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 (isolation #0) » 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
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Post Post #1 (isolation #1) » 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 #4 (isolation #2) » 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 #6 (isolation #3) » 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 (isolation #4) » 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 #9 (isolation #5) » 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 #12 (isolation #6) » 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 #14 (isolation #7) » 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 #16 (isolation #8) » 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 #18 (isolation #9) » 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 #23 (isolation #10) » 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 #25 (isolation #11) » Wed Jan 09, 2019 6:35 pm

Post by PvtUrist »

Page top /o/ \o\ /o/
In post 24, the worst wrote: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.
I feel like Hacking is one of, if not the best extra system to have, as long as you've got the drones for it. It allows for so much finesse, it also opens up a much more reliable crew-cull method for our current gunship.

As for scraps, Shields 3, Engines, Power, Doors, Sector 3 shop, you name it, but I guess we're hiring a mantis :D
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Post Post #28 (isolation #12) » Wed Jan 09, 2019 6:51 pm

Post by PvtUrist »

VOTE: 2 will do
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Post Post #29 (isolation #13) » Wed Jan 09, 2019 7:37 pm

Post by PvtUrist »

Welcome aboard TehWorst the Mantis! You'll be responsible for manning the Shields and sub-systems for now.
Spoiler:
Image


...

Jump 8/18


Well that was fast. Time for another decision to be made.
Spoiler:
Image


Vote 6


1)Manually search the wreckage for survivors and equipment.

2)Avoid the risk and wait to jump away unscathed.



Voting ends either after (expired on 2019-01-11 14:00:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #33 (isolation #14) » Wed Jan 09, 2019 9:09 pm

Post by PvtUrist »

Manually search the wreckage for survivors and equipment.


No one died here, I'm impressed. (+16 scraps + Combat Drone Mk.I)
Spoiler:
Image


...

Jump 9/19


Another pirate ship (Basic laser, Leto missile launcher), more stuff for us.
Spoiler:
Image


We'd want to refrain from firing missiles if we can make do with our Burst laser II, we take 1 hull damage as the enemy missile hits our Life Support.
Spoiler:
Image


Another missile takes our hull down to statues yellow, but with their Weapon systems disabled, it's the end of this combat.
Spoiler:
Image


You know what happend to every other ship that tried to escap-
Spoiler:
Image


Actually that's a decent deal. We'll spare you this time :good: (+8 missiles +2 drones +9 scraps)
Spoiler:
Image


...

Jump 10/20


Upgrade Oxygen/Life Support for 17 scraps, I'll take it (-17 scraps, +1 Life Support)
Spoiler:
Image


...

Jump 11/21


Sell off our drones for scraps, this Sector's been for a hell of a deal. (-12 drones +48 scraps)
Spoiler:
Image



Jump 12/22


Second market of the sector :/ Guess this sector was an "important hub" after all.
Spoiler:
Image


Sold off the combat drone and repaired 1 hull (+23 scrap, +1 hull, - Combat Drone Mk.I)
Spoiler:
Image


I'm leaning on buying either the Burst laser I or Ion Charge I, but the Fire meme is a possibility.
Spoiler:
Image


Vote 7


1)Buy laser.

2)Buy ion.

3)Buy fire meme.

4)Buy 1 crew (slug or human).

5)Save scraps.

6)Something else.


Voting ends either after (expired on 2019-01-11 16:09:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #42 (isolation #15) » Thu Jan 10, 2019 6:52 pm

Post by PvtUrist »

Buy ion.


The crew decides the Charge Ion would be the best way to spend our scrap at the store, so that's what we've bought, along with 5 more fuel and 1 hull repair. (+5 fuel +1 hull + Charge Ion I -67 scraps)

...

Jump 13/23


Spoiler: Long Range Bacon 2
Image


Rebel auto-scout with Ion I and Small laser, another flawless encounter.
Spoiler:
Image


Double rewards again (+3 fuel +2 missiles +2 drones +25 scraps)
Spoiler:
Image


Here's the current Sector, had we been 1 jump late we would've had to fight through a Rebel Elite and Artilery in order to reach Sector 3.
Spoiler:
Image


Spoiler: Sector Map
Image


...

Vote 8


1)Uncharted Nebula (high)

2)Engi Controlled (low)


Voting ends either after (expired on 2019-01-12 13:53:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #45 (isolation #16) » Thu Jan 10, 2019 7:45 pm

Post by PvtUrist »

VOTE: 1 alrighty Uncharted it is
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Post Post #46 (isolation #17) » Thu Jan 10, 2019 8:48 pm

Post by PvtUrist »

Sector 3


Spoiler: Intro
Image

Spoiler: Sector Pathing
Image


Pour some scraps into the Weapon System to get the Charge Ion online (-35 scrap +1 weapon system)
Spoiler:
Image


...

Jump 1/24


Selling off some missiles at the local black market for scrap, nothing unusual going on here :shifty: .(-10 missiles +30 scraps)
Spoiler:
Image

The Reactor needs some improvements in order to supply power to all the systems we're running, so heres to that. (-20 scraps +1 power)
Spoiler:
Image


...

Jump 2/25


Biggest encounter so far; Pirate Fighter with 2 Shield layers, Zotlan Shield, Ion I and Burst laser II (in hindsight I should've let the crew decide whether to fight here).
Spoiler:
Image


The Charge Ion makes its glorious debut as it takes down the Zotlan Shield along with the triple barrel, the enemy's firepower results in 1 hull and 1 Shield damage to us.
Spoiler:
Image


Our single shield layer is dropped by the ion, and the Burst laser II eats at our hull dealing 3 additional damage.
Spoiler:
Image


With a missile and two more laser barrages, the Pirate ship's eliminated. Unfortunately, no double reward for us this time.
Spoiler:
Image


...

Jump 3/26


Spoiler: Empty Bacon 3
Image


...

Jump 4/27


Upon arrival, we catch a glimpse of a heavily damaged Federation ship hiding in the nebula of this beacon. Do we attempt to follow them, or do we stay put?
Spoiler:
Image


...


Vote 9


1)Attempt to follow and help them.

2)Keep your position, they can handle themselves.


Voting ends either after (expired on 2019-01-12 15:50:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #50 (isolation #18) » Sun Jan 13, 2019 7:32 pm

Post by PvtUrist »

Attempt to follow and help them.


Hostile encounter; Rebel Fighter armed with a large missile launcher (Hermes, Breach or Hull) and Basic laser.
Spoiler:
Image


Artemis pierces shields and downs their launcher,
Spoiler:
Image


The enemy proves evasive,
Spoiler:
Image


but with the Charge Ion disrupting Shields, the Burst laser II had no issues in downing the enemy missile once again. Also surrender offer.
Spoiler:
Image


Of which we did not accept. 2 fuel would've been nice, but we get +4 scrap and +1 drone this way (+2 missiles +1 drone +17 scraps)
Spoiler:
Image


50 scraps into Weapons to get all the weapons online (-50 scraps, +1 Weapon system)
Spoiler:
Image


...

Jump 5/28


Boarding party #2
Spoiler:
Image


Missed the screenshots, but the hostiles were herded into the Medbay with Doors+venting and TehWorst finishes off 4 kills.
Spoiler:
Image


...

Jump 6/29


Hostile encounter; Auto-Scout armed with Charge Ion and small missile launcher (Leto or Artemis/Artemis varient)
Spoiler:
Image


Charge Ion and Burst laser II deals with the enemy ship, but we rolled 2x25%s to dodge 2 incoming missiles. (+3 fuel +1 drone +25 scraps)
Spoiler:
Image


...

Jump 7/30


Space racist #2 in Plasma Storm
Spoiler:
Image


The current tactic involves Artemis downing Piloting to kill evasion, Charge Ion to disrupt Shields and Burst Laser II to damage Weapons and other systems. May not be the most optimal way to play, but so far it's working.
Spoiler:
Image


I like the fuel offer, but no missiles and only 13 scraps doesn't do it for me.
Spoiler:
Image


(+1 missile +1 drone +18 scraps)
Spoiler:
Image


30 scraps into Engines to level 4, even if we don't have enough reactor to properly power the engines, it only needs to be on for when evasion rolls are needed (Oxygen power into Engines to dodge a missile, for example) [-30 scraps +1 Engine system]
Spoiler:
Image


...

Jump 8/31


Hostile encounter; unshielded Auto-Scout armed with Ion II (the really fast one) and Burst laser II
Spoiler:
Image


The Scout's incredible luck and evasion dodges every single one of our projectiles,
Spoiler:
Image


but CheeryDog and Firebringer aren't on this team for nothing (another 2x27% dodges).
Spoiler:
Image


The Artemis missile collides with the enemy's Ion projectile :eek:
Spoiler:
Image


The Auto-Scout drops 24 scraps, and we find a Boarding Drone and another 10 scraps on the station. (+34 scraps, +Boarding Drone)
Spoiler:
Image


...

Jump 9/32


Hostile encounter; Auto-Surveyor armed with Halberd beam and Heavy laser
Spoiler:
Image


A barrage downs the AI's weapons, and a few more missiles and lasers tears apart the enemy ship. (+2 missiles +1 drone +18 scraps)
Spoiler:
Image


...

Jump 10/33


A store :D
Spoiler:
Image


Quite a few choices here. I personally incline on Hacking, but there are certainly options.
Spoiler:
Image


...

Vote 10


1)Buy Hacking + something else

2)Buy Flak I + something else

3)Save scraps

4)Something else entirely


Voting ends either after (expired on 2019-01-16 14:32:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #53 (isolation #19) » Sun Jan 13, 2019 8:35 pm

Post by PvtUrist »

We have 77 scraps, Boarder Drone sells for 35 (so 112 scraps)
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Post Post #56 (isolation #20) » Mon Jan 14, 2019 2:48 am

Post by PvtUrist »

VOTE: 1

Buy Hacking + something else


The crew sells off the Terminator Drone, purchased Hacking system and 5 hull repairs (-55 scraps, -Boarding Drone, +Hacking system, +5 hull)

...

Jump 11/34


Spoiler: Empty Bacon 3
Image


...

Jump 12/35


Hostile encounter; Auto-Assault armed with Mini beam, Basic laser and a beam drone that really belongs in Sector 1.
Spoiler:
Image


2 charges of ion downs the shield, Burst laser II disables the Piloting, and combat ends with no damage taken and no expendables used (+2 fuel +1 drone +11 scraps).
Spoiler:
Image


Reactor upgrade (-25 scraps, +1 power)
Spoiler:
Image


...

Jump 13/36


Spoiler: Long Range Bacon 3
Image


Foggiest sector I've ever played.
Spoiler: Sector Map
Image


...

Vote 11


1)Uncharted Nebula (high)

2)Slug Controlled Nebula (low)


Voting ends either after (expired on 2019-01-15 21:49:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #60 (isolation #21) » Mon Jan 14, 2019 6:18 pm

Post by PvtUrist »

VOTE: 1

Sector 4


(seeing as we're repeating the Uncharted Sector, I'll link some other track that's used in the game)
FTL Explore Soundtrack "Hacking Malfunction"

Spoiler: Intro
Image

Spoiler: Sector Pathing
Image


...

Jump 1/37


Good/null event that requires Improved Sensors or LRS for blue event, of which we have neither.
Spoiler:
Image


...

Jump 2/38


A space station is engulfed in flames :eek: we could try to help them, but we do not wish to compromise the safely of our crew. The mission is priority, after all.
Spoiler:
Image


...

Vote 12


1)Send your crew in a shuttle to help put out the fire.

2)Dock and try to rescue the survivors.

2)Leave.


Voting ends either after (expired on 2019-01-16 13:20:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #66 (isolation #22) » Tue Jan 15, 2019 6:57 pm

Post by PvtUrist »

Dock and try to rescue the survivors.


Our effort conveniently saves a few people,
but we were really here for the scraps.
(+17 +Engi crew)
Spoiler:
Image


Doctor "callforjudgemnt" Jones offers to join the crew.
Spoiler:
Image


...

Jump 3/39

FTL Battle Soundtrack "Hacking Malfunction"

Hostile encounter; shieldless Auto-Scout armed with Artemis and Ion I
Spoiler:
Image


Urist can't aim for shit (CheeryDog+Firebringer 32% dodge success)
Spoiler:
Image


Urist still can't aim for shit (hull+Engines takes 2 damage)
Spoiler:
Image


+1 missile +1 drone +14 scraps
Spoiler:
Image


...

Jump 4/40


Food deliveries are here :twisted:
Spoiler:
Image


3 human boarders beams into the Piloting, Dr callforjudgemnt mans the Doors while the rest of the crew takes on the take-away.
Spoiler:
Image


TehWorst scores 4 kills and is now fed (1 more kill to level up Combat)
Spoiler:
Image


...

Jump 5/41


I wish there was an option here to politely request for fuel, but blowing up the nice mantis would have to do.
Spoiler:
Image


First Hacking drone deployed on the enemy Piloting to ensure our weapons do not miss, lowering the chance for their large missile to be fired at us.
Spoiler:
Image


I'm starting to think maybe we're actually the bad guys...(+3 fuel +1 missile +22 scraps)
Spoiler:
Image


Upgrades into Hacking 2 and Power 10 (-60 scraps +1 Hacking system +1 Power)
Spoiler:
Image


...

Jump 6/52


Rebel Auto-Assault armed with Basic laser and 2 beams
Spoiler:
Image


+3 fuel +1 drone +47 scraps
Spoiler:
Image


...

Jump 7/53


Hostile encounter; Rebel Disruptor armed with Basic laser, Dual laser and drones of some sorts (Plasma Storm)
Spoiler:
Image


The Boarding Drone we sold a while back is here for revenge :shifty:
Spoiler:
Image


Boarding Drone #2 arrives in our Piloting, the enemy also powered some sort of defensive drone.
Spoiler:
Image


The enemy's defensive drone blocks our Artemis missile :/
Spoiler:
Image


Now, this is entirely on my dumbass in forgetting how oxygen and breaches worked. CheeryDog may or may not have had certain, difficulties involving the lack of oxygen. (o7 CheeryDog died a hero)
Spoiler:
Image


The Boarding Drones and the enemy is dispatched. We did not take their surrender offer, but I forgot to screenshot the enemy blowing up. (+2 fuel +1 drone +33 scraps)
Spoiler:
Image


...

Jump 8/54


hmm. What if this is the same ship we found back in Sector 3 :igmeou:
Spoiler:
Image


...

Vote 13


1)Attempt to follow and help them.

2)Keep your position, they can handle themselves.


Voting ends either after (expired on 2019-01-17 13:58:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #69 (isolation #23) » Tue Jan 15, 2019 7:33 pm

Post by PvtUrist »

VOTE: 1 Putting myself in might've not been the best idea in hindsight ^.^

(vanilla's a bit repeatitive, so if I'm doing this again, I'll probably run Captain's Edition with it)
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Post Post #74 (isolation #24) » Wed Jan 16, 2019 7:18 pm

Post by PvtUrist »

Sick with vomiting and other nasties so no update for atleast another day.
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Post Post #76 (isolation #25) » Sat Jan 19, 2019 4:13 am

Post by PvtUrist »

1)Attempt to follow and help them.


Hostile encounter; Rebel Rigger armed with Heavy laser and Artemis + Ion Disruptor Drone and 2 defensive Drones
Spoiler:
Image


Ion Disruptor lands in our Piloting which eliminates our 5% manned dodge bonus, but still leaves us with 27% dodge for the first enemy missile.
Spoiler:
Image


Enemy Artemis missile lands in our Sensors and deals 2 hull damage, otherwise end of the fight (our missile drops their dodge to 0%, Ion drops Shields and Burst laser II disables Weapons), also I managed to miss the finish screenshot again /o\ (+4 fuel +4 missiles +18 scraps surrender offer)
Spoiler:
Image


...

Jump 8/54


Hostile encounter; Rebel Disruptor armed with Heavy laser, Basic laser and 2 defensive drones (they cannot damage us).
Spoiler:
Image


jorbsFlak
The kind Rebels offers us some resources and a Flak I in exchange for their lives (+2 fuel +2 missiles +14 scraps +Flak I)
Spoiler:
Image


We've got 113 scraps and there's not a store in sight. We could enable a third Shield layer, equip the newly acquired Flak I, beef up Hacking, improve Engines or something else.
Spoiler:
Image


...

Vote 13


1)Shields 6 (layer 3)?
2)Weapons 6 (Burst laser+Charge Ion+Flak)?
3)Hacking 3?
4)Engines 5?
5)Something else?



Voting ends either after (expired on 2019-01-20 23:14:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #79 (isolation #26) » Sun Jan 20, 2019 6:06 pm

Post by PvtUrist »

Engines 5


The crew retrofits the Engines to be capable of higher performance (-45 scraps, +Engine system)

...

Jump 9/55


Hostile encounter; Auto-Hacker armed with Burst Ion and Chain Burst laser (plasma storm). The plasma storm means we'd have only 6 power to work with in this fight. The initial set-up consists of 2 power into Shields and 4 into Weapons (Burst laser and Flak I). We dropped Shields in order to take the ion damage on the hull, but our Weapons systems were hit by the result of that.
Spoiler:
Image


The Shield takes the first laser projectile, and the second lands in our unpowered Hacking. (25%+35% dodge rolls)
Spoiler:
Image

Upon damaging the enemy Shields, they power their Hacking system and disrupts our Doors.
Spoiler:
Image


The hack above actually prevented our Engi from returning to Piloting and attempting any dodge rolls, so we'd take 1 more to the hull from the enemy lasers.
Spoiler:
Image


End of combat. (+1 fuel +1 drone +24 scraps)
Spoiler:
Image


Upgrade on Weapons to get all 3 non-missile weapons running (-75 scraps, +Weapon system), this turns out to be a
nother
massive misplay on my part.
Spoiler:
Image


...

Jump 10/56

We arrive at the Sector exit beacon. There's a store in sight, and the Rebels won't arrive here for another 2 turns, and we're willing to spend 2 fuel to get there and backtrack.
Spoiler:
Image


...

Jump 11/57


So about those 75 scraps I misused... Definitely wouldn't have minded Batteries and LRS :/ I'll likely just go with a few hull repairs, but we can off a weapon or two if we'd want something special from the store.
Spoiler:
Image

Spoiler:
Image


...

Vote 14


1)Hull repairs

2)Sell and buy something



Voting ends either after (expired on 2019-01-22 13:08:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #81 (isolation #27) » Sun Jan 20, 2019 7:49 pm

Post by PvtUrist »

Oh no that is correct, though the images are fine if you click on them. All we've got to sell are our 4 weapons which we're all using, so that's
probably
not going to happen. With a more insane crew it's possible they'd op for selling a bunch of things for Glaive, even if that isn't the most optimal way to go I wanted to leave it as an option.

VOTE: 1
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Post Post #84 (isolation #28) » Mon Jan 21, 2019 7:14 pm

Post by PvtUrist »

Hull repairs
(-21 scraps +6 hull +1 fuel)

...

Jump 12/58


Spoiler: Long Range Bacon 4
Image


...

Vote 15


1)Rock Homeworld (high)

2)Civillian Sector (low)



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Post Post #88 (isolation #29) » Mon Jan 21, 2019 8:21 pm

Post by PvtUrist »

VOTE: 2 civ sector coming right up

next update's another short one
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Post Post #89 (isolation #30) » Mon Jan 21, 2019 8:50 pm

Post by PvtUrist »

Sector 5

Civillian Sector Explore Soundtrack "MilkyWay"

Spoiler: Intro
Image

Spoiler: Sector Pathing
Image


...

Jump 1/59


Spoiler: Empty Bacon 4
Image


...

Jump 2/60

Civillian Sector Battle Soundtrack "MilkyWay"

hostile encounter; Rebel Fighter armed with Dual laser, Mini beam and Artemis
Spoiler:
Image


The enemy's 2-man Teleporter sends 2 human hostiles aboard the middle of our ship. TehWorst mantises the Doors while venting is utlized to suffocate the boarders. Our weapons gets through their defenses, but fails to take down their missile launcher.
Spoiler:
Image


We take 2 hull damage as the enemy Artemis cripples our Doors system, letting the boarders reach our Medbay. TehWorst solos the boarders until the duo was teleported back onto the Rebel ship.
Spoiler:
Image


The fight's over and there's almost 0 chance of us taking further damage, but we're left with a juicy deal. 4 fuel and 7 missiles are certainly nice, but we desperately need scraps in our current situation. Third Shield layer would be convenient, our Reactor needs some serious upgrades, the sub-systems could do with some buffers, and we wouldn't mind saving scraps to get Cloaking or the likes at a store later on. A denied offer and an execution would certainly land us with more scraps, but it'd mean losing the deal of 4 fuel and 7 missiles.
Spoiler:
Image


Vote 16


1)Accept their offer. (+4 fuel +7 missiles +17 scraps)

2)We will not accept surrender! (higher scrap reward, likely lower resource reward)



Voting ends either after (expired on 2019-01-23 15:50:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #93 (isolation #31) » Tue Jan 22, 2019 1:05 am

Post by PvtUrist »

VOTE: 2 difficulty's Hard
because I'm always hard


Juicy decision ahead
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Post Post #95 (isolation #32) » Tue Jan 22, 2019 4:02 am

Post by PvtUrist »

We will not accept surrender!


The Rebel ship blew up, and we immediately restructure its corpse onto our heavily tasked Reactor (+2 fuel +1 drone +5 scraps +1 Power)
Spoiler:
Image


...

Jump 3/61


hostile encounter; Pirate Assault armed with Charge Ion, Artemis, Burst laser II and Cloaking (basically our weaponry minus the flak)
Spoiler:
Image


A hack is placed onto their Weapon system to ensure we get the first hits in, as well as disrupting any possible repairs. Our missile downs their Piloting and kills their evasion, Flak I downs their Shields and the triple barrel hammers their hull and weapons.
Spoiler:
Image


Their Burst laser II is still up and functional, but there's a minimal chance that we manage to take damage from it (they needed to succeed in rolling 70%, 60% and another 60% to deal 1 damage)
Spoiler:
Image


We need more scraps and mission>morals, sorry Pirates.
Spoiler:
Image


+1 missile +1 drone +28 scraps
Spoiler:
Image


Jump 4/62


...

Dr "callforjudgemnt" Jones displays his incredible "Engi-ing" skills and lands us with 1 fuel, 1 drone and a whole 50 scraps.
Spoiler:
Image


Jump 5/63


...

This should be the second slaver ship we've encountered. Rather than paying 37 scraps for a skilled Rockman, I'd like to try my luck in combat to see if I can get a crew member for free. (hostile encounter; Pirate Fighter armed with Dual laser, Heavy laser II, Basic laser and Mini beam)
Spoiler:
Image


Also they somehow had Advanced Cloaking (15 seconds cloak time), meaning our Hacking would not arrive in time before their first volley is fired at us. Despite that, the cfj!FB tagteam rolled well, with only a conventional laser landing in a system-less room.
Spoiler:
Image


On the other hand, Urist whiffs his shots and no damage were dealt to the enemy weaponry. Only of our veteran Engine operator and skilled Pilot did we avoid taking damage from the second volley (the dodge on our Piloting on the image was a heavy laser projectile)
Spoiler:
Image


3/4 of the crew continue to excel while Urist struggles to damage the enemy
Spoiler:
Image


Remind me not to fire at the enemy when they're about to cloak
Spoiler:
Image


I did it again :facepalm:
Spoiler:
Image


Choice time. With a store right around the corner, we're going to need every piece of scrap we can get in order for us to fully make use of it, but like, warcrimes.
Spoiler:
Image


...

Vote 18


1)Accept their offer. (Human Engine skilled)

2)Surrender is not an option. (hell yeah more warcrimes)


Voting ends either after (expired on 2019-01-23 23:02:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #103 (isolation #33) » Wed Jan 23, 2019 5:05 pm

Post by PvtUrist »

Surrender is not an option.


Up goes another ship of civillians in the name of justice. Luckily, as Firebringer is the commanding officer, he gets the privilege of handling the mountains of paperwork later down the line, not me. (+1 fuel +1 drone +45 scraps)
Spoiler:
Image


...

Jump 6/64


Rebel auto ship by a star with no Shields, or Cloak?
Spoiler:
Image


Our weapons operator fails to down the hostile's weapons in time, and our Sensors and hull takes 2 damage from an enemy missile.
Spoiler:
Image


Another missile was fired at us before we were able to take them offline, the solar flare hits us while we had a single shield layer up, but aside from 2 fires started in the Sensors and another non-system room, no further hull damage were taken. (+1 fuel +1 missile +36 scraps)
Spoiler:
Image


...

Jump 7/65


Here's the store we spotted a few jumps ago. We got 165 scraps in our holds, and a few weapons to sell if we really need to. Just hope that we'd get that Cloaking system we've been waiting for.
Spoiler:
Image


Not the most impressive of choices on Page 1. The augments aren't worthwhile, and while certainly convenient, more crew of Humans or Engis are more of a luxury than neccesity.
Spoiler:
Image


No cloaking, no teleporter, not even batteries. The weapons offered here are certainly worthwhile of choices though.
Spoiler:
Image


...

Vote 19


1)Ion Bomb + Flak II +

2)Ion Bomb +

3)Flak II +

4)Crew member/s +

5)Something else


Voting ends either after (expired on 2019-01-25 12:06:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #108 (isolation #34) » Thu Jan 24, 2019 5:50 pm

Post by PvtUrist »

Welcome Cerebus :D

VOTE: 5 post coming right up
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Post Post #109 (isolation #35) » Thu Jan 24, 2019 6:04 pm

Post by PvtUrist »

buy some fuel and hull repairs only


Upon checking the map, it appears there's another store just 2 jumps away. We purchase some fuel and minor hull repairs, but otherwise saves enough scraps for the store around the corner.(-15 scraps +2 fuel +3 hull)

...

Jump 8/66


Boarders themselves aren't of issue, but I was hoping more for an event or combat encounter a jump before a store.
Spoiler:
Image


The crew dispatched of the hostiles by forcing the enemy boarders into our Medbay with venting. TehWorst gains another 4 kills and is now experienced in the art of murder. There's also now enough food to keep him fed for a few weeks.
Spoiler:
Image


...

Jump 9/67


Here is the other store;
Spoiler:
Image


No cloaking, no teleporter, no hacking, no augments, no crew, mediocre weapons, this store stinks. There are certain options we can make here, but saving the scraps for upgrades is also fine.
Spoiler:
Image


...

Vote 20


1)Drone Control (Defense I) +

2)Mind Control +

3)Weapons +

4)Save scraps

5)Something else


Voting ends either after (expired on 2019-01-26 13:06:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #111 (isolation #36) » Thu Jan 24, 2019 6:50 pm

Post by PvtUrist »

In post 110, callforjudgement wrote:Hacking isn't in the shop because we already have it :-D
derp :facepalm:
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Post Post #112 (isolation #37) » Fri Jan 25, 2019 7:21 pm

Post by PvtUrist »

Drone Control


The crew purchases the Drone Control system, 4 fuel and spent the rest of the scrap on improving the Shield generator. (-137 scraps +4 fuel +Drone Control system +Defense Drone I +Shield 5)

...

Jump 10/68


Spoiler: Empty Bacon 5
Image


...

Jump 11/69


Trade offer of 1 fuel for 5 missiles. The crew thanks them for the extrodinary rates, but we need that 1 fuel and isn't really tight on missiles.
Spoiler:
Image


...

Jump 12/70


We avoided the risk of losing a crew member at this event, as I wanted to save the crew vote for the Sector jump ahead;
Spoiler:
Image


...

Jump 13/71


Then I remembered we only had 1 option of Sectors to jump to :facepalm: Civillian sector (again) it is.
Spoiler:
Image
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Post Post #113 (isolation #38) » Fri Jan 25, 2019 7:21 pm

Post by PvtUrist »

Sector 6

Civillian Sector Explore Soundtrack "MilkyWay"

Spoiler: Intro
Image

Spoiler: Sector Pathing
Image


...

Jump 1/72


At a distress beacon we find a friendly refugee ship that's "out of fuel" and is running "low on supplies", which apparently translates to "trade us your missiles". (-3 missiles +2 drones)
Spoiler:
Image


...

Jump 2/73

Civillian Sector Battle Soundtrack "MilkyWay"

hostile encounter; Rebel Invader armed with Charge laser II, Artemis and Teleporter
Spoiler:
Image


2 human boarders arrived in our Life Support, of which Firebringer and TehWorst handled personally. A hack was placed on the enemy Weapon system to ensure their missile does not fire, and our own hail of weaponry easily disabled their ship before they could get away. (+2 fuel +1 missile +42 scraps)
Spoiler:
Image


...

Jump 3/74


hostile encounter; Rebel Rigger armed with Heavy laser, Halberd beam, Shield Overcharger drone and Combat drone I
Spoiler:
Image


Our hack was placed on the enemy Piloting this time. The same story goes, Charge Ion downs a Shield layer, Flak breaks Shield and deals 1-2 damage, and Burst laser deals 3. Despite the fuel offer, we do not accept their surrender.
Spoiler:
Image


+1 missile +1 drone +34 scraps
Spoiler:
Image


...

Jump 4/75


1 scrap away from Crew Teleporter. Yep, life is just that magical.
Spoiler:
Image


...

Vote 21


1)Crew Teleporter after selling +

2)Crew +

3)Save scraps

4)Something else


Voting ends either after (expired on 2019-01-27 14:21:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #116 (isolation #39) » Sat Jan 26, 2019 7:55 pm

Post by PvtUrist »

Update soon

Looking back at the posts, it's apparent that I can't count
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Post Post #117 (isolation #40) » Sun Jan 27, 2019 5:45 pm

Post by PvtUrist »

Save scraps



No purchases from the store, so instead we're upgrading Shields to sustain 3 layers. (-60 scraps +Shields 6)
Spoiler:
Image


...

Jump 4/75


Spoiler: Empty Bacon 6
Image


...

Jump 5/76


Spoiler: Empty Bacon 7
Image


...

Jump 6/77


hostile encounter; Pirate Bomber armed with Heavy laser, Heavy laser II, Dual laser, Leto launcher and "Engine hack event".
Spoiler:
Image


We forgo the counter-hack to displace our disruption on their Weapons instead. This leaves us with only a maximum of 15% dodge for this fight. Despite our level 2 Hack on their Weapons allowing us the initial alpha strike, we fail to deal any serious damage and take a missile and a heavy laser to the Engines (3 hull damage).
Spoiler:
Image


Taking another Leto missile to our Doors, we've downed their Weapons enough that their laser weaponry cannot pierce Shields to damage us.
Spoiler:
Image


Yet another missile hits our hull, that would be the last damage we take this combat.
Spoiler:
Image


+6 fuel +57 scraps
Spoiler:
Image


Dumping our scraps into Reator to get 3 more bars of Power to work with (-80 scraps +Reactor 16)
Spoiler:
Image


...

Jump 7/78


The Reactor upgrade was just in time for a Plasma Storm fight, had we not upgraded we would've only had 6 power to work with (instead of 8)
Spoiler:
Image


2 power into Shields, 1 into Hacking on Piloting and rest into Artemis, Burst laser II and Flak I. Weapons are unpowered after firing and the power is temporarily displaced into Engines for dodge (2x45% dodge success)
Spoiler:
Image


After another volley of ours, all power is diverged into 3 layers of Shields to guarentee we do not take damage from the enemy's Burst laser, but cfj and Firebringer decided to dodge all 3 projectiles with minimal Engines anyway.
Spoiler:
Image


+1 fuel +1 drone +34 scraps
Spoiler:
Image


...

Jump 8/79


It's a trap o_O except not really. We got a defense drone, so there ain't much odds in the Pirates dealing any damage to us.
Spoiler:
Image


Double rewards (+4 fuel +3 missiles +62 scraps)
Spoiler:
Image


...

Jump 9/80


Exact event from the jump before, I'm sure everything would be fin-
Spoiler:
Image


Spoiler:
I really want to say I saw this coming, but alas, I didn't.
Image


...

Jump 10/81


Here's another store. Seeing as I'm gone, it's entirely up to the rest of the crew to decide what to do here.
Spoiler:
Image

Spoiler:
Image


...

Vote 21


1)Drones?

2)Crew?

3)Weapon Pre-igniter?

4)Save scraps

5)Something else


Voting ends either after (expired on 2019-01-29 12:46:00) or a majority of votes has been reached (for 3 crew, it requires 2 to decide)
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Post Post #120 (isolation #41) » Mon Jan 28, 2019 5:34 pm

Post by PvtUrist »

System Repair + Mantis


With Cpt. CheeryDog's mangled body in the freezer and LtJG. PvtUrist's likely already quatered and digested, the remaining crew consisted of the hard lucked Lt. Firebringer, optimistic yet brutal and highly murderous TehWorst, and the calm and sophisticated Dr. "callforjudgemnt" Jones. Despite the crew's
professional competency, we needed more hands on deck, so after some hull repairs and a System Repair drone purchase, the remaining scraps were used to hire the local mercenary mantis, Johnny "Cerebus the 666th" Maloney to serve aboard the ship. (-100 scraps +5 hull +System Repair drone +Mantis crew)

...

Jump 11/82


Reasons we don't take this bribe; no fuel, only 1 drone and 25 scraps. Choosing to fight this encounter instead has the chance to offer us a double reward (wreckage of the enemy, as well as the possible reward from the distress victim), the enemy's weaponry can barely deal damage to us, as well as the fact that our newest weapons operator could do with some field experience.
Spoiler:
Image


The enemy deployed 2 mantis boarders, of which Firebringer and TehWorst managed to hold their own against. 4 fuel is nice, but that ain't enough scraps to justify not murdering.
Spoiler:
Image


A missile actually manages to land in our Piloting, reminding me to raise dodge even when there's a defense drone up, as it's possible for it to miss if the missile comes in from a specific angle to it.
Spoiler:
Image


But full repair anyway, totally calculated. (+40 scraps + 13 hull)
Spoiler:
Image


...

Jump 12/83


hostile encounter; Auto-Assault armed with Heavy laser, Basic laser, Artemis, Ion Bomb and Laser drone I (probably would've been safer for me to deploy the Defense drone instead of a Weapons hack, as long as their Ion Bomb doesn't target and hit our Shields, we don't take damage from them.)
Spoiler:
Image


Our alpha strike once again proves ineffectual, and we're now facing down taking potential damage from missiles that would've been avoidable if I had deployed the Defense drone instead.
Spoiler:
Image


But it would appear luck is with us, one of our ion projectiles makes contact with the hostile missile, destroying it mid-flight.
Spoiler:
Image


The enemy weaponry are crippled, as the Rebel AI made no attempt to run despite taking further damage, this is the end of the fight.
Spoiler:
Image


Sweet double rewards. (+2 fuel +2 missile +1 drone +56 scraps)
Spoiler:
Image


Scraps into Hacking 3 and Power 17, also we're going diving (jumping into a Rebel controlled jump). (-90 scraps +Hacking 3 +Power 17)
Spoiler:
Image


...

Jump 13/84


Diving against Rebel E1337 Fighter armed with Flak II, Dual laser, Artemis, some sort of bomb and Teleporter. Level 4 Engins and level 3 Hack means the only threats we have to deal with are boarders and 1 ASB.
Spoiler:
Image


ASB dodged, assuming we immediately jump once our FTL drive charges, there shouldn't be any more danger to our ship or crew in this encounter
Spoiler:
Image


Here are the Sector 7 jump choices; civ sector and rebel stronghold.
Spoiler:
Image


...

Vote 22


1)Civillian Sector (high)

2)Rebel Stronghold (low)


Voting ends either after (expired on 2019-01-30 12:46:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #124 (isolation #42) » Mon Jan 28, 2019 6:16 pm

Post by PvtUrist »

Oh man, here I was for certain that the crew would be choosing the Rebel Stronghold.

With hacking and our current weaponry, I'm feeling we'd only taking a few damage from the Stronghold Flagship, and that's just mostly from the triple missiles.

Still, civ sector it is.

*edit

if cfj is refering to the actual Flagship, I'd agree that we're not exactly at the biggest odds of winning against Sector 8. I guess the civ sector choice does make sense then.
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Post Post #128 (isolation #43) » Mon Jan 28, 2019 6:40 pm

Post by PvtUrist »

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


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Post Post #131 (isolation #44) » Mon Jan 28, 2019 9:29 pm

Post by PvtUrist »

btw it's entirely possible I forgot to rename Cerebus's mantis for 2 posts
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Post Post #134 (isolation #45) » Tue Jan 29, 2019 12:47 am

Post 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.
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Post Post #139 (isolation #46) » Tue Jan 29, 2019 3:42 pm

Post by PvtUrist »

Hammer counts

Also make that failing to remember renaming 3
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Post Post #140 (isolation #47) » Tue Jan 29, 2019 9:22 pm

Post by PvtUrist »

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)
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Post Post #146 (isolation #48) » Sun Feb 03, 2019 3:39 pm

Post by PvtUrist »

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)
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Post Post #150 (isolation #49) » Fri Feb 08, 2019 2:40 pm

Post by PvtUrist »

Backup Battery


Batteries and a touch up on the hull.

(-39 scraps +Backup Battery +1 hull)

...

Jump 16/100


Empty jump. the crew braces themselves as they ready for another dive.

...

Jump 17/101


hostile encounter; Elite Fighter armed with Burst laser II, Burst laser III and Vulcan. As the exit beacon's in a nebula, there's no ASB firing on us, and with our Cloaking we safely jump away without taking damage.
Spoiler:
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Post Post #153 (isolation #50) » Mon Feb 18, 2019 4:08 pm

Post by PvtUrist »

Sector 8

Sector 8 Soundtrack "Last Stand"

Spoiler: !tully1
Image

Explain your mission.


"This is Lieutenant Firebringer, in command of the "Run1" Kestrel-class Cruiser. The Captain and the other guy's on vacation, so it's up to me, a civillian doctor and two mercenary mantises on board. Also we're here to save the day."

Spoiler: !tully2
Image

Explain the weakness of the enemy fleet, the Rebel flagship.


"Well, according to super-secret-super-accurate information, blowing up the Rebel flagship somehow wins us the war, so that's what we're planning to do."

Spoiler: !tully3
Image

"k thx bye"

Spoiler: Sector Map
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Post Post #154 (isolation #51) » Mon Feb 18, 2019 4:43 pm

Post by PvtUrist »

The Lieutenant gathers his crew after they've dispatched of the hostile boarders. A speech and a rally later, they were good to go.

...

Jump 1/102


The store held nothing of desireable purchase, but itself occupied a tatically crucial jump beacon. When the Rebels arrive here, they ought to burn this place to the ground.
Spoiler:
Image


...

Jump 2/103


Before we make it to the Rebel flagship, there's a few jumps we need to survive through, and this one is no exception. We take a few missiles to the hull, but otherwise cleanly defeats the current contact.
Spoiler:
Image


+27 scraps
Spoiler:
Image


...

Jump 3/104


Next jump's the Federation repair station, we're given some resources, and our scratched hull were patched up. 70 scraps are placed into the Reactor upgrade. (+5 fuel +4 missiles +5 drones -35 scraps +Reactor 22)
Spoiler:
Image


...

Jump 4/105


A formidable opponent, armed with a 3 laser salvo, Halberd beam and a small missile launcher. Our fully upgraded Hacking system makes short work of the enemy Shields, our weaponry makes short work of the enemy hull, and our Cloaking, Defense Drone and mantis crew makes short work of all hostile attempts from the enemy.
Spoiler:
Image


Double rewards (+6 fuel +1 drone +115 scrap)
Spoiler:
Image


...

Jump 5/106


Cloak enemy missile, hack enemy Shields, shoot enemy.
Spoiler:
Image

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


...

Jump 6/107


Cloak enemy missile, hack enemy Shields, shoot enemy.
Spoiler:
Image


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


...

Jump 7/108


Here we are, a jump away from the Federation base. As the Rebel flagship already arrived at the base, once we make the jump, we cannot jump away. So whatever system they decide to hack, we're sticking with it.
Spoiler:
Image


Final upgrades into a fourth Shield layer and a Reactor upgrade. (-215 scraps +Shields 8 +Reactor 23)
Spoiler:
Image
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Post Post #156 (isolation #52) » Mon Feb 18, 2019 7:21 pm

Post by PvtUrist »

Well, let's get to it.

...

Jump 8/109


Phase 1; Cloaking 3, Hacking 3, 15% dodge and full weaponry (3x1 dmg Ion, 3x1 dmg Laser, 3x1 dmg Missile, 2 dmg Beam), no overcharge.
Spoiler:
Image


For our current loadout, Phase 1 of the flagship is probably the easier phase to fight. The flagship's hack is on our Drone control, which is something we weren't planning on using this fight anyway. The fight goes; Cloaking 1 to avoid flagship missiles, Hack flagship Shields to completely take down the 4 layers, Artemis flagship Piloting and expend the rest of our firepower on the flagship Shields/Missiles.
Spoiler:
Image


Phase 1 ends with expenditure of 2 missiles, 1 drone and no hull damage, of which we were given exactly in the fight rewards. (+2 missiles +1 drone +20 scraps)
Spoiler:
Image


...

Phase 2; Drone Control, 25% dodge? and 3/4 weaponry (3x1 dmg Laser, 3x1 dmg Missile, 2 dmg Beam), mass drone overcharge.
Compared to Phase 1, Phase 2 loses its Cloak, Hacking, Doors and Ion weapon, but it gains Drone control (Terminator Drone, Defense Drone I, Combat Drone I, Laser Drone I), a mass drone overcharge, as well as additional dodge.
Spoiler:
Image


An Artemis is sent slightly before the Hacking drone to ensure the Hack doesn't get shot down by the flagship Defense drone.
Spoiler:
Image


Cloak 2 is used to dodge the first missile strike + mass drone overcharge, but I guess the cloak was late enough for a missile to hit our Drone control. Our first barrage barely dents the enemy ship.
Spoiler:
Image


Another cloak vs missile strike + overcharge, and this time our firepower makes their mark, as the enemy's Piloting and Shields are completely offline. Upon taking another hull damage from the Terminator drone on our Sensors, Phase 2 is over.
Spoiler:
Image


3 missiles, 2 drones expended and 2 hull damage taken. (+3 fuel +1 drone +23 scraps)
Spoiler:
Image


A final Piloting upgrade is made, our final battle approaches. (-50 scraps +Piloting 3)
Spoiler:
Image
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Post Post #160 (isolation #53) » Fri Feb 22, 2019 4:14 pm

Post by PvtUrist »

...

Jump 9/110


Phase 3; Mind Control 3, Teleporter 3, 35% dodge? and 2/4 weaponry (3x1 dmg Laser, 3x1 dmg Missile, both firing 10 seconds faster I believe), Zotlan Shields, 8x1 dmg Laser overcharge, Zotlan Shield overcharge.
Spoiler:
Image


We have no intentions to defeat the flagship at this jump. What we're doing is baiting the enemy boarders to teleport onto our ship, jump away and dispatch of the hostile crew. The cloak was utlized to avoid the 3 missiles.
Spoiler:
Image


The flagship laser overcharge + laser weapon/artilery deals a damage to our hull, we otherwise jump away with 4 hostile crew members neutralized.
Spoiler:
Image


...

Jump 10/111


We ignore the mind control on Firebringer and began to whittle at the flagship Zotlan Shields. We tank the missiles on the hull and saves the cloak for the laser overcharge.
Spoiler:
Image


The Zotlan Shield is down, and the same tactic goes; Hack on Shields, Artemis on Piloting.
Spoiler:
Image


As long as we finish this fight fast, any non-crucial damage we take can be completely ignored.
Spoiler:
Image


Lasers, missiles and flak hammers the flagship's hull. With the enemy's Shields and Piloting completely down and overcharge safely avoided, one more missile and three more lasers seals the fate of the enemy.
Spoiler:
Image

Spoiler:
Image


...

Spoiler: Victory
Image

Spoiler: Credits
Image

Spoiler: Stats
Image
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Post Post #162 (isolation #54) » Fri Feb 22, 2019 4:57 pm

Post by PvtUrist »

sure
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Post Post #165 (isolation #55) » Sat Feb 23, 2019 3:00 pm

Post by PvtUrist »

That is

an awesome idea
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