Faster than Light Interactive Plays Run 1 Victory

For completed/abandoned Mish Mash Games.
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Post Post #125 (ISO) » Mon Jan 28, 2019 6:27 pm

Post by Firebringer »

In post 124, PvtUrist wrote:Oh man, here I was for certain that the crew would be choosing the Rebel Stronghold.
I defy expectations
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Post Post #126 (ISO) » Mon Jan 28, 2019 6:35 pm

Post by Cheery Dog »

I'd have gone for rebel stronghold, but I'm dead.
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Post Post #127 (ISO) » Mon Jan 28, 2019 6:38 pm

Post by Firebringer »

u were a good captain
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his first post in the scum PT was "yes I rolled scum!"
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His first post in the main thread was "yes I rolled scum!" -popsofctown
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Post Post #128 (ISO) » 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


Voting ends either after (expired on 2019-01-30 13:40:00) or a majority of votes has been reached (for 4 crew, it requires 3 to decide)
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Post Post #129 (ISO) » Mon Jan 28, 2019 6:41 pm

Post by Firebringer »

VOTE: 2 all the nebulas must be gone through! we can't do the kessel run in 12 parsecs by avoiding nebulas
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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 #130 (ISO) » Mon Jan 28, 2019 9:16 pm

Post by Cerberus v666 »

VOTE: 2

I...don't actually recall the effect nebulae have, but screw it lets go!
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Post Post #131 (ISO) » 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 #132 (ISO) » Mon Jan 28, 2019 10:51 pm

Post by the worst »

In post 130, Cerberus v666 wrote:VOTE: 2

I...don't actually recall the effect nebulae have, but screw it lets go!
they delay the fleet's pursuit by 50% but also screw up your sensors and sometimes have weather conditions which half your reactor

they're also Soooo much fun!!

VOTE: 2
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Post Post #133 (ISO) » Tue Jan 29, 2019 12:29 am

Post by callforjudgement »

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

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

VOTE: 1 (although I seem to be outvoted!)
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Post Post #134 (ISO) » 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 #135 (ISO) » Tue Jan 29, 2019 1:40 am

Post by callforjudgement »

Event abundance is actually really weird. The nebula beacons and the non-nebula beacons in civilian sectors follow entirely different rules from each other (the non-nebula beacons are metered with a certain amount of each type, apart from "filler" beacons added to make up the numbers, but the nebula beacons all draw random events from one big pool of "civilian nebula" beacon events).
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Post Post #136 (ISO) » Tue Jan 29, 2019 10:26 am

Post by the worst »

I think we hammered 2 but the shop thing didn't fully occur to me. :facepalm:
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Post Post #137 (ISO) » Tue Jan 29, 2019 10:28 am

Post by Cerberus v666 »

Yeah...1 would be my preference given the need for goods and the new information, but bit late now I think. :-/
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Post Post #138 (ISO) » Tue Jan 29, 2019 10:48 am

Post by the worst »

Just in case
VOTE: 1
Mutiny against our past selves!!!
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Post Post #139 (ISO) » 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 (ISO) » 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 #141 (ISO) » Wed Jan 30, 2019 1:43 am

Post by callforjudgement »

VOTE: 1

Probably the most synergistic with what we have at the moment. The main issue with our current loadout is that it's fairly slow at dealing damage, but cloaking will give us the time to allow us to be slow without dying.
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Post Post #142 (ISO) » Wed Jan 30, 2019 8:46 am

Post by the worst »

VOTE: 1 hands down
who's scum? i haven't read up yet but like, it's me
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Post Post #143 (ISO) » Wed Jan 30, 2019 9:06 am

Post by Cerberus v666 »

Do we have any resources to sell to enable us to purchase both cloaking and stealth weapons?
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Post Post #144 (ISO) » Wed Jan 30, 2019 10:51 am

Post by callforjudgement »

I'm not sure that Stealth Weapons would be worth the cost of the resources we'd spend to get it, and it might even be counterproductive in some situations. With cloaking in the late-game, you're normally planning to cloak in response to being shot at, and you only need to cloak for just long enough for the enemy volley to harmlessly pass by. Once that happens, you typically want to break out of cloak immediately so that it recharges faster. If you don't have Stealth Weapons, you can intentionally end the cloak early by attacking.
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Post Post #145 (ISO) » Thu Jan 31, 2019 8:01 am

Post by Cerberus v666 »

Hmm. Fair points. VOTE: 1
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Post Post #146 (ISO) » 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 #147 (ISO) » Sun Feb 03, 2019 10:45 pm

Post by callforjudgement »

VOTE: 4

High-power-requirement drones aren't a great fit for this ship (and we have enough shieldbreaking power already), and the shield drone is just terrible in general (we do actually have a setup, cloaking + hacking, which is well set up to use it, but it's
still
not worth it because we can't hack all the Flagship's weapons at once). We have plenty of systems that it's safe to use backup power for (e.g. you can put backup power bars into cloaking or hacking and if they disappear from the system while it's on cooldown, no issue). Also, anything we do with scrap for the rest of the game is likely to need power, and the Backup Battery is more cost-effective than Reactor upgrades. We don't need the Explosive Replicator because we likely have enough missiles to last us through the end of the game (if we're conservative about using them; note that we can get more at the repair stations), and I can't see anything else in the shop worth considering that hasn't already been mentioned.
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Post Post #148 (ISO) » Fri Feb 08, 2019 2:14 am

Post by Firebringer »

VOTE: 4
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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 #149 (ISO) » Fri Feb 08, 2019 7:05 am

Post by Cerberus v666 »

Yep yep VOTE: 4
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