FTL: Limited Information (Federation Victory!)

For completed/abandoned Mish Mash Games.
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Post Post #325 (ISO) » Sun Mar 17, 2019 2:11 am

Post by Varsoon »

I honestly think we're fast-approaching the point that we should probably save to upgrade our shield systems (and get enough generator upgrades to match), upgrade our Engines until we're hitting depreciating returns on evasion, or upgrade our weapon systems to more quickly deal with threats. When I'm ahead like this, I usually prioritize shields, since it's nice to be sitting at 3 shields when most enemy ships are only capable of dealing with 2.
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Post Post #326 (ISO) » Sun Mar 17, 2019 2:12 am

Post by Varsoon »

In post 324, the worst wrote:Sorry, this feels a little metagamey and oocish but I wouldn't buy to 100% hull in case we get a favourable event
Not meta-gaming all that much since
it's happened already in this run
, so we have precedence to say that there are definitely folks out there that'll patch us up for free if we are lucky enough.
I don't think repairs or fuel purchases are necessary, just wanted people to know our options.
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Post Post #327 (ISO) » Sun Mar 17, 2019 3:13 am

Post by the worst »

next shield upgrade is ⚙️85 btw just so it's out there.
and yeah, that's reasonable. thanks. I can price check oxygen and door upgrades if ppl are interested but I feel both may be out of our budget rn.
who's scum? i haven't read up yet but like, it's me
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Post Post #328 (ISO) » Sun Mar 17, 2019 3:36 am

Post by Varsoon »

Oxygen is a big shrugger for me. Only time I've ever had it be a problem is in horribly freak accidents like Hull Breach in the oxygen room or it getting hacked.

Doors are a little more important, but since we've handled boarders pretty well, we can probably get away with just the first upgrade for doors.
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Post Post #329 (ISO) » Sun Mar 17, 2019 4:47 am

Post by PvtUrist »

I understand the reasoning on the Door upgrades. But I must remark on the fact that Doors can't fly.
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Post Post #330 (ISO) » Sun Mar 17, 2019 9:38 am

Post by the worst »

Door upgrade (remotely lockable from anywhere on the ship which I believe is flavour) is ⚙️35
who's scum? i haven't read up yet but like, it's me
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Post Post #331 (ISO) » Sun Mar 17, 2019 10:22 am

Post by the worst »

Thanks Varsoon <3
Just need ⚙️8 more @PU
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Post Post #332 (ISO) » Sun Mar 17, 2019 2:47 pm

Post by PvtUrist »

In post 329, PvtUrist wrote:Doors can't fly.
^ was a really obscure reference. I'm against Doors before Weapons/Shield/Engines upgrade (our trouble isn't boarders, but enemy ships. With this crew and ship layout, we don't need to put scraps into Doors until we can actually afford the luxury.)
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Post Post #333 (ISO) » Sun Mar 17, 2019 3:01 pm

Post by Enter »

In post 331, the worst wrote:Thanks Varsoon <3
Just need ⚙️8 more @PU
thank me, too!

i gave to varsoon
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Post Post #334 (ISO) » Sun Mar 17, 2019 3:02 pm

Post by the worst »

Good point. Thanks entrée.<3
who's scum? i haven't read up yet but like, it's me
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Post Post #335 (ISO) » Sun Mar 17, 2019 3:12 pm

Post by Enter »

<3
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Post Post #336 (ISO) » Tue Mar 19, 2019 7:02 am

Post by callforjudgement »

We need to come to a decision fairly soon, I think. If we keep standing around arguing about what to buy, the Rebels are going to catch us.
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Post Post #337 (ISO) » Tue Mar 19, 2019 7:36 am

Post by Varsoon »

Yeah, let's get this ship running~~
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Post Post #338 (ISO) » Tue Mar 19, 2019 8:24 am

Post by Enter »

I say we jump ASAp if no one has problems
is cancelled. Apologies to all who signed up.[/color]
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Post Post #339 (ISO) » Tue Mar 19, 2019 10:12 am

Post by the worst »

Sorry I was kind of waiting for PvtUrist to suggest an alternative.
Appreciate more core systems are a priority but I'd rather have upgrades now than roll the dice on when we'll find a viable option in a shop.

If pvtutist consents to the leap I'm on board. I'll try and keep an eye on my phone so I can be around to shift ⚙️ or make a purchase.
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Post Post #340 (ISO) » Tue Mar 19, 2019 2:31 pm

Post by PvtUrist »

sorry, jump is fine
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Post Post #341 (ISO) » Tue Mar 19, 2019 2:38 pm

Post by callforjudgement »

Well, that looks like a consensus. Time to get this ship back on (the space equivalent of) the road.
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Post Post #342 (ISO) » Tue Mar 19, 2019 2:46 pm

Post by callforjudgement »

Jump 37, 38

Mantis (n)
. A species of warriors commonly found in all parts of the galaxy, typically looking for prey. The Mantis measure their worth by the number of enemies they kill; law-abiding Mantis thus tend to go into the military or law enforcement, but the majority often turn to piracy, or simply picking on and killing random ships.
The Long-Range Beacon pulls us into space, but it's placed in open space; we're some distance from anything. So we have to jump again. We're up against a Mantis ship here. They seem to be willing to shoot at anyone they meet, so it's time for us to defend ourselves.
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Post Post #343 (ISO) » Tue Mar 19, 2019 2:54 pm

Post by Varsoon »

Saved you, buddy.
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Post Post #344 (ISO) » Tue Mar 19, 2019 2:54 pm

Post by PvtUrist »

we're up against a Halberd and Chain Ion with 2 layers and an Engi. Our weaponry are barely getting through their defenses, and we'll be taking too much damage waiting for the Artilery this fight.
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Post Post #345 (ISO) » Tue Mar 19, 2019 3:02 pm

Post by callforjudgement »

We get lucky; PvtUrist manages to disable one of the enemy weapons before it fires twice in a row. That buys us enough time for our Artillery Beam to charge, and it deals heavy damage to the enemy ship; it also deals further damage to their weapons, and we destroy their ship before they get them back online.

We loot ⛯28 and some ammunition.
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Post Post #346 (ISO) » Tue Mar 19, 2019 3:12 pm

Post by callforjudgement »

Jump 39

Flying Coffin (n)
. A nickname given to the standard Slug scout ship design. These ships are compartmentalised internally to protect their crew from each other, but it also makes them hard to repair; if they take battle damage, there's not much they can do about it, because many important components are inaccessible.
We enter a nebula; apparently this is Slug territory, because there's a scout ship waiting for us. Seeing how valuable our ship is, they decide to try to take it intact; both our ship and theirs start sending repeated EMP blasts at each other. This might well be a long battle.
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Post Post #347 (ISO) » Tue Mar 19, 2019 3:17 pm

Post by Varsoon »

We didn't get all that hurt in that last fight. We're still good to go.
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Post Post #348 (ISO) » Tue Mar 19, 2019 3:22 pm

Post by callforjudgement »

It takes a while, but PvtUrist is a more adept EMP user than they are, and the worst is faster at repairing the EMP damage to our shields. After several minutes of EMP shots being traded, we finally get through their three shield layers, and the EMP blows up pretty much every system on their ship. With no ability to repair it, their ship is dead in space, and before long, so is its crew.

We take their fuel, and ⛯29 worth of equipment from their ship.
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Post Post #349 (ISO) » Tue Mar 19, 2019 3:30 pm

Post by callforjudgement »

Jump 40
Fire Beam (n)
. A device intended to set an enemy ship on fire, quickly defeating its crew while hopefully allowing the ship's cargo to be taken intact. Fire Beams are notorious for being unable to pierce even the weakest of civilian shields, and thus are rarely used by militiaries.
An interesting enemy, here: it's a Slug Ship armed only with a Fire Beam. As such, we settle down into a routine of EMPing their shields. What could go wrong?
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