreck R-types and Gradius ships.

    Arwing != R-Type
    >> Anonymous 02/10/12(Fri)22:11 No.17891277
    >Engineers have been analyzing Robotnik and Wily robots
    Have they been able to hack the IFF transponder codes, to make our robot units appears as WilyCorp or Egg Industries-affiliated robots?
    >> Anonymous 02/10/12(Fri)22:13 No.17891291
    Useful Eldar Farseer skills:

    Battle Fate - Examining the strands of time, the Farseer choose the course of action that will best ensure success for a friendly unit.

    Doom - The Farseer finds the thread of destiny that leads to the enemies' destruction and guides events toward that end.

    Guide - This power allows the Farseer to reach into the future, determine where the enemy will be, and use this information to guide friendly Eldars' fire to the maximum effect.

    Eldritch Storm - This power manifests as a vast psychic storm above the target area, firing bolts of psychic energy at the ground in devastating bursts which can even destroy tanks.

    Mind War - The Farseer battles the enemy's mind directly, typically resulting in the foe's brain exploding. It can also render them slow and dumb, or nullify any psychic powers they may have attempted.
    >> MetaQuest OP 02/10/12(Fri)22:19 No.17891373
    rolled 32 = 32

    >>17891155
    >>17891102
    They are out of range.

    >>17891277
    Your engineers report on their progress...

    >>17891058
    VP-99 simply floats up above the monsters, firing rapidly into their ranks with its blaster. The Deltas scatter and activate their stealth while firing devastating volleys of miniature black holes into the goomba ranks.

    As his allies vanish or fly away, Spike is left alone against a wave of flesh-eating fungi. His eyes narrow as he brings up his pistols.

    "You guys are a bunch of assholes," he spits as he chucks a grenade at the monsters, then opens fire, running back as he does so in a vain attempt to keep up distance. The air trembles as fire blossoms forth from the grenade, incinerating a full fourth of the horde. One, then two, then three, four, five... though their numbers are greatly diminished by the attacks, a sizable number of goombas reach Spike and begin to bite into him. The space cowboy's reflexes and close combat skills are pushed to the limit against the inhuman monsters as sight of him is lost under a sea of brown and white...
    >> MetaQuest OP 02/10/12(Fri)22:20 No.17891386
    rolled 25, 1 = 26

    >>17891277
    No progress with IFF codes has been made. It seems as if parts of the robots' computer cores were melted for this reason.
    >> Anonymous 02/10/12(Fri)22:23 No.17891433
    >>17891386
    >>17891373
    >those rolls
    well, shit.

    Also, WHY AREN'T THE FARSEERS HELPING? Are they out of range or just lazy?
    >> Anonymous 02/10/12(Fri)22:24 No.17891446
         File1328930675.jpg-(39 KB, 392x396, 1298008261579.jpg)
    39 KB
    >>17891386

    >25,1
    >1

    FFFFFFFFFFFFFFFFFFFFFFF
    >> Anonymous 02/10/12(Fri)22:26 No.17891461
    >>17891386

    Have the farseers use FORTUNE and mentally relay their divinings in that respect to the troops confronting the Goombas (namely Spike).
    >> Anonymous 02/10/12(Fri)22:27 No.17891470
         File1328930833.jpg-(18 KB, 300x320, TG Dice - Fuckers.jpg)
    18 KB
    >>17891386
    >parts of the robots' computer cores were melted for this reason.
    Then we will need to capture a robot intact somehow.

    Also, those fucking rolls.
    What the fuck, /tg/.
    >> MetaQuest OP 02/10/12(Fri)22:28 No.17891490
    rolled 57 = 57

    >>17891461
    This idea might work and the Farseers attempt it.
    >> Potential Writefag 02/10/12(Fri)22:28 No.17891497
    ..Good god those rolls.

    Everyone, get those Goombas off him! Tell me someone's got a nanny bag or we can teleport him up to the Inde for medical attention!

    Thank God for How Many Pints Of Blood Do You Have.
    >> Anonymous 02/10/12(Fri)22:32 No.17891536
    can the farseers use guide and battle fate to help our infiltration team avoid the enemy at the digsite?
    >> Anonymous 02/10/12(Fri)22:41 No.17891650
    >>17891536
    Read >>17891373
    The Farseers were asked to help both teams, but they are out of range for those powers.
    >> Anonymous 02/10/12(Fri)22:43 No.17891678
    >>17891490

    Get an immediate lock on Spike if we are in range and be ready to teleport him to the medbay/healing tanks.

    Alternately, if we can have one other operatives "paint" the area not containing Spike, but containing lots of Goombas, I vote we get creative with out teleporters. Lock onto as big a radius as we can without risking danger to Spike and give them a one way ticket to hard vacuum. Hell, we can just teleport them into the ground. Enjoy being mixed with dirt at a molecular level. That should give our guys time to focus on saving Spike.

    Wait.

    We have no healers on the stealth team do we? I think there is a flaw in the plan here guys...
    >> MetaQuest OP 02/10/12(Fri)22:47 No.17891734
         File1328932076.jpg-(170 KB, 600x800, MetalMarkII.jpg)
    170 KB
    >>17891490
    >>17891497
    The hail of energy fire bites into the Goomba horde deeper and deeper until the mushroom monsters halt their vicious assault on the now prone Spike. Their attention diverted, they begin rabidly rushing around the room, searching for the source of the attacks.

    A few tense moments pass as the Delta Greens and VP-99 fire again and again and again into the mass of Goombas until the last of the things fall down, twitching. The Delta Greens decloak and rush towards Spike, who lies still amidst a pile of slain Goombas. Numerous bite wounds leak blood from his body, the man almost looking like a chew toy. One of the Greens begins taking his vitals, and as he does so, his eyes flutter open.

    "You guys..." he whispers. "...total assholes."

    >How Many Pints of Blood Do You Have activates!

    Spike survives, but requires medical aid to be able to fight, talk, or use more than one finger at a time.

    >1

    BLU spy and Tosh descend deeper and deeper into the slum, the levels of decrepit buildings giving way to older, more ancient buildings of a far different design. Finally they emerge into a vast cavernous chamber filled with broken pillars hanging from the ceiling and floor like artificial stalactites and stalagmites. A disc of metal soars through the air, embedding itself quivering in the rock beside Tosh as he takes a step forward.

    "Advanced sensors..." a robot with a circular blade on his forehead declares as he advances from the shadows. "...they are a bitch, aren't they?"
    >> Not completely retarded 02/10/12(Fri)22:51 No.17891760
    >>17891678
    To be fair, i don't think we have any stealth healers, so bringing a healer would probably make detection more likely.

    Can we have our farseers DOOM Dr. Grimm when they have some spare time? So long as he han't somehow tied the worlds fate to his own, it might be helpful. Maybe have all the psychics get together to increase the effect?
    >> Anonymous 02/10/12(Fri)22:52 No.17891784
    >>17891734
    Have the Delta Greens stabilize Spike, and then beam him up to the Indefatigable. From there, further stabilize him and then beam him to the Oncoming Storm's medbay and put him in a reconstruction tank under Dr. Todd's care.

    Tosh and Spy.
    Why the hell did no one think that Metal Man would have upgraded Iron Man sensors?
    Anyway, have Spy ready a sapper charge to use on Metal Man while Tosh keeps him busy.
    The Inde is to get transporter lock on Tosh to beam him out; Spy will just respawn.
    >> Anonymous 02/10/12(Fri)22:53 No.17891796
    >>>The Delta Greens, VP-99 and Spike land near Dr. Light's broadcast location. Use VP-99's enemy-avoiding ability to get Spike close enough to Dr. Light to talk to him.


    Generalities. Generalities. Relying on autoplay? Bootleg OP will be having an aneurysm.
    >> Anonymous 02/10/12(Fri)22:53 No.17891801
    >>17891734
    Looks like there's a fight on our hands.
    http://www.youtube.com/watch?v=vudQURQ7OFc
    >> Anonymous 02/10/12(Fri)22:55 No.17891811
    >>17891760

    In retrospect, one of the Delta Greens could have grabbed some sort of first aid on the way out. Hell, have them take the Medic's quick fix and stick it in a backpack in case someone gets seriously wounded. They could just whip it out like a boss and heal them back together.

    Next stealth team with meat bags is required to have some sort of healing device with them for "unexpected" confrontations (read,the /TG/ dice).
    >> Anonymous 02/10/12(Fri)22:55 No.17891812
    >>17891734
    Does Tosh have TK? If yes, throw the Metal Blade back at him. But we really need to disengage.
    >> Anonymous 02/10/12(Fri)22:55 No.17891816
    >>17891796
    >Bootleg OP will be having an aneurysm.
    That WAS Bootleg OP's entire plan.
    I sneer at your faith in your pathetic savior.
    >> Anonymous 02/10/12(Fri)22:55 No.17891817
    >>17891734
    Well on the bright side, we might have an 'in' with Doctor Light, given how Spike needs immediate medical attention.

    ...We should probably get Spike better equipment, shouldn't we?
    >> Anonymous 02/10/12(Fri)22:58 No.17891848
    >>17891811
    Here's the question: If the Delta Green's exographic targeting (read: x-ray vision) on their guns is so awesome, why didn't they use it to see through walls and tunnels to avoid enemies?
    >> Not completely retarded 02/10/12(Fri)23:00 No.17891878
    >>17891734
    Let's have the spy cloak, move behind the foe, and backstab/sap them while tosh backs away and uses his mind blast powers to stun them, maybe even teleport some debris onto them to disorient them, teleport a strong metal box around them, or teleport them into a containment bay if we can disable them?
    >> Chitose !P/6bEswUAA 02/10/12(Fri)23:00 No.17891886
    Next time there's a droid, have it airlift Spike out of danger whenever shit happens.
    >> Anonymous 02/10/12(Fri)23:01 No.17891893
    >>17891817
    maybe get Dr. Todd to set him up with some of those fancy nanites of his.

    >>17891734
    >that refit
    OK, we NEED that dataslate. Because we HAVE to make our robots look that cool
    >> Chitose !P/6bEswUAA 02/10/12(Fri)23:01 No.17891900
    >>17891878
    That's a Robot Master. Stick a sapper on him instead of backstabbing (which is useless on bots)
    >> Anonymous 02/10/12(Fri)23:02 No.17891902
         File1328932921.png-(33 KB, 200x200, 1304305207717.png)
    33 KB
    >>17891784

    >Anyway, have Spy ready a sapper charge to use on Metal Man while Tosh keeps him busy.
    The Inde is to get transporter lock on Tosh to beam him out; Spy will just respawn.
    >Spy sappin' a machine man

    You are a god damn genius. This makes PERFECT sense.

    Tosh! If this thing has a mind you can touch, do what ever you can to stun him for a second.

    SPY! Be the sneakiest bastard you can be. Sap the hell out of that walking, talking, sentry.

    Get a lock on the robot with the teleporters as well. Push comes to shove, I vote we teleport him into pieces. Rip and tear boys. Rip and tear.
    >> Anonymous 02/10/12(Fri)23:02 No.17891905
    >>17891784
    Specifically, for the Metal Man fight, have Tosh use his TK powers to deflect Metal Man's buzz blades. They don't have to be stopped, just deflected enough to not hit their target.
    Spy is to use the Electro Sapper at the earliest opportunity.
    While they keep Metal Man's attention, have the Indefatigable lock on to Metal Man's computer core and beam it out.

    >>17891848
    Because the Goombas were waiting for them at the bottom of the pipe they exited. Admittedly they should have been looking ahead with the exographic scanners, but the plan didn't have that.
    >> Anonymous 02/10/12(Fri)23:04 No.17891925
    >>17891878
    >Let's have the spy cloak,
    Metal Man has upgraded Iron Man sensors. He was able to detect Tosh and Spy despite their cloaking devices being active.
    >> Rynex !3KCroq6wAA 02/10/12(Fri)23:04 No.17891934
    >>17891905
    When sneaking around:

    1. Send drones in first
    2. Determine patrol patterns of enemy
    3. Sneak through holes of the patrol patterns.

    ^--------- please add this to our How-To pastebin, thanks.

    Also someone add the part about x-ray vision/exographic targeting and bringing quick fixes/tricorders.
    >> Chitose !P/6bEswUAA 02/10/12(Fri)23:05 No.17891944
    We can have the team retreat back up the pipe, and when Metal Man is at the pipe, teleport in a bunch of debris to trap him, I guess?
    >> Not completely retarded 02/10/12(Fri)23:07 No.17891963
    Can we teleport some reinforcements with stun weapons to tosh and spy? Having a working example of these new robots could help us in our infiltration efforts. (IFF codes, Maps, Patrol routes, Recent orders, etc)

    Would phasers set to stun put this robot down? Would a squad of troops with phasers on stun work? What other stunning methods do we have?
    >> Anonymous 02/10/12(Fri)23:07 No.17891969
    If Tosh has TK, get him to throw the metal blades back metal man. He's weak to his own weapon, after all.

    Watch for reinforcements.

    Here's an option: We teleport Metal Man up to the ship were we have a team lined up to smash him. Of course, the problem there is if he has a transponder working.
    >> Anonymous 02/10/12(Fri)23:08 No.17891980
    It doesn't appear that Tosh has telekinesis.
    Too bad, since Metal Man is laughably weak against his own weapon (although you'd think Wily would have fixed that so never mind).
    >> Anonymous 02/10/12(Fri)23:09 No.17891997
    >>17891944

    Really, it comes down to how good (read: rolling) our teleporters are at being accurate this deep down. I am not well versed in Star Trek lore, but my understanding from this quest is it is pretty much a reality hax. If we can be precise, grab the enemy/key pieces of the enemy. If we can't? Teleport the maximum amount of stuff we can onto/around the robot while our guys pull back.
    >> Anonymous 02/10/12(Fri)23:11 No.17892029
    >>17891969

    No, this is a bad, bad idea. His sensors were able to pick up our guys. I would not be surprised if they were able to track this miniboss to our ship, defeating the whole "lets be stealthy" plan and forcing us into the open.
    >> Anonymous 02/10/12(Fri)23:12 No.17892034
    I think we should try running even if we stand a chance of beating Metal Man.
    If we escape, then we'll just be another batch of agents who got lucky.
    If by some miracle we actually win, then Wily will probably be surprised and worried that someone defeated one of his improved Robot Masters, and shift to high alert
    >> Not completely retarded 02/10/12(Fri)23:15 No.17892076
    What are our Xcom scientists/engineers up to? If we don't have enough to supplly a squad with them, can we have them make some stun grnade guns? (We have been using Xcom stun grenades to great effect in the bootleg quest)
    http://ufopaedia.org/index.php?title=Small_Launcher

    Let's check if that robot is sending updates or has an active comms system, if so, we should run like >>17892034 suggested, so we don't alert natives to our existance. A few odd people in the pipes are easy to ignore, but if they have strange new abilities, then they become a subject of inquiry.
    >> Anonymous 02/10/12(Fri)23:16 No.17892083
    >>17891980

    You know if we had to, we could send the pyro down. He has airblast that lets him reflect projectiles such as rockets, stickies, or (I have no idea how) arrows. This would do wonders if the Metal Man's main weakness is his own weapon.
    >> Anonymous 02/10/12(Fri)23:20 No.17892130
    >>17892076
    X-COM Small Launchers and Stun Bombs require Elerium in order to be constructed and to function.
    As we do not have a supply of E-115, we need to wait until the Synthetic E-115 project is completed.
    >> Anonymous 02/10/12(Fri)23:20 No.17892141
    >>17892076
    >>17892034

    Well, it all depends on if escaping is even an option at this point. Really, if he was able to track them while cloaked, how the hell are they supposed to get away while he is locked on? Even if we cause a distraction (bring the roof down), I don't know if we are actually going to be able to avoid this fight.

    Also, the sapper is something that will not stand out too much in this cannon. It is just a (relatively) simple electrical device that drains energy of machines it is attached to. If we can pull it off, I say go for it. I will let the rest of the thread chime in, but that is my vote. Keep in mind, however, there is still a chance Dr. Light will be bumping into this guy sooner or later. Apparently we were able to track him here and so was Wiley.
    >> Chitose !P/6bEswUAA 02/10/12(Fri)23:22 No.17892152
    Is there an alternative entrance into the pipeway so we can avoid Metal Man mkII altogether?
    >> Anonymous 02/10/12(Fri)23:22 No.17892158
    >>17892083
    Huh, checking http://wiki.teamfortress.com/wiki/Compression_blast specifically
    >Projectiles within the area of effect are redirected so that they are launched towards the Pyro's crosshair. When these projectiles are deflected, they are not simply "reflected" as if from a mirror; rather, the Pyro can redirect them. Deflected projectiles are essentially stopped and fired again from the Pyro's current position, aimed directly at the object the Pyro's crosshair lies on at the time. This can give strange results if the crosshair is centered on very near objects and players, sometimes causing the reflected rocket to move at angles very different to the direction the player is facing. With the right timing and position, a skilled or well-positioned Pyro can deflect projectiles at any desired angle, regardless of their original path.

    Then I'd say you have a very good point.
    ...Lets still stick with running though, but keep that in mind?
    >> Anonymous 02/10/12(Fri)23:22 No.17892160
    In an unrelated note, I remembered this FPS called Darkest of Days, which was pretty forgettable about guys who timetravelled to protect the timeline. but it had an interesting stun weapon (some kind of target seeking grande-ball things) that could be used on soldiers who had to survive. It might be a good idea to obtain or replicate such a weapon.
    >> Anonymous 02/10/12(Fri)23:22 No.17892163
    >>17892152
    No, because Metal Man is protecting the Dig Site, where Tosh and Spy were trying to infiltrate.
    >> Anonymous 02/10/12(Fri)23:25 No.17892185
    >>17892141
    What? No.
    Metal Man's not on Light's trail, Metal Man is guarding the Temple of Time dig site.
    We split the forces remember?
    >> Anonymous 02/10/12(Fri)23:26 No.17892204
    Can the Farseers use Doom to see if Metal Man's Metal Blade is still super-effective against him?
    You'd think that Wily would have fixed that but maybe not?
    >> Anonymous 02/10/12(Fri)23:26 No.17892205
    We may be able to use teleporter hax and teleport random vital bits of Metal Man out (such as his head into orbit or into the sun).

    Alternatively, we could teleport our guys out since Wily's got that place guarded.
    >> Chitose !P/6bEswUAA 02/10/12(Fri)23:28 No.17892230
    >>17892185
    That's what we assumed, but right now, we're having to deal with Metal Man while on the way to Dr. Light.
    >> Anonymous 02/10/12(Fri)23:29 No.17892247
    >>17892185

    Shit. My bad. I misread the deployment. Hmmm... Either way we have a problem. You are right about defeating him raising the alert level, but even if we "escape", we will have more forces to contend with next time. Damned either way, really. I want to stay and fight, but you are making a good case for exiting discretely if possible.
    >> MetaQuest OP 02/10/12(Fri)23:33 No.17892282
         File1328934784.png-(42 KB, 240x240, 20810266_m.png)
    42 KB
    rolled 24 = 24

    The Indefatigable reports that the agents are too deep below the planet to get a lock. Unusual alloys in the planet crust/buildings are interfering with their sensors. They will need to retreat to a higher level because of this if you opt to teleport them.

    >>17891900
    >>17891878
    Tosh attempts to Mindblast Metal Man, but his psionic attack fails, the positronic brain of the robot isn't similar enough to an organic brain for the psychic attack to work. That failing, he snaps off a few shots with his rifle while moving back. Spy attempts to use this distraction to sneak around...
    >> Taffer 02/10/12(Fri)23:34 No.17892292
    >>17892282
    Lets hope Spy's using the Dead Ringer.
    >> MetaQuest OP 02/10/12(Fri)23:35 No.17892305
    rolled 17 = 17

    >>17892282
    Spy gets behind Metal Man and pulls out his sapper...

    ...only for the robot to whirl around and decapitate the infiltrator with a trio of sawblades that slice through him and into the wall. Tosh is already moving back the way he came, as fast as he can.
    >> Anonymous 02/10/12(Fri)23:37 No.17892338
    >>17892282
    Alright. That means that we won't be able to use the transporters in the Metal Man fight. Which means that running will be dangerous.

    Have the Delta Greens retreat back to the surface with Spike after stabilizing him. He needs to get beamed out.
    They are to then go back down with their stealth suits active, and with 2 members of their squad scanning ahead and around them with the exographic scanners to not get ambushed this time.
    Using VP-99 they are to find Dr. Light but not make contact. We just need to make sure he stays alive.

    As for the Metal Man fight, have Tosh attempt to shoot Metal Man some more, and Spy to use his electro sappers.
    >> Anonymous 02/10/12(Fri)23:38 No.17892341
    >>17892305
    ...Time to play 'shoot the broken pillars at the ceiling to try and slow Metal Man down?
    Or maybe even time to play 'surrender' and hope Wily would be curious about how someone found the dig site?
    >> Chitose !P/6bEswUAA 02/10/12(Fri)23:38 No.17892342
    >>17892292
    If he did, we would have him deployed with it.

    Sheesh. Stop hoping and plan more.
    >> MetaQuest OP 02/10/12(Fri)23:38 No.17892353
    rolled 9 = 9

    >>17892305
    As Tosh climbs back up into the tunnel, a sawblade rips out of the darkness behind him and embeds itself in his back. The Spectre lets out a cry of pain despite his training as he continues to desperately attempt to outpace the killing machine behind him...
    >> Anonymous 02/10/12(Fri)23:39 No.17892359
    >>17892305
    >>17892338
    Shit. Never mind the Metal Man actions.

    Tosh is to get to an extraction point as quickly as he can.
    Have the Indefatigable get a lock on him, beam him out as soon as they get a lock. If they can, try some teleporter engineering to collapse some tunnel on Metal Man.
    >> Anonymous 02/10/12(Fri)23:40 No.17892375
    >>17892353
    Tosh! Use your psionic shield to keep you safe for the 10 seconds you need to get to the extraction point!
    >> Anonymous 02/10/12(Fri)23:41 No.17892378
    >>17892292

    Probably not. We forgot to specifically call it out before we left. In the future, we need to specify BLU weapons to be used in the load out. It changes things drastically. For example, I would default the Medic with Uber/Amputator/Blutsauger. Amputator gives a WIDE healing aura to all friendlies at the cost of not charging the uber. Blutsauger will heal the medic +3 for each shot landed, potentially keeping him alive in a pinch. Otherwise, go with a Kritz when we are facing hordes of things.

    http://wiki.teamfortress.com/wiki/Amputator
    http://wiki.teamfortress.com/wiki/Blutsauger
    >> Anonymous 02/10/12(Fri)23:41 No.17892381
    Have one Delta Green accompany VP-99 and Spike to safety.

    The rest of the Delta Greens should stay and keep Metal Man occupied in a shootout.
    >> Anonymous 02/10/12(Fri)23:42 No.17892386
    OK, Tosh runs like hell. Try and teleport him out if at all possible.
    >> MetaQuest OP 02/10/12(Fri)23:42 No.17892388
    rolled 52 = 52

    >>17892353
    Another trio of blades soars from the shadows and bite deeply into Tosh. The operative lets out a strangled scream, then the feed from his combat-cam is cut.

    >>17892338
    The Greens manage to get Spike's body to the surface without incident and he is beamed up to the Indefatigable where he will become a bandage mummy once again. The group then returns to the Pipes, carefully scanning the area in front of them to avoid more ambushes...
    >> MetaQuest OP 02/10/12(Fri)23:44 No.17892411
    rolled 21 = 21

    >>17892375
    Didn't see this action. Tosh activates the psionic shield just in time, the bubble of force deflecting the metal blades off him as he scrambles into the darkness. A desperate race between man and machine ensues as Tosh attempts to get topside and Metal Man continues to doggedly track him...
    >> Anonymous 02/10/12(Fri)23:44 No.17892412
    >>17892388
    God fucking dammit.
    Okay, are the Delta Greens in range of Tosh that they can use their exographic scanners to see him and Metal Man?
    If they can, have them immediately begin firing on Metal Man while VP-99 goes to a place where it can be beamed to Tosh's location to recover him.
    >> Anonymous 02/10/12(Fri)23:46 No.17892434
    >>17892411
    Use the Delta Greens as listed here: >>17892412
    If the DG's aren't in range, have them hustle to a place where the Inde can beam them up for a site-to-site to the closest location they can get to where they can support Tosh via teleporting sniper support from their micro-transporter equipped sniper rifles.
    >> Anonymous 02/10/12(Fri)23:47 No.17892449
    Future plans: ALWAYS SPECIFY OUR TEM'S LOADOUTS PRIOR TO DEPLOYMENT
    >> MetaQuest OP 02/10/12(Fri)23:48 No.17892460
    >>17892411
    Another saw catches Tosh just as he clears the final interference level and the Indefatigable catches him in its beam...

    Tosh is in the medical bay with severe injuries. Good call on the psi-shield. He would've been down for the count without it.

    VP-99 leads the others through the Pipes, carefully avoiding more of the mushroom monsters as well as bands of mutants, malfunctioning robots, and other hazards of the Deep Below. Finally, they reach the area where Light had sent his message, a small maintenance room connected to a major communications relay. The room has little beyond a desk, a computer, a trashcan, and a tool cabinet. There is no sign of the good Doctor.
    >> Anonymous 02/10/12(Fri)23:49 No.17892466
    >>17892449
    How about:
    Future Plans: Use our fucking drones for what they were intended to do, don't immediately send our fleshy troops up against enemy machines that we KNOW were upgraded without trying remote scans to find out their new abilities, and we don't let a fucking namefag have special priority to his plans just because he's a quest OP.
    >> Anonymous 02/10/12(Fri)23:50 No.17892473
    >>17892412


    See:

    >>17890868

    They are not nearby. They cannot help unless we move them there.

    Is Tosh RED certified? It would suck, but it might keep him alive log enough to get to the extraction point. If he does not make it to an extraction point, we will have to try and recover the body with a nanny bag. I am just praying the robot doesn't decided to take the body with him.

    Captcha says: righteous criplems
    That is just mean captcha. Tosh is our friend.
    >> Anonymous 02/10/12(Fri)23:50 No.17892477
    >>17892411

    Have the Farseers use "Battle Fate" and relay information to Tosh to help guide him to an area that will ensure that he can get into teleportation range. Use "Fortune" to help Tosh evade Metal Man and his attacks. Have Cheryl help the Farseers out.
    >> Anonymous 02/10/12(Fri)23:51 No.17892489
    >>17892466
    Guys, is anyone compiling a pastebin of the stuff that our gear does, or any INSTRUCTIONS/Reminders ?
    >> Anonymous 02/10/12(Fri)23:53 No.17892517
    >>17892460
    Get Tosh over to the Storm's Medbay for a dip in the tanks with Spike.

    Have the Delta Greens set up a perimeter, using the exographic scanners to help them see through tunnel walls and approaching enemies.
    Have them keep their stealth on, and non-exographic sniper rifle using operatives to use phasers.

    Have VP-99 scan the room for possible boobytraps, then scan the communications hub. Have Mouse and Data look over the tech readout of the hub that VP-99 sends back. If it looks safe, have 99 connect to the hub and act as a relay to send back communications for us to analyze.
    >> Anonymous 02/10/12(Fri)23:54 No.17892527
    >>17892489
    Do you want it as a separate pastebin, or as part of our current Inventory?
    http://pastebin.com/HGsJUZZb
    >> Anonymous 02/10/12(Fri)23:59 No.17892585
    >>17892527
    Gear descriptions in inventory. Reminders, tidbits, How-To's and Standard Operating Procedures go in a separate pastebin.

    Also, TGquest is the only quest so far where the players haven't been attached to the first female npc they've met.
    >> Anonymous 02/11/12(Sat)00:00 No.17892602
    >>17892473
    First, exo-graphic targeting sensors are able to target out to a distance. Depending on how far initially the two sites were, they might be able to target Metal Man.
    Second, I specifically said to have them move to a place where the Inde could perform a site-to-site to put them in range to support Tosh if they were too far.
    Third, RED-2 only activates upon death, and Tosh would have still be helpless.
    >> Anonymous 02/11/12(Sat)00:00 No.17892611
    >>17892460

    Once the spy has re-spawned, I want him to equip the following:

    http://wiki.teamfortress.com/wiki/Dead_Ringer
    http://wiki.teamfortress.com/wiki/Your_Eternal_Reward

    The noisier decloak will pay off in him negating 90% of the damage for 6.5 seconds.
    >> Anonymous 02/11/12(Sat)00:03 No.17892634
    >>17892585
    That because if we creep out Elaine, she'll demand another pay raise.

    Lyla might be a bit more willing, lol.
    >> Anonymous 02/11/12(Sat)00:03 No.17892635
    >>17892585
    We have a hell of a lot of gear and troops.
    I don't think a pastebin is going to be sufficient.
    I might need to put together a wiki.
    Until I can update the pastebin, players will just have to google our equipment, and use their heads.
    >> Anonymous 02/11/12(Sat)00:04 No.17892646
    >>17892602

    Ah. I did not get the full scope of your plan. Do we have a rough figure on the distances the exo scopes work at? I still think the sites are too far apart, but you raised a good point about the site to site teleportation. I take back my previous post, doubly so since Tosh already got out alive.
    >> Anonymous 02/11/12(Sat)00:04 No.17892650
    >>17892634
    No, Lyla's the one who's got her eyes on the money.
    Elaine's the more level-headed one, though she did complain mightily of how dressing her up as bait wasn't in her contract.
    >> Anonymous 02/11/12(Sat)00:06 No.17892663
    >>17892650
    I'm sure there's a valk pilot or auror that we can set OUR WAIFU sights on....
    >> Anonymous 02/11/12(Sat)00:10 No.17892702
    >>17892611
    Speaking of Your Eternal Reward, is there a chance that its special ability 'immediately disguise yourself as the person you backstabbed while causing the fresh corpse to silently vanish' could work on people who aren't RED or BLU?
    >> Anonymous 02/11/12(Sat)00:12 No.17892727
    >>17892702
    If by silently vanish, you mean by our teleporters. . .

    It could work.
    >> MetaQuest OP 02/11/12(Sat)00:13 No.17892732
    So, do what now?
    >> Anonymous 02/11/12(Sat)00:15 No.17892765
    >>17892732
    Did Metalman follow him to the surface?

    Attempt to pull him apart using the teleporter.
    >> Anonymous 02/11/12(Sat)00:16 No.17892771
    >>17892732
    Heal Tosh and Spike
    Is there any way to see if Metal Man can trace our teleporter beam?
    Have the Delta Greens try and make themselves seem nonthreatening for when Light comes back, and at the same time check to see if they accidentally let a trail?
    >> Anonymous 02/11/12(Sat)00:17 No.17892784
    >>17892732
    Make Metal Man taste the full power of our advanced sensors and give him a very detailed scan for foreign elements?
    Also is he emitting reality distortions?
    >> Anonymous 02/11/12(Sat)00:17 No.17892786
    >>17892732
    Right now, do this >>17892517

    Have the Task Force make the jump to Mars, and hide behind the planet. Have the Storm begin using its advanced sensors to penetrate the shielding on the HQ's.
    Have an Al'Kesh prepped with the Droid team on standby. As soon as we recover a usable IFF transponder and can mask our droids, then we will send them in to recon more places.

    Also, are the Engineers done with the Reality Disruptor Rifles? Can they equip VP-98 with Incursion-type holo-emitters so that it can pass itself off as Wily Corp or Robodyne machinery?
    >> Anonymous 02/11/12(Sat)00:17 No.17892787
    >>17892732
    I'd check the computer for traps.
    If there aren't any, check to see if he left a message.
    >> Anonymous 02/11/12(Sat)00:18 No.17892797
    >>17892732
    Get Tosh over to the Storm's Medbay for a dip in the tanks with Spike.

    Have the Delta Greens set up a perimeter, using the exographic scanners to help them see through tunnel walls and approaching enemies.
    Have them keep their stealth on, and non-exographic sniper rifle using operatives to use phasers.

    Have VP-99 scan the room for possible boobytraps, then scan the communications hub. Have Mouse and Data look over the tech readout of the hub that VP-99 sends back. If it looks safe, have 99 connect to the hub and act as a relay to send back communications for us to analyze.
    >> Anonymous 02/11/12(Sat)00:20 No.17892814
    >>17892727
    I meant here's what Your Eternal Reward claims to do from the official wiki
    >Upon a successful backstab, the Spy will instantaneously disguise as the target without the "puffs of smoke" disguise effect. Furthermore, the victim will not scream upon death, nor will a death notice appear to the enemy team. Also, the corpse of the victim will fade away almost instantly as if cloaking (unless that user has the Bombinomicon equiped, then there will be the exploding deat effect with no fade). The process is so quick and unnoticeable that the Spy is never revealed between disguises; he swaps instantly to that of his victim's. Therefore, Sentry Guns will be unable to target the Spy between backstabs, making it easier to backstab unaware Engineers and sap his buildings. Altogether, backstabs become much more difficult to track, as victims disappear silently with the Spy instantly taking their place in battle.

    Because if that works on ordinary people?
    Holy shit is that useful.
    >> Anonymous 02/11/12(Sat)00:20 No.17892816
    >>17892646
    The exo-graphic targeting scanner and the micro-transporter have a known range of about 1.5 kilometers.
    We also know that it doesn't have the range to allow orbital sniping, as you can't target someone on Deep Space 9 from the surface of Bajor.
    >> Anonymous 02/11/12(Sat)00:25 No.17892858
    >>17892732

    We need to rethink our dig site plan. Keep the observer there scanning passively noting any shift changes and/or people going in and out. From the data that Tosh and the Spy gathered, try to piece together a map of the lower levels.

    Tunnel squad: Send the DRONES up ahead to check for any danger. If they give the all clear, move up while scanning with the exo-scopes.

    Inde: Beam down a Quick Fix to the DG squad/something to carry said medigun in when not in use. Also, keep constant tabs on them for teleportation. If the go out of range, let us know so we can plan escape routes accordingly.
    >> Anonymous 02/11/12(Sat)00:27 No.17892876
    >>17892282
    Irrelevent Al'kesh ring transporters ignore depth when regarding choosing a target
    You could send them through any density of material as long as it's on range (about orbital distance it maxes out)
    >> MetaQuest OP 02/11/12(Sat)00:27 No.17892877
    rolled 58 = 58

    >>17892765
    In fact he did not. The teleporters locked onto Tosh the moment he was clear, and Metal Man was some distance behind, shielded by the depths.

    >>17892797
    Tosh is whisked to the medbay along with Spike. The Delta Greens set up a defensive perimeter, allowing VP-99 to examine the computer console more thoroughly for boobytraps...
    >> Anonymous 02/11/12(Sat)00:27 No.17892879
    >>17892858
    >Tunnel squad: Send the DRONES up ahead to check for any danger. If they give the all clear, move up while scanning with the exo-scopes.
    The Delta Greens are already at Light's hideout. They're needed to maintain a perimeter while VP-99 scans the communications hub and then accesses it.
    >> Anonymous 02/11/12(Sat)00:30 No.17892901
    >>17892879

    God damn it. I cannot into reading comprehension today. My apologies, you are correct.

    As a future item of research, I would like to have the BLU engineer out fit our drone units with a mobile dispenser. If we are sending them in mixed elite groups, that would be damn near indispensable.
    >> Anonymous 02/11/12(Sat)00:30 No.17892902
    >>17892876
    You stupid shit.
    First, the Al'Kesh are clearly labeled as having Asgard teleporters.
    Second, even if they were Ring Transporters, there needs to either be a Ring platform, or a clear path for the rings to travel through.
    Neither of which is available.
    >> Anonymous 02/11/12(Sat)00:34 No.17892942
    >>17892902
    >a clear path for the rings to travel through
    Actually, the rings can bust through some material, such as a thin layer of solidified lava.

    However, since in this case it was meters upon meters of steel, stone, and concrete, the point is moot.
    >> Anonymous 02/11/12(Sat)00:36 No.17892955
    >>17892877
    Next, please attend to these matters:
    Have the Task Force make the jump to Mars, and hide behind the planet. Have the Storm begin using its advanced sensors to penetrate the shielding on the HQ's.
    Have an Al'Kesh prepped with the Droid team on standby. As soon as we recover a usable IFF transponder and can mask our droids, then we will send them in to recon more places.

    Also, are the Engineers done with the Reality Disruptor Rifles? Can they equip VP-98 with Incursion-type holo-emitters so that it can pass itself off as Wily Corp or Robodyne machinery?
    >> MetaQuest OP 02/11/12(Sat)00:38 No.17892975
    >>17892877
    After a thorough examination of the room, VP-99 comes to the conclusion that this room was used to send the message, but is by no means a base or safe area. The computer console has a particular nasty virus designed to infect robots directly connecting to it, a boobytrap left by Light.

    The Aurors have kept their scrying up, and Dr. Light comes to a secret door in one of the Pipes, opening it to enter a hidden stairway that opens up into a large basement that the Doctor seems to have made his new laboratory. Stairs in the corner seem to indicate this room has a topside entrance/exit.
    >> MetaQuest OP 02/11/12(Sat)00:41 No.17893006
    >>17892955
    You don't HAVE Incursion emitters.

    The Storm needs to be at least by the moon to pierce the shielding on the HQs.

    The Reality Disruptor Rifles are complete. You have 12. Your engineers may now take on a different project.
    >> Anonymous 02/11/12(Sat)00:41 No.17893007
    >>17892975
    So should we just have our troops knock on to the front door?
    How did he expect people to join the resistance in the first place?
    >> Anonymous 02/11/12(Sat)00:44 No.17893033
    >>17892942
    Rings don't burst through material otherwise anytime rings are used in a ship it out depressurize the rings themselves phase into the ship, become solid and then teleport the targets. So the steel and concrete is irrelevent
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)00:46 No.17893058
    >>17892460
    Or maybe I need to read a few more posts before replying. Derp.
    >> Taffer 02/11/12(Sat)00:47 No.17893066
    >>17893043
    Well, if we can't really sneak around and get info, should we just bust in the door and just take the digsite, and fortify it so its our land base in 8-bit world?
    >> Anonymous 02/11/12(Sat)00:47 No.17893068
    >>17893006
    >You don't HAVE Incursion emitters.
    Does Data believe he can build them with the Storm's engineering bay?

    >Storm needs to be behind the Moon.
    Have the RVF-25 travel to the far side of the Moon. Have it's ECM systems online, and have it scan the area. If it looks clear, have the Storm make the jump to the far side of the Moon and begin scanning.

    Consult Mouse, Data, and our other major scientists. Do they believe we can safely tap this hub, or should we attempt a network tap somewhere else?

    Can the Aurors give us a location on Light's new lab in the context of the map of the City that we've been creating as we go? Can the Delta Green's and VP-99 get there safely?
    >> Rynex !3KCroq6wAA 02/11/12(Sat)00:47 No.17893072
    Bootleg, are we still going to do the Moon/Hyrule thing or only after the first four major tasks are done?
    >> Anonymous 02/11/12(Sat)00:48 No.17893079
    >>17892975
    If we can get a storage module of some kind, perhaps we should loot that virus.

    It might come in handy later.
    >> Anonymous 02/11/12(Sat)00:49 No.17893085
    >>17893033
    Why don't you read up on how the Ring Transporters actually work, you ignorant sack?
    http://stargate.wikia.com/wiki/Transportation_rings
    >> Not completely retarded 02/11/12(Sat)00:50 No.17893113
    >>17893033
    Stargate ring transporters only transport bteween places with rings installed, some smaller stargate ships have ring transporters that deploy outside, but that is only at a similar sistance that a ring platform extends to. You cant teleport from orbit to ground or past rocks without a second platform at the destination. There are exmples of the smaller ships having ring transporters on the outside, but those are very short ranged (less than 50m).

    http://stargate.wikia.com/wiki/Transportation_rings

    This is moot, as we have asgard teleporters, possibly replacing the rings altogether. (We MIGHT have both, but asgard are better at just about everything)
    >> MetaQuest OP 02/11/12(Sat)00:51 No.17893129
    >>17893068
    >>17893025
    With a little work, Mouse should be able to safely tap this hub, but...

    Do you wish to burn a COMMON SENSE BULB?
    >> Not completely retarded 02/11/12(Sat)00:53 No.17893147
    >>17893068
    Building new holoemitters would take longer than we have, we have 'more than a day and less than a week' according to our farseers. Engineering takes time, and we're short on that. I'm guessing it takes longer than a day to design them, and then we need to produce them.
    >> Anonymous 02/11/12(Sat)00:53 No.17893148
    >>17893043
    Tosh is on our ship. We did have him run, and teleported him out.
    >> Anonymous 02/11/12(Sat)00:53 No.17893151
    >>17893129
    Given how we narrowly avoided losing two of our first heroes?
    ...Yes.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)00:53 No.17893155
    >So, do what now?
    Light team keeps trying to find Light.
    Dig team doesn't try anything at all and just leaves the digsite alone.
    Everyone else's suggestions are fine.
    >>17892765 >>17892771 >>17892784 >>17892786 >>17892787 >>17892797 >>17892858
    >> Anonymous 02/11/12(Sat)00:54 No.17893165
    >>17893129
    No. To both having Mouse tap this comm hub and burning the bulb.
    This was a virus made by Light. I don't want to risk it infecting us.
    We'll simply use a disposable network tap elsewhere.
    >> Not completely retarded 02/11/12(Sat)00:54 No.17893176
    >>17893129
    It's the one dr light was transmitting from, and three magacorps with superscience are tracking the signal that came from it, so we should look for clues then get out>
    >> Anonymous 02/11/12(Sat)00:55 No.17893184
    >>17893129
    >>17893151

    Wait. Why not just have one of our DG access it. He is organic and thus immune to the effects of a computer virus.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)00:56 No.17893201
    >>17892975
    > The computer console has a particular nasty virus designed to infect robots directly connecting to it, a boobytrap left by Light.
    Rip the console out of the wall, we'll have Mouse look at the virus when we're back on ship, it could prove to be a useful weapon against Wily/Robotnik.

    >The Reality Disruptor Rifles are complete. You have 12. Your engineers may now take on a different project.
    Incursion Emitters.

    The team in the tunnels should keep searching for Dr. Light. They need a talker/BSer with them, ask Tosh/Spike if they feel they have been sufficiently healed by the White Mages to go down and assist that stealth team.
    >> Anonymous 02/11/12(Sat)00:56 No.17893203
    >>17893165
    >>17893129
    Have VP-99 take one last look around for any files or photographs, any notes that might help us with what Light is planning next.
    Then have it and the Delta Greens pull out to an extraction point, using their Exographic Scanners and stealth suits to help them avoid fights where possible.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:01 No.17893251
    >>17893129
    As for using a bulb:
    Will it give us information on how to better collect info on the Corp HQs, or find Light?
    If yes, use it.
    If no, don't use it.

    Aurors keep scrying Light, and possibly also Bowser and Shredder.

    It looks like we'll need to get closer to scan the ship HQs. The proper plan to do this is: Go about 15 light-minutes out or more, and ensure you are positioned DIRECTLY between some random 5th magnitude star and Earth.

    Almost all of our existing "find shit in space" technology relies on the thing moving sideways relative to you, or the thing emitting more light than its background.
    So if you've got a star at your back and you move directly towards earth, you'll be VERY hard to detect.

    The computer virus, along with any useful info, that Light left us, will be good - but I'd like to send a team of DGs / Tosh / Spike / VP-99 / Elaine / a single Auror (for Silence and Invisibility and Extra Sensory charms) along the pipes to try to find Light.
    >> MetaQuest OP 02/11/12(Sat)01:02 No.17893265
    >>17893176
    Good job, you figuring it out without burning a bulb!

    I am not familiar with Incursion technology, would the Indefatigable have blueprints for that stuff on it?
    >> Anonymous 02/11/12(Sat)01:03 No.17893272
    >>17893251
    >Go about 15 light-minutes out or more, and ensure you are positioned DIRECTLY between some random 5th magnitude star and Earth.
    So you completely missed the part where MetaOP said that we need to be behind the Moon at minimum in order to be able to use the Storm's sensors to penetrate the sensor shielding on the corp HQ's?

    Your plans are what got us into this mess. I don't believe they will get us out.
    >> Not completely retarded 02/11/12(Sat)01:04 No.17893281
    >>17893201
    The common sense bulb was probably to stop us from having mouse (a sandman, at least part machine) Linking up to the computer and getting virused.
    >> Anonymous 02/11/12(Sat)01:04 No.17893283
    >>17893265
    The Indefatigable would likely not. However, Data was one of the chief consultants on the project, and will likely have full schematics in his positronic brain.
    >> Anonymous 02/11/12(Sat)01:04 No.17893285
    >>17893129
    If he transmitted from there the megacorps might be dropping the heavy end of the hammer on that place any second. gtfo.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:05 No.17893293
    >>17893251
    For the digsite: We won't get any useful info, don't worry about it. We'll need to go past Metal Man to even get into the digsite.

    If possible, I'd like to lift a few Sniper Joes or similar unit from the slums, and have the Engy teams take it apart while it's still alive to see if we can lift its IFF codes.
    The Abjurers, Psions, and Cheryl should VERY MUCH ENSURE there's a strict "No information goes into or out of this sphere, and No teleports out" device. Mouse and Data should ensure craptons of Scramblers are present, even more than before, to bugger with any information the Joes try to send out.

    >>17893265
    And yes. Now is GTFO time.

    >>17893272
    1/10
    >> Anonymous 02/11/12(Sat)01:06 No.17893298
    >>17893285
    Yes. I believe so as well. Which is why I said to get out in an order fashion in >>17893203
    >> Anonymous 02/11/12(Sat)01:08 No.17893324
    >>17893293
    see
    >>17893006
    >The Storm needs to be at least by the moon to pierce the shielding on the HQs.
    Your 15 light-minute idea is simply unnecessary.
    >> Anonymous 02/11/12(Sat)01:09 No.17893328
    >>17893293

    Thats' weird. Why does the digsite have a pipe network? Aren't you mixing up the Pipes with the Digsite? I've gone through this and I am reading it as "Metal Man was transferred to 'kill Light' duty"
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:10 No.17893331
    >>17893265
    So, in short, here's my plans so far:
    Oncoming Storm jumps about half a light-hour out, directly between a random star and Hyrule, and approaches Hyrule directly.
    That should reduce our odds of being detected, but still be ready to piss off if seen.
    Rip the Light Computer out of the wall (specifically its hard drives and motherboard's boot ROM) and GTFO with it. We'll analyse the Virus back on ship.
    Tosh and Spike get healed. Observers gonna observe.
    Aurors gonna Scry. A good place to scry is the Light room, to see exactly who comes to see what's up.
    Lift a few random Sniper Joes from the slums via teleporter, into a "No information gets out of this room" magic and technology zone-n-jammers room packed with enough people to stop the Joes from trying anything.

    >>17893324
    Still 1/10
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:12 No.17893353
    >>17893331
    VP-99 and the DGs plant some sort of bug or spy camera in the room to let us see who comes, and GTFO.

    It's likely Light has retreated into the sewers via a safe path by now, so that plan's out. We'll have to go with what the Oncoming Storm and Observers detect.

    So.
    Anyone have any plans that could allow us to pass ourselves off as low-level corp employees?
    >> Anonymous 02/11/12(Sat)01:13 No.17893372
    >>17893331
    What good is the Storm jumping in a half light-hour out and then coming in going to do?
    Besides the fact that it would be better to make it rendezvous with the RVF-25 so that the fighter's ECM can help protect the Storm from active scanners, it'll be too far out of range for its sensors to breach the shielding on the corp HQ's.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:18 No.17893430
    >>17893372
    Beats coming in behind the Moon, which may or may not have patrols around it.
    ... Which is a good thing to check. Scan from here, see if any of the enemy forces CAN see the dark side of the moon. Of particular note is whether ships traveling from Zebes to Hyrule and back would ever get a look at the moon's far side at this time of month.
    Good point about the ECM, keep the RVF-25 with the Oncoming Storm as it approaches.
    >> Anonymous 02/11/12(Sat)01:19 No.17893438
    >>17893265
    Reiterating my plans:
    >Storm needs to be behind the Moon.
    Have the RVF-25 travel to the far side of the Moon. Have it's ECM systems online, and have it scan the area. If it looks clear, have the Storm make the jump to the far side of the Moon and begin scanning.

    Have VP-99 take one last look around for any files or photographs, any notes that might help us with what Light is planning next.
    Then have it and the Delta Greens pull out to an extraction point, using their Exographic Scanners and stealth suits to help them avoid fights where possible.

    Along the way, have them be on the lookout for a Sniper Joe, Metool, and any other Wily Corp and Robodyne machines. Using the Delta Green Squad's exographic sniper rifles, shoot several of them up in an attempt to recover an intact IFF transponder. Since we would be doing this from the safety of several tunnels away, the DG's should be in little danger.

    Have VP-99 scan the transponders to make sure that they're not actively scanning or can be tracked, then get to the extraction point.
    >> Chitose !P/6bEswUAA 02/11/12(Sat)01:20 No.17893454
    If the moon looks clear, can we go and salvage some tech lying around there?
    >> Anonymous 02/11/12(Sat)01:22 No.17893471
    >>17893331
    Slightly offtopic: what happened with the loot mission that was supposed to happen last Thursday at 18:00? I never saw it.

    >>17893353
    We could try with the Spy again, but this time with a proper loadout. And by that, I mean the Dead Ringer and full Saharan Spy set. Don't engage in combat not even if spotted, just run away.
    >> Greyheart 02/11/12(Sat)01:24 No.17893494
    >>17893353
    I don't think that last idea is going to get us much of anywhere. It would take us too long to get anyone, probably even the Spy, to a high enough clearance level in any of the Corps. to be of any use. Remember the whole "more than a day, less than a week" thing?

    >>17893438
    I rather agree with this plan. But I also agree with Bootleg OP's continuation of scrying on Light. However, leave Light's transmission station as we found it. We don't need to go sending more of a message that someone new has come onto the scene of this world. At least Tosh survived- who knows what Wily would have deduced from him...or turned him into.
    >> Not completely retarded 02/11/12(Sat)01:25 No.17893503
    >>17893353
    Have the spy disguise himself as a normal employee, then hacking their computers from inside?
    Scry passwords, security patrols, etc, before entry?
    Auror with invisibility and silenceing escorting in a small team?
    Use a flubbershoggoth to imitate an employee? (lol nope)
    Use our advanced sensors to scan the physical makeup of the data storage system to read the data without interacting with the computers?
    Open up our nod icbm and ask kane for advice?
    mindcontrol an employee to get us in?
    Hacking them remotely is going to be hard, so making a fake identity for an infiltrator would probably be much easier from inside a megacorp.

    Isn't the incursion stuff just an inside out holodeck with some added ECM?

    We need to get that team out of that comms hub, megacorp forces will be arriving soon.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:25 No.17893505
    >>17893471
    >Slightly offtopic: what happened with the loot mission that was supposed to happen last Thursday at 18:00? I never saw it.
    E-mail me for more info, won't post here so as not to offtopic this quest.

    >>17893494
    Good point, Greyheart
    >>17893438
    Good plan, Anonymous.
    >> MetaQuest OP 02/11/12(Sat)01:27 No.17893527
    rolled 14 = 14

    On the far side of the moon, the RVF detects more defunct equipment and abandoned installations. Nothing on the moon should be able to detect the Storm.
    >> Anonymous 02/11/12(Sat)01:28 No.17893537
    >>17893503
    >Isn't the incursion stuff just an inside out holodeck with some added ECM?
    Yes.
    Which would, if we can replicate it and equip it on the Drone Squad, allow them to pass for Wily Corp and Egg Industries robots as we do recon.

    We've already seen that Wily has upgraded his sensors to penetrate the cloaking on Spy and Tosh; we won't be able to use their tricks here.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:30 No.17893552
    >>17893503
    Good planning.
    I think Plan A is to get the Oncoming storm an approach of Least Risk that will let it scan the Corp's HQs, wait for the Observers' reports, grab some IFF codes from random bots if possible, and go from there.

    Makes me wonder exactly where our forces should go once that's done. Wily Labs + Digsite simultaneous? All 4 "get here to stop world blowing up" sites? Breach buildings with small teams, or infiltrate via BS and stealth?

    Trying to have Data get up Incursion tech, or at the very least Holograms on some of Drones, would allow us to sneak in further. Hologram Drones + Building layout + IFF codes = infiltration.

    >>17893527
    Seems like the best plan, but I'm hoping 14 doesn't mean "Hey look, Ships coming in from Zebes fly RIGHT OVER the dark side of the moon! Isn't that funny!"

    I suppose we aren't getting that Lightvirus. It's a shame. Would've been handy against some of our opponents here.
    >> Greyheart 02/11/12(Sat)01:31 No.17893564
    >>17893527
    Excellent. Let's going along with the majority of this: >>17893438
    Add in continued scrying on Light, but can we also get an updated status report on Wily and the other villains/ locations which we sent the Observers too? I'd like to see if word is already spreading about the "strange intruders".
    >> MetaQuest OP 02/11/12(Sat)01:31 No.17893569
    rolled 66, 81 = 147

    >>17893494
    What indeed. Heheheheh...

    The Storm warps to the moon and begins scanning the Corp HQs...
    >> Chitose !P/6bEswUAA 02/11/12(Sat)01:32 No.17893573
    >>17893527
    Let's ID and pick up some of the derelict combat vehicles and load them onto the Storm.
    >> MetaQuest OP 02/11/12(Sat)01:32 No.17893577
    >>17893569
    Scan is in progress. What do you want to know?
    >> Anonymous 02/11/12(Sat)01:34 No.17893583
    >>17893537
    >We've already seen that Wily has upgraded his sensors to penetrate the cloaking on Spy and Tosh; we won't be able to use their tricks here.
    Guess that disguises isn't going to do the cut here.
    We should focus on reverse engineering Wily's mass produced bots, then send one of them controlled by us over there.
    >> Anonymous 02/11/12(Sat)01:34 No.17893584
    >>17893577
    Floor plan and defenses. Is there a way to bring down their interdiction field generators?
    What kind of security systems appear to be in place.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:34 No.17893587
    >>17893569
    Hooray!

    This may seem dumb, but ... can the Storm scan the Sewer system (The Pipes)? I know we probably won't find Dr. Light, but we might find safe points of landing/extraction for our troops.

    >>17893577
    What's guarding it
    What routes the guards take
    Who the bosses are
    What the fastest path to the Goal rooms are
    Where the loot rooms are
    What protocols the Company Employees follow
    If there are any unused rooms or side spaces or crawlspaces for stealth
    A general map
    Safe spots to Teleport or Dropship in
    Safe points to Teleport out
    Whether the Met HQ is on Hyrule or Zebes

    Also scan the Digsite and Sewers if you can.
    >> Not completely retarded 02/11/12(Sat)01:34 No.17893590
    >>17893552
    I think mind control might be possible, if we get our assorted psychics to reprogram some employees, possibly doing this several times with higher ranked employees each time using the people we previously mindcontrolled to give us access to the higher ranked employees, like system administrators.
    >> Anonymous 02/11/12(Sat)01:35 No.17893595
    >>17893577

    Can we also do this while we wait for scans? >>17893573
    >> Anonymous 02/11/12(Sat)01:35 No.17893600
    >>17893569

    Umm...quick question. Do the BLU corpses disappear after they respawn? Also, did the spy leave his equipment behind?

    Really, I just want to know when to expect the robo spycrab to show up.

    ofhowy captains
    Silly captcha. The spy isn't a captain. Or a from Howy.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:37 No.17893615
    >>17893587
    Oh fuck I forgot the most important thing.

    PRIVATE BOOZE RESERVES.
    >> Greyheart 02/11/12(Sat)01:38 No.17893627
    >>17893569
    First of all: That creepy laugh makes me certain that we are not letting ANYTHING fall into enemy hands on this world. I don't care if it's a freaking microchip, you teleport that shit out or you destroy it beyond reconstitution.

    Second of all: Can we scan for further reality distortions, even minor ones? For example, has Wily created any weaponry or other tech based upon that 40k dataslate? Or would that sort of thing not give off such a distortion because it was made in this world from native materials?
    >> Anonymous 02/11/12(Sat)01:39 No.17893632
    >>17893505
    Just send the info to this disposable inbox.

    >>17893600
    They disappear after a time, not after respawn. Same for whatever they were holding at the moment.
    >> Not completely retarded 02/11/12(Sat)01:39 No.17893636
    >>17893569
    Does this mean wily has upgraded his space facing sensors as well as the ones on his robots?
    >> MetaQuest OP 02/11/12(Sat)01:43 No.17893679
    Unfortunately my energy reserves are out and I have no E-Tank. Stopping here for the day, please archive this and I'll see everyone on Monday with the scan results.
    >> Anonymous 02/11/12(Sat)01:44 No.17893691
    >>17893679
    Also salvaging machines on the moon?
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:46 No.17893705
         File1328942774.png-(15 KB, 669x338, crawldude_inventory2.png)
    15 KB
    >>17893679
    Roger that.

    So. Who's up for a run of DUNGEON CRAWL STONE SOUP today (saturday), and tomorrow (sunday) at 18:00 Board time?

    If I'm awake at 18:00 Board time, you get quest.
    If I'm not awake, don't wait for me, I'll probably be sleeping for many hours.
    >> Anonymous 02/11/12(Sat)01:47 No.17893717
    >>17893705
    Hopefully this will exorcise the stupid out of the main quest.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)01:50 No.17893748
         File1328943054.png-(14 KB, 669x338, crawldude_quit.png)
    14 KB
    >>17893717
    Also, I will just make sure my Multiple-zig-27-clearing 15-rune-holding Uberdude that I used to scout the dungeon and make a list of what stuff you'll fight against is positioned right next to the Orb of Zot, and quit the game.

    Surely this will cause no complications for your looting team whatsoever.
    >> Anonymous 02/11/12(Sat)01:51 No.17893753
    >>17893705
    Now those are the moments I wish I could wake up someone over the Internet.
    >> MetaQuest OP 02/11/12(Sat)01:51 No.17893759
    >>17893691
    Remind me about that next thread if you want to do it.
    >> Anonymous 02/11/12(Sat)01:55 No.17893789
    >>17893748
    All shields all day, every day.

    Idea for maximum flavour: make a playthrough until you get killed by Sigmund, use that playthrough as the canon.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:08 No.17893881
    246144 | Zig:27 | Defeated Himm the pandemonium lord
    246236 | Zig:27 | Defeated Stin the pandemonium lord
    246334 | Zig:27 | Defeated Zilusil the pandemonium lord
    246338 | Zig:27 | Defeated Khat the pandemonium lord
    246352 | Zig:27 | Defeated Lynuergh the pandemonium lord
    246358 | Zig:27 | Defeated Haqixeil the pandemonium lord
    246364 | Zig:27 | Defeated Moxil the pandemonium lord
    246394 | Zig:27 | Defeated Beilut the pandemonium lord
    246396 | Zig:27 | Defeated Loifaj the pandemonium lord
    246452 | Zig:27 | Defeated Khyguosu the pandemonium lord
    246461 | Zig:27 | Defeated Ewoska the pandemonium lord
    246466 | Zig:27 | Defeated Vaunamay the pandemonium lord
    246490 | Zig:27 | Defeated Fybin the pandemonium lord
    246494 | Zig:27 | Defeated Ucina the pandemonium lord
    246496 | Zig:27 | Defeated Julewume the pandemonium lord
    246499 | Zig:27 | Defeated Psytu the pandemonium lord
    246502 | Zig:27 | Defeated Trerpheot the pandemonium lord
    246512 | Zig:27 | Defeated Kiojut the pandemonium lord
    246521 | Zig:27 | Defeated Ejeot the pandemonium lord
    246527 | Zig:27 | Defeated Seck the pandemonium lord
    246531 | Zig:27 | Defeated Wikhlext the pandemonium lord
    246546 | Zig:27 | Defeated Keoptacaj the pandemonium lord
    246563 | Zig:27 | Defeated Qoimiheu the pandemonium lord
    246582 | Zig:27 | Defeated Giebuopt the pandemonium lord
    246596 | Zig:27 | Defeated Vajil the pandemonium lord
    246608 | Zig:27 | Defeated Cuadd the pandemonium lord
    246697 | Zig:27 | Defeated Pneleq the pandemonium lord
    246952 | Zig:27 | Defeated Ejaalef the pandemonium lord
    246969 | Zig:27 | Defeated Cradgh the pandemonium lord

    Dem Zigs man.
    >> Anonymous 02/11/12(Sat)02:15 No.17893919
    I wonder how strong an ice fiend from dungeon crawl would be in D&D.
    >> Anonymous 02/11/12(Sat)02:15 No.17893927
    >>17893881
    I should really step up my game and try not get myself creamed when I get to the Swamp or Shoals.
    >> Anonymous 02/11/12(Sat)02:18 No.17893941
    >>17893927
    Swamp is like the easiest branch if you have rPois. But if you do get the rune, DO NOT go up an unknown staircase, use the one you went down through. I died after tabbing through the rune vault because of the little celebration party waiting for me.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:19 No.17893953
    >>17893941
    >2012
    >Leaving monsters alive on a level you've already visited
    I seriously hope you guys don't do this.
    >> Anonymous 02/11/12(Sat)02:21 No.17893972
    >>17893953
    It's impossible to kill them all in the swamp. It's just too damn big and open.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:23 No.17893988
    >>17893972
    I used an Axe of Venom for some, and for the Slime creatures, Swamp drakes and Swamp dragons, I chased them into a corner.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:24 No.17893994
    >>17893988
    I mean shit nicker. If I can use a ring of levitation to fly into the corner of the Shoals to kill a Kraken that tries to run away from me WITH ME AXE and ?tele away before I drown, you can find a way to clear Swamp.
    >> Anonymous 02/11/12(Sat)02:24 No.17893995
    >>17893941
    It's the goddamn Insubstantial Wisps and Vampire Mosquitoes of all things. I hate those shits, even when I'm supposedly well equipped to deal with them. Doesn't help that the Swamp itself is a chore to navigate and that doesn't pair well with my "explore everything" compulsion.
    >> Anonymous 02/11/12(Sat)02:26 No.17894011
    >>17893988
    The reason I died was because of a hydra, vampire mosquitoes, and a very ugly thing. I could have easily taken them if I wasn't starving and nauseous.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:27 No.17894015
    >>17893995
    >>17894011
    Truly, Crawl is a harsh, but rewarding game.
    >> Anonymous 02/11/12(Sat)02:32 No.17894064
    >>17894015
    Oh it gets better: once I had a really nicely built Draconian Transmuter, just after clearing Lair through heavy use of Fulsome DIstillation + Evaporate, Ice Form and BLAAADE HANDS, and I was ready to conquer the Swamp.
    I got the Shoals.
    Fuck Mermans.

    I wish Transmuters had Fulsome Distillation and Evaporate in their starting book again.
    >> Anonymous 02/11/12(Sat)02:32 No.17894068
    I also don't like ice statues. Especially when I'm a naga and it takes me longer to get in book throwing range.

    Ice caves with three ice statues are kinda annoying too.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:33 No.17894080
    >>17894068
    In this playthrough, I found an Ice cave guarded by an Ice dragon when I was level 10 on Orc:4.
    I noooped right the fuck out of there.
    >> Anonymous 02/11/12(Sat)02:34 No.17894084
    >>17894064
    You can get the shoals and the swamp in the same game.

    Shoals is best done when you have access to deflect missiles so you aren't eating javelins like pocky.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:36 No.17894098
    >>17894080
    Other notable moments of Nope:
    >Go up stairs
    >See Kirke
    >See Roxanne
    >See Maud
    >Go back down stairs
    >Put a travel exclusion on the stairs
    >Unplug my computer
    >Call the police
    >> Anonymous 02/11/12(Sat)02:39 No.17894135
    >>17894098
    Still not as bad as Mennas.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:40 No.17894137
    >>17894135
    I was an MdFi.
    Mennas is a freekill.
    Maurice and Nessos are dicks.
    >> Anonymous 02/11/12(Sat)02:41 No.17894140
    >>17894084
    But not always, they replace either Swamp or Snake Pit. In that case it replaced Swamp. And not going there anymore without Deflect Missiles.

    >>17894098
    >not extend the travel exclusion area to a wide radius along the stairs
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:43 No.17894160
    >>17894140
    >A Roxanne comes down the stairs
    >> Anonymous 02/11/12(Sat)02:45 No.17894179
    >>17894160
    If you see a supposedly immovable statue walk down the stairs, you have way bigger problems than the statue flinging spells at you.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:46 No.17894189
    >>17894179
    Roxanne and Ice Statues: Wasting at least 1 wand of disintegration shots before you realise shit only works on the Silver and Orange ones.
    >> Anonymous 02/11/12(Sat)02:47 No.17894199
    It use to be possible to turn kraken tentacles into dragons and giants with mutagenic clouds, but then they fixed it. You could potentially farm krakens for permanent allies this why If you don't mind incredibly convoluted exploits. You might as well go rupert farming or maurice scumming at that point.
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:49 No.17894209
    >>17894199
    I'm familiar with rupert farming, but what's Maurice scumming?
    >> Anonymous 02/11/12(Sat)02:51 No.17894233
    >>17894209
    1. Maurice steals a scroll of acquirement.
    2. Banish Maurice.
    3. Find Maurice in the abyss.
    4. Leave abyss with Maurice following you.
    5. There is now a Maurice copy in the abyss and in the dungeon.

    http://crawl.develz.org/morgues/0.9/xomscumming/morgue-xomscumming-20110905-165025.txt
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:52 No.17894242
    >>17894233
    At that point you might as well Pan forever and clear Zig27s.
    >> Anonymous 02/11/12(Sat)02:54 No.17894261
    >>17894189
    It happens to everyone.

    >>17894242
    And worse, because it pretty much restricts you to Lugonu
    >> Bootleg OP !!Cuw+lR6NxOH 02/11/12(Sat)02:57 No.17894288
    >>17894261
    Well, show up at 18:00 and see if my thread's up.
    You guys picked a pretty expensive loadout, I hope it serves you well!
    >> Anonymous 02/11/12(Sat)03:05 No.17894358
    I currently have two characters that I have basically abandoned. A deep dwarf earth elementalist of makhleb in around level 10 dungeon and a spriggan stalker of ashenzari in lair.

    It's no fun when my guys actually live.
    >> Anonymous 02/11/12(Sat)03:16 No.17894459
    >>17894358
    Play more, you will surely get squashed. Especially the deep dwarf.

    >>17894288
    I will be there.



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