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Europareich 2057 - A Cyberpunk CYOA

Infantryman

Scholar
Joined
Feb 9, 2010
Messages
459
Location
War Saw, Potatoland
I don't think they can fool us easily, since we're on Europareich's territory and may use support of e.g. drones. And if we somehow lose their track without them knowing they were being followed, we still could apprehend them at the warehouse the next day.
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,850
without them knowing they were being followed

Not sure our vehicle is very stealthy.

we still could apprehend them at the warehouse the next day.

That's assuming they won't get suspicious at all. And also that they'll be coming back tomorrow. Maybe they were using the warehouse to store something, but are currently moving whatever it is to a different location.
 

Seerix

Arbiter
Joined
Mar 31, 2012
Messages
235
There's too many unknowns to go in guns blazing or just walk in and demand their surrender. They may be mafia, they may be related to our terrorists or they may be smugglers. Maybe not armed at all, maybe armed to the teeth, we have no idea.

Also, why follow the vehicle later when we can just sneak in now and eavesdrop on everything?

2

Borg, Smith, Laukaitis, Mazowiecka

We should leave evaluating Richter for stuff like patrols in dangerous areas(Neufahrwasser) instead of risking our missions for it.
 

Monty

Arcane
Joined
Mar 24, 2012
Messages
1,582
Location
Grognardia
We are soldiers, let's act like soldiers not cops. Go in hard and fast, take out anyone who tries to fight back, get in quick before any evidence can be disposed of. Tailing the car could work, but if we lose it we could lose our lead. The stealth approach could work, but if it goes wrong we give up the element of surprise. If I were a soldier with Ida's background I don't think I would be trying to follow a car in this situation.

4

Borg, Smith, Laukaitis, Mazowiecka
 

Seerix

Arbiter
Joined
Mar 31, 2012
Messages
235
We are soldiers, let's act like soldiers not cops. Go in hard and fast, take out anyone who tries to fight back, get in quick before any evidence can be disposed of. Tailing the car could work, but if we lose it we could lose our lead. The stealth approach could work, but if it goes wrong we give up the element of surprise. If I were a soldier with Ida's background I don't think I would be trying to follow a car in this situation.

Proper soldiers don't do assaults without at least some basic intel, we know NOTHING. We may end up slaughtering smugglers of some expensive japanese cyber porn. :lol:

The point of stealth approach is to find out wtf is going on and it's good idea to have with us the best soldiers in case we screw up, then it will just switch to messier version of option 4, but unless we critically fail we will get some proper information, anyway.

If we just force our way in we will get(if we don't kill everybody) messed up warehouse and bunch of thugs/smugglers/terrorists/etc. who have no intention of talking without torture. Simply much more work.

IMO, option 2 has the highest risk(of getting killed) and highest gain(of information) of them all.
 

Rumsfeld

Scholar
Joined
May 19, 2012
Messages
116
Location
Bilderberg HQ
We are soldiers, let's act like soldiers not cops. Go in hard and fast, take out anyone who tries to fight back, get in quick before any evidence can be disposed of. Tailing the car could work, but if we lose it we could lose our lead. The stealth approach could work, but if it goes wrong we give up the element of surprise. If I were a soldier with Ida's background I don't think I would be trying to follow a car in this situation.

4

Borg, Smith, Laukaitis, Mazowiecka
Zis
 

Commissar Draco

Codexia Comrade Colonel Commissar
Patron
Joined
Mar 6, 2011
Messages
20,872
Location
Привислинский край
Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
2
take Borg, Smith, Laukatis and Richter (yes don't trust him to leave him behind and it's high time to check if he has some useful skills)

will give us enough firepower to blaze them 4 if our infiltration fails.
 

Seerix

Arbiter
Joined
Mar 31, 2012
Messages
235
Ah, fuck it. I vote for Richter too, maybe if he screws up hard we get rid of him sooner.

2

Borg, Richter, Laukaitis, Mazowiecka

Also, guys I think it's better to take Mazowiecka instead of Smith, she's the best shooter after Borg, remember?
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,773
Location
Danzig, Potato-Hitman Commonwealth
The votes:

2222222
33
444

Bo xxxxxxxxxxxx
La xxxxxxxxxxxx
Ri xxxxx
Be x
Ma xxxxxxxx
Sm xxxxxxx

Assuming I didn't make any mistakes when counting, I'm kind of still drunk from last night or just hangover. Everything keeps spinning, bah!

Expect the next chapter tomorrow, unless I get swarmed with work.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,773
Location
Danzig, Potato-Hitman Commonwealth


A mysterious piece really, the guy is a professional Canadian composer but doesn't really mention for what this is unlike in other tracks and it's from this year, possibly under an NDA. Just Eidos and "stealth". Maybe a submission for some game? Maybe for Thief 4 as he's from Montreal (I think) as is the studio making it? The organs would kind of fit, not sure about the electronic bits. But it definitely fits a stealth sequence IMO.

Chapter XVI

“Laukaitis, Borg and Mazowiecka, you’re going with me. We’re going to sneak and see what is going on.” You say after a moment of contemplation. “The rest of you stays here. If things get hot you start shooting at whoever is trying to kill us. Got it Unteroffizier?”

“Understood Frau Feldwebel.” He acknowledges, for some reason you have this odd feeling he’s quite comfortable with you risking your ass, while he sits comfortably inside the transportpanzer.

After you exit the Neinmask you make your way slowly towards the warehouse. The street is covered with a thin layer of snow, which partially buried most of the vehicle tracks in the last few hours. Only two pairs of tracks are an exception, these ones look fresh and they lead right towards the warehouse.

Quietly you climb over the metal fence. You can hear someone walking in the distance, but for the moment that sound is merely a distant whisper.

“Look there.” Sven tells you while pointing at a bunch of rusting old metal sheets. You see light coming out of a gap in the facade of the warehouse. Conveniently enough the area around it is surrounded by various old machine parts, all of them slowly turning into red dust. A good place to hide.

“We can use that opening to take a peek inside. Follow me.” You tell the team, you blend with the shadows and silently approach the target.

On the other side of the gap a small gathering seems to be taking place. At least ten people, probably more. Some are definitely armed by the looks of it. You see two, no wait at least three men with assault rifles, upon closer inspection you noticed that they’re also wearing ceramic or composite armor underneath their coats. They closely observe the exits and entrances while a bunch of workers, probably low rank thugs, checks some crates before carrying them away somewhere. It looks like they’re smuggling weapons.

“The goods are here and they’re all good, just like I said they were.” An older man in a fancy black coat says, you think he’s also wearing some kind of armor.

“How do you do this? Ever since the damn Germans moved in you can’t even smuggle in a matchbox.” His client, a bald muscular man with a pair of stylish neural-linked goggles on his face, asks.

“There are ways pass every kind of border, it is in my best interest to know them. After all, that’s how I make money. Speaking of which, do you have the money?”

“It’s here, no need to worry. I keep my promises.”

Before you even notice you feel something hitting you, as if you were playing tennis and the ball smacked you in the chest. The bang you hear a mere fraction of a second later makes you realize it was a bullet, luckily the armor absorbed most of the impacts energy, leaving you with most likely an annoying but harmless bruise rather than a lethal wound. The scumbag who did it should have bought a more powerful gun.

“Open fire!” You shout, quite pissed off at the fact he managed to sneak up behind you and even hit you.

A shower of projectiles from the team’s rifles flies in the lone thugs direction, luckily for him he hides behind a steel girder just before the bullets reach him. He jumps from behind the corner a moment later, firing his 9mm pistol at Oskaras.

“Fucking sharpshooter!” The lithuanian yells as he feels something hitting his chest. Luckily for him it’s just a pistol so it’s essentially useless against standard issue armor. Unless it hits an unprotected area. Good thing he doesn’t have a proper rifle, that aim of his could have proven rather lethal.

You’re not really letting him get any more hits. His ugly mug is right at the center of your night vision corsshair, even if the whole night vision scope is of poor quality. The three shot burst fired from such a close distance effectively penetrates through his skull flying out of the other side.

“How do you keep doing that Frau Feldwebel?” Gefreiter Laukaitis asks in amazement, but there is no time to answer as another thug with a pistol reveals himself.

Scheisse, that hurts!” Sven curses as the bullet ricochets off his helmet. He’s lucky it didn’t hit his face, the Europareich Bundeswehr winter combat goggles aren’t exactly known for being bullet-proof.

Another shot, this time it completely misses anyone. This guy is clearly not a sharpshooter. The entire team counterattacks, however the gangsters manage to duck behind some old machinery scattered in the yard surrounding the warehouse. They try shooting you again but fail terribly.

You firmly grip your rifle, one of the criminals decides it is safe to try shooting someone again, unluckily for him he’s in your sights. A short burst and a second later he lies in the snow, painting it red with the blood gushing out of his chest.
Sven and Oskaras try to kill the other guy, they miss. Luckily for them a woman shows them how it’s done, as Anna manages to accurately fire at the enemy’s leg causing him to fall down. He’s not dead yet but not really conscious either.

It is clear the gangsters inside heard the noise, they’re probably on their way here. Some of them may try to run. You can’t let them get away but you can’t really charge in with just the four man team you have, as the heavily armed thugs inside are a threat. Lobbing grenades at them with the amount of munitions inside could be very dangerous.

The current position is rather favorable, it provides cover and allows for an ambush, you probably can safely hold your ground here until the Unteroffizier drives the IFV with the rest of the squad to support you. However should any of the gangsters inside try to escape on the other side, nobody will stop them.

The team at the Neinmask could try to cut off the front route of escape, while your team would move in to the back entrance which is inaccessible by vehicles. Effectively you would box the criminals in. However there is no telling how many of them will go through the back or if you manage to get a favorable position before the criminals get there. It may get hard.
Lastly you can try to retreat to the Neinmask using its full protection and firepower to aid you, greatly reducing any odds of casualties on your side. Assuming you manage to get it before they shoot you. The Neinmask effectively blocks the only road out, but if the criminals decide to run, you won’t be able to stop them.

You will….
1)…hold your ground where you are while waiting for the rest of the squad. If they come seeking death you will give it to them.
2)…move forward, attempt to box them in. No criminal will escape this day.
3)…do a tactical withdrawal and regroup. United you stand a better chance.
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,850
Time to take some risks, we need to catch at least one of the guys we heard speaking. Hopefully the workers will panic and fail to act efficiently against us.

2
 

Smashing Axe

Arcane
Patron
Joined
Dec 29, 2011
Messages
2,835
Divinity: Original Sin
2. No one escapes. We've military issue armour, we should be capable of holding them with minimal casualty. I'm hoping the panic and suddenness of the situation will keep them disoriented long enough for us to take them completely.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,058
Location
NZ
2. This is a serious infringement that could also be linked to our terrorist problems.
 

Monty

Arcane
Joined
Mar 24, 2012
Messages
1,582
Location
Grognardia
So 2 allows us to seal off all routes of escape, at relatively higher risks to our troops. 3 seals off the road, but leaves the back escape route free, but once we get to the vehicle the chance of casualties is reduced compared to 2. 1 allows us to continue to pick off enemies who emerge, with no humiliating retreat (like 3), but doesn't block the escape routes.

Think I agree with the previous votes, it has to be 2. We have to back our troops capability against the criminal scum and not retreat just because there's some danger. The priority has to be to ensure noone escapes.

2
 

Bohr

Arcane
Joined
Nov 20, 2012
Messages
1,878
1 We're in a good position, let's take out the enemies as they show themselves. Once the rest of the squad joins us we can become more proactive.
 

Seerix

Arbiter
Joined
Mar 31, 2012
Messages
235
Awesome. Professional weapon smugglers.

2 is obvious choice and we have the best squad combat-wise, would be a waste to just hide or run away and those smugglers will definitely get away if we won't risk our lives, they are not random scum but experienced paramilitary group.
 

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