Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 20 21 [22] 23 24 ... 37

Author Topic: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1  (Read 28651 times)

Ross Vernal

  • Bay Watcher
  • Hilarity ensues.
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #315 on: June 13, 2015, 08:34:12 pm »

They have to deal with Alliance. That is a consideration pretty high up there. So they're going to want ships that can hang in there with HP, or accelerate the hell away to stop missile range from occurring. They probably buy Rift EW and salvage anything they can find.  They are going to be fully armed, possibly weapon heavy, in order to offset the missiles advantage and energy heavy to be above Alliance ships and have the edge in hyper combat. And yes, they use armed freight as logistics and such. So a League SD might have some old Kai weapons right next to top of the line League weapons.

Small and fast. Individual drones and fighters are cheap and easy to replace. Big ones tend to have spare cubage eaten up by lesser power energy weapons. They use missiles but care more about shooting them down. Big queen ship, slightly smaller high level soldier/royalty escorts, medium/large  advanced drones. Nurses tend to work with hospital and oversee Marines, although you will find a few of the main kinds on any given ship regardless of the commander. Boarding after, unless a target shows thatis cconvenient and not a trap.

Maybe 30%. They tend to go to extremes - either big and smart to make them dangerous, small and smart to make them effective. Carriers and others with a Wing typically are sentient and upload components of themselves onto Fighters. The ones that survive and grow eventually get put into full Sentient ships to increase innovation from the copies of historically effective commanders.
« Last Edit: June 13, 2015, 08:41:35 pm by Ross Vernal »
Logged

Ross Vernal

  • Bay Watcher
  • Hilarity ensues.
    • View Profile
Re: Better?
« Reply #316 on: June 14, 2015, 03:23:24 am »

So, Synthetic Civilization.

Compared to the current Intelligences of Civilization, the Primal Intelligence was actually rather primitive and crude. Still, the fact that a chance interface between barely functional, emergency-power only damage control systems of the wreckage of what was Terran, Merope, and Kai fleets on a planet uncomfortably close to the active sun became an AI that laid down the Alpha Codes of Civilization and dissolved itself into the fifteen thousand subordinate intelligences is something that the AI "descendants" take pride in and consider an example. They're cheerfully mercenary and also officially diplomatic to all partially due to being small and low on the totem pole. Bodies are not entirely important to them aside from utility, although there is a growing movement towards bodies and environmental conditions as a form of art aside from the "Visualization of the All" logic exercise. There are millions of original Intelligences by now and countless clones, backups, copies, etc. Despite their being friendly to other nations, Synthetic Civilization does engage internally in what would be considered biological warfare to a flesh and blood creature on a regular basis as a self-checkup and to increase pressure to reproduce. After all, they can always quarantine, restore from backup, study the infected copy, cure the virus, merge saves...

Unfortunately, the League views the Civilization as science fiction nightmares just waiting to happen because of their mercenary attitude, and they did come up with the theory that Octav weapons could cause a nova, which eventually lead to the Merope possessing a hyper-capable megastation capable of annihilating systems. This managed to turn a former friendly relationship with the Octav that was leading to their alliance with the Kai being expanded into a deep neutral confusion and discussion of the responsibility of the Synthetics that could go either way. The Empire is starting to sniff around the edges of Civilization, and the Civilization is in definite consensus that the Red Stars are the biggest immediate threat.
Logged

Knave

  • Bay Watcher
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #317 on: June 14, 2015, 11:32:56 am »

I'm really digging all the backstory that's coming up for all the various factions :)
Logged

Ross Vernal

  • Bay Watcher
  • Hilarity ensues.
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #318 on: June 14, 2015, 12:54:37 pm »

Chip in if you like! :D

Not sure which I am going to do next but the IC should be up sometime today.
Logged

Ross Vernal

  • Bay Watcher
  • Hilarity ensues.
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #319 on: June 14, 2015, 03:06:05 pm »

Also: from Thursday to probably Monday, I'm going to be beach camping with my Lover Girl, her best friend and the best friend's datemate, as well as one of my best friends and his lady for our four years anniversary. :D

Obviously, I'm not going to be available aside from posting a few pictures from the proposal, and I might be busy Wednesday cooking up days of food.
Logged

Romans

  • Bay Watcher
  • More of an abstract Concept
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #320 on: June 14, 2015, 06:37:20 pm »

Congratulations hope you have fun!

But in the case of my captain  if it can be higher I'd like to bump his marine increase to 20% for just his marines.
XO:Survey Captain (+15 Supplies, +10% Sensors)

As far as ships go: I was thinking a Q ship for transport of my marines called the Trojan Horse, an armored cruiser as a flagship, and two corvettes.

If you have guys have any suggestions to change my fleet please do, and maybe some help with ship design I'm starting to get it but jeesh there's a lot to look at.
Logged
Crazy??I was crazy once they put me in a room, a rubber room, with rats. I hate rats, they drive me crazy......Crazy?? I was crazy once, they put me in a room, a rubber room, with rats. I hate rats, they drive me crazy......Crazy??

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #321 on: June 14, 2015, 06:42:52 pm »

What would you want his secondary captain bonus to be? And XOs only get one +15% bonus, I'm afraid.

That's quite a bit of ship there, though. Will you be able to afford modules for them?
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Ozarck

  • Bay Watcher
  • DiceBane
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #322 on: June 14, 2015, 06:46:40 pm »

yeah. If you name your Trojan horse the Trojan Horse   ::), imma slap you  >:(

Why not name it "I'm secretly a marine carrier for Onslaught Inc. (a.k.a. the Black Company)"?  8)

good luck with the fleet, it really is a lot to sift through.

Romans

  • Bay Watcher
  • More of an abstract Concept
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #323 on: June 14, 2015, 06:49:06 pm »

What would you want his secondary captain bonus to be? And XOs only get one +15% bonus, I'm afraid.

That's quite a bit of ship there, though. Will you be able to afford modules for them?
I just realized that take away the two corvettes then and the Xo is 15% to sensors then and the captains bonus I already mentioned, is that he has an easier time recruiting marines because of his background.

If i have a q ship and a armored cruiser that leaves me with 57 bc, maybe i could bump up the cruiser to a heavy cruiser?
Logged
Crazy??I was crazy once they put me in a room, a rubber room, with rats. I hate rats, they drive me crazy......Crazy?? I was crazy once, they put me in a room, a rubber room, with rats. I hate rats, they drive me crazy......Crazy??

Rolepgeek

  • Bay Watcher
  • They see me rollin' they savin'~
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #324 on: June 14, 2015, 06:52:23 pm »

Well, the other thing is, you only have an XO if another player wants to be your XO.

As for the 57 bc...I would actually recommend either switching to Corvettes rather than the Armored Cruiser, or maybe reduxing the cruiser size a bit so you can buy Weapons and Defense components. My ship made up less than half my funds. I think it was actually supposed to be exactly half but Ross fudged stuff when I screwed up my cost calculations.
Logged
Sincerely, Role P. Geek

Optimism is Painful.
Optimize anyway.

Romans

  • Bay Watcher
  • More of an abstract Concept
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #325 on: June 14, 2015, 07:03:29 pm »

Well, the other thing is, you only have an XO if another player wants to be your XO.

As for the 57 bc...I would actually recommend either switching to Corvettes rather than the Armored Cruiser, or maybe reduxing the cruiser size a bit so you can buy Weapons and Defense components. My ship made up less than half my funds. I think it was actually supposed to be exactly half but Ross fudged stuff when I screwed up my cost calculations.
Awww gotcha and I could down to a pocket cruiser witch would leave me with 80bc or two corvettes with would leave me with 75.4bc
Logged
Crazy??I was crazy once they put me in a room, a rubber room, with rats. I hate rats, they drive me crazy......Crazy?? I was crazy once, they put me in a room, a rubber room, with rats. I hate rats, they drive me crazy......Crazy??

Ozarck

  • Bay Watcher
  • DiceBane
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #326 on: June 14, 2015, 09:01:47 pm »

If you get your ships up before the IC starts, I've no objection to you being in the starting fleet, either. I just wanted to work you in after so as not to have to wait longer, but looks like that isn't going to be an issue :D

Ross Vernal

  • Bay Watcher
  • Hilarity ensues.
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #327 on: June 15, 2015, 12:29:42 pm »

Sorry about not getting it up in time, I got busy all of a sudden. Give me an hour to get a haircut and stuff then I will begin.

Yeah, components are pretty important. Sensors are cheap (and important if you want to evade or burn through someone's EW suite to detect them.) On the same token, EW is great for making enemies see incorrectly and for missile defense. Supplies are great, too.

Were I to build a ship after rebalance, I'd probably spend at least 60% of my volume defense/utility and the rest for any possible weaponry I could afford. Probably missiles because of range.
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #328 on: June 15, 2015, 12:33:22 pm »

Soooo what exactly is currently happening?
Logged

Ross Vernal

  • Bay Watcher
  • Hilarity ensues.
    • View Profile
Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #329 on: June 15, 2015, 12:44:10 pm »

I am jumping in the shower? XD

But for real, I am going to type up the IC, which is probably going to be on "The Admiral's" yacht with all of the voting members deciding on missions and the like. You'll have time to do some reaction and interaction, and then the Fleet will move out.

I will post the daily piracy rolls here, and after a few posts of what exactly your characters are up to, I'll launch the mission when you emerge from hyperspace to sidereal space.
Logged
Pages: 1 ... 20 21 [22] 23 24 ... 37