Faster than Light Interactive Plays Run 1 Victory

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Firebringer
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Post Post #125  (ISO)  » Tue Jan 29, 2019 12:27 am

In post 124, PvtUrist wrote:Oh man, here I was for certain that the crew would be choosing the Rebel Stronghold.

I defy expectations
Eddie Cane

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Post Post #126  (ISO)  » Tue Jan 29, 2019 12:35 am

I'd have gone for rebel stronghold, but I'm dead.
Life is always what it seems.

Firebringer
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Post Post #127  (ISO)  » Tue Jan 29, 2019 12:38 am

u were a good captain
Eddie Cane

PvtUrist
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Post Post #128  (ISO)  » Tue Jan 29, 2019 12:40 am

Sector 7

Hello, Civillian sector. The remaining hostile boarder was switftly taken apart by TehWorst, with the help of Cerebus.
Spoiler: intro
Image


We're faced with a choice in regards to how we layout this sector. I do not know about the store or event abundance differences between nebula and non-nebula jumps in Civillian sector (maybe there's more stores in the non-nebula path? This assumption may very well be incorrect).
Spoiler: Avoid Nebula jumps
Image

Spoiler: Embrace Nebula jumps
Image

Spoiler: Mixed jumps
Image


...

Vote 23

1)Non-Nebula path
2)Nebula heavy path
3)Mixed path

Voting ends either after (expired on 2019-01-30 13:40:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
We keep moving

Firebringer
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Post Post #129  (ISO)  » Tue Jan 29, 2019 12:41 am

VOTE: 2 all the nebulas must be gone through! we can't do the kessel run in 12 parsecs by avoiding nebulas
Eddie Cane

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Post Post #130  (ISO)  » Tue Jan 29, 2019 3:16 am

VOTE: 2

I...don't actually recall the effect nebulae have, but screw it lets go!
GTK a me, currently live, this may be your only chance!
https://forum.mafiascum.net/viewtopic.php?f=61&t=78521&p=10688009#p10688009

PvtUrist
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Post Post #131  (ISO)  » Tue Jan 29, 2019 3:29 am

btw it's entirely possible I forgot to rename Cerebus's mantis for 2 posts
We keep moving

the worst
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Post Post #132  (ISO)  » Tue Jan 29, 2019 4:51 am

In post 130, Cerberus v666 wrote:VOTE: 2

I...don't actually recall the effect nebulae have, but screw it lets go!

they delay the fleet's pursuit by 50% but also screw up your sensors and sometimes have weather conditions which half your reactor

they're also Soooo much fun!!

VOTE: 2
"I have been grappling with whether giving you a duck is derivative
Or if not giving you a duck is a faux pas
This has been a conundrum"
- Ether (re. choosing my avatar)

callforjudgement
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Post Post #133  (ISO)  » Tue Jan 29, 2019 6:29 am

I had to look it up; Civilian sectors have 2 or 3 stores outside nebulas, and never one inside.

FWIW, my normal route planning isn't to route the whole sector in advance, but rather to adapt my route on the fly based on what I see at neighbouring beacons. (For example, in Civilian sectors, I prioritise distress beacons,)

VOTE: 1 (although I seem to be outvoted!)
scum · scam · seam · team · term · tern · torn · town

PvtUrist
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Post Post #134  (ISO)  » Tue Jan 29, 2019 6:47 am

In post 133, callforjudgement wrote:I had to look it up; Civilian sectors have 2 or 3 stores outside nebulas, and never one inside.

oh no RIP run :D

The routes actually are barely followed at all, they're just there for rough visualization of jumps and appearing to have a plan when you don't.
We keep moving

callforjudgement
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Post Post #135  (ISO)  » Tue Jan 29, 2019 7:40 am

Event abundance is actually really weird. The nebula beacons and the non-nebula beacons in civilian sectors follow entirely different rules from each other (the non-nebula beacons are metered with a certain amount of each type, apart from "filler" beacons added to make up the numbers, but the nebula beacons all draw random events from one big pool of "civilian nebula" beacon events).
scum · scam · seam · team · term · tern · torn · town

the worst
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Post Post #136  (ISO)  » Tue Jan 29, 2019 4:26 pm

I think we hammered 2 but the shop thing didn't fully occur to me. :facepalm:
"I have been grappling with whether giving you a duck is derivative
Or if not giving you a duck is a faux pas
This has been a conundrum"
- Ether (re. choosing my avatar)

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Post Post #137  (ISO)  » Tue Jan 29, 2019 4:28 pm

Yeah...1 would be my preference given the need for goods and the new information, but bit late now I think. :-/
GTK a me, currently live, this may be your only chance!
https://forum.mafiascum.net/viewtopic.php?f=61&t=78521&p=10688009#p10688009

the worst
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Post Post #138  (ISO)  » Tue Jan 29, 2019 4:48 pm

Just in case
VOTE: 1
Mutiny against our past selves!!!
"I have been grappling with whether giving you a duck is derivative
Or if not giving you a duck is a faux pas
This has been a conundrum"
- Ether (re. choosing my avatar)

PvtUrist
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Post Post #139  (ISO)  » Tue Jan 29, 2019 9:42 pm

Hammer counts

Also make that failing to remember renaming 3
We keep moving

PvtUrist
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Post Post #140  (ISO)  » Wed Jan 30, 2019 3:22 am

Nebula heavy path

...

Jump 1/85

Blue event here gives us resources and "high" amount of scrap I believe, so that's what we're going for.
Spoiler:
Image


Watch and learn, this is how you successfully bribe people; a lotta currency and immediately useful resources. (+3 fuel +57 scraps)
Spoiler:
Image


...

Jump 2/86

4 human boarders. TehWorst reaches 16 kills and level 2 in melee combat, the rest of the crew kills will be fed onto Cerebus.
Spoiler:
Image


...

Jump 3/87

hostile encounter; Mantis Bomber from the clan Ugggugugugug armed with Dual laser, Halbard beam, Ion bomb and Fire bomb.
Spoiler:
Image


I keep forgetting to move TehWorst from Doors to Shield. For that mistake, we take 2 damage from the enemy Halberd.
Spoiler:
Image


+2 missiles +1 drone +49 scraps
Spoiler:
Image


...

Jump 4/88

hostile encounter; Auto-Surveyor armed with Chain laser, Halberd beam and small missile launcher. With the deploy of a defense drone, we take 0 damage from this fight.
Spoiler:
Image


+2 missiles +1 drone + 45 scraps
Spoiler:
Image


...

Jump 5/89

First and possibly last store of the Sector, there's a lot of good purchases to potentially be made here.
Spoiler:
Image

Spoiler:
Image

Spoiler:
Image


...

Vote 24

1)Cloaking
2)Teleporter +
3)Hacking Stun +
4)Weaponry +
5)Save scraps
6)Something else

Voting ends either after (expired on 2019-01-31 16:23:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
We keep moving

callforjudgement
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Post Post #141  (ISO)  » Wed Jan 30, 2019 7:43 am

VOTE: 1

Probably the most synergistic with what we have at the moment. The main issue with our current loadout is that it's fairly slow at dealing damage, but cloaking will give us the time to allow us to be slow without dying.
scum · scam · seam · team · term · tern · torn · town

the worst
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Post Post #142  (ISO)  » Wed Jan 30, 2019 2:46 pm

VOTE: 1 hands down
"I have been grappling with whether giving you a duck is derivative
Or if not giving you a duck is a faux pas
This has been a conundrum"
- Ether (re. choosing my avatar)

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Post Post #143  (ISO)  » Wed Jan 30, 2019 3:06 pm

Do we have any resources to sell to enable us to purchase both cloaking and stealth weapons?
GTK a me, currently live, this may be your only chance!
https://forum.mafiascum.net/viewtopic.php?f=61&t=78521&p=10688009#p10688009

callforjudgement
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Post Post #144  (ISO)  » Wed Jan 30, 2019 4:51 pm

I'm not sure that Stealth Weapons would be worth the cost of the resources we'd spend to get it, and it might even be counterproductive in some situations. With cloaking in the late-game, you're normally planning to cloak in response to being shot at, and you only need to cloak for just long enough for the enemy volley to harmlessly pass by. Once that happens, you typically want to break out of cloak immediately so that it recharges faster. If you don't have Stealth Weapons, you can intentionally end the cloak early by attacking.
scum · scam · seam · team · term · tern · torn · town

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Post Post #145  (ISO)  » Thu Jan 31, 2019 2:01 pm

Hmm. Fair points. VOTE: 1
GTK a me, currently live, this may be your only chance!
https://forum.mafiascum.net/viewtopic.php?f=61&t=78521&p=10688009#p10688009

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Post Post #146  (ISO)  » Sun Feb 03, 2019 9:39 pm

Cloaking system

...

Jump 6/90

hostile encounter; shieldless Auto-Scout armed with Ion I, Ion II and Heavy laser II
Spoiler:
Image


+79 scraps +Hull Missile launcher
Spoiler:
Image


...

Jump 7/91

Peaceful trade offer (-2 missiles +3 drones)
Spoiler:
Image


...

Jump 8/92

hostile encounter; (shielded this time) Auto-Scout armed with Burst Ion, Ion II and Chain laser
Spoiler:
Image


+2 fuel +2 missiles +53 scraps
Spoiler:
Image


...

Jump 9/93

We jump back to the previous store and sell our new hull missile for 32 scraps.
Spoiler:
Image


Hacking Stun augment is purchased, and the rest of the scraps are placed into system buffers. (-106 scraps -hull missile + Drone control 3 + Doors 2 +Piloting 2)
Spoiler:
Image


...

Jump 10/94

hostile encounter; Auto-Assault armed with Heavy laser II and Artemis within a nebula plasma storm.
Spoiler:
Image


Below are a few examples of why I don't like drone control in general.
Spoiler:
Image

Spoiler:
Image

Spoiler:
Image


+3 fuel +1 drone +36 scraps
Spoiler:
Image


...

Jump 11/95

hostile encounter; Pirate Fighter armed with Burst laser III and Artemis
Spoiler:
Image


Defense drone used Bodyblock. It's super effective! (apparently the only time the defense drone works is when it's literally blocking the enemy missiles with itself)
Spoiler:
Image


+4 fuel +36 scraps
Spoiler:
Image


...

Jump 12/96

Defense satelite malfunction event again. Dr "cfj" Jones once again shows us magic and we're offered some decent rewards (+2 fuel +1 drone +62 scraps).
Spoiler:
Image


...

Jump 13/97

hostile encounter; Rebel Rigger armed with Heavy laser II and Artemis
Spoiler:
Image

+3 fuel +1 drone +63 scraps
Spoiler:
Image


Placing the surplus of our scraps into weapons (all weapons operational), cloak and reactor (to actually power the ship). (-215 scraps +Weapons 7 +Cloaking 2 +Reactor 20)
Spoiler:
Image


...

Jump 14/98

hostile encounter; Auto-Assault armed with Dual laser, Halberd bemam, Ion I and small missile launcher
Spoiler:
Image


+36 scraps and no double rewards.
Spoiler:
Image


...

Jump 15/99

Here's a final store before Sector 8. We're automatically repaired for 10 hull and given plenty of resources once we're there, so major repairs shouldn't be required. There are some interesting gear available here, but we can afford only 1 of either gadget provided we're not willing to sell more than what we're using.
Spoiler:
Image

Spoiler:
Image


...

Vote 25

1)Shield generator after selling
2)Defense II after selling
3)Combat II after selling
4)Backup Battery
5)Save scraps
6)Something else

Voting ends either after (expired on 2019-02-05 10:40:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
We keep moving

callforjudgement
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Post Post #147  (ISO)  » Mon Feb 04, 2019 4:45 am

VOTE: 4

High-power-requirement drones aren't a great fit for this ship (and we have enough shieldbreaking power already), and the shield drone is just terrible in general (we do actually have a setup, cloaking + hacking, which is well set up to use it, but it's still not worth it because we can't hack all the Flagship's weapons at once). We have plenty of systems that it's safe to use backup power for (e.g. you can put backup power bars into cloaking or hacking and if they disappear from the system while it's on cooldown, no issue). Also, anything we do with scrap for the rest of the game is likely to need power, and the Backup Battery is more cost-effective than Reactor upgrades. We don't need the Explosive Replicator because we likely have enough missiles to last us through the end of the game (if we're conservative about using them; note that we can get more at the repair stations), and I can't see anything else in the shop worth considering that hasn't already been mentioned.
scum · scam · seam · team · term · tern · torn · town

Firebringer
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Post Post #148  (ISO)  » Fri Feb 08, 2019 8:14 am

VOTE: 4
Eddie Cane

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Post Post #149  (ISO)  » Fri Feb 08, 2019 1:05 pm

Yep yep VOTE: 4
GTK a me, currently live, this may be your only chance!
https://forum.mafiascum.net/viewtopic.php?f=61&t=78521&p=10688009#p10688009

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