FTL: Limited Information (Federation Victory!)

For completed/abandoned Mish Mash Games.
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Post Post #125 (ISO) » Sun Mar 10, 2019 4:17 pm

Post by Enter »

do you need me to ever move anywhere other than piloting during a fight or does it help for me to stay here
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Post Post #126 (ISO) » Sun Mar 10, 2019 4:17 pm

Post by PvtUrist »

btw to what extend can we tell about the enemy's weaponry/systems before fights?
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Post Post #127 (ISO) » Sun Mar 10, 2019 4:18 pm

Post by callforjudgement »

If someone's in Sensors, I'll let them know in the PT.

If the opponent has a large or unusual weapon, I'll assume everyone can see it out of the window.
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Post Post #128 (ISO) » Sun Mar 10, 2019 4:27 pm

Post by callforjudgement »

The mercenaries probably weren't too surprised at your decision to attack them; they've had a number of run-ins with the law beforehand.

You hear a radio message from Enter: apparently they've decided to try to take our ship directly. There's a mercenary Mantis aboard our ship, trying to destroy the oxygen pumps. Then you hear a radio message from Varsoon, saying that he has this covered. Meanwhile, the rest of you get ready to take on the enemy ship with your weapons.

The enemy's shields are no better than ours, but their weaponry is weaker. Likewise, their Mantis is no stronger than ours, but it's apparently more of a coward, teleporting away when Varsoon badly injures it. Their attempts to surrender go no better than the ones before, and before long, our Artillery Beam destroys their ship. Going over to the wreckage, we pick up ⛯15 and some of their fuel.

There doesn't seem to be much else we can do near here, so we get ready for the next jump.
Last edited by callforjudgement on Sun Mar 10, 2019 9:24 pm, edited 2 times in total.
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Post Post #129 (ISO) » Sun Mar 10, 2019 4:29 pm

Post by PvtUrist »

Nice work Varsoon

I'm giving my scraps to Tech, another fight should be enough for us to get another layer of shields up
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Post Post #130 (ISO) » Sun Mar 10, 2019 4:32 pm

Post by Enter »

Attention ship, this is your captain speaking:

Please fasten your seatbelts, we are approaching the BLUE BEACON. We might be in for a bumpy right, or we might have the time of our life.
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Post Post #131 (ISO) » Sun Mar 10, 2019 4:33 pm

Post by Enter »

For your layover in Blue Beacon, there is an excellent view out the port windows. Do be sure to brace for shock upon re-entry from hyperspace, and I certainly hope everything was rigged for turbulence
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Post Post #132 (ISO) » Sun Mar 10, 2019 4:34 pm

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After Blue Beacon we will head straight for Exit
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Post Post #133 (ISO) » Sun Mar 10, 2019 4:36 pm

Post by PvtUrist »

We should probably stay around the sector for a little while longer, there's more opportunities for us to utlize.

Also the ship has 50 scraps right now
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Post Post #134 (ISO) » Sun Mar 10, 2019 4:37 pm

Post by Enter »

Fine. Well I probably should have gone to the distress signal then, instead of Beelining for Blue Beacon
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Post Post #135 (ISO) » Sun Mar 10, 2019 4:39 pm

Post by PvtUrist »

It's all good, usually we want to maximise the amount of jumps we make in a sector; with the rebel fleet only a jump or two behind us. Encounters gets tougher by the sector (so does scrap reward and price for repairs), but jumping sectors early doesn't make the rebels take longer to catch us.
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Post Post #136 (ISO) » Sun Mar 10, 2019 4:41 pm

Post by callforjudgement »

Jump 6

Nebula (n).
Nebulas are areas of space full of thick gas; although this does not directly damage a ship's structure, it can play havoc with machinery. Most notably, sensors don't work well in a nebula; even looking out the window gives everything a purplish or bluish haze.
There's a lot of broken machinery here, just floating in space. It's a good thing that the beacon, at least, is still working. The beacon is close to a star, but you can hardly see it from where you are; a thick gas surrounds the area, and the light from the star is coming through violet. You don't know whether it really is that colour, or whether everything around here has been tinted.

The beacon doesn't seem to be the only thing that's working, though. An automated ship seems to be drawing on the last of its power reserves now that some activity has happeend, and for some reason, starts firing at our ship.

At least the Rebels are going to have problems following us
here
. If we can hardly see out of the area we're in, they're going to have problems seeing in. Staying here wouldn't be worthwhile – we'd lose our head start and they'd find us eventually – but this is going to help us pull away.

The enemy ship doesn't seem to have a conventional shield; instead of a continuous shield generator like ours, a drone is constantly making shield barriers around it. It seems to have particular disdain for conventional shields, in fact; everything in our ship is straining to function correctly in the nebula, and their ship is giving us a helping hand in that malfunction, aiming ion weaponry at our ship.
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Post Post #137 (ISO) » Sun Mar 10, 2019 4:46 pm

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I'm getting us out of here.
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Post Post #138 (ISO) » Sun Mar 10, 2019 4:46 pm

Post by PvtUrist »

Weapons are down, paging Tech to Weapon station.

If the enemy's using Ion, the Engi isn't gonna do much manning shields anyway (Ion takes away shields manning bonus on hit)

What are the enemy weaponry? Just ion?
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Post Post #139 (ISO) » Sun Mar 10, 2019 4:46 pm

Post by PvtUrist »

Chill Slug, we got this
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Post Post #140 (ISO) » Sun Mar 10, 2019 4:50 pm

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Alright, I trust you.
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Post Post #141 (ISO) » Sun Mar 10, 2019 4:54 pm

Post by PvtUrist »

If we get Shields 2 we should be able to get quite a few safe crew culls in early sectors (wiping enemy crew instead of blowing them up gets us more stuff)
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Post Post #142 (ISO) » Sun Mar 10, 2019 4:54 pm

Post by Enter »

There was a store in one of the places we visited. How can I tell how far we are ahead of the rebels?
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Post Post #143 (ISO) » Sun Mar 10, 2019 4:56 pm

Post by PvtUrist »

the red wave of DANGER sweeping from left to right on sector map are the fleet
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Post Post #144 (ISO) » Sun Mar 10, 2019 4:57 pm

Post by Enter »

Ah. I should probably just ask then because I don't have an updated sector map, just the starting one. I'm kinda guessing what star we're jumping too and hoping my directions are enough for cfj to understand lol
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Post Post #145 (ISO) » Sun Mar 10, 2019 5:12 pm

Post by callforjudgement »

Just to note, I think we're currently waiting on people who aren't online. So there might be a bit of a gap before the next update.
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Post Post #146 (ISO) » Sun Mar 10, 2019 5:13 pm

Post by Enter »

Well I guess I'll quit obsessively hitting f5, then.
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Post Post #147 (ISO) » Sun Mar 10, 2019 5:16 pm

Post by callforjudgement »

I was obsessively F5ing six different tabs :-D (Each player has a PT, there's the game thread, and I use egosearch as an easy way to see which of the PTs have been updated and need F5ing.)

It's been good that most of the players were online simultaneously early on, because it helped to get ground rules for many common situations set up quickly.
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Post Post #148 (ISO) » Sun Mar 10, 2019 5:24 pm

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I'm on those weapon repairs!!
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Post Post #149 (ISO) » Sun Mar 10, 2019 5:25 pm

Post by PvtUrist »

btw there's like a way to auto-refresh pages in settings somewhere

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