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Author Topic: Frigate Commander  (Read 5789 times)

kaian-a-coel

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Re: Frigate Commander
« Reply #75 on: July 11, 2013, 01:02:36 am »

Reporting for duty sir!
sir no sir!
 :P
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Re: Frigate Commander
« Reply #76 on: July 11, 2013, 02:05:57 am »

I would like a ship layout system, I suggest ASCII paint for making one if you want to, it's not at all needed, but would be a nice touch.
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Jembot

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Re: Frigate Commander
« Reply #77 on: July 11, 2013, 02:58:52 am »

REPORTING FOR DUTY SIR!
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Chiefwaffles

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Re: Frigate Commander
« Reply #78 on: July 11, 2013, 01:33:34 pm »

A channel is opened with the Merchant ship's captain, who immediately thanks you for your help and vows to try to help you out if he ever sees you in trouble, along with a nice sum of about 1000 credits. After this, you get to work on the aftermath.

The prisoners and your marines have been transported back to the frigate, and an engineering team makes (relatively) quick work on the enemy corvette's engines; enough to get them running. A skeleton crew of 20 has been shuttled to the enemy corvette to keep it running and allow it to trail your frigate back to the planet. Reports by the engineers show about the weapon systems that they saw, but you're unsure if this is all without a thorough scouring of the ship.

Imperial law dictates that pirates can be freely dealt with by commanders of navy ships, but can always be transferred into the system at any moderate or above sized Galian base.

After asking around the crew, consulting the database, and your memory; you'd say the unnamed ship's optimal buying price is 50,000 credits, and would wager a nice plump sum of 20,000 if sold in it's optimal 'factory fresh' condition. You'd hope for at least 10k credits for this condition.

Spoiler: Missions (click to show/hide)
Spoiler: Personnel (click to show/hide)
Spoiler: The Syllarn (click to show/hide)
Spoiler: Unnamed Corvette (click to show/hide)
Spoiler: Tallarn Syrt, Captain (click to show/hide)
Spoiler: OOC (click to show/hide)

EDIT: I somehow missed the title and could of sworn the main ship was a corvette. Ugh. Edited to refer to it as a frigate.
« Last Edit: July 11, 2013, 07:14:51 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Maldevious

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Re: Frigate Commander
« Reply #79 on: July 11, 2013, 02:23:36 pm »

See if we can get some information from the prisoners on likely pirate haunts nearby. Offer some leniency in sentencing; otherwise, they can all get shipped off to a penal colony.

I say we scour the ship for anything of use or interest then sell it for scrap.
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kaian-a-coel

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Re: Frigate Commander
« Reply #80 on: July 11, 2013, 03:20:26 pm »

1a) interrogate the prisonners
1b) search the ship logs, specifically coms log and jumps locations. Search repeating patterns: if one (or more) ship/person have been contacted repeatedly over a long period, if a location has been visited regularly...

2) confront prisonners with findings
3) store them in cryopods
4) continue searching the Corvette for useful systems and stuff.

5) man the Corvette and bring it to a shipyard, see what we can do with it. Repair what little damage the Frigate suffered.
6) Drop the prisonners at the nearest penal colony

7) Proceed to next objective, as has been determined from results from points 1) to 4).
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EA games is like the dark lord sauron, and the gaming consumer demographic is like gollum.
Sauron makes the precious.
Gollum loves and hates the precious.
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tryrar

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Re: Frigate Commander
« Reply #81 on: July 11, 2013, 06:43:32 pm »

Agree with Kaian on this. We need to unload the corvette for a nice chunk of change and move on to any pirate bases we uncover in our investigation
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Maldevious

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Re: Frigate Commander
« Reply #82 on: July 11, 2013, 06:45:33 pm »

I forget how capable our ship is, but perhaps taking on an entire pirate base is a bit premature. I can get behind poaching stragglers coming to/from said base, if we were to find it.
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Jembot

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Re: Frigate Commander
« Reply #83 on: July 11, 2013, 07:11:29 pm »

Would it be possible to take the pusle cannons from the corvette and install them on our ship?
If so, do that as they would be a better alternative to the lasers while the spinal beam is charging and would allow the lasers to focus on point defense more, or our point defense mechanism if we buy one.
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Chiefwaffles

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Re: Frigate Commander
« Reply #84 on: July 12, 2013, 12:36:03 am »

You head down to the brigs to interrogate the prisoners, noticing the pristine materials and all the technology incorporated into it. Makes sense, considering this is a troop carrier.

You arrive at the interrogation room, with an imprisoned officer in front of you. He grudgingly tells you that he doesn't know anything, since they
never told him anything. You chalk that up as a success.
Further into the interrogation, (1d20 - 20; Diplomacy has increased!) he has completely caved in and told you everything, including the exact the coordinates of their base, multiple exclusive ship designs of theirs (you didn't even know they designed ships.), and a lot more of useful information, that you can easily remember later on. Questioning the other prisoners with this evidence; many confirmed it, some called the officer a traitor. You were planning to scour the ship logs, but decided against it for now considering the main objective of it, you already have. The prisoners are relocated to long term 'storage' for processing with a minor recommendation from you for a less severe sentence at the next available opportunity.

The Frigate and corvette head to Galia; where the prisoners are processed for a reward of 200 credits, and you attempt manual repairs on your ship, which (1d20 +2 = 5) fails and doesn't successfully repair any of the damage, so you just get the Syllarn repaired at the shipyard for a minor fee of 50 credits.

Getting further of your mental 'to-do' list, you get an appraiser to value the corvette and the things inside it, which goes.. okay.

The Corvette itself, minus the weapons is about 11,900 credits worth, which is a nice sum, but it for sure isn't going to get you a new ship.
The Weapons are appraised and the appraiser notes that the PL Cannons are only worth about 500 credits, which you feel is certainly not a right price, considering enough of them to arm a ship cost about 6,000 credits commonly. The missile pods are worth quite a nice sum; 2000 credits.
The appraiser and his crew make an amazing find; apparently the ship had some high price smuggled goods aboard; which can supposedly sell for 30,000 credits if you go to the right people. Sadly these goods are smuggled, so they're definitely illegal. You'll likely get a reward for turning them in to the enforcement agencies, but not anywhere near the selling price.

You also ask around looking for people that can install the PL Cannons. You find a crew that'll do it for 1,000 credits if you want to.

You feel that you were very lucky in the past few events. You consider bargaining, since you feel a lot more comfortable now when talking to others, but more importantly; What now?


Spoiler: Missions (click to show/hide)
Spoiler: Personnel (click to show/hide)
Spoiler: The Syllarn (click to show/hide)
Spoiler: Unnamed Corvette (click to show/hide)
Spoiler: Tallarn Syrt, Captain (click to show/hide)
Spoiler: OOC (click to show/hide)
« Last Edit: July 12, 2013, 06:53:58 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

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Re: Frigate Commander
« Reply #85 on: July 12, 2013, 01:18:30 am »

How many ships do the pirates have? Also, see how much it would cost to repair the corvette, we may want to keep it if it costs less to repair then buying a new one.
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kaian-a-coel

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Re: Frigate Commander
« Reply #86 on: July 12, 2013, 03:16:24 am »

Yeah, see how much it would cost to repair the Corvette. Turn the goods to the government. See if we can fit the pulse lasers and/or the missile pods.

Next mission is scouting of the pirate base. Ideally the corvette, with minimal crew and a dropship for escape, go in, scout, avoid contact as much as possible, get out. Depending on the opposition scouted, we may call reinforcements.
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EA games is like the dark lord sauron, and the gaming consumer demographic is like gollum.
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Gollum loves and hates the precious.
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tryrar

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Re: Frigate Commander
« Reply #87 on: July 12, 2013, 09:23:35 am »

+1 to Kaian. Also, if we're gonna keep the corvette, we'd probably like to at least keep it nominally armed. I'd say keep the missile pods, but move the pulse cannons to the frigate to use as PD
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stabbymcstabstab

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Re: Frigate Commander
« Reply #88 on: July 12, 2013, 09:40:42 am »

Yes lets try to repair the frigate, then lets see if we can find any mention of where they were going to sell the goods, I imagine such a person might be worth something.
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Chiefwaffles

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Re: Frigate Commander
« Reply #89 on: July 12, 2013, 07:15:24 pm »

The engineering team gets to work on the corvette, under your knowledge of mechanics. They weren't able to turn the ship into 'good as new', but definitely managed to improve the state of the ship. (1d20 + 2 = 16)
You pay the fee of 500 credits to get the ship back to pristine condition, and 'refill' both ships with crew from the academy.

Upon doing this, you notice that you don't have enough money to install the PL cannons now, so you try to get the engineering crew to do it; and they spectacularly were able to do it themselves without any guidance of your own. (1d20 + 2 = 22; Mechanics has increased!)
Although you do note that you don't have enough space for another weapon of this size.

During the installation of the PL cannons, you head to where the prisoners are stored at the planet and question them about the smuggled goods, and where they have been getting them. (1d20 + 1 = 20; Good god. Diplomacy has increased.) The prisoners all sound quite surprised (but only a bit) learning about the smuggled goods. They tell you of an unsavory underworld fellow, who has accepted many deals and such with them before and distributes the goods across the section of space he's in.
"Last time we saw him, he was at the planet of Tiyth; which is a relatively quiet planet with the occasional 'metropolis' type city, if you don't already know."
You seem to have quite the knack for interrogations.

Last but not least, when returning to the ship, you bring the smuggled goods to an enforcement agency nearby. They take it in and transfer 3,000 credits to your account.

You feel that the Corvette may need a name.


Spoiler: Missions (click to show/hide)
Spoiler: Personnel (click to show/hide)
Spoiler: The Syllarn (click to show/hide)
Spoiler: Unnamed Corvette (click to show/hide)
Spoiler: Tallarn Syrt, Captain (click to show/hide)
Spoiler: OOC (click to show/hide)
Logged
Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!
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