Page 6 of 7

Posted: Mon Jan 28, 2019 6:27 pm
by Firebringer
In post 124, PvtUrist wrote:Oh man, here I was for certain that the crew would be choosing the Rebel Stronghold.
I defy expectations

Posted: Mon Jan 28, 2019 6:35 pm
by Cheery Dog
I'd have gone for rebel stronghold, but I'm dead.

Posted: Mon Jan 28, 2019 6:38 pm
by Firebringer
u were a good captain

Posted: Mon Jan 28, 2019 6:40 pm
by PvtUrist
Sector 7


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

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)

Posted: Mon Jan 28, 2019 6:41 pm
by Firebringer
VOTE: 2 all the nebulas must be gone through! we can't do the kessel run in 12 parsecs by avoiding nebulas

Posted: Mon Jan 28, 2019 9:16 pm
by Cerberus v666
VOTE: 2

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

Posted: Mon Jan 28, 2019 9:29 pm
by PvtUrist
btw it's entirely possible I forgot to rename Cerebus's mantis for 2 posts

Posted: Mon Jan 28, 2019 10:51 pm
by the worst
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

Posted: Tue Jan 29, 2019 12:29 am
by callforjudgement
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!)

Posted: Tue Jan 29, 2019 12:47 am
by PvtUrist
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.

Posted: Tue Jan 29, 2019 1:40 am
by callforjudgement
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).

Posted: Tue Jan 29, 2019 10:26 am
by the worst
I think we hammered 2 but the shop thing didn't fully occur to me. :facepalm:

Posted: Tue Jan 29, 2019 10:28 am
by Cerberus v666
Yeah...1 would be my preference given the need for goods and the new information, but bit late now I think. :-/

Posted: Tue Jan 29, 2019 10:48 am
by the worst
Just in case
VOTE: 1
Mutiny against our past selves!!!

Posted: Tue Jan 29, 2019 3:42 pm
by PvtUrist
Hammer counts

Also make that failing to remember renaming 3

Posted: Tue Jan 29, 2019 9:22 pm
by PvtUrist
Nebula heavy path


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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:
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Watch and learn, this is how you successfully bribe people; a lotta currency and immediately useful resources. (+3 fuel +57 scraps)
Spoiler:
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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:
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Jump 3/87


hostile encounter; Mantis Bomber from the clan Ugggugugugug armed with Dual laser, Halbard beam, Ion bomb and Fire bomb.
Spoiler:
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I keep forgetting to move TehWorst from Doors to Shield. For that mistake, we take 2 damage from the enemy Halberd.
Spoiler:
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+2 missiles +1 drone +49 scraps
Spoiler:
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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:
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+2 missiles +1 drone + 45 scraps
Spoiler:
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Jump 5/89


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

Posted: Wed Jan 30, 2019 1:43 am
by callforjudgement
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.

Posted: Wed Jan 30, 2019 8:46 am
by the worst
VOTE: 1 hands down

Posted: Wed Jan 30, 2019 9:06 am
by Cerberus v666
Do we have any resources to sell to enable us to purchase both cloaking and stealth weapons?

Posted: Wed Jan 30, 2019 10:51 am
by callforjudgement
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.

Posted: Thu Jan 31, 2019 8:01 am
by Cerberus v666
Hmm. Fair points. VOTE: 1

Posted: Sun Feb 03, 2019 3:39 pm
by PvtUrist
Cloaking system


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Jump 6/90


hostile encounter; shieldless Auto-Scout armed with Ion I, Ion II and Heavy laser II
Spoiler:
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+79 scraps +Hull Missile launcher
Spoiler:
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...

Jump 7/91


Peaceful trade offer (-2 missiles +3 drones)
Spoiler:
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Jump 8/92


hostile encounter; (shielded this time) Auto-Scout armed with Burst Ion, Ion II and Chain laser
Spoiler:
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+2 fuel +2 missiles +53 scraps
Spoiler:
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Jump 9/93


We jump back to the previous store and sell our new hull missile for 32 scraps.
Spoiler:
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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:
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Jump 10/94


hostile encounter; Auto-Assault armed with Heavy laser II and Artemis within a nebula plasma storm.
Spoiler:
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Below are a few examples of why I don't like drone control in general.
Spoiler:
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Spoiler:
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Spoiler:
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+3 fuel +1 drone +36 scraps
Spoiler:
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Jump 11/95


hostile encounter; Pirate Fighter armed with Burst laser III and Artemis
Spoiler:
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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:
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+4 fuel +36 scraps
Spoiler:
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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:
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Jump 13/97


hostile encounter; Rebel Rigger armed with Heavy laser II and Artemis
Spoiler:
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+3 fuel +1 drone +63 scraps
Spoiler:
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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:
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Jump 14/98


hostile encounter; Auto-Assault armed with Dual laser, Halberd bemam, Ion I and small missile launcher
Spoiler:
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+36 scraps and no double rewards.
Spoiler:
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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:
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Spoiler:
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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)

Posted: Sun Feb 03, 2019 10:45 pm
by callforjudgement
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.

Posted: Fri Feb 08, 2019 2:14 am
by Firebringer
VOTE: 4

Posted: Fri Feb 08, 2019 7:05 am
by Cerberus v666
Yep yep VOTE: 4