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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 87517 times)

Angle

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Re: The Firestar
« Reply #660 on: February 12, 2012, 04:35:57 pm »

Let's not bother with the cargo-ship, just file salvage claims and point guns at anyone who doesn't respect them.
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Immortal

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Re: The Firestar
« Reply #661 on: February 12, 2012, 04:52:27 pm »

Proposal of a Plan
Lets get a net, but not jump with the loot. We can have the Flarewise jump and dump them on the other side. Then the Firestar also go through and we can net them back to Galvenn. If we can get all the fighters back to the station we are in good shape.

Check the local stations, see if we can have one of our ships hang around with a net full of fighters for a while. To entice the stations tell them we will be hiring men to work on our ship and stuff while staying. Good business!
We could have the Flarewise chill there. We would hire station hands and convert our fighters to remote ones, shrink them down and then build a system to hold them in the Flarewise. In the meantime the Firestar hops to Braben Hall to sell what we don't want or does more missions. We can decide the details once we get the fighters back to station.
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Armok

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Re: The Firestar
« Reply #662 on: February 12, 2012, 04:53:22 pm »

Ok, plan B: Go there, deactivate and cool and generally stealth  the fighters, launch them on trajectories unfindable to anyone who don't know where to look. This should give us more time to do several back and forth trips fetching and selling them, even if it means casing them down on each visit will take a while.
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Angle

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Re: The Firestar
« Reply #663 on: February 12, 2012, 04:58:25 pm »

hmm. let's see, plans -

A) Grab them as fast as we can, file salvage claims, threaten anyone who tries to poach.

B) Hide fighters, Get them as fast as we can.

C) use net shenanigans.

I lean for a combination of A and B, the net shenanigans sound like more trouble than they're worth. also, I'm beginning to reconsider hiring that cargo-ship - we could probably make good use out of it. How long would it take such a ship to make these trips?
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10ebbor10

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Re: The Firestar
« Reply #664 on: February 12, 2012, 04:59:17 pm »

Also, is fuel included in the price?
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Angle

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Re: The Firestar
« Reply #665 on: February 12, 2012, 05:04:52 pm »

hmm. So I'm thinking we should hold on to the good fighters, and set ourselves up with a bunch of them in the flarewise.
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Immortal

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Re: The Firestar
« Reply #666 on: February 12, 2012, 05:08:25 pm »

Okay, yea my plan was a little complicated haha.. Lets not cut our profits with that other ship though. I am up for the plan A/B. See if there is a hanger we can rent in Galvenn? We can dump everything in there, leaving us with room for 75.

I'm partial to keeping all the fighters and retrofitting them. We can fill the Flarewise with swarm like fighters. Sell everything we don't need.
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Angle

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Re: The Firestar
« Reply #667 on: February 12, 2012, 05:15:58 pm »

We don't have room for all the fighters, which is why i wan to keep just the good ones. But renting a hangar is a good idea.
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Jerick

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Re: The Firestar
« Reply #668 on: February 12, 2012, 05:25:16 pm »

Proposal of a Plan
Lets get a net, but not jump with the loot. We can have the Flarewise jump and dump them on the other side. Then the Firestar also go through and we can net them back to Galvenn. If we can get all the fighters back to the station we are in good shape.

Check the local stations, see if we can have one of our ships hang around with a net full of fighters for a while. To entice the stations tell them we will be hiring men to work on our ship and stuff while staying. Good business!
We could have the Flarewise chill there. We would hire station hands and convert our fighters to remote ones, shrink them down and then build a system to hold them in the Flarewise. In the meantime the Firestar hops to Braben Hall to sell what we don't want or does more missions. We can decide the details once we get the fighters back to station.
The local stations deny you permission to hang around with a net full of fighters because they tell you they're certain it won't end will and don't want debris of broken fighters difting around their busy stations.

Ok, plan B: Go there, deactivate and cool and generally stealth  the fighters, launch them on trajectories unfindable to anyone who don't know where to look. This should give us more time to do several back and forth trips fetching and selling them, even if it means casing them down on each visit will take a while.
They're already deactivated and cooling down though anyone going to investigate the destroyed mining base turned pirate haeven stands a chance at stumbling onto them.

How long would it take such a ship to make these trips?
Six hours one way, twelve for a round trip.

Also, is fuel included in the price?
Yes

See if there is a hanger we can rent in Galvenn? We can dump everything in there, leaving us with room for 75.
Hanger space is 10 credits per fighter, 15 per shuttle or shuttle sized craft or you could rent warehouse space for 50 credits which can fit all of the Flarewise's cargo capacity (all prices are per day)
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Angle

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Re: The Firestar
« Reply #669 on: February 12, 2012, 05:30:40 pm »

let's not rent anything, let's just sell the knells and keep the others.
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Armok

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Re: The Firestar
« Reply #670 on: February 12, 2012, 06:58:21 pm »

Ok, plan B: Go there, deactivate and cool and generally stealth  the fighters, launch them on trajectories unfindable to anyone who don't know where to look. This should give us more time to do several back and forth trips fetching and selling them, even if it means casing them down on each visit will take a while.
They're already deactivated and cooling down though anyone going to investigate the destroyed mining base turned pirate haeven stands a chance at stumbling onto them.
Yea. i meant cooling them into the Firestars heatsinks, much faster, and putting them all on different, and a fair bit more distant orbits.
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Immortal

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Re: The Firestar
« Reply #671 on: February 12, 2012, 07:13:30 pm »

I was curious and did some math, turns out if we sell the fighters for half price of what it costs us to buy, they are worth 247 000 credits. I figure we will keep the Halkers and Ravenwinds. So that leaves us with around 120 000 credits in fighters to sell. Lets rent the Flarewise sized hanger, empty both holds. Then we bring the loot to Galvenn(short trip, less time for the fighters to be found). On one trip we can bring 75 fighters, therefore 2 trips needed to get it to Galvenn. The cost of the hanger is small in comparison. From there we can bring it to Braben Hall to sell.

Fighter values
Spoiler (click to show/hide)
« Last Edit: February 12, 2012, 07:17:05 pm by Immortal »
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Jerick

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Re: The Firestar
« Reply #672 on: February 13, 2012, 08:58:58 am »

I was curious and did some math, turns out if we sell the fighters for half price of what it costs us to buy, they are worth 247 000 credits. I figure we will keep the Halkers and Ravenwinds. So that leaves us with around 120 000 credits in fighters to sell. Lets rent the Flarewise sized hanger, empty both holds. Then we bring the loot to Galvenn(short trip, less time for the fighters to be found). On one trip we can bring 75 fighters, therefore 2 trips needed to get it to Galvenn. The cost of the hanger is small in comparison. From there we can bring it to Braben Hall to sell.

Fighter values
Spoiler (click to show/hide)
The complete unloading of the Flarewise, the two twelve hour round trips, the gathering up of the fighters, the effort of finding enough buyers for 92 knell fighters all adds up to about 26 hours of work.
By the time you've finished though the crew of the Flarewise have added the lower turret mount which used up 20 advanced fabrication components.

Spoiler: Galvenn four goods (click to show/hide)
Thanks to your reccent windfall of sold Knell fighters now got a significant amount of cash to throw around.

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

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Re: The Firestar
« Reply #673 on: February 13, 2012, 09:59:35 am »

Move all the fighters on to the Flarewise. Have them work on making them remote-controlled. Go back and sift through the wreckage of that pirate base and see what else we can find.
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Immortal

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Re: The Firestar
« Reply #674 on: February 13, 2012, 01:49:57 pm »

Were getting somewhere now! Alright lets get some stuff done crew. We need both ships tip top and ready for bigger fish. Use all our crap in the storage to supplement supplies. Basically use any junk we have to subsidize costs.

Spoiler: Shopping List! (click to show/hide)
Feel free to add or modify this guys. Suggest strategies, reasons and stuff to do upgrades. Don't buy more missiles though, were going to Braben hall(Toy Store) after.

"Hey Urist, Helios, think you guys can spend the time in dock to write up some kick ass fighter program? Maybe get them to work as a coherent swarm? You two can use all the fuel and testing you think is needed. Have fun with it. It'll be run off the mainframe in the Flarewise so if we can have human controllers just tell the swarm what large ship to hit they will fighter their way there and attack it."

Jerick - I got those numbers from ones you posted a while ago so you don't have to hunt. Trying to make posts easier :P

Everyone - Once we get both ships organized, and upgraded we can decide another move from there, Braben Hall for missiles I figure?
« Last Edit: February 13, 2012, 03:40:35 pm by Immortal »
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