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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 87391 times)

10ebbor10

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Re: The Firestar
« Reply #810 on: March 25, 2012, 04:18:34 pm »

electronics and then set to work on Internal anti boarding security system.

Like movement based turrets?
Much more advanced. Infrared and all the other parts of the spectrum, secured control systems, ability for manual and automated( A.I) control, friendly fire checks, all that stuff.
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Jerick

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Re: The Firestar
« Reply #811 on: March 25, 2012, 04:55:00 pm »

Set about inventing an improved fuel system for the drones.
There's a limit to how much fuel you can physicaly put on a small drone, you manage to figure a way to optmise their engines so they use less fuel.

Questions: How big is that patrol ships reactor? How much can it power? How much would it cost to buy enough armor for it and a lifesupport system.
It's about 75% the size of the Flarewise's reactor and produces about 70% of the power.
It'd take about 50 units of armour and requires about 350 credits to install a lifesupport system from scratch.

Quote
I'm thinking of converting it too a small space base.

Inquire the local markets for any large cargo ships. It doesn't need to have engines, but a decent armor, many turret emplacemens, working life support and large cargo hold are a must.
We could just outfit that one with weapons and the mainframe we have in the storage. Throw in the reactor and extra weapons and we have functional space defense station.
There's a less than legal heavy freighter for sale for 350,300 credits.
There's a Medium Tanker vessel for 145,000 credits (massive empty fuel tanks)
There's a Balt light Tug for 23,000 credits (small but can pull large empty containers)


Quote
I'd also like to join as a character:

Name: Robert ( No nickname, or anything else)
Former job: Pirate technical support
Bio: Robert was responsible for the maintenance, repairs and equiping of his pirate groups fleet. Since pirates don't often have acces to state of the art gear, or even spareparts, he had to fix them with whatever he had on hand. This also allowed him to come up with a couple of interesting and effective new weapons.
However, that also meant he got the problems when a large deal of the fighters was damaged due to malfunctioning cheap bought missiles. He managed to escape using a selfbuild jumpcapable escape pod.( Basically an armored shuttle that was launched at the systems sun). The rest of the Pirate fleet was destroyed when their heathsinks and lifesupports mysteriously malfunctioned. Nows he's here and looking for a job that won't get him killed the moment anything goes wrong.
In
Sell as many as needed Fighter Halker Bombers to make room for the missiles in the Flarewise. Load the missile drone. Hire 15 Pilots for the Firestar and 15 for the Flarewise.

So crew, whats the plan for removing this installation? I say we attempt a diplomatic solution just to say we attempted.. if that doesn't work we can try the fun way.
On the current talk, I was thinking we would get an armada going and start interstellar war between the two current superpowers. We can join in the battles on whatever side we want and then build a base from there..

Jerick - A few questions,
I may be mistaken but I think it was said the cargo shuttle can handle re-entry and take-off?
If the above is true, how many walking tanks can the shuttle hold?
How powerful are these tanks? (Crew size to run, and # needed to fight the installation)
Is there a method to get them on the surface?
Can we do a low low orbit drop with some rockets and parachutes on them?
I assume the Firestar can do a high atmosphere entry and exit?
If yes could it also land?
Can we drop driller nukes from orbit to drill in or do we have to position them on the ground and have them start drilling there?
Yes it can
Four
(3 crew, an unknown number but normaly there are ten deployed with a platoon)
You can drop them from the cargo shuttle.
The lowest the Firestar can go is 650 miles from the surface (on similar to earth planet)
No it can't
You can launch them from orbit.

9 Halker Fighterbombers sold:23,400
30 pilots:390 credits

I got a question. How big are those seeker mines. If they are quite small we could stuff them in a small shuttle, give it a boarding clamp and use it to deploy seeker mines on the inside.

Assuming I get in, help adwarf.

We should get some more sattelites, at least 3 . That way we can monitor the entire planet to see if they want to escape. Also on a medium shortrange, buy some antipersonell weapons, 10/20 experimental electronics and then set to work on Internal anti boarding security system.
They're the same size of the drones, the cargo shuttle can hold six of them.
You create a fairly sophesticated internal for the Firestar with the electronics you buy.
  400 cost experimental electronics
  870 cost for 3 satalites

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

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Re: The Firestar
« Reply #812 on: March 25, 2012, 06:34:54 pm »

Quote
Quote
Can we drop driller nukes from orbit to drill in or do we have to position them on the ground and have them start drilling there?
You can launch them from orbit.

Well that settles questions on attacking the installation.
Do we have room for say 2 more nukes and 50 hammers in the Firestar? If so buy them, and lets get going. Obviously we can hit the installation from space so lets move out..

If anyone has any last minute considerations applicable to the mission they would like to address speak up.
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Gotdamnmiracle

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Re: The Firestar
« Reply #813 on: March 25, 2012, 08:05:34 pm »

Quote
Quote
Can we drop driller nukes from orbit to drill in or do we have to position them on the ground and have them start drilling there?
You can launch them from orbit.

Well that settles questions on attacking the installation.
Do we have room for say 2 more nukes and 50 hammers in the Firestar? If so buy them, and lets get going. Obviously we can hit the installation from space so lets move out..

If anyone has any last minute considerations applicable to the mission they would like to address speak up.

I agree. I'm itchin' to go. After we get the flarewise's armor repaired, though.
« Last Edit: March 25, 2012, 08:27:46 pm by Gotdamnmiracle »
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Immortal

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Re: The Firestar
« Reply #814 on: March 25, 2012, 10:22:48 pm »

True. Alright lets get her armoured up! Lets go get some estimates from the contractors in the system.

How much for full light plating?
   If the above costs a ton, can you answer the below assuming light plating.
   Can we get partial plating in patterns, say a checkerboard or ribbed?
   How much to plate around just critical parts?
   How much to plate around the hangers?
   Are the laser turret mounts for the Flarewise spread out or were they concentrated to a side?
       If concentrated how much to just lightly plate that whole side?
       How much to use medium plate or that whole side?
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Gotdamnmiracle

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Re: The Firestar
« Reply #815 on: March 26, 2012, 09:57:18 am »

True. Alright lets get her armoured up! Lets go get some estimates from the contractors in the system.

How much for full light plating?
   If the above costs a ton, can you answer the below assuming light plating.
   Can we get partial plating in patterns, say a checkerboard or ribbed?
   How much to plate around just critical parts?
   How much to plate around the hangers?
   Are the laser turret mounts for the Flarewise spread out or were they concentrated to a side?
       If concentrated how much to just lightly plate that whole side?
       How much to use medium plate or that whole side?

How much to make plating using scrap?

I seem to remember the Flarewise having a repair sequence. How long would it take till it fixed itself fully?
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10ebbor10

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Re: The Firestar
« Reply #816 on: March 26, 2012, 10:16:48 am »

True. Alright lets get her armoured up! Lets go get some estimates from the contractors in the system.

How much for full light plating?
   If the above costs a ton, can you answer the below assuming light plating.
   Can we get partial plating in patterns, say a checkerboard or ribbed?
   How much to plate around just critical parts?
   How much to plate around the hangers?
   Are the laser turret mounts for the Flarewise spread out or were they concentrated to a side?
       If concentrated how much to just lightly plate that whole side?
       How much to use medium plate or that whole side?

How much to make plating using scrap?

I seem to remember the Flarewise having a repair sequence. How long would it take till it fixed itself fully?
The Flarewise automated repair system only does internal damage.
Also, seems like the station idea is of the chart( bit too costly). STill we could armor the patrol ships generator and give it some weapons, but that's not an issue know.
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Gotdamnmiracle

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Re: The Firestar
« Reply #817 on: March 26, 2012, 10:18:27 am »

Oh. didn't realize it was only internal. Alright, let's slap on some armor.

We'll let's just see what we come across. We don't know what the future holds.
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10ebbor10

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Re: The Firestar
« Reply #818 on: March 26, 2012, 10:21:32 am »

Flarewise armour 5,660 to rebuild the hull and 2,000 units of armour
We don't have enough money for the armor.
The cheapest armor cost 50 a piece.
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Gotdamnmiracle

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Re: The Firestar
« Reply #819 on: March 26, 2012, 10:23:35 am »

36k. We can probably get it fixed unless it is below 1200 units roughly.
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Gotdamnmiracle

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Re: The Firestar
« Reply #820 on: March 26, 2012, 12:58:51 pm »

You wanna just say fuckit and head out? We'll keep it in back, sort of as a mode of defence if they send some cloaked fighters at the Firestar. She'll be our retreating point after we've exhausted our salvo, so we can reload without fear of getting ventilated. Hit and run, hit and run. Assuming the diplomacy doesn't work. Since the Firestar produces hellfire when it jumps in maybe we could keep the flarewise invisible on sensors if we kept her far off and engine quiet. God knows the firestar can run back and forth between her pretty quick, but she doesn't need to hop around to much.

Okay, I'm decided. Let's go!
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Jerick

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Re: The Firestar
« Reply #821 on: March 26, 2012, 02:16:19 pm »

Well that settles questions on attacking the installation.
Do we have room for say 2 more nukes and 50 hammers in the Firestar? If so buy them, and lets get going. Obviously we can hit the installation from space so lets move out..
You can fit 2 more nukes but the 50 more hammers is a bit much
(2x 1803 credits=3,606)

True. Alright lets get her armoured up! Lets go get some estimates from the contractors in the system.

How much for full light plating?
   If the above costs a ton, can you answer the below assuming light plating.
   Can we get partial plating in patterns, say a checkerboard or ribbed?
   How much to plate around just critical parts?
   How much to plate around the hangers?
   Are the laser turret mounts for the Flarewise spread out or were they concentrated to a side?
       If concentrated how much to just lightly plate that whole side?
       How much to use medium plate or that whole side?

Yes, yes and yes.
Depends on what you deem to be critical, the problem with the Flarewise is it's life support and other important systems are spread out through the entire ship rather than gathered in any one spot.
The Flarewise doesn't have hangers you never got round to actualy doing that.
Well since no one has mentioned where on the Flarewise the turrets are yet if you want to retroactivly change them it's fine.
1000 armour plates.
Well there isn't any of what you might call medium plates (Armour Plates Basic; 50 credits per unit
Reflective Armour Plates; 90 credits per unit (Better versus energy weapons)
Ablative Armour Plates; 190 credits per unit (Takes less damage from energy weapons)
Reactive Armour Plates; 70 credits per unit (Better versus armor peneitating weapons, solids and explosives, takes more damage from such weapons than regular armour)
Cooled Plate; 45 credits (fragile but makes sensor detection harder, good for withstanding abient heat sources))
But which ever you pick you'll still need 1000 units to amour half of the Flarewise.


With everything prepared the crew launch from Braben Hall and make their way to the jump point.
Your halfway there when an worring discovery is made, there is an additional crate of missiles that had been taking up space unnoticed till now.
But it doesn't contain any missiles, the unmarked crate houses a primed EMP device.

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



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Gotdamnmiracle

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Re: The Firestar
« Reply #822 on: March 26, 2012, 02:20:19 pm »

Deactivate it!
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10ebbor10

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Re: The Firestar
« Reply #823 on: March 26, 2012, 02:21:38 pm »

Shutdown all nonelectronical systems. That should offer them some protection.

>Me: RObert: Go and investigate. Attempt to disarm allowing for reusal of the bomb.
« Last Edit: March 26, 2012, 02:46:40 pm by 10ebbor10 »
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Gotdamnmiracle

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Re: The Firestar
« Reply #824 on: March 26, 2012, 02:24:31 pm »

"Bill! Shut down all non essentials! We got an EMP on board!"
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