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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 87572 times)

Immortal

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Re: The Firestar
« Reply #450 on: January 27, 2012, 05:51:08 pm »

Erm...
Don't we already have 300 missile tubes?
Yes on the firestar.. which is our flagship for attacking, it can't always be watching our cargoship. Five to Ten tubes on the cargo ship should be more then suffiencent to hold its own for a short time because it has some point defense.. you can disagree but we need to add more defense to the cargo ship, I want it out in the scrap yard working, not hiding in port from possible pirating.
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Jerick

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Re: The Firestar
« Reply #451 on: January 27, 2012, 07:22:33 pm »

I think we should have the cargo ship outfitted with some missile tubes while we jump? How much does say 2000 credits fetch?
Can you describe the cargo loaders, are they bipedal, quadraped, wheeled?
Also could we set up the factory machinery to make us fabrication parts? If we can have them set up a line or something.

I think those crates are done for. Apologize and ask him what happened.
You can buy four missile tubes for 2000 (counting installation).
They're fully automatic compact wheeled truck beds with an in built crane.
Not really, you'll need a kind of foundary setup to mass produce fabrication parts.
The factory machinery is mostly packaging and food processing.

"I don't know, we got hacked...we're trying to trace it's source. It's from some where close though"

In other news the merchant reports that he's got his jump calculations to work as is ready to jump when ever you are.
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Urist McDwarfFortress

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Re: The Firestar
« Reply #452 on: January 27, 2012, 08:11:10 pm »

Alright.  Lets jump.
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Armok

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Re: The Firestar
« Reply #453 on: January 27, 2012, 08:37:29 pm »

Are any of the Firestars many tubes movable to it any easier?
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Angle

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Re: The Firestar
« Reply #454 on: January 27, 2012, 09:17:21 pm »

Hold up, don;t jump yet. I think our hacker might just be aboard that merchantship.
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Jerick

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Re: The Firestar
« Reply #455 on: January 28, 2012, 06:44:04 am »

Are any of the Firestars many tubes movable to it any easier?
The Firestar's tubes are built into it's hull so removing them intact would be difficult.

"Damn it, look we can't wait around here looking for the hacker (and if it's you I'll be pissed.) Keep out of trouble,"
With that the destroyer fires up it's engines and jumps out.
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Deamonpies

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Re: The Firestar
« Reply #456 on: January 28, 2012, 08:50:26 am »

Suggest that we and the merchant ship jump to where we are going.
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Immortal

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Re: The Firestar
« Reply #457 on: January 28, 2012, 09:08:32 am »

Alright, have the cargo-ship outfitted with the tubes, I'm sure our pay for this job will pay it off. Lets jump.
« Last Edit: January 28, 2012, 09:13:48 am by Immortal »
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Angle

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Re: The Firestar
« Reply #458 on: January 28, 2012, 10:06:21 am »

No, don't. That's a terrible return for the money we'd spend.
Maybe get some unmanned fighter instead? The cargo ship has lot's of space, and with that mainframe, we'd have lot's of computers to run them.

hmm, we could get a knell fighter or two and modify them to be unmanned, It's be even more expensive than the missile tubes, but a better return over all, I think.

Unless maybe we get the missile tubes and use those cluster missiles, that could be a decent return. We'd still only have four shots, which really is not enough to do much of anything with. on the other hand, neither is two knell fighters. Maybe we shouldn't get any of this at all, just have the cargo-ship steer clear of trouble for now.

For those wondering, heres the tabien pricelist as it was last posted, it probably should be posted more frequently.

Spoiler: Tabein Station goods (click to show/hide)
« Last Edit: January 28, 2012, 10:23:18 am by Angle »
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Urist McDwarfFortress

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Re: The Firestar
« Reply #459 on: January 28, 2012, 12:41:51 pm »

Hold up, don;t jump yet. I think our hacker might just be aboard that merchantship.
Or one of the pirates that got away.  Perhaps they were here to intercept the destroyer, but we got here first.

It would be pretty brazen of the hacker to ask the guys who've been hunting him to escort him out of the system...
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Angle

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Re: The Firestar
« Reply #460 on: January 28, 2012, 01:11:28 pm »

He might not be in command of the merchant, just a passenger. But eh, whatever, let's jump.
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Kadzar

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Re: The Firestar
« Reply #461 on: January 28, 2012, 01:49:27 pm »

Hmm. Would it be possible to load missile tubes in combat? Because, in that case, we could buy more missiles for the cargo ship than we have tubes for and just fire them off as need. If they need to be externally loaded we could spread them out enough that one or more can be loaded while others are firing.
« Last Edit: January 28, 2012, 01:53:50 pm by Kadzar »
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Jerick

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Re: The Firestar
« Reply #462 on: January 28, 2012, 02:30:34 pm »

The Firestar and it's escort jump and with a bright flash you find yourselves in orbit of a different star.
Urist deccerlates the ship and brings it along side the merchant ship.
This is the Galvenn system, Galvenn 1,2 and 3 have little more than outposts on their surface but Galvenn 4 has a large number of mining settlements and more than one station in orbit.
Compared to Tabien it is a practical hub of activity and is the finial destination of the merchant vessel.
House Laberine has few ships which patrol this system making it noticably more secure than the lawless garbage fields of Tabien.
Quote from: Immortal
On our way back have the Firestar crew work on possibly strapping a single box missile launcher to the remote fighter (1 missile hanging, think current jet fighters).
During the flight to Galvenn 4 some of the crew ponder how to add a launcher to the knell fighter.
The solution they come up with requeires little modifcations to the fighter and is an improvement they add in under an hour.
However due to the constraints of mounting a launcher on a small fast craft like a fighter it can only launch small(or smaller missiles)

Galvenn four has an orbiting drydock, a trade+ refining complex and house Laberine base all in orbit.
You and the merchant dock at the trade station where you recieve payment for an escourt complete.
Spoiler: Galvenn four goods (click to show/hide)

Hmm. Would it be possible to load missile tubes in combat? Because, in that case, we could buy more missiles for the cargo ship than we have tubes for and just fire them off as need. If they need to be externally loaded we could spread them out enough that one or more can be loaded while others are firing.
Yes you can load them in combat.
Also you're not limited to just four it's 500 hundred credits per tube.
(When you guys decide what you what the last order to the cargoship then that will have been the last order sent, theres no real point in waiting round any longer)

Spoiler: Nav computer (click to show/hide)
Spoiler: Firestar status (click to show/hide)
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Urist McDwarfFortress

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Re: The Firestar
« Reply #463 on: January 28, 2012, 03:16:44 pm »

Moar Ravenhawks!  I say we buy all 21.
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Jerick

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Re: The Firestar
« Reply #464 on: January 28, 2012, 04:33:48 pm »

Ravenhawks bought for 1365 credits
Spoiler: Nav computer (click to show/hide)
Spoiler: Firestar status (click to show/hide)
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