FTL: Limited Information (Federation Victory!)

For completed/abandoned Mish Mash Games.
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Post Post #300 (ISO) » Fri Mar 15, 2019 1:48 am

Post by Varsoon »

Anyway, I have about 48 scrap right now.
Is anyone else going to send any more or should I work with what I've got?

Are we allowed to use numbers to discuss things like how many jumps until we're out of the sector or how much fuel I should buy? I've been trying to avoid saying exact numbers on fuel, but I did earlier write the price-per-unit of fuel so if I spend exactly so much, those numbers would become kinda obvious.
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Post Post #301 (ISO) » Fri Mar 15, 2019 1:56 am

Post by callforjudgement »

There have been a few cases where people seem to have figured out numbers indirectly, and that's fine. Saying something like "the fuel in our fuel tank is worth ⛯X" would be against the spirit of the rules, but "I've purchased ⛯Y of fuel" would be reasonable; the aim's to let people make informed decisions about the relative value of purchases, while preventing people just directly pooling all their knowledge about the current state of the ship and turning it back into a full-information game. So you can specify the total price of the fuel that's on offer, if you like.

As for the number of jumps in a sector, your information on that's actually pretty comparable to mine and Enter's. When we leave a sector is typically based on when the Rebels are going to catch us, rather than the route we take, so you should be able to count the number of jumps we've taken so far in the sector to get an estimate of when we'll have to jump to the next one (the Rebels move a constant distance per jump). Working it out exactly is often difficult even for me playing the game (I'm not using a pursuit range indicator, and find it hard to visually judge until it gets low).
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Post Post #302 (ISO) » Fri Mar 15, 2019 2:06 am

Post by Varsoon »

So how do you guys want to handle this?
I've got 48 scrap right now.
Should I buy all the fuel I can get (25 scrap worth) and then just bust the rest on repairs?
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Post Post #303 (ISO) » Fri Mar 15, 2019 2:11 am

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k
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Post Post #304 (ISO) » Fri Mar 15, 2019 2:30 am

Post by the worst »

In post 302, Varsoon wrote:So how do you guys want to handle this?
I've got 48 scrap right now.
Should I buy all the fuel I can get (25 scrap worth) and then just bust the rest on repairs?
:thumbs_up:
who's scum? i haven't read up yet but like, it's me
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Post Post #305 (ISO) » Fri Mar 15, 2019 2:45 am

Post by Varsoon »

Alright. I bought fuel and repairs.
Our ship still needs a lot more repairing. If we get in another fight like that last one, we're dead.
We probably have enough fuel to escape this sector, but definitely not enough to complete a whole sector on its own.
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Post Post #306 (ISO) » Fri Mar 15, 2019 7:53 am

Post by callforjudgement »

Jump 32

Tavern station (n).
A station set up for ships' crews to socialise with those of other ships. Space travel can get very monotonous, and staying with the same few people for months on end would test the sanity of most members of most intelligent species, so taverns serve as a method to relax and help keep people grounded.
We walk around the tavern station here, looking for any interesting news. The increase in piracy here is on many peoples' minds, as is the potential for Rebel invasion. You get the sense that this is something of a black-market trade hub – there are people who you suspect are looking to hire mercenaries – but none of them seem interested in contracting a Federation ship. To the people here, the Federation are the police, and you don't hire the police to do a criminal's job.
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Post Post #307 (ISO) » Fri Mar 15, 2019 8:01 am

Post by callforjudgement »

Jump 33

Auto-Scout (n).
A very commonly seen class of ship, stationed permanently by the Rebels in areas they want to investigate. Automated ships don't need food and can run more or less indefinitely off their reactor power, with FTL fuel only being needed when the ship has something to report.
The route to the Long-Range Beacon and the next sector goes through a nebula. It looks like the Rebels decided to keep watch here, and the Auto-Scout they deployed for the purpose is still working; it isn't looking for us specifically, but we still don't want it to report our position. It tries to hide, no doubt to relay the information it's gathered at some later date, but also pops out to shoot at us from time to time; it thinks it needs to defend itself. It's right in that, but there's not much it can do; although it manages to disrupt our shields, and would have got through given enough time, we take out its weapons before it can do so, and it never manages to fully repair them; our beam and lasers blew it up before it had the chance.

We loot ⛯23 worth of components from it, and what remains of its fuel.
Last edited by callforjudgement on Fri Jun 21, 2019 8:13 pm, edited 1 time in total.
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Post Post #308 (ISO) » Fri Mar 15, 2019 8:08 am

Post by callforjudgement »

Jump 34

Auto-Assault (n).
An automated Rebel combat ship. Auto-Assaults tend to have weak defensive systems, but carry drone fabricators, enabling them to quickly spawn extra offence or defence as needed.
It seems that the enemy scout
did
manage to get a message off; maybe that's why it stayed and fought, rather than running. However, it had no hyperspatial communications, so its message didn't get far; it only got as far as an automated assault ship. We didn't spot it in the nebula, but it caught up to the spot we'd jumped from later in the jumpcycle, and we end up next to each other during the pull.

After assessing our ship, it decides its defence drone (which is specialised for missile defence) isn't going to be much good against our laser, beam, and bomb, so it goes into messenger mode and tries to leave again. It's still too close to the beacon to jump, though, so we're going to try to chase it down. Of course, it's not fully focused on running; it has weapons available, so it's going to try to shoot at us while it can.
Last edited by callforjudgement on Fri Mar 15, 2019 8:40 am, edited 1 time in total.
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Post Post #309 (ISO) » Fri Mar 15, 2019 8:35 am

Post by Varsoon »

Blow up those machines, yessss.
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Post Post #310 (ISO) » Fri Mar 15, 2019 9:02 am

Post by Varsoon »

While I love the music in FTL, I used to play the game regularly while listening to this Album:


I don't know if it has a 'Space-like' quality to it but a lot of the instrumentation always makes me think of FTL and comfy space exploration now.
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Post Post #311 (ISO) » Fri Mar 15, 2019 9:02 am

Post by Varsoon »

Like I swear the actual FTL soundtrack must share some soundscapes or progressions
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Post Post #312 (ISO) » Fri Mar 15, 2019 9:03 am

Post by Enter »

prolly lol

i listened to it and i was expecting very different music from what i got based on the picture
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Post Post #313 (ISO) » Fri Mar 15, 2019 9:04 am

Post by Varsoon »

Hahaha
Skip to about 18:50 in and listen to 'Far Away'
It's strikingly 'FTL' to me.
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Post Post #314 (ISO) » Fri Mar 15, 2019 9:05 am

Post by Varsoon »

That's probably one of my favorite albums to listen to front to back in one sitting, though. Fantastic on good headphones.
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Post Post #315 (ISO) » Fri Mar 15, 2019 11:02 am

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I listened to that a couple of weeks ago. Heaps good album.
who's scum? i haven't read up yet but like, it's me
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Post Post #316 (ISO) » Sat Mar 16, 2019 8:56 am

Post by callforjudgement »

PvtUrist has been prodded.
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Post Post #317 (ISO) » Sat Mar 16, 2019 1:29 pm

Post by PvtUrist »

shoot enemy
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Post Post #318 (ISO) » Sat Mar 16, 2019 9:55 pm

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PvtUrist bombs the ship's engine control circuitry, leaving it unable to steer. Meanwhile, it realises it needs a bit of extra firepower and deploys a combat drone to shoot at us, but even with the drone's help, its lasers can't get past our shields. Then we EMP its shields and chase it in circles around the beacon, shooting it with our beam and lasers; as it's unable to dodge, all the shots hit, and it eventually falls apart. We take ⛯13 in scrap material and the remnants of its fuel.
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Post Post #319 (ISO) » Sat Mar 16, 2019 10:05 pm

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Jump 35

Barterstock (n).
A process via which Federation ships level out their supplies. It's common for different ships to use various supplies at different rates; perhaps one ship will be on a long-distance journey and spend lots of fuel, another ship will be actively fighting and require ammunition.
We encounter another Federation warship here. Both of us are in a hurry, but it's not like we can go anywhere until the next jumpcycle, so we stop to chat about our missions and our status. We let them know the information we have on the Rebels, but their ship isn't fitted for long journeys; it's had extra weapons added, and is busy trying to deal with the rise in piracy in the sector. They'll pass on the info to the next scout ship they meet, but we can't guarantee it'll get anywhere – or even that the friendly ship will survive the war – so we're still committed to delivering the information ourself.

We mention our fuel trouble, and they're running low on ammunition, so we level out our resources somewhat. We find some Artemis ammunition in our component bay, and trade it for a large amount of fuel.

OK, in theory I should ask what to do at this sort of beacon, but the choice here was really obvious so I just made it automatically to save time.
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Post Post #320 (ISO) » Sat Mar 16, 2019 10:17 pm

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Jump 36

Armoury (n)
. Anywhere which stocks a large amount of weapons. Many armouries are operated by militaries, in order to enable their ships to be refitted to handle any dangers that might come up. However, civilian armouries are becoming increasingly common; even the law-abiding want a way to protect themselves, and criminals often want weapons for obvious reasons.
We finally reach the Long-Range Beacon. It's been built into a busy station, named the Oasis; there are large hangars, leisure facilities, restaurants, and the like. Apparently it's being run by a family of Slugs. When we tell them which sector we're planning to go through next, they warn us about how dangerous it is, but as it's the only sector that lies on our path, we tell them that we're going to have to risk it. They seem delighted to hear it, and try to persuade us to buy some of the weapons they have in stock, or at least some fuel or repairs. That said, you sense they'd be happy to sell us anything they have available; they know that military contracts are a good source of scrap.

(Although this is a Long-Range Beacon, we only have one path that takes us towards our destination, so we have no choice there. I'll post lists of things we can buy here into people's PTs.)
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Post Post #321 (ISO) » Sat Mar 16, 2019 10:30 pm

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if anyone wants to throw me one scrap we can buy a piece of tech to delay enemy FTLs.
otherwise, tech is quiet here.

any other thoughts?
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Post Post #322 (ISO) » Sat Mar 16, 2019 11:24 pm

Post by PvtUrist »

There's good weapons here (Halberd beam, Flak I, Preignighter) but unfortunately they're too expensive for our budget. I'd suggest getting weapon system upgrades over TW's augment suggestion, but that's up to what the rest of the crew feels the best. Just know that we're starting to have issues reliably getting through enemy defenses.
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Post Post #323 (ISO) » Sun Mar 17, 2019 2:08 am

Post by Varsoon »

We can buy a repair arm here that would automatically repair our ship, but it costs costs ⛯65 and requires a small machinery room.
I'm sitting on ⛯18, but I only had 9 earlier and Enter sent me 9 more.
We could always upgrade our Generators for ⛯25, or maybe even our door systems or something.
There's also the matter of fuel and hull integrity--We're in fairly good shape, but could bust ⛯9 on a full repair of the damage we do have. We could buy all the fuel here for ⛯15, and that'd put us in a comfortable place for fuel, but I think we're actually doing alright when it comes to fuel thanks to that other Federation ship we came across. If we don't buy any fuel, we'll make it through the next sector provided we don't lose a lot giving it away or diddling around in nebulas.
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Post Post #324 (ISO) » Sun Mar 17, 2019 2:10 am

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Sorry, this feels a little metagamey and oocish but I wouldn't buy to 100% hull in case we get a favourable event
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