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Author Topic: Voyages of the SAS Merrimac  (Read 5053 times)

warhammer651

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Re: Voyages of the SAS Merrimac
« Reply #15 on: August 31, 2010, 04:51:10 pm »

I dunno, real-file missile can be shot down by anti-missile missile, and space torpedoes look like missile to me.
Like I said. You CAN do it, it's just easier to do it with lasers (due to Lasers traveling nigh-instantaneously).
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Sheb

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Re: Voyages of the SAS Merrimac
« Reply #16 on: August 31, 2010, 05:06:05 pm »

You said "Like shooting a missile with a .22 handgun", which I took as a synonym for impossible.  :P

The missiles got homing systems, do they?

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Nirur Torir

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Re: Voyages of the SAS Merrimac
« Reply #17 on: August 31, 2010, 05:06:54 pm »

They attacked us, and aren't going to surrender just because we can shoot down their torpedoes. We should hit them hard and fast. Our mission is to escort the merchants to the gate, so we should be able to rearm afterwords.

Why even bother shooting down torpedoes with missiles, anyway?
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warhammer651

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Re: Voyages of the SAS Merrimac
« Reply #18 on: August 31, 2010, 05:07:34 pm »

The missiles got homing systems, do they?
Limited. they don't have infinite fuel after all. They have enough to track ships at least.
« Last Edit: August 31, 2010, 05:11:25 pm by warhammer651 »
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Sheb

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Re: Voyages of the SAS Merrimac
« Reply #19 on: August 31, 2010, 05:11:06 pm »

By not destroying them right away, we can:

1) Gather more information (who sent them?)
2) Make them became the first units of our fleet of DOOM that will conquer the universe!
3) Or just sell the ships for monies!

They won't surrender because we can shoot their torpedoes down, but because we can obviously shoot them down as well. Plus, you never know when one of those fancy gate suddenly dysfunction (9 time out of 10 when a DM is involved) and you find yourself in hostile territories with no reloading station for thousands of light-years.

Also, are the other ships of the fleet armed as well?
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warhammer651

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Re: Voyages of the SAS Merrimac
« Reply #20 on: August 31, 2010, 05:13:30 pm »

Also, are the other ships of the fleet armed as well?
If you mean the convoy, The bulk freighter has some point defense but the rest don't have anything of note. but it doesn't matter a whole lot because they're still half an hour away.

If you mean the pirates, they still have some weapons.




I'm hoping to get one more update in before I go to bed.
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warhammer651

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Re: Voyages of the SAS Merrimac
« Reply #21 on: August 31, 2010, 07:30:08 pm »

You order your Weapons officer to target the incoming torpedoes with the laser batteries.

The starboard battery hits the torpedoes engines, detonating them and destroying the torpedo. The port weapons battery has no such luck, barley scratching the incoming torpedo before it impacted on the shields which, thankfully, preventing it from dealing anything more than superficial damage to the ship. The bad news is that the shield is now at 25% power. enough to withstand most low-grade laserfire.


You hail the Pirate ships, hoping to coerce them into surrender. Before you can finish identifying yourself, their commander interrupts you:
"We don't give a rat's ass about who you are or your demands! You've entered our turf uninvited and that means you die!"
He then closes the connection.

Offended, you order your helmsman to steer a course between them, and tell your weapons officer to plot a firing solution for one torpedo and one missile salvo per ship. The missiles rocket away, leaving the slower torpedoes in their wake.

Raid 1's point defences take out most of the missiles, but you score a hit on their engine block, Rendering the vessel unable to maneuver.
You have much less luck with the second ship, which intercepts most of the missiles with the rest impacting harmlessly against their shields.
Raid 1's captain orders his crew to abandon ship.


The convoy is 25 minutes out

Tacmap:


Spoiler:  Ship Status (click to show/hide)

The original version of this was a bit more interesting, but an accidental button press caused me to lose it  :-\
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LAAT501legion

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Re: Voyages of the SAS Merrimac
« Reply #22 on: September 01, 2010, 01:53:02 am »

Fire missiles at 2nd ship
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Sheb

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Re: Voyages of the SAS Merrimac
« Reply #23 on: September 01, 2010, 03:57:36 am »

Fire missiles AND Lazzorz at second ship, aiming for the engines (I don't know how precise our missiles are, but the lazzorz should be fine). At the same time, send a shuttle toward the first ship and try to intercept the escape pod.

Also, do we have any detection system that could help knowing if the pirate deployed an auto-destruction system on the 1st ship?
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Vanigo

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Re: Voyages of the SAS Merrimac
« Reply #24 on: September 01, 2010, 07:01:46 am »

If armed merchant vessels can knock down most of a salvo of missiles, why can't an actual warship take out two bigger, slower torpedoes?
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warhammer651

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Re: Voyages of the SAS Merrimac
« Reply #25 on: September 01, 2010, 09:32:56 am »

Also, do we have any detection system that could help knowing if the pirate deployed an auto-destruction system on the 1st ship?

No, you don't.

If armed merchant vessels can knock down most of a salvo of missiles, why can't an actual warship take out two bigger, slower torpedoes?

I do a tiny bit of behind-the-scenes dice rolling for some stuff. Part of it is that the Torpedoes are big. like mass of a suburban house built out of titanium including the cars in the garage big. Most point defenses won't do a whole lot to them.
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Vanigo

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Re: Voyages of the SAS Merrimac
« Reply #26 on: September 01, 2010, 09:39:39 am »

What happened to the torpedoes fired at the pirates, then? They still in flight?
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warhammer651

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Re: Voyages of the SAS Merrimac
« Reply #27 on: September 01, 2010, 09:42:34 am »

yeah they're still in flight and will impact next turn. Seeing how the first ship has been abanoned, I think I'll re-direct the torpedo heading towards it.
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Nirur Torir

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Re: Voyages of the SAS Merrimac
« Reply #28 on: September 01, 2010, 09:56:02 am »

Save our remaining depletable ammo, but fire our lasers at the second enemy. Begin heading towards the abandoned ship; we should be able to launch a shuttle or something at it once the threat is gone. Either the prize crew disables the self-destruct mechanism and we get a second ship, or we lose some unimportant people.
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warhammer651

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Re: Voyages of the SAS Merrimac
« Reply #29 on: September 01, 2010, 12:52:35 pm »

The remaining raider lashes out with starboard laser battery, but is unable to penetrate your ship's shields.



 Realizing just how out gunned he is, he makes a run for Jump Gate while trying to dodge your torpedoes. He is unsuccessful and is completely destroyed.


You then return your attention to the first raider. With it's engines dead and the crew having left, you decide to send a prize crew aboard to see if they left anything of value on board.

As they scout through the ship, they learn that the captain had activated the ship self-destruct sequence. They manage to stop the sequence and discover that the ship came from an abandoned mining operation within the asteroid belt. You send this information along to Fleet Command, and await the convoy's arrival.

The rest of the mission goes smoothly. The convoy jumps without any trouble and you are ordered back to Ferrus IV for rearmament. Command has also seen fit to reward you with your choice of upgrades. You may only select one.

Improved Missiles: Missiles deal more damage
Additional Launchers: Fires more missiles per salvo.
Improved Lasers: Lasers are more accurate
Enlarged Battery: An additional laser is added to each battery. Lasers may fire at seperate targets or at the same target.
Additional Launch tubes: Enables the ship to carry more torpedoes
Fighter bays: The ship can carry a squadron of fighters.
Rail Gun: Replaces torpedo batteries. Projectiles fired by rail gun ignore shields.
Escorts: You may add a destroyer or missile frigate to your fleet. Destroyers are armed with two laser batteries and enhanced point defense grid. Missile frigates are armed with two missile launchers and a laser battery
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