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Author Topic: Final Stage  (Read 8514 times)

heydude6

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Re: Final Stage
« Reply #15 on: April 04, 2015, 09:36:14 am »

Focus: Targeting.
Maintain power distribution.
Target second armed platform's reactor, if possible. If not, target enemy bridge. Fire.

+1
+1
+1
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

cerapa

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Re: Final Stage
« Reply #16 on: April 04, 2015, 10:26:18 am »

Round 1:


vs




The other platform orients itself to face you, and powers up its weapons. You fire your overcharged weapon first, aiming for its reactor, a shot the tageting computer would dismiss as impossible. It indeed would be, if the platform was armored or shielded, but that is not the case.


Round 1: YOU
Focus [1/1]: Targeting (halved miss chance, can target individual modules)

Power Used [5/5]:
-Engines [1/3] [1 thrust] [0.125 evasion factor]
-Weaponry [4/4] [Overcharged Weak Laser: Active]


Attack with [Overcharged Weak Laser]
-Targeting [Reactor]

0 evasion factor vs 100% accuracy + Focus
HIT
Damage [4]
REACTOR EXPLOSION
Standard Power Reactor Destroyed
Damage [5][4][4]
Weak Laser Disabled
Weak Laser Disabled
Unknown Bridge Disabled

Contact #2 DISABLED





BATTLE END

Your alpha strike has disabled both platforms. Sadly you did not manage to escape being seen, and the Jump Network Beacon has relayed the platforms distress calls. You assume that you have some time before reinforcements arrive, and instinctively begin scanning the remains of the platforms for salvage. You could directly attach the modules to your ship, or rip out the more important components and use them to improve your other modules.


Salvage:
Contact #1:
-Unknown Bridge
-Weak Laser x2
-Standard Power Reactor

Contact #2:
-Unknown Bridge
-Weak laser
-Weak laser

For each piece of valid salvage pick one:
[] Attach to ship (specify location)
[] Convert to modification points based on type


Notes:
-Each module puts more strain on your engines, lowering your evasion.
-Red modules could not be salvaged. The more damaged a module is, the lower the chance of it being salvageable.
-When creating the starting encounter, I expected them to at least have the chance to shoot at you.
« Last Edit: April 04, 2015, 10:32:04 am by cerapa »
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heydude6

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Re: Final Stage
« Reply #17 on: April 04, 2015, 10:31:44 am »

Ok, so what I notice so far is that if you destroy a reactor, then the reactor explodes damaging the other components in the ship. This seems to negatively affect our salvage meaning that ideally we should aim for the bridge. Also, why did the platforms not have engines?

I say attach 1 laser and 1 reactor and convert the rest into modification points
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

The Froggy Ninja

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Re: Final Stage
« Reply #18 on: April 04, 2015, 10:35:02 am »

Place two lasers on the opposite side of the ship as your current one and the third one in front of your reactor. Covert the reactor. Loot for info.

cerapa

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Re: Final Stage
« Reply #19 on: April 04, 2015, 10:39:46 am »

Ok, so what I notice so far is that if you destroy a reactor, then the reactor explodes damaging the other components in the ship. This seems to negatively affect our salvage meaning that ideally we should aim for the bridge. Also, why did the platforms not have engines?

Reactors have a chance of exploding on being damaged. In this case, I literally did a coinflip to decide if it explodes or not. Stronger reactors will have more powerful explosions.

The platforms are just automated turrets. Their equivalent with engines are drones.
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cerapa

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Re: Final Stage
« Reply #20 on: April 06, 2015, 06:34:34 am »

Bump a bubmp bump.
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heydude6

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Re: Final Stage
« Reply #21 on: April 06, 2015, 07:57:56 am »

Ok, so what I notice so far is that if you destroy a reactor, then the reactor explodes damaging the other components in the ship. This seems to negatively affect our salvage meaning that ideally we should aim for the bridge. Also, why did the platforms not have engines?

I say attach 1 laser and 1 reactor and convert the rest into modification points
+1
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

cerapa

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Re: Final Stage
« Reply #22 on: April 06, 2015, 08:05:25 am »

You...

You kinda +1'ed your own post there.
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heydude6

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Re: Final Stage
« Reply #23 on: April 06, 2015, 08:06:59 am »

I know, I thought you may have missed it.
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

GiglameshDespair

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Re: Final Stage
« Reply #24 on: April 06, 2015, 09:06:15 am »

Go for it.
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cerapa

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Re: Final Stage
« Reply #25 on: April 06, 2015, 10:32:10 am »

Where do you want the gun and the reactor in that case?
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10ebbor10

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Re: Final Stage
« Reply #26 on: April 06, 2015, 10:35:33 am »

Can we freely re-arrange stuff?

Because if not, it would be nice to know how arrangement matters.
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cerapa

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Re: Final Stage
« Reply #27 on: April 06, 2015, 11:13:19 am »

Arrangement matters in the damage sort of way. If someone shoots at you from behind, then a module in the back will get hit. It's pretty arbitrary and up to my own judgement, but I will still be doing as much rolling as I can. There might also be some modules with an aura-like effect later, but I haven't decided yet. A piece of advice I will give you though is, never place reactor blocks near eachother unless you want a chain reaction. Might be less stupid if you find some armour modules and make like an armoured power core thing though.

You can rearrange things if you really want to, but it will annoy me slightly because I need to redraw the ship in that case. I'm fine with it though, as long as you don't do it every time you find a new piece of salvage.
« Last Edit: April 06, 2015, 11:15:20 am by cerapa »
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10ebbor10

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Re: Final Stage
« Reply #28 on: April 06, 2015, 11:15:33 am »

Okay then.

Code: [Select]
[ ][O][ ]
[L][O][L]
[R][O][R]
[E][E][E]

How about this? E = Engine, R = Reactor, L = Laser , O = Other
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cerapa

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Re: Final Stage
« Reply #29 on: April 06, 2015, 11:19:14 am »

I, as the GM, have no problems with it. Except, is the FTL core or the bridge at the very top?
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