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Poll

Which Mission

Go after the rogue Captain
- 3 (100%)
Retrive the Fragile Cargo
- 0 (0%)
Drone Clearence
- 0 (0%)
Some Easy Escourt duty
- 0 (0%)
Screw all you rule obeying fools! There are other means of credit procurement!
- 0 (0%)

Total Members Voted: 3


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Author Topic: The Firestar  (Read 87530 times)

Angle

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Re: The Firestar
« Reply #645 on: February 11, 2012, 04:18:45 pm »

I don't know, killing the lot of them when they're already defeated is awfully grim. Why don't we just squeeze them for everything of value and let them leave?
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Immortal

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Re: The Firestar
« Reply #646 on: February 11, 2012, 05:04:17 pm »

Lets just see how disarming goes first? So lets go ahead with that..
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Jerick

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Re: The Firestar
« Reply #647 on: February 12, 2012, 05:55:28 am »

One by one the fighters dock with the cargo vessels to be then realeased into space once the pilot was aboard the pirates ship.
Crawler drones patch holes in the hulls of the two ship as the crew quickly and hurriedly work to sever the connections between their turrets and the ships.
Soon they have left the fighters, turrets and crawler drones drifting and ask you if they can leave.

(One hundred and fourty fighters, 92 Knells, 23 Halker Fighterbombers, 20 Ravenwind Fighters, 5 vesker torpedo bombers)
(Eight turrets, two 4 inch cannon turrets, four point defense turrets, one muon turret, one flak turret, one heavy calibre cannon turret)
(Four crawler drones)
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10ebbor10

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Re: The Firestar
« Reply #648 on: February 12, 2012, 06:01:58 am »

Is this data recorded? Is that Lawful AI still onboard? Do we have to give proof(Ie records) of our attack to our client.

If yes, scan them one more then let them leave.
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Jerick

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Re: The Firestar
« Reply #649 on: February 12, 2012, 11:34:54 am »

Is this data recorded? Is that Lawful AI still onboard? Do we have to give proof(Ie records) of our attack to our client.

If yes, scan them one more then let them leave.
Yes, yes and yes.
Scanning the two cargo ships shows how badly they have been damaged.
Their radiators are damaged and they have to keep most of their systems off to minimise the heat produced and they've lost life support to entire sections of their ships.
They leave you traveling at half speed and slowly pull away towards the star so they can jump to parts unknown.
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10ebbor10

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Re: The Firestar
« Reply #650 on: February 12, 2012, 11:38:24 am »

Gather all the loot. Scan for radiation before placing it into the ship.

Ask what our lawful A.I thinks of the operation.
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Immortal

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Re: The Firestar
« Reply #651 on: February 12, 2012, 12:25:39 pm »

Agreed. Send them a warning and offer as we leave,
"Next time we see you, we hope you will have changed your ways, thank you for complying. Good luck on your new profession whatever you choose, and if a few serious men who are mechanically inclined would like some lawful work they may contact us at Galvenn."

Collect what we can, leave fighters if we can't hold it all. Lets make back for Galvenn.
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Jerick

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Re: The Firestar
« Reply #652 on: February 12, 2012, 12:52:04 pm »

Gather all the loot. Scan for radiation before placing it into the ship.

Ask what our lawful A.I thinks of the operation.
Bearing in mind that you denonated a nuke nearbye the radiation levels are what you expect them to be as you gather up the turrets drones and 15 of the fighters.

"Are you sure those more dangerous contracts are beyond you? Because we just single handedly wiped out a fleet by ourselves," Helios responds merrily.

Agreed. Send them a warning and offer as we leave,
"Next time we see you, we hope you will have changed your ways, thank you for complying. Good luck on your new profession whatever you choose, and if a few serious men who are mechanically inclined would like some lawful work they may contact us at Galvenn."

Collect what we can, leave fighters if we can't hold it all. Lets make back for Galvenn.
"Your very professional about this...we'll think about it,"

On returning to Galveen you get back into contact with the Flarewise whose crew haven't made much progress on the upgrades and the clients who are over joyed at your effcient sucsess.

Spoiler: Nav computer (click to show/hide)
Spoiler: Firestar status (click to show/hide)
Spoiler: Flarewise (click to show/hide)
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Armok

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Re: The Firestar
« Reply #653 on: February 12, 2012, 01:00:53 pm »

> As quickly as possible get the reward, short-term-rent a just large enough cargo ship, and go back to get the other fighters before someone else takes them. That presumably means, before the pirates (who were in damaged and slower ships then us) can jump out of the system and spread the news.

Edit: or depending on how the jumps work, we might be able to just buy a large net and tow them for minor damage. If so that's superior.
« Last Edit: February 12, 2012, 01:05:30 pm by Armok »
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10ebbor10

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Re: The Firestar
« Reply #654 on: February 12, 2012, 01:02:10 pm »

And here I was worried we'd be accused of inhumane treatments or war crime. Yeah, hire a cargoship and pick stuff up.
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Angle

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Re: The Firestar
« Reply #655 on: February 12, 2012, 01:49:46 pm »

Hire a cargo Ship? We OWN a cargo ship. Take the flarewise and grab everything! And start work on making some of those fighters remote controlled.
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Immortal

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Re: The Firestar
« Reply #656 on: February 12, 2012, 01:59:10 pm »

Ninja'd, fully agree with Angle, lets go fast! Have the Flarewise start on its way immediately.
Have the crawler bots begin repairing the Firestar.
Purchase all the interceptors, ravenhawks, hounds and fighter hunters available. See if we can trade the fighters for missiles quickly.
Then have the Firestar catch up since the Flarewise will be slow I assume.
We know how much is out there, if we can't hold it all then rent a ship.
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Angle

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Re: The Firestar
« Reply #657 on: February 12, 2012, 02:04:41 pm »

And grab the reward, of course.
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Armok

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Re: The Firestar
« Reply #658 on: February 12, 2012, 03:27:17 pm »

Yea, all that.
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Jerick

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Re: The Firestar
« Reply #659 on: February 12, 2012, 04:29:44 pm »

> As quickly as possible get the reward, short-term-rent a just large enough cargo ship, and go back to get the other fighters before someone else takes them. That presumably means, before the pirates (who were in damaged and slower ships then us) can jump out of the system and spread the news.

Edit: or depending on how the jumps work, we might be able to just buy a large net and tow them for minor damage. If so that's superior.
The clients pay you for your fine work on their behalf.
You can charter a similar size cargo ship to the Flarewise for two days at a cost of 15,000 credits.
But if you remember the two modified cargo ships (which had intact cargo holds) would still have to leave most of the fighters behind anyway.
Also when you jump with a towed object (all objects that jump arrive at a random point near the side of the star facing the place they jumped from) the towed object will arrive seperately (possible damage from ripped out cable may result) and if it can't decelerate will usualy jump out again and never be seen again.

Ninja'd, fully agree with Angle, lets go fast! Have the Flarewise start on its way immediately.
Have the crawler bots begin repairing the Firestar.
Purchase all the interceptors, ravenhawks, hounds and fighter hunters available. See if we can trade the fighters for missiles quickly.
Then have the Firestar catch up since the Flarewise will be slow I assume.
We know how much is out there, if we can't hold it all then rent a ship.
The Flarewise can hold about fourty fighters in storage and an empty ship of it's class could hold about sixty.
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