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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


Pages: 1 ... 16 17 [18] 19 20 ... 71

Author Topic: The Firestar  (Read 87432 times)

SHAD0Wdump

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Re: The Firestar
« Reply #255 on: January 03, 2012, 10:35:12 pm »

That morale worries me.

Let's leave some crew behind to fix up the cargo ship while we take the injured crew members to the station for medical attention.
Perhaps, but I think it's best to promise the crew a bit of time to relax back at the station after everything is handled.
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Jerick

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Re: The Firestar
« Reply #256 on: January 04, 2012, 10:24:08 am »

The crew of the firestar prepares to split up, the death of one of their own never far from their minds.
Some of the crew aren't happy about being left on a ship with no active life support while the Firestar rushes back to the station.
But aren't very vocal about it.
Not knowing how long the Firestar will be away the crew take some of the Firestar's ever dwindling rations, tools and parts and get ready to fix the cargo ship.

Spoiler: Nav computer (click to show/hide)
Spoiler: Firestar status (click to show/hide)
Spoiler: Cargo Vessel Status (click to show/hide)
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Kadzar

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Re: The Firestar
« Reply #257 on: January 04, 2012, 03:02:03 pm »

I suppose we should leave the cargo shuttle with the crew fixing the cargo vessel, just in case they can't get life support working or something else happens. They're more likely to need it than the crew on the Firestar.

And the crew working on the cargo vessel should of course prioritize fixing the life support.
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What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Jerick

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Re: The Firestar
« Reply #258 on: January 04, 2012, 05:03:16 pm »

Wasting no more time with injured crew men aboard the crew of the Firestar send across the shuttle with the spare parts for fixing the engine.
After retrieving the scout drone the Firestar fire's it's engines and shoots off towards the station.
During the time it takes to reach the station the crew mills about doing what ever they feel is useful.
Such as maintaince on some of the systems, percise messurement of the Firestar's acceleration (which proves unquestionably that it is by far the fastest ship you have record of) and repairs to the railguns (the crew has noticed damage the railguns has taken, it seems firing non standard ammunition has taken it's toll on them)
And in a short time you arrive.
You declare a medical emergency to the docking computer and it gives you priority docking.
A score of EMTs are waiting for you when you dock.
In a flurry they carry the two criticaly wounded crewmembers and John off for treatment.
The one missing a leg is given a low chance of survival as he has multiple internal injuries, the crew member with the broken ribs and the punctured lung will take a few days to recover and John is out after a few hours with his arm in a cast.

In more upbeat news you get 1200 credits for the drone clearance and the client reminds you that the reward for finding the person or people responsible is still open.


Pricelist:
Flak Shells; 6 credits per shell
Gatling Round: 1 credit per round
4 inch cannon shells; 5 credits per shell
Point Defence Turret; 600 credits
4 inch repeater cannon; 825 credits
Fuel; 1 per unit
Rations; 1 per unit
Crawler Drone; 260 credits
Signal Missile; 10 credits (a small, dumbfire missile with no payload, but it has a long range and an impressive thermal emssion)
Satellite; 300 credits (stationary, sensor and comns relay)
(The following are used in making things like your flak drone)
Basic Fabrication componenets; 1 per unit (can also be made from scrap using basic tools)
Advanced Fabrication componenents; 3 per unit (can also be made from Basic Fabrication componenets using advanced tools)
Basic electronic componenets; 1 per unit
Advanced electronic componenets; 4 per unit
Advanced tools; 300 credits (this is to get a huge set of tools and machines with many duplicates so people can work simulatenously)

Black market
Missiles:
  • Gilber: Large Payload dumb fire; 35 credits each, 3 available.
  • Ravenhawk: Medium Payload, agile, heat seaking long range; 65 credits each, 2 available.
  • Blinder: Sensor chaff, fast, slow to turn guided; 65 credits each, 0 available
  • Cluster: 5xInterceptor missile cluster, slow, guided; 136 credits each, 6 available
  • Driller Nuke: Nuclear Payload, guided, long range, bores through armor; 1803 credits each, 0 available
  • Interceptor: Very small payload, very small size, extreamly fast, very agile, target seeker; 15 credits, 7 available
  • Tether Anchor: No payload, very short range, guided, attaches line; 20 credits, 8 available
  • Hammer: Large Payload, short range, guided; 65 credits, 2 available
  • Guided Remote Mine: Medium Payload, medium range, very slow, can attach to surfaces, proximity activation option; 50 credits, 0 available

Ilegal tech:
Comns Jammer; 8200 (works for twenty minutes each time it's activated, jams long range only)
Stealth probe; 1200 (difficult to spot on sensors, very fast, very powerful passive sensor array)
Knell fighter; 2400 (one of the most inferior fighters available but in the hands of a skilled pilot it can still be a deadly force)
Emp; 1500 (disables all non shielded electronic devices within a small radius around your ship, not reusable)
Transponder Replacement; 2000 (All transponders have the ships details hard coded into, but you can allways get these conterfit replacement)

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

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Re: The Firestar
« Reply #259 on: January 04, 2012, 05:20:41 pm »

Are "advanced electronics" actual quality stuff you could build say your awn missile giudiance systems or hardware capable of runing AI with?
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Jerick

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Re: The Firestar
« Reply #260 on: January 04, 2012, 05:30:12 pm »

Are "advanced electronics" actual quality stuff you could build say your awn missile giudiance systems or hardware capable of runing AI with?
Yes.
Building a missile guidance system for example would take about 15 advanced electronics and involve a roll to determine how well built it is.
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Kadzar

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Re: The Firestar
« Reply #261 on: January 04, 2012, 05:35:47 pm »

Well, to start off, let's get at least 2 tether anchors. Also, let's sell the antique chair and purchase our lounge furniture.
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What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Jerick

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Re: The Firestar
« Reply #262 on: January 04, 2012, 05:56:26 pm »

You buy the lounge and the crew voice their apprieciation for the new rec room.

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

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Re: The Firestar
« Reply #263 on: January 04, 2012, 05:59:24 pm »

ok we should get some advanced tools and like 25 advanced electroics.
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So says Armok, God of blood.
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Jerick

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Re: The Firestar
« Reply #264 on: January 04, 2012, 06:37:32 pm »

ok we should get some advanced tools and like 25 advanced electroics.
You already have enough advanced tools on the Firestar (but none on the cargo ship) to have everyone working with them similtanously.
If you get a good deal more crew members and want everyone onboard to be able work on mechaincs and engineering at the same time or want to better outfit the cargo ships machine shop then'll you need to buy more advanced tool packages but for now you've got enough.
You buy the advanced electronics.
Spoiler: Nav computer (click to show/hide)
Spoiler: Firestar status (click to show/hide)
Spoiler: Cargo Vessel (click to show/hide)
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Armok

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Re: The Firestar
« Reply #265 on: January 04, 2012, 06:44:16 pm »

huh, must have missed that. Don't buy more then. Buy frabrication components instead.
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Jerick

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Re: The Firestar
« Reply #266 on: January 04, 2012, 06:57:18 pm »

huh, must have missed that. Don't buy more then. Buy frabrication components instead.
Yeah they were bought way back on page 9 and yet no one has made any real use of them yet (except when building the scout drone)
So how much fabrication components do you want and what type do you want to get?
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SHAD0Wdump

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Re: The Firestar
« Reply #267 on: January 04, 2012, 08:24:42 pm »

Am I the only one who thinks it ominous that someone bought the driller nuke?
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Kadzar

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Re: The Firestar
« Reply #268 on: January 05, 2012, 03:28:11 pm »

Am I the only one who thinks it ominous that someone bought the driller nuke?
I didn't notice until you said something. That is ominous, though.
On another note, what do people think of getting a transponder replacement so we can bluff people into thinking we're actually military?
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What if the earth is just a knick in one of the infinite swords of the mighty fractal bear?
Glory to Arstotzka!

Urist McDwarfFortress

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Re: The Firestar
« Reply #269 on: January 05, 2012, 03:53:03 pm »

Am I the only one who thinks it ominous that someone bought the driller nuke?
Annoying, more than ominous :p

Do we have anyone who knows how to fly a fighter?  I imagine its quite different from flying our old shuttle or the Firestar.  If we have anyone with the skill to fly it, having that Knell Fighter might come in very handy.
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Sorry, for a moment there I forgot we were all psychopaths.
Someone who has random urges to make mog juice isn't exactly going to care about the cost effectiveness of obtaining it.
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