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Author Topic: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1  (Read 28561 times)

Rolepgeek

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #510 on: July 15, 2015, 06:52:06 pm »

Patience is better spent than money right now, I think...

We bring the Viper's Nest with us. It's our best chance to avoid a fight, and invaluable if we can't.

After all, this isn't just a matter of winning. It's a matter of surviving, all of us, since we can't get new ships easily, and none of us want to die. We need to stay intact so we can do the Matter of Honor mission.
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Knave

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #511 on: July 15, 2015, 08:04:42 pm »

Anyway I can just construct the parts necessary with the Duchess' construction modules and the available scrap? :P
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Ross Vernal

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #512 on: July 15, 2015, 08:27:15 pm »

I'm sort of between "Sort of" and "No, but yes."

You can make really big secondaries. It's considered theoretically possible for a secondary to create an emergency hyper sail, but it has yet to actually happen. It's an engineering problem. Rifters have gotten close, by making really damn small primaries that fit in a Fighter, but it's still a lot more complicated device than a secondary.

Given enough time, you probably could jury rig a primary, but by the time you got it tested, it'd be a little bit past the deceleration point.
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Ozarck

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #513 on: July 15, 2015, 09:25:24 pm »

We can still leave the civvies behind to work on it, and swing by before our second mission, maybe. If they spend the time doing the prep work, how long would the VN need to work to do enough repairs to get the first one hyper capable? How reasonable would it be to tow the ships elsewhere? It seems doubtul right now that anyone would find these hulks who didn't already know they were there, so we might not need to worry too much about losing them to additional looters.

Ross Vernal

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #514 on: July 15, 2015, 11:02:15 pm »

A couple of weeks at most, during which some other work can be done.

It's slow but possible. You'd want people off first.

It's pretty unlikely that anyone else will want the kind of fight for the stuff that you can put up, if they happen to stumble upon the location.
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Ozarck

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #515 on: July 16, 2015, 07:16:27 am »

After doing some rolls:

Freighter 1:
1 out of 3 primary drive nodes can be repaired. The other two are FUBAR'd; this means that it's not hyper-capable, but it can (presumably) bring up the drive. 3 out of 6 secondary drive nodes can be repaired easily. It's going to have a very slow accel rate, even for MF's. Primary reactor mass is 92% depleted, with 50% left in the reaction thrusters, and approximately 70% of the contents have been looted. It has about 78/240 HP, and actually has breathable air in a few compartments, somehow.

Freighter 2:
1 primary node might be able to be repaired, but not by what's being left behind and there's no way it can be fixed in time to make it to the mission. 2 secondary nodes can be repaired. The reactors have been ejected or stripped a long time ago, and the hull breached by a compensator spike ripping/melting a hole out of the backside and frying just about everything. Despite (or possibly because of) the massive damage, only 13% of the contents have been looted (probably because every door requires manual labor to open, and a few appear to have been rigged to explode outwards upon unsealing). It has approximately 20 HP left out of a presumed original 240 HP, and there is no way anyone would bother doing anything but scrapping the ship.

Freighter 3:
There are no drive nodes left - someone else took them first. There's also no compensator, the bridge shows evidence of the chairs being removed, etc, etc. People have been stealing parts from this ship for a long time. Although it might, at one point, have been capable of being repaired, it's been so effectively looted that your time would be better spent building a new ship. The majority of the remaining cargo is classified as scrap and unrefined metal, with 87% being looted.
Alright. Civvies:
Repair Secondary nodes on Freighter One: Highest priority.
Repair Primary drive, if you can without risk of further damaging it. Highest priority.
Remove secondary drives from Freighter Two and move them to Freighter One, high priority.
Further repair Freighter One to make it spaceworthy. Medium priority.
Disable explosive doors or cut through hulls to get the freight from Freighter Two, medium priority. Put this freight on Freighter One for now. 
Completely dismantle Freighter Three, low priority.
Completely dismantleFreighter Two, only after everything has been removed, low priority.

Does this sound like an agreeable course of action? Are there notable alterations needed? The idea is, repair freighter One to spaceworthiness, transfer goods (87% remaining on F2!) to that ship for transport and sale, dismantle the other two for engines/raw material/scrap, unless they can be reasonably towed to a shipyard for disassmbly.

Any goods unable to fit in F1 can be moved to our other ships. After our mission, depending on our tatus, the VN might drop by and aid the repair, or to help move things to a more suitable location.

Knave

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #516 on: July 16, 2015, 08:27:12 am »

This seems like a pretty good course of action, though I would suggest moving freight over directly to our ships instead of pooling on found freighter #1 in case we need to high-tail it out of there unexpectedly.
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Ozarck

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #517 on: July 16, 2015, 05:46:16 pm »

There is about 310 pace available between the three civilian ships, the Vanguard, and the two Corvettes. Megafreighters have 600 space each, and we have one stocked to 87%. Besides, unless a war fleet comes by, we shouldn't need to bug out. Ross already said we have enough firepower to discourage any pirates from bothering us.

But if you like, go ahead an transfer the more valuable stuff to our freighter. it's not really an issue.

Rolepgeek

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #518 on: July 16, 2015, 06:06:01 pm »

The freighter could offload as many of it's Supplies to the combat ships as possible.
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Ozarck

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #519 on: July 16, 2015, 06:20:36 pm »

I feel like that would eat into our window of opportunity here. It would likely take a day or two just to do that. Why sweat it? We don't really need an optimized solution here - that megafreighter is gonna be slow, and has space, so timing for the freight is not an issue. Timing for the mission is. Besides, the Corvettes, or even the fighters, could escort the freighter back and forth for shipping runs to nearby systems without real fear of attack, I think, so getting all the cargo sold won't be a big deal. getting it sold for good price, on the other hand ... well, we got it for free, so as long as it covers the cost of upkeep, we're golden.

Rolepgeek

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #520 on: July 16, 2015, 06:34:38 pm »

We might be able to sell it on credit to the guy we're helping out. He can use it to patch up our ships when the time comes and ay ua back when he has some cash.
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Ozarck

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #521 on: July 16, 2015, 07:20:19 pm »

Let's just get there. He is short on liquid funds, not on assets. we can sell them to him later, if need be, and if the price is right.

Ross, How long will it take to transfer supplies from the freighter? Say we wanted to leave them two months operating supplies?

Ross Vernal

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #522 on: July 17, 2015, 10:44:46 am »

Well, you can literally push the boxes straight out of the airlock and let them float over, but you can also use shuttles.

From is a bit harder. You'll want EVA suits or shuttles.
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Ross Vernal

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #523 on: July 21, 2015, 12:30:00 pm »

Pardon the delay. I'm trying to stat out the enemy.

You can expect that they are more inclined towards offense than anything else.
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Ross Vernal

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Re: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1
« Reply #524 on: July 23, 2015, 02:14:32 pm »

Nearly done. Sorry, I'm trying! I had to put some thought into the small handful of ships defending the planet. (mostly Interceptors, although he might have a light cruiser. Depends on the cost of the small craft, the composition of the lunar defense modules, and whatnot.

Btw, the roll for transit delay was two days. Assume that you made it a few hours early, and have a little over a day to get positioned and ready for D-day.

No, you don't know exactly where they are coming from. There's several places in which it is likely that they will make transit -  the place which most ships come in (point of least wear), the point of least distance, or the point of least detection. They're nowhere near each other, although the point of least wear is closer to the least distance point.
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