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Author Topic: Voyages of the SAS Merrimac  (Read 5048 times)

warhammer651

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Voyages of the SAS Merrimac
« on: August 31, 2010, 11:38:50 am »

I'm a bit bored so I've decided to try my hand at a paint adventure.

You are the commander of the SAS Merrimac, a cruiser in the Systems Alliance navy. You have spent the past 10 years of you life working your way up the chain of command until you finally got command of your own ship. For your first mission the navy has assigned you to escort a Bulk transport and several merchant vessels to the Jump-Gate near Ferrus IV.

(The Merrimac is the upper big one)

About halfway through the journey, your scanners pick up two anomalous readings heading towards the gate. The first is coming from the local asteroid belt and the second is coming from the edge of the system. both will arrive at the gate in approximate 3 hours. The convoy will take around 4 hours at maximum speed, but you can reach the gate in a little over 2hours.


What do you do?

Ship stats:
Merrimac
"lone wolf" class cruiser
Weapons
Prow Torpedo battery
Starbord/Port missile bays
Starbord/Port laser arrays
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Hugehead

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Re: Voyages of the SAS Merrimac
« Reply #1 on: August 31, 2010, 11:40:26 am »

To Ferrus IV, we can't be there when the convoy gets blown up.
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PenguinOverlord

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Re: Voyages of the SAS Merrimac
« Reply #2 on: August 31, 2010, 12:15:11 pm »

Stay with the convoy.
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Jack A T

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Re: Voyages of the SAS Merrimac
« Reply #3 on: August 31, 2010, 12:15:30 pm »

Rob the convoy.
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PenguinOverlord

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Re: Voyages of the SAS Merrimac
« Reply #4 on: August 31, 2010, 12:28:28 pm »

Rob the convoy.
We've spent 10 years for this position, and we go rogue as soon as we get it?

Edit: Anyway, the Navy is too powerful at the moment for us to make enemies with it.
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Nirur Torir

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Re: Voyages of the SAS Merrimac
« Reply #5 on: August 31, 2010, 12:52:41 pm »

I say we move slightly in front of the convoy, such that we would reach the gate 30 minutes before it does. Should be plenty of time to clear up any hostiles, without leaving the convoy open to attack in case the unidentified readings are pirates that aren't going at their maximum speed.
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Terrahex

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Re: Voyages of the SAS Merrimac
« Reply #6 on: August 31, 2010, 12:58:47 pm »

I say we move slightly in front of the convoy, such that we would reach the gate 30 minutes before it does. Should be plenty of time to clear up any hostiles, without leaving the convoy open to attack in case the unidentified readings are pirates that aren't going at their maximum speed.

I agree. we should not abandon our post.
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LAAT501legion

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Re: Voyages of the SAS Merrimac
« Reply #7 on: August 31, 2010, 01:54:14 pm »

I say we move slightly in front of the convoy, such that we would reach the gate 30 minutes before it does. Should be plenty of time to clear up any hostiles, without leaving the convoy open to attack in case the unidentified readings are pirates that aren't going at their maximum speed.
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warhammer651

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Re: Voyages of the SAS Merrimac
« Reply #8 on: August 31, 2010, 02:30:12 pm »

You briefly consider abandoning your duties but quickly push the thought from your mind. Analyzing the situation you decide to accelerate ahead of the convoy and arrive at the gate 30 minutes before their arrival.

Upon reaching the Gate, you are confronted by two pirate vessels


Upon entry into the area, the two pirates launch their prow torpedoes. Judging form their size, neither ship will be able to fire another salvo.

Your shields may be able to take the hits from their salvo, but one of them could get through. You could also use your laser batteries to attempt to shoot them down, but that will leave you with fewer weapons to turn against the raiders.

Tac-map


Spoiler: Ship Status (click to show/hide)
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RandomNumberGenerator

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Re: Voyages of the SAS Merrimac
« Reply #9 on: August 31, 2010, 02:35:45 pm »

Try to shoot them with the lazers.
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Nirur Torir

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Re: Voyages of the SAS Merrimac
« Reply #10 on: August 31, 2010, 02:41:36 pm »

Shoot down both torpedoes. The lasers will be ready again quickly enough.

Fire off a torpedo and a pair of missile salvos at each pirate.
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Sheb

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Re: Voyages of the SAS Merrimac
« Reply #11 on: August 31, 2010, 03:05:30 pm »

Can't we shoot the missiles at the torpedoes?

Anyay, we should save ammo. I assume the lasers got unlimited ammo? I say shoot the torpedoes down, then radio the pirates telling them to surrender. At the same time try to go between them so that we can shoot them down with both our port and starboard batteries if need arise.
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LAAT501legion

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Re: Voyages of the SAS Merrimac
« Reply #12 on: August 31, 2010, 03:09:33 pm »

Can't we shoot the missiles at the torpedoes?

Anyay, we should save ammo. I assume the lasers got unlimited ammo? I say shoot the torpedoes down, then radio the pirates telling them to surrender. At the same time try to go between them so that we can shoot them down with both our port and starboard batteries if need arise.
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warhammer651

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Re: Voyages of the SAS Merrimac
« Reply #13 on: August 31, 2010, 03:11:44 pm »

Can't we shoot the missiles at the torpedoes?

Anyay, we should save ammo. I assume the lasers got unlimited ammo? I say shoot the torpedoes down, then radio the pirates telling them to surrender. At the same time try to go between them so that we can shoot them down with both our port and starboard batteries if need arise.
You can shoot the Torpedoes with missiles, but that's like shooting an actual missile with a .22 handgun. Lasers have enough charges that you generally won't need to worry about charge.
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Sheb

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Re: Voyages of the SAS Merrimac
« Reply #14 on: August 31, 2010, 03:21:18 pm »

I dunno, real-file missile can be shot down by anti-missile missile, and space torpedoes look like missile to me.
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