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Author Topic: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1  (Read 28669 times)

Ross Vernal

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So, gunships. Let's give them triple the cost of equivalent energy weapons per tech level and cut other onboard weaponry by 50% (including missile/countermissile load). It's going to have the base to-hit of 20% and increase at 1/3rd of the rate of energy weapons, with a decrease of 1% per 2 light seconds. Does that seem fair?


Next point.

That's 9 players. Give everyone as a charter member a permanent 5% vote, split by ship weight, and for the sake of keeping everyone at about equal levels, we can say Tyrel gets the vote worth one of those corvettes.

Rolep = 16.5%
Oz = 14.3%
Kash = 12.7%
ebbor = 10.4%
q= 10.3%
Tyrel= 10.2%
Knave= 10.2%
Cheese= 7.7%
Kev= 7.7%

Everyone is about equal, but there's room for politics and IC bickering. xD
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Ross Vernal

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Rift Conglomerate:
1. 115th Galactic Yacht Regatta Security
Once again, the Yacht Race is on! A celebrated event among the Galaxy, various planets, nations, and individuals send their best engineers and fastest Yachts to do a n-space + wormhole race from one end of the Galaxy to the other. This year, it's the Rift Congolmerate's turn to host, and they are hiring out trusted neutrals to ensure that piracy and bribery are held to the minimum.

1000bc, flat rate. Supplies paid for and they'll make sure you cannot fall more than two months behind on Logistics score. Varies in risk from "boring patrol duty" to "HOLY GOD THAT'S A LOT OF SHIPS" historically speaking; very long contract; won't negatively affect relations with others if you're not caught doing any flagrant piracy and bribery.

2. Prevent Takeover

A small fish Planetary CEO with very little in liquid funds is aware that certain creditors within the Rift want to enact a hostile takeover, and are renting out a fleet and Marines enough to do so. He can't actually afford to pay at the moment, and for several consecutive moments, although if you manage to keep him in business, The Deal says that he'll open up the planetary shipyards (800 space) to the Fleet at cut-throat rates 6 months in the future even if it does bankrupt him.

Assuming he's still in business in six months, anyway...

Coalition of Monarchies:

1. A Matter of Honor
One Royal offended another on a point of honor, and refused to duel. The slighted Monarch is offering you to invade, drop Marines on the capital and seize the Royal in question until the Monarch's forces can arrive to pacify the planet. You will get 100% salvage rights, bribery from panicked officials demonstrating their acceptance of the tactical situation financially, and repairs will be paid for all ships (including captured.)

Kai:
1. Thiefcatcher:
The Kai have detected a Merope convoy containing War Kai biosamples. The Queen desires that those samples be destroyed entirely, and wants you to capture the convoy. The Queen does not care if you destroy the convoy entirely or capture it, and offers a reward of 200bc (50 up front and 150 upon confirmation) + whatever you capture.

2. Rogue Drone
A Nurse with pretentions to Queendom has seized an old Superdreadnought with a screen of two pocket battleships, six light cruisers, and eight corvettes, plus the associated wing (suspected to be Interceptor-heavy.) The Queen wishes the destruction of the Drone before its intentions are executed, and will offer you 1500bc plus supplies and logistics at Kai systems.

Terran Alliance:
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 3lm outside of the Twelve Minute Limit* at zero velocity with Alliance warships sitting in missile range. No R&R; you're on a schedule.

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. It's a joint venture between the League and the Alliance in the general neighborhood of the border, where allegiances are mixed.

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.)


League:

1. We're Not That Dumb, Alliance
The Alliance contract is a trick; they intend to withdraw the majority of their strength before the station is completed and force the mercenaries and shitlisted Alliance officers to deal with the League Navy on their own. The League intends to sneak in forces before this confrontation and attempt to seize the station with minimal use of force through superior firepower.

The reward is ownership of station, where Fleet ownership is split evenly between the League Navy and the other mercenaries on your side.

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. It's a joint venture between the League and the Alliance in the general neighborhood of the border, where allegiances are mixed.

3. Spy. You get loaded with sensors, and deliver software to League factors on Alliance planets with significant orbital industry. Moderately high risk, and you collect based on how much information you gather and how useful it is. Non-Alliance escort ships are subject to the same rules as above (15lm from hyper, zero velocity); sending shuttles needs to be arranged with individual planets and systems unless the specific origin is from the Alliance. No Kai are allowed to step foot on any Alliance planet, period.
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Rolepgeek

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So, gunships. Let's give them triple the cost of equivalent energy weapons per tech level and cut other onboard weaponry by 50% (including missile/countermissile load). It's going to have the base to-hit of 20% and increase at 1/3rd of the rate of energy weapons, with a decrease of 1% per 2 light seconds. Does that seem fair?
Considering we aren't actually putting in the recharge/cooldown times for them, having stupendously low accuracy(it'd be fairly low in the first place, to be fair) seems good. Although I had been thinking 5 light seconds. Maybe every three? That way it has a bucket of 60 light seconds overall added to the range or whatever. I mean, they should be fairly powerful, I figure, since they're like the energy version of Terran Missile Pods (which are going to be devastating, I'll bet you), so I'm tryin' to figure out how to keep them as artillery devices first and foremost, and yet still be powerful to go with being their faction's unique bonus/quality.

As for mission...well, which ones are time-sensitive? And approximately how long would the Yacht Security mission take?

My votes are to Prevent the Takeover(partially for RP reasons), to Join the Mining Convoy, or resolve the Matter of Honor. They all offer nice, if not flat cash, rewards, even if it'll be a bit. First choice is to Prevent the Takeover, get a Planetary CEO on our side, and try and help him every once in a while to stay in business. A planet is a nice place to have to fall back to, after all. We have plenty of space for the Mining Convoy, more or less, as well as mining modules of our own, and we can probably do it as long as we like until we get bored. The Matter of Honor would be very interesting for Markus and his own reservations about the Coalition now, especially since helping the takeover of a planet would be very much reminding him of a certain something in his past. More than that, though, we have the marines for it and it should be pretty good for cash and salvage in general.

The Rogue Drone and the Yacht Security are both extremely tempting, as is the League's Proclamation Of Non Stupidity, but the latter will get us in trouble with the alliance and I'd rather build us a good reputation in general before getting on anyone's bad side, the first is going to be extremely dangerous and difficult and this is our first 'real' mission so we should get used to working together, and the Yacht Security is going to take forever and seems rather unpredictable.

I'm guessing other factions will offer us missions once we're known a bit more? I almost want to work for the Empire except I shouldn't.
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Ross Vernal

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As for mission...well, which ones are time-sensitive? And approximately how long would the Yacht Security mission take?

Most of them are. Mining is always happening, spying tends to be ongoing.

At least 8.5 months, up to 10, not counting transit. The Alliance supply mission is a year, though.

Quote
I'm guessing other factions will offer us missions once we're known a bit more? I almost want to work for the Empire except I shouldn't.

Yep, and reputation is gonna factor into it. I'm setting the reputation at 0.5 right now.
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Kashyyk

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #244 on: June 11, 2015, 07:27:25 pm »

The Kai Rogue Drive mission sounds suitably challenging and do or die to be worth it, especially as this is a game.  If I was to pick character wise. I'd go for yacht protection.
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Rolepgeek

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #245 on: June 11, 2015, 07:33:05 pm »

The Kai Rogue Drive mission sounds suitably challenging and do or die to be worth it, especially as this is a game.  If I was to pick character wise. I'd go for yacht protection.
Aye, I'd just rather we had a bit more under our belts before trying it, if only because making giant leaps in terms of money has never really appealed me. It is awfully appealing though, to try for it...

Eh, screw it. If we don't want to suddenly jump up in military power (as playing while relatively weak is the fun of it, I feel), we can always buy a bunch of civilian ships and head out to go mine. Yeah that sounds like a good plan, actually. What do the rest of you think? (Although what I kinda want to do at some point despite it getting us in trouble with Kai and Merope alike is to give our resident Terror Wasps some War Queens, as terrifying as the thought might be.)
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Ross Vernal

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #246 on: June 11, 2015, 08:25:02 pm »

Well, there's a big difference between "affording a ship" and "affording the cost of repair on the ship."

That can burn through your cash rather quickly, and having a solid industrial base to where it's a matter of time and effort instead of a lot of money would really help.
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Rolepgeek

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #247 on: June 11, 2015, 08:31:45 pm »

Aye. I dunno.

Takeover seems like best bet overall to me, honestly. Yeah, we gotta wait six months, but some of these jobs are quite a bit longer than that, individually.
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Knave

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #248 on: June 11, 2015, 08:45:52 pm »

Aye. I dunno.

Takeover seems like best bet overall to me, honestly. Yeah, we gotta wait six months, but some of these jobs are quite a bit longer than that, individually.

6 months is a while to wait on a gamble of payment though. Especially when you factor in logistics and repairs. If it goes bust then we're left with little options for our 2nd contract.
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High tyrol

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #249 on: June 11, 2015, 08:50:08 pm »

honor and takeover
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Rolepgeek

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #250 on: June 11, 2015, 09:27:23 pm »

Aye. I dunno.

Takeover seems like best bet overall to me, honestly. Yeah, we gotta wait six months, but some of these jobs are quite a bit longer than that, individually.

6 months is a while to wait on a gamble of payment though. Especially when you factor in logistics and repairs. If it goes bust then we're left with little options for our 2nd contract.
We don't wait. We go straight to our 2nd contract. If we go for the Takeover, then when we do get paid, there'll be a nice bonus to go with it. Just make our second mission something that pays for repairs.
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Ross Vernal

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #251 on: June 11, 2015, 09:36:24 pm »

Danger mission followed by mining and licking wounds until CEO gives you (virtually) free ships could work. It assumes that you will be intact enough to hyper, because otherwise you'll be sitting around while the Carrier and Industry ships start putting drives back together for a while.
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Rolepgeek

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #252 on: June 11, 2015, 10:02:46 pm »

Well, it sounds like he won't be an option at all if we don't act fast. And I really do think having a planet as a Base of Operations would be very nice. So yeah, Mining will almost always be available, so if nothing else, we can do that after we save the guy.

Am I right in guessing that internal things within a faction won't cause us to lose face, most of the time, with anyone?
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Kashyyk

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #253 on: June 11, 2015, 10:12:50 pm »

That makes sense. Let's go help this CEO. Mercenaries typically don't get paid much for being on the losing side regardless,  so the risk that bad.
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Ozarck

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Re: Mercenary Fleet: Mission selection and strategizing (9/?? players)
« Reply #254 on: June 11, 2015, 10:42:47 pm »

Sooooo many good choices.

Here is how I rank them in order of interest:

Best: The matter of Honor. This one has my vote (depending on planetary military strength). The internal politics would not harm our reputation, the payout is decent, but mostly, it just feels right, for some reason.

Spoiler: Good (click to show/hide)

Spoiler: Moderate (click to show/hide)

Spoiler: No thanks (click to show/hide)
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