FTL: Limited Information (Federation Victory!)

For completed/abandoned Mish Mash Games.
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Post Post #675 (ISO) » Sat May 04, 2019 9:51 am

Post by callforjudgement »

Any more shopping? Or shall I move on?
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Post Post #676 (ISO) » Sat May 04, 2019 10:07 am

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ready when the others are o7
who's scum? i haven't read up yet but like, it's me
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Post Post #677 (ISO) » Sat May 04, 2019 11:11 am

Post by Varsoon »

If ya'll can spare another 35 scrap, I can upgrade power AGAIN
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Post Post #678 (ISO) » Sat May 04, 2019 11:25 am

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all out friend
who's scum? i haven't read up yet but like, it's me
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Post Post #679 (ISO) » Sat May 04, 2019 11:34 am

Post by Gammagooey »

Icon you around?
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Post Post #680 (ISO) » Sun May 05, 2019 12:34 am

Post by callforjudgement »

Iconeum has been prodded.
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Post Post #681 (ISO) » Sun May 05, 2019 12:44 am

Post by Iconeum »

Illsendmy scrap to vars

Sorry weekend as usual ☺
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Post Post #682 (ISO) » Sun May 05, 2019 10:17 am

Post by Varsoon »



Danke
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Post Post #683 (ISO) » Sun May 05, 2019 10:21 am

Post by callforjudgement »

Time to move on?
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Post Post #684 (ISO) » Sun May 05, 2019 10:34 am

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I'm down :)
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Post Post #685 (ISO) » Sun May 05, 2019 11:52 am

Post by Gammagooey »

Yeah let's go
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Post Post #686 (ISO) » Sun May 05, 2019 12:08 pm

Post by callforjudgement »

Jump 93


We're avoiding the thickest part of the Rebel fleet, but even the thinner parts have ships pretty much everywhere at the moment. We're right in the heart of Federation space, but there's a Rebel warship here, and a pretty scary one: four shield barriers, defence, anti-drone and beam drones, a huge flak gun, a chain laser that our shields will have trouble keeping up with once it's warmed up, and some sort of bomb launcher.

Our first decision is a fairly simple one: fight or run? We don't have to be fighting this monster, after all, and we're unlikely to get any more chances to repair now that the Rebels are at the base we just left.

If we do fight it, we're unlikely to be able to successfully deploy our hacking drone with two enemy drones out there defending against it, so we'll have to rely on our weapons. Iconeum, any suggestions for that, or should I attempt to execute the usual plan?
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Post Post #687 (ISO) » Sun May 05, 2019 12:18 pm

Post by Varsoon »

I say we just dip.
No need to fight this jerkoff.
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Post Post #688 (ISO) » Sun May 05, 2019 4:28 pm

Post by Gammagooey »

yeaaah let's leave this guy alone and just go fight the flagship
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Post Post #689 (ISO) » Sun May 05, 2019 6:24 pm

Post by Iconeum »

Yeaahhh uhhhm we might need to run from this :p

I don't wanna arrive at the boss fight with too much damage
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Post Post #690 (ISO) » Sun May 05, 2019 10:44 pm

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We launch one Pulse Bomb with the proper timing in order to disrupt the enemy weapons fire, and leave the Artillery Beam on in the hope it breaks something important. Apart from that, though, we're entirely focused on getting away from here as fast as possible, trying to get within safe jumping distance of the beacon.

The enemy only manages to get off one volley against us. It gets through the shields – with that many shots, it would be hard for it not to – but nothing important is hit, and all we take is a small amount of damage. Then we're at sufficient range, so we're out of here.
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Post Post #691 (ISO) » Sun May 05, 2019 10:47 pm

Post by Iconeum »

weeee
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Post Post #692 (ISO) » Sun May 05, 2019 11:08 pm

Post by callforjudgement »

Jump 94


Here we are: the Federation High Command. It doesn't look nearly as intact as it should do, though. The Rebels got here first, and although the Federation's made a fair job at fighting them off, it wasn't a complete job, and the Federation fleet in this area was almost wiped out. Most notably, the Rebels already focused fire on all the military hangars in the area; we have nowhere to repair and there's nothing to resupply with.

Of course, we give them our information about the Rebel flagship: that's what we were sent to deliver, and it could well be very important now. More importantly, it opens up a potential plan for the future: this area is pretty much surrounded by Rebels, so we're going to have to fight no matter what, but at least it strongly suggests the choice of targets.

The Federation military has, of course, been trying to destroy the Flagship anyway; even without knowing how crucial it is, it was something that obviously needed destroying. with the additional information, it makes sense to direct all their available resources into focusing on it; once it's destroyed, the rest of the Rebellion will have less of a reason to exist, and can likely be easily wiped out. Of course, even
getting
to it isn't particularly easy; it has a large retinue of elite Rebel fighters that help to protect it, and Federation cruisers have so far had issues just getting within weapons range without getting stuck in a dogfight. The Federation is going to keep trying, though.

We also get some intelligence on the Flagship itself. As expected for a ship this large and important, it has a number of features that will make it hard to destroy, but they also identified some potential weaknesses:
  • Four shield generators, as if that wasn't obvious. Luckily, they're all in the same place, so we may be able to focus-fire on it.
  • A cloaking device, making it hard for us to get weapon locks.
  • Instead of being centralised, the weapon power relays are split up all over the ship; we can't just aim at the weapons generally, any shot of ours is only going to be able to affect one of them (OK, we might be able to hit two with a beam). This means that any "target the weapons" request must specify
    which
    weapon.

  • Speaking of the weapons, it has four of them: a burst laser; a burst missile launcher; a burst ionizer; and a large beam which can pierce one shield layer.
  • The ship has a very large number of crew (the Federation hasn't been able to produce an accurate count, but it's at least 10), and full life support facilities, including high-turnover medical facilities and fast, reinforced oxygen pumps.
  • The ship's navigational controls for impulse and for FTL jumps are separate. The FTL controls are too well-shielded to aim for, but the impulse controls are a bit of a weak point; although shielded against many attacks, there isn't so much shielding that it's implausible to break through the shielding and destroy the controls beyond it. With so many crew, though, it's often quickly repaired.
  • The ship has a highly advanced internal security system, involving heavy blast doors which automatically seal off any area with intruders, and prevent fire and oxygen leaks from spreading. Previous Federation attacks have caused the only real victory over the Flagship; after some attacks with an experimental weapon, the doors to the beam and ionizer rooms somehow managed to end up welded completely shut, meaning that if we kill the crew in those rooms, the ship will have no way to replace them.
  • The ship has a highly advanced hacking device, that's been known to cause the equipment on ships attacking it to shut down or even start working against its own ship. Stories abound of things like the oxygen pumps running backwards and completely draining the attacking Federation ship of oxygen.
Most worrying, though, is the ship's apparent ability to self-repair. It seems pretty clear from the observations that the Rebel Flagship has somehow been repairing itself while in hyperspace between jumps, which is of course completely impossible. Maybe some time in the future we'll be able to capture and study whatever technological marvel allows that, but for the time being, we just have to work out a way to deal with it. The only plausible way to prevent the Flagship simply jumping away and repairing whenever it's damaged seems to be to hold it too close to the beacons; what remains of the Federation military engineers division has therefore been working on the beacons in the area to make them "draggier" and harder to jump away from. Even so, we're likely going to have to fight this thing multiple times before it's destroyed. Maybe we can at least do some permanent damage to it.

Anyway, we get an interesting report on what remains of the Command's hyperspatial scanners: the Flagship is jumping to a nearby beacon, that's just being reinforced, and we can arrive on the same jumpcycle if we wish. It's a rare opportunity to attack the Flagship, and we're pretty much the only ship in position to take advantage of it. So our orders, at least for the moment, are clear; whether we're fighting for glory or merely trying to survive, we know where to go next.

Plans, everyone? You will likely need to collaborate with each other in order to make sure your various attacks and defences aren't stepping on each others' toes.
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Post Post #693 (ISO) » Sun May 05, 2019 11:21 pm

Post by Iconeum »

wooo
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Post Post #694 (ISO) » Sun May 05, 2019 11:21 pm

Post by Iconeum »

Can we load a previous save file and just buy more weapons? /D
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Post Post #695 (ISO) » Sun May 05, 2019 11:26 pm

Post by callforjudgement »

I've actually been backing up previous save files in case something goes wrong (e.g. I misinterpret a request and end up killing the ship, or get overconfident when making an "obvious decision"). It might rather mess with the continuity of the game, though :-D
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Post Post #696 (ISO) » Sun May 05, 2019 11:49 pm

Post by Iconeum »

With 4 shield and a cloaking, I think it will be a waste of time getting shields down. They'll probably just repair them quickly, and once they are down we probably miss anything because of cloaking so yeah...
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Post Post #697 (ISO) » Sun May 05, 2019 11:52 pm

Post by Iconeum »

Luckily I've been spending quite a bit in our Big Boom, which happens to bypass any shields and does quite some damage.
I'm gonna focus some bombs on disrupting their weapons (probably that nasty Ion gun), to keep our ship into the fight for as long as possible so our Arty Gun can fire as much as possible. Our other weaponry is likely going to be ineffective until the Arty can destroy enemy shields.

Other option is I target their engines with the bombs, to keep them from fleeing? Thoughts?
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Post Post #698 (ISO) » Mon May 06, 2019 12:00 am

Post by callforjudgement »

Their engines are apparently too advanced to realistically be able to disable.
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Post Post #699 (ISO) » Mon May 06, 2019 12:03 am

Post by Varsoon »

Always hated the missile barrages this thing could poop on you.
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