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Author Topic: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1  (Read 29216 times)

Ozarck

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we'll nudge the costs around using the fleet admiral's funds. We do still want at least a month of operating cost for the fleet overall at the end, though, I think.

EDIT: I realize this has been posted, but I have no idea what hte various to-hit/sidewall/etc. numbers are, only the raw numbers in the charts. I couldn't keep track of everything. sorry.
« Last Edit: June 09, 2015, 04:20:44 pm by Ozarck »
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Ozarck

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So far, i have our fleet at:
1 Supercruiser (Rolep)
2 Battlecruisers (Cheese/Kev, ebbor)
1 Parasite Carrier (Me)
1 light Cruiser (Kash)
2 Destroyers (Kash)
2 Corvettes (me)
14 Fighters (High Tyrel)

1 freighter  (Q)

Ross Vernal

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I think the only thing really necessary for game start is to know who with completed ships is ready, and what missions re available for that segment of the fleet. I can fiddle with my excel sheet and put the numbers in for the other ships, I just don't know how some o the components will ultimately affect them.

Yeah, I can quietly retcon things later, actually.

Right now, with your Alliance civilian cargo ship, you have access to the initial plots of the Alliance v League plot line. I am going to add a few more that are compatible with the other races, and you will be able to decide who goes where. I am absolutely going to be adding more to this list.

Presently?

1. Deliver supplies to Alliance Frontier Defense Fleet. This is going to be a long distance mission, and any extra space on your ship will be filled with military supplies (not weapons or munitions, they don't trust you THAT much) that you won't profit from. Any escort ships WILL be ordered to sit just outside of the Twelve Minute Limit* at zero velocity with Alliance warships sitting in missile range.

The Alliance will pay for your fleet logistics score plus 10% of the cargo, and you expect to make at least 1bc per Supply you sell. Low risk, low reward.

2. Join a mining convoy. Your job will be to ferry mining ships in, fly back, buy supplies with the profit, return to sell supplies in exchange for ores, and return home. Very low risk.

Your logistics score for transit is your own problem. They pay for you to sit around. You get a flat fee per transport, and whatever ore you get, you take your chances on the stellar market. Escort ships will be paid a small flat rate if there is no combat, and the bonus will increase considerably for actual combat. Plus, they will tow your salvage for free after combat, whether it's your ships or the enemy.

3. Carry Construction Modules to the Frontier to help build the Alliance forward base in the grey area of "interstellar space", but to what is commonly understood to be Leaguespace. Moderate risk, large but unspecified reward. Escorts are very much encouraged, although they'll have to take specific locations in the formation so as to reduce the odds of your ships being able to do significant damage.

4. Spy. You get loaded with sensors, and deliver software to Alliance factors on League planets with significant orbital industry. Moderately high risk, and you collect based on how much information you gather and how useful it is. Escort ships are going to be welcome up to the Twelve Minute Limit with no velocity restrictions or League military escort, and they are precleared to launch shuttles to seek out League missions and take R&R provided the navigator accepts Astro Control's flight plan and a Fighter escort (ostensibly for the safety of both visitors and Leaguers.)


*While you have freedom of passage for the 12 light hours of stellar sovereignty surrounding the primary star, it's a civilian misdemeanor to pass within 12 light minutes of the hyper limit without identification and requesting right of passage, and an explicit act of war for a warship to cross without permission. All commercial/private ships become subject to inspection, traffic laws, commercial law, taxes, etc. Critical industrial facilities, population centers, etc., are normally located within the 12-minute limit for reasons of military security.
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Rolepgeek

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I'm not gonna be doing the light-hours other than rather abstractedly, since I'm not going to be doing it incredibly in depth. Not gonna really be naming stars or anything(partially so we can leave exact numbers out of it and fudge/make up when we have to), mostly meant to show who's next to who. Might try doing trade routes and the like though, and lesser, individual powers.
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Sincerely, Role P. Geek

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Knave

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Hmm, any space to join in as some sort of industrial ship? Thinking Refining (and maybe limited construction) serviced by smaller mining skiffs.
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Ross Vernal

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Oh yeah, absolutely! You can absolutely pick up a cargo ship and equip it with Mining, Construction, and other modules. That is going to seriously reduce maintenance, repair, and resupply costs for the Fleet as a whole. It's absolutely within the realms of possibility to have the industry ship using Construction to build the fleet a nice station and shipyard somewhere in space, too.

d12 d6 d6: 7 3 5, so 150bc.
« Last Edit: June 09, 2015, 06:14:02 pm by Ross Vernal »
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Ozarck

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Hmm, any space to join in as some sort of industrial ship? Thinking Refining (and maybe limited construction) serviced by smaller mining skiffs.
We could use an industrial, sure.

As for the quests ... this goes to the Conglomerate's opinions, represented by dollar signs? Are we a completely mercenary race/group? I ask because the Alliance is kinda low on our list. If it's a money thing, Captain Ozarckus wishes to milk the Alliance as much as possible, if the League doesn't have a better offer. Hey, are all these offers from the Alliance? What about everyone else?

Ross Vernal

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Are we a completely mercenary race/group? I ask because the Alliance is kinda low on our list. If it's a money thing, Captain Ozarckus wishes to milk the Alliance as much as possible, if the League doesn't have a better offer. Hey, are all these offers from the Alliance? What about everyone else?

I am going to assume that the Fleet is going to have a neutral reputation, and that means pretty much everyone who knows of you will make offers. Some are going to be limited because they don't have a special contact by which to offer the Fleet missions and don't particularly trust them enough to offer a whole lot.

I will put up the other options soon; I just have to get the Fleet Sheet done first and handle some RL stuff. Then Rifters will offer contracts, Kai will have options, so on. And yes, taking missions for one side will make their enemies trust you less. Nations are aware of this, and so you will be getting secret offers, offered incentives to stick to their side to offset the displeasure, etc.
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Rolepgeek

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Hey Evil Cherry! And Tyrel! You still playing? If so, I can build your ship, Evil Cherry, if you need.
Edit: Also for some reason I've been thinking that Red Star had +20% EW and Rift had +15% this entire time.
« Last Edit: June 09, 2015, 06:38:35 pm by Rolepgeek »
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Sincerely, Role P. Geek

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High tyrol

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Hey Evil Cherry! And Tyrel! You still playing? If so, I can build your ship, Evil Cherry, if you need.
i'm still playing
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Knave

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Oh yeah, absolutely! You can absolutely pick up a cargo ship and equip it with Mining, Construction, and other modules. That is going to seriously reduce maintenance, repair, and resupply costs for the Fleet as a whole. It's absolutely within the realms of possibility to have the industry ship using Construction to build the fleet a nice station and shipyard somewhere in space, too.

d12 d6 d6: 7 3 5, so 150bc.

Cool!

With 150bc I guess I could get a Galactic League Coaster (Sounds FAST! :P ) [21.25] with both a construction and mining module [ 55 ea for medium = 110 ] {21.25 + 110 = 131.25}
Which leaves a tiny bit left over for important stuff like supplies and what not.

Stop me if I'm doing this wrong :)
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Ross Vernal

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That seems good! Leaves you with a lot of room for supplies and material, and gives you the capacity to build both a starbase and Fighters/Interceptors with construction. Plus, it opens up League missions with your background.

If you want to reserve enough for one month of maintenance, that would leave you with 18.75 to spend on supplies. If you want to add in a year's worth of actual supplies, that's 13.25 left to play around with. Sensors are always worthy when you can't outrun what wants to shoot at you. :D
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Kashyyk

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Is is possible to physically hide from sensors? IE, behind celestial bodies, or directly between an observer and the local star?
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Ross Vernal

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You can hide behind a sun while running, yes. If a planet is big enough, you can hide behind it while running, too.  You can try to hide behind other ships, with varying odds depending on the context, too. This might not necessarily work against major or capital systems, though; they'll see anything within light-weeks in sidereal space because they have a lot of area in which to put really, really big sensors.

Occluding nearby stars is going to be noticeable.

You can turn off drive and go ballistic with your current velocity, and shipboard passives most likely will not see you. Active will absolutely find you, and if you don't have your drive running when it comes to missile range against someone who knows you are coming, you are not going to like the defensive penalties or the enemy damage multipliers, much less have the time to do much more than the equivalent of "fumbling for your keys" in the "start up the car" process, if you are prepared to bring your drive up immediately, before being hammered and total surrender demanded.
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Knave

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If I bump up the mining/construction from medium to large (55ea to 60ea) Will that improve their output? Or is that only equipable on larger vessels?
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