FTL: Limited Information (Federation Victory!)

For completed/abandoned Mish Mash Games.
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Post Post #175 (ISO) » Mon Mar 11, 2019 2:18 pm

Post by the worst »

Brilliant thanks. A shield improvement is 75 and obviously requires like power to power it.
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Post Post #176 (ISO) » Mon Mar 11, 2019 2:19 pm

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just take power from somewhere else
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Post Post #177 (ISO) » Mon Mar 11, 2019 2:20 pm

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I am a shields power vampire.
Medbay still off and we need oxygen so not sure I can afford to within the Technology side of things.

PvtUrist is there any spare energy on the weapons front?
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Post Post #178 (ISO) » Mon Mar 11, 2019 2:22 pm

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naw just take oxygen

we don't need oxygen all the time we just toggle
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Post Post #179 (ISO) » Mon Mar 11, 2019 2:23 pm

Post by Enter »

when we get a fight we switch oxygen off

when we get out we switch oxygen on again
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Post Post #180 (ISO) » Mon Mar 11, 2019 2:23 pm

Post by PvtUrist »

Weaponry don't have spare power or system buffer.

If we've got 2 shields and the enemy can't pierce that, we can just take power from engines until we can afford reactor upgrades. We can use the power from the oxygen, but I'm not sure how much micro is allowed there.
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Post Post #181 (ISO) » Mon Mar 11, 2019 2:37 pm

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Yeah, fair call. I'd prefer not to mess around with Oxygen when it hasn't been upgraded at all (it just takes a couple of stray shots and a couple of fires in a bad location and we're suddenly in a bit of a crisis - I might be overly paranoid here, so if you'd all prefer to overrule me I'm happy to run with your thoughts)
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Post Post #182 (ISO) » Mon Mar 11, 2019 2:43 pm

Post by callforjudgement »

In post 180, PvtUrist wrote:Weaponry don't have spare power or system buffer.

If we've got 2 shields and the enemy can't pierce that, we can just take power from engines until we can afford reactor upgrades. We can use the power from the oxygen, but I'm not sure how much micro is allowed there.
Requests to micro are based on my microing abilities (which are decent but not amazing). Varsoon's in charge of the reactor, so would need to be able to observe the events you're microing on (e.g. "cut power to oxygen when in combat"), but you could easily set up a rule that you'd tell him about any situation that needs a change to the micro.
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Post Post #183 (ISO) » Mon Mar 11, 2019 3:24 pm

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Yeah, ya'll need to tell me shit if you want me to micro any power.
I'm fine with throttling some of our engine power to shields.
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Post Post #184 (ISO) » Mon Mar 11, 2019 3:28 pm

Post by Varsoon »

Ya'll run this mostly-broken ship like madmen.
Don't blame me when the next thing we run into is a Rock cruiser that launches a missile salvo and ruins our shit.
Don't say I didn't warn ya that this damn thing is fallin' apart.
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Post Post #185 (ISO) » Mon Mar 11, 2019 3:36 pm

Post by Varsoon »

Nore from Vr's'n: "NOT DRAING OXY GEN. SLUG HAV MORE SKRAP THN SENSE"
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Post Post #186 (ISO) » Mon Mar 11, 2019 3:37 pm

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Fortune favours the bald.
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Post Post #187 (ISO) » Mon Mar 11, 2019 3:38 pm

Post by Varsoon »

FORTUNE FAVORS THE BREATHING
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Post Post #188 (ISO) » Mon Mar 11, 2019 3:39 pm

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breathing is for the weak
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Post Post #189 (ISO) » Mon Mar 11, 2019 3:46 pm

Post by Enter »

Ooops wrong thread
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Post Post #190 (ISO) » Mon Mar 11, 2019 3:47 pm

Post by callforjudgement »

Just as a note: the price of ⛯75 that the worst quoted above is basically all of the money the ship has (we've earned a total of ⛯78 from various looting). So we'll need a pretty extreme pooling of money to be able to afford it.
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Post Post #191 (ISO) » Mon Mar 11, 2019 3:50 pm

Post by Enter »

Alright. I will take the three credits left over, and we will pool our money into the shields. let's go
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Post Post #192 (ISO) » Mon Mar 11, 2019 3:56 pm

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I have run some calculations and determined Varsoon's posts on this page to be the most amusing, by a margin of 3.71%.

Thanks for the scrap so far. We almost there.
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Post Post #193 (ISO) » Mon Mar 11, 2019 3:58 pm

Post by Enter »

In post 185, Varsoon wrote:Nore from Vr's'n: "NOT DRAING OXY GEN. SLUG HAV MORE SKRAP THN SENSE"
silly carbon based lifeforms

you don't need more than 20% oxygen to live
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Post Post #194 (ISO) » Mon Mar 11, 2019 4:13 pm

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It is done.
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Post Post #195 (ISO) » Mon Mar 11, 2019 4:36 pm

Post by callforjudgement »

Jump 10

Sector
. A densely populated area of the galaxy, either in terms of people or in terms of planets. Although beacons are common within a sector, they're very rare outside one; so specialised technology tends to be needed to cross the vast gaps between sectors.
We reach the other Federation base in this sector, located around a Long-Range Beacon. Travelling between sectors is very difficult, but there are devices here sufficient to ensure that we can land near enough to a beacon to complete the jump, even given the vast distances that can exist between sectors.

It's a fairly busy place here; the place is inundated with incoming ships, mostly civilian. What was once a military base has pretty much turned into a refugee camp; the beacon here doesn't work quickly, but each time it does, there were hundreds of immigrants who needed taking care of.

We present the information we learned about the Rebels to the base here. They make a record of it, but don't have much in the way of military supplies left, being overwhelmed with their humanitarian mission. They offer to pass it to the next few scout ships that come along, but this information really needs to be sent to the Federation High Command, who might be able to do something about it, so they suggest we send the message ourselves.

They're quite eager to help us plot a route. They bring up a map of possible routes on their computer:

Code: Select all

    ?   ?-?
  H< \ / \ >F
 /  F-?   ?  \
X      >H< >?-C
 \  H-?   F  /
  H< / \ / >?
    F   H-F

X = we are here
C = Federation High Command
F = area is under the control of the Federation or its allies
H = area is not under Federation control
? = area is uninhabited, or no information available


The information's gathered from unreliable hyperspace relays, so they can't say much more, but many of the refugees are willing to talk about their experiences. Towards the bottom of the map, the adjacent sector is apparently under the control of the Rebels; the refugees are mostly Engi fleeing persecution, with a mix of other races. Towards the top of the map, you hear a number of conflicting stories, but there are allegations of supernatural involvement: demons, perhaps. At any rate, the area is allegedly uninhabitable, and they're fleeing before all signs of life in the sector are snuffed out.

The Rebels have almost caught us, though, so we're going to need to go through one sector or the other. It'll be up to Enter the pilot to decide, but feel free to confer about which way we should go!
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Post Post #196 (ISO) » Mon Mar 11, 2019 4:43 pm

Post by PvtUrist »

I like demons
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Post Post #197 (ISO) » Mon Mar 11, 2019 4:50 pm

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Jump 11

Jumpcycle (n)
. The length of time a standard beacon takes to recharge. Beacons can't pull in ships continuously; rather, they charge up and do it in bursts. As a result, all arrival at a beacon is synchronized to the timing of that beacon, making encounters likely in both space and time. Because reliability of beacon technology is so important, a standard design is used throughout the galaxy, and its recharge rate is used as a time standard that everyone agrees on, despite the varying orbital periods of the various planets involved.
Well, we're here. The Long-Range Beacon in the new sector is heavily armed and armoured, looking to defend itself against anyone who might interfere with it, but there aren't many people here this early in the jumpcycle. It looks like the Rebels missed this pull; they'll have to wait for the next one. That's good, it'll help us pull away from them.

The Long-Range Beacon is also out in open space, not near anything else. That's an unusual arrangement, but it may well have been done for protection of the beacon; normally nobody would dare to attack one of those things, but maybe the people here are particularly daring.
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Post Post #198 (ISO) » Mon Mar 11, 2019 4:57 pm

Post by PvtUrist »

rip juicy sector 2 lanius
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Post Post #199 (ISO) » Mon Mar 11, 2019 4:57 pm

Post by callforjudgement »

Jump 12

Scavenging (v).
Gathering debris from a battle you weren't involved with. A risky occupation, because the victor of the battle is likely to want the debris too, and you know they're powerful enough to win a battle.
We picked up a distress signal, so we jumped over to investigate. There was a ship coming under attack, looking for someone to save them. Unfortunately, it seems we got here too late; by the time we get pulled back into regular space, the distress signal has blinked out.

Oddly, we can hardly find the ship that sent it, or indeed, the ship that won. A number of small scavenger ships have already cleared up much of the wreckage; and although we can see them zooming off into the distance, they're faster than us, relying on their speed to defend themselves, and we have no way to catch them. So we can't do much but get ready for another jump.
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