Faster than Light Interactive Plays Run 1 Victory

For completed/abandoned Mish Mash Games.
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Faster than Light Interactive Plays Run 1 Victory

Post Post #0 (ISO) » Tue Jan 08, 2019 7:40 pm

Post by PvtUrist »

Introduction


Attempts at winning FTL while the crew gets to vote on both minor and crucial decisions. Join the
dying
adventures by posting /in in thread or by PM and your name will be used in place in whenever a new crew member is gained.

Rules/How Things Work


Player;
-The game will be played by me/whoever's playing as normal.
-The player can make suggestions/recomendations (as Captain's/AI's suggestion), but cannot vote.
Crew;
-By choice or by random, the game is paused at decisions where the crew can votes together on different choices (for example, what to spend on in Shops, what to upgrade, risk dying to spiders or not, etc).

-Vote deadlines are atleast 24 hours, game continues when either the deadline is reached or a majority of a decision has been voted on.

FAQ


soon.tm

Game Settings/Mods


Spoiler:
Faster than Light
1.6.9
...
SlipstreamModManager
1.9.1
Better Planets and Backgrounds
v1.3.1
Extended Pursuit Indicator x24 with numbers
v.1.3
Last edited by PvtUrist on Fri Feb 22, 2019 4:57 pm, edited 5 times in total.
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Post Post #1 (ISO) » Tue Jan 08, 2019 7:41 pm

Post by PvtUrist »

Crew List


Cpt. Cheery Dog - Human Pilot
- KIA Rebel Risruptor (Boarding Drone) Sector 4 Jump 7/53
Lt. Firebringer - Human Engines
LtJG. PvtUrist - Human Weapons
- MIA persumed dead "Drifting Refugee Ship" (Cannibal Crew) Sector 5 Jump 9/80
Ens. TehWorst - Mantis Shields/Doors/Sensors
Ens. callforjudgement - Engi Pilot
Ens. Cerberus v666 - Mantis Weapons

Awaiting Crew List
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Post Post #2 (ISO) » Tue Jan 08, 2019 8:28 pm

Post by Cheery Dog »

I will join this crew.

I have no idea how to play.
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Post Post #3 (ISO) » Tue Jan 08, 2019 8:53 pm

Post by Firebringer »

I will join the crew as long as Cheery dog is made captain.

as someone who has no idea how to play, he would be the best captain.
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"You are the Joker of mafia players" - Oversoul
"last time I was scum with Firebringer
his first post in the scum PT was "yes I rolled scum!"
I decided to post "haha just don't post that in the main thread", but to get up to date on the main thread first.

His first post in the main thread was "yes I rolled scum!" -popsofctown
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Post Post #4 (ISO) » Tue Jan 08, 2019 9:57 pm

Post by PvtUrist »

(Putting myself in to get this started)

Title Soundtrack

Begining the game on a clean save, meaning there's 1 ship variant to choose from; the Kestrel A
Spoiler: Ship and Crew
Image


Sector 1


Civillian Sector Explore Soundtrack

Game goes like this; survive 8 sectors and defeat the final boss to win.
Spoiler: Intro
Image


We're currently at the north-east of the map as the black ship orbiting the nebula. The green lines are jumps; jumping from 1 jump to another costs 1 fuel and 1 turn. Getting to the
exit
takes us to Sector 2, and the process repeats until Sector 8.
Spoiler: Sector Map
Image


The hideous red lines below shows the pathing I plan to take; while we want to maximise amount of jumps in a Sector we make, there's Rebels (baddies) chasing us. The Rebel fleet reaches our current position within 5 turns, and the exit gate within 11 turns, meaning we plan to make 10 jumps in this Sector.
Spoiler: Pathing
Image


...


Jump 1


Civillian Sector Battle Soundtrack

We've being boarded in a Nebula in a Plasma Storm :D
Spoiler:
Image


3 human hostiles beams on top of Firebringer. We could send Cheery and Urist in for a brawl, but I prefer a cheekier method.
Spoiler:
Image


CheeryDog mans the Door Controls, this gives us the ability to seal doors as we open up the backside of the ship into vaccum. Most creatures, including humans need oxygen to live, meaning they take damage whenever they're without it. Firebringer and Urist fights a retreating stance as the intruders becomes increasing weakened.
Spoiler:
Image


Firebringer mops up 2 kills (the third intruder suffocated), and takes a quick break in the Medbay before the next jump.
Spoiler:
Image


...


Jump 2


Here we meet some slavers/pirates. They're armed with a Dual Laser and Heavy Laser, which in English means we can take them but not without a few bruises and scratches. Alternatively, we could just sacrifice someone...
Spoiler:
Image


Vote 1


1)Draw straws and send a crew-member over to the slavers.

2)We will never surrender one of our crew to slavers!
(Player recommendation)

Voting ends either after (expired on 2019-01-10 16:56:00) or a majority of votes has been reached (for 3 crew, it requires 2 to decide)

VOTE: 2
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Post Post #5 (ISO) » Tue Jan 08, 2019 10:03 pm

Post by Firebringer »

normally I would go with the drawing of straws but we don't have any straws so:

VOTE: 2
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"last time I was scum with Firebringer
his first post in the scum PT was "yes I rolled scum!"
I decided to post "haha just don't post that in the main thread", but to get up to date on the main thread first.

His first post in the main thread was "yes I rolled scum!" -popsofctown
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Post Post #6 (ISO) » Tue Jan 08, 2019 10:51 pm

Post by PvtUrist »

We will never surrender one of our crew to slavers!


Weapons up.

Heavy laser drops our shield and we take 2 hull dmg and 1 shield system damage from the Dual laser.
Spoiler:
Image


A barrage of our own triple barrel takes the slavers' weapon system completely offline, which allows Cheery and Firebringer to repair our Shields.
Spoiler:
Image


The slavers' destruction gives us 3 fuel, 1 drone part and 20 scraps. Also warcrimes.
Spoiler:
Image


...


Jump 3


Here we have
Skynet
a Rebel auto-scout bullying a small fuel station.
Spoiler:
Image


Skynet
auto-scout is promptly terminated.
Spoiler:
Image


The crew quickly salvages the scraps and parts remaining of the auto-scout, while getting a little reward in return from the station. (+2 fuel, +3 missiles, +1 drone, +23 scrap)
Spoiler:
Image


50 scrap gets our second layer of shield up. This is crucial in minimalizing the amount damage we take from hostile ship encounters.
Spoiler:
Image
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Post Post #7 (ISO) » Tue Jan 08, 2019 11:12 pm

Post by PvtUrist »

We spot a Store a jump away. Unfortunate, because 1) we don't have enough scrap/things to sell to really buy anything, and 2) it takes us off course straight into the advancing Rebel fleet.
Spoiler:
Image


...

Jump 4


Spoiler: Empty Bacon
Image


...

Jump 5


Pirate #2. As long as they don't hack our Shields, it's impossible for them to damage us (their weapons can drop 2 shield layers, and we have exactly 2 shield layers).
Spoiler:
Image


Annd oxygen hack :facepalm:
Spoiler:
Image


+2 fuel +16 scraps
Spoiler:
Image


Putting 15 scraps into Engines, it'll get our dodge chance up as well as increasing our FTL drive recharge rate.
Spoiler:
Image


...

Jump 6


They cannot damage us either, so we'd just need to take their piloting/engines offline and blow them up.
Spoiler:
Image


Like so;
Spoiler:
Image


+3 fuel +2 missiles +14 scraps
Spoiler:
Image


...

Jump 7


We find a Rebel Auto-Assault chilling out by a star.
Spoiler:
Image


As it's equipped with only beam weaponry, it
s dumbass
once again cannot damage us.
Spoiler:
Image


A solar flare hits us, but we fortunately take no hull damage and a fire started somewhere where we can just vent to clear it.
Spoiler:
Image


...

Jump 8


Finally a choice to be made :D (the sensors pick up a refugee ship drifting through the system, it either doesn't appear to have detected us, or it's trying to avoid being noticed.)
Spoiler:
Image


Vote 2


1)Hail them.
(Player recommendation)
2)Ignore the refugees.


Voting ends either after (expired on 2019-01-10 18:13:00) or a majority of votes has been reached (for 3 crew, it requires 2 to decide)

VOTE: 1
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Post Post #8 (ISO) » Tue Jan 08, 2019 11:21 pm

Post by the worst »

i know i'm not in the crew but that is completely your fault for blowing up the slavers rather than taking their mid-battle compromise offer :giggle:
VOTE: 1 in spirit!
who's scum? i haven't read up yet but like, it's me
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Post Post #9 (ISO) » Tue Jan 08, 2019 11:28 pm

Post by PvtUrist »

In post 8, the worst wrote:i know i'm not in the crew but that is completely your fault for blowing up the slavers rather than taking their mid-battle compromise offer :giggle:
VOTE: 1 in spirit!
They didn't offer me one :/

Would you like to be on the crew list? The next crew to join will be named Teh Worst.
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Post Post #10 (ISO) » Tue Jan 08, 2019 11:32 pm

Post by the worst »

oof dreadful!
yeah put me in. i'll take sensors if i can, love that subsystem <3

probably need shields next tho. :(
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Post Post #11 (ISO) » Tue Jan 08, 2019 11:55 pm

Post by Cheery Dog »

VOTE: 1
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Post Post #12 (ISO) » Wed Jan 09, 2019 12:49 am

Post by PvtUrist »

Hail them.

The refugee vessel is relieved to hear from us. They offer a trade proposal of -2 fuel for +5 missiles, seems like a win-win deal to me.
Spoiler:
Image


...

Jump 9


The beacon appears to be around a ramshackled market within a junk yard, a deal of -3 missiles and +3 drones has been offered and accepted. I wonder if these guys knew the folks from the last jump.
Spoiler:
Image


...

Jump 10


We arrive at the
exit
.
Spoiler: Long-Range Bacon
Image


A pirate ship lays here to offer shady trades. A short converse later;
Spoiler:
Image


So Life Support's down and on fire, Helm's broken, Engine's damaged and both has a gap that lead to vaccum in them. Unfortunately for the opponent, our Weapon System is fully up and functional, and that's all you need in order to win a fight like this one.
Spoiler:
Image


Full salvo from both sides resulted in us taking 2 hull damage and having Sensors down and on fire, while the enemy took 2 hull damage and temporarily lost their Helm.
Spoiler:
Image


A follow up missile downs their Weapons before they can retaliate, and two more triple barrel barrages takes them out seconds before they could jump away.
Spoiler:
Image


+2 missiles +1 drone +18 scraps
Spoiler:
Image


The crew manages to repair the Life Support before oxygen dropped to deadly levels, and subsequent systems were tooled back to normal as well.
Spoiler:
Image


The rebels already ate up half of the Sector, so it's high time for us to leave.
Spoiler:
Image


...

Vote 3


Now, for the Sector Map. The options offered aren't exactly preferable...
Spoiler:
Image


1)Uncharted Nebula (high)

2)Uncharted Nebula (low)


Voting ends either after (expired on 2019-01-10 19:50:00) or a majority of votes has been reached (for 3 crew, it requires 2 to decide)
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Post Post #13 (ISO) » Wed Jan 09, 2019 1:15 am

Post by Cheery Dog »

What to the red and green dots mean for the third sector?
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Post Post #14 (ISO) » Wed Jan 09, 2019 1:27 am

Post by PvtUrist »

Reds are hostile sectors (rebel controlled, rock, mantis, abandoned, etc)

Greens are civillian sectors (civillian, engi, zotlan, etc)

We don't know exactly what those sectors are until we actually get next to them.
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Post Post #15 (ISO) » Wed Jan 09, 2019 1:37 am

Post by Cheery Dog »

I should have read the legend on the image.
I'm going to assume we want the easier option in the future, although I'm also happy if we take the other one that looks potentially riskier in the long run
VOTE: 2
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Post Post #16 (ISO) » Wed Jan 09, 2019 1:40 am

Post by PvtUrist »

VOTE: 2 one more game post from me for tonight, this worked out far better than I imagined :lol:
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Post Post #17 (ISO) » Wed Jan 09, 2019 2:45 am

Post by the worst »

Low is definitely the better option for us.. we need more personnel & shops :<
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Post Post #18 (ISO) » Wed Jan 09, 2019 3:02 am

Post by PvtUrist »

Sector 2


Uncharted Nebula Explore Soundtrack "Void"
Uncharted Nebula Explore Soundtrack "Deepspace"

Spoiler: Intro
Image

Spoiler: Sector Pathing
Image


...

Jump 1/11


Refueling station with a great deal, this Sector doesn't seem that bad anymore :D (+6 fuel -12 scraps)
Spoiler:
Image


...

Jump 2/12


Uncharted Nebula Battle Soundtrack "Void"
Uncharted Nebula Battle Soundtrack "Deepspace"

Shieldless stealthed auto-scout armed with Dual laser + Small Bomb. This should be easy.
Spoiler:
Image


A few systems gets bombed here and there, but we take 0 hull damage from this encounter.
Spoiler:
Image


+2 missiles 1+ drone +9 scraps
Spoiler:
Image


Putting 20 scrap into power which'll give us 1 more power pip to work with.
Spoiler:
Image


...
Jump 3/13


We jump right into the middle of an Plasma Storm (1/2 power for both sides) and finds a fellow star farer. The Burst laser II salvo fires at the same time from both allignments, spitting 6 deadly projectiles into space.
Spoiler:
Image


CheeryDog and Firebringer are too good at their jobs for us to get shot (2x25% dodge).
Spoiler:
Image


They tried to run from us;
Spoiler:
Image


But they did not run fast enough. (+3 fuel +2 missiles +12 scraps)
Spoiler:
Image


...

Jump 4/14


Spoiler: Empty Bacon 2
Image


...

Jump 5/15


We spot a Rebel ship ahead and stays off their radar. Do we engage, or do we try to hide?
Spoiler:
Image


Vote 4


1)Stay hidden.

2)Prepare to chase them!


Voting ends either after (expired on 2019-01-10 22:02:00) or a majority of votes has been reached (for 3 crew, it requires 2 to decide)
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Post Post #19 (ISO) » Wed Jan 09, 2019 8:24 am

Post by callforjudgement »

In post 15, Cheery Dog wrote:I should have read the legend on the image.
I'm going to assume we want the easier option in the future, although I'm also happy if we take the other one that looks potentially riskier in the long run
IMO you want red sectors earlier and green sectors late. Red sectors give you more scrap, green sectors give you more opportunity to spend it.
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Post Post #20 (ISO) » Wed Jan 09, 2019 10:28 am

Post by Firebringer »

VOTE: 2
I like a good chase
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"You are the Joker of mafia players" - Oversoul
"last time I was scum with Firebringer
his first post in the scum PT was "yes I rolled scum!"
I decided to post "haha just don't post that in the main thread", but to get up to date on the main thread first.

His first post in the main thread was "yes I rolled scum!" -popsofctown
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Post Post #21 (ISO) » Wed Jan 09, 2019 10:42 am

Post by the worst »

In post 19, callforjudgement wrote:
In post 15, Cheery Dog wrote:I should have read the legend on the image.
I'm going to assume we want the easier option in the future, although I'm also happy if we take the other one that looks potentially riskier in the long run
IMO you want red sectors earlier and green sectors late. Red sectors give you more scrap, green sectors give you more opportunity to spend it.
That's a really good take. I feel like the Kestrel in particular benefits from an early green sector if you don't get a couple of extra crew members in the starting one, tho :<
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Post Post #22 (ISO) » Wed Jan 09, 2019 12:24 pm

Post by Cheery Dog »

We need more scrap
VOTE: 2
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Post Post #23 (ISO) » Wed Jan 09, 2019 6:16 pm

Post by PvtUrist »

Prepare to chase them!


noo the
food
ship ran away :evil:
Spoiler:
Image


...

Jump 5/15


Incoming space racist armed with Flak I and Heavy laser
Spoiler:
Image


We take 2 hull damage off of the Flak (1 hit Shields, 1 hit Engines and other hit Life Support), but we manage to disable their Weapon System with our own firepower and efficiently takes them apart.
Spoiler:
Image


+2 fuel +2 missiles +16 scraps
Spoiler:
Image


...

Jump 7/17


Shopping time
Spoiler:
Image


Personally I'd either sell the Missile Launcher for Hacking or save the scraps for later, but it's up to the crew to decide what to do here.
Spoiler:
Image


Vote 5


1)Sell Missile Launcher, buy Hacking

2)Buy 1 crewmember (slug, mantis or human)

3)Save scraps for later

4)Something else


Voting ends either after (expired on 2019-01-11 13:16:00) or a majority of votes has been reached (for 3 crew, it requires 2 to decide)
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Post Post #24 (ISO) » Wed Jan 09, 2019 6:29 pm

Post by the worst »

VOTE: 2 (mantis for sensors => later boarding) in spirit
sinking funds into hacking now when we'll almost certainly see it at least once later feels like its gonna cripple us too much short term :(

saving scraps is all well and good but we've got the super super handy shield 2. unless we get a decent drop/event I'm not sure what we'd be saving for.
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