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Flame112
Apr 21, 2011
Having 0 defense at the rear of our ship might not be a bad thing depending on what kind of defense we have.

quote:

ANGLE DEFLECTOR SHIELDS
Using this maneuver, a crewmember with access to the shield controls can reassign up to one point of De­fense from one defense zone to another. For example, a player could shore up a vessel's forward defense zone with a point from its aft defense zone. This maneuver only works if the ship or vehicle has defense that can be reassigned, as with deflector shields.

So if we have deflector shields then we might be fine without the extra shields.

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Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
Just as a story note, the Empire essentially has a trade embargo on the Hapes Cluster, so literally any type of good you claim to be taking there would be automatically illegal... they actually have a loose blockade that patrols between systems. (you will have to make rolls and crap later if you want to try to sneak past or whatever) Imagine it's like US vs USSR circa the 1960s.

Thing is, private passenger craft are allowed through, like people on vacation or ambassadors or whatever. You just can't bring trade good because of customs.

That said, there's a lot of room for creativity in what you do, but I leave that for you guys to brainstorm and think up options. If you want hints, I can provide suggestions at the cost of Destiny Die (which will be rolled in the next update).

Fuzz fucked around with this message at 22:01 on Mar 3, 2015

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE

Fuzz posted:

Just as a story note, the Empire essentially has a trade embargo on the Hapes Cluster, so literally any type of good you claim to be taking there would be automatically illegal.

So you're saying I need the smuggling compartments for my whiskey, not the special cargo. Got it.

I know Mez hired a bunch of alcoholics. Don't lie, guys.

Baron Fuzzlewhack fucked around with this message at 22:51 on Mar 3, 2015

Flame112
Apr 21, 2011
Even if we have to lie about where we're taking it, having some legitimate cargo is probably still a good idea.

chin up everything sucks
Jan 29, 2012

Baron Fuzzlewhack posted:

So you're saying I need the smuggling compartments for my whiskey, not the special cargo. Got it.

I know Mez hired a bunch of alcoholics. Don't lie, guys.

Do I look like Bender to you?

Swags
Dec 9, 2006
Hapes in general is super concerned with appearance, right?

I say we spend a bunch of credits on things that 'will become beautiful'. Specifically, rare flower seeds.

Flame112
Apr 21, 2011
Speaking of Hapes should we be rolling, like, Outer Rim checks to figure out what we know about it? Or maybe finding someone who's been there, or something?

Swags
Dec 9, 2006
So if he's giving us 200,000 up front, why're we only getting 10,000 to split? It doesn't cost 190,000 just to get there, does it?

Couldn't we use some of that to upgrade the ship, buy cargo, etc? Things Hapes has never seen before or that fits with their flighty noble culture seems the best idea. So relatively new stuff (in the last few decades) or stuff from the other side of the galaxy. Or you could go the way of "This is the height of Core-ward fashion, my dear" and grab some fancy hats or some poo poo.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Flame112 posted:

Speaking of Hapes should we be rolling, like, Outer Rim checks to figure out what we know about it? Or maybe finding someone who's been there, or something?

That might be a good idea! :smugbert:

Flame112
Apr 21, 2011

Swags posted:

So if he's giving us 200,000 up front, why're we only getting 10,000 to split? It doesn't cost 190,000 just to get there, does it?

Couldn't we use some of that to upgrade the ship, buy cargo, etc? Things Hapes has never seen before or that fits with their flighty noble culture seems the best idea. So relatively new stuff (in the last few decades) or stuff from the other side of the galaxy. Or you could go the way of "This is the height of Core-ward fashion, my dear" and grab some fancy hats or some poo poo.

I believe the justification was that we were getting 25% upfront already, which is where our bonus starting credits came from, but Mez managed to negotiate for a little extra upfront, which is where the 10,000 comes from. And the credits that we aren't actually getting to spend are abstracted as business/ship running costs, I think.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Flame112 posted:

I believe the justification was that we were getting 25% upfront already, which is where our bonus starting credits came from, but Mez managed to negotiate for a little extra upfront, which is where the 10,000 comes from. And the credits that we aren't actually getting to spend are abstracted as business/ship running costs, I think.

This is correct.

I already gave you guys a ton of poo poo, stop being so greedy! :shepbert:

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!
Made the first Outer Rim check, not sure on the difficulty dice we'd need, but I can re-roll with difficulty dice at GM's request.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
I just noticed Baron Fuzzlewhack didn't roll difficulty on his Negotiation.

What is with you guys and not rolling difficulties? This campaign will not last long if I have to manually roll every difficulty. Just make a guess at it and roll it. If it needs more, I'll add more. If not, whatever, I'll drop the last dice. You all know the rules and know how difficult it should be (in this case, standard 2).

I'll let that one slide since I already doled out the cash, but just pick a difficulty that makes sense to you and roll it. You can predict setbacks a lot of the time, too... in the case of Hapes, automatic setback because none of you have ever actually ever been there, ever. Otherwise, it'd just be a 3.



So yeah, start rolling difficulty built into your rolls, because I post a lot from my phone (orokos doesn't work on phone browsers) and I don't want to do math. :arghfist::shepface:

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!

Fuzz posted:

I just noticed Baron Fuzzlewhack didn't roll difficulty on his Negotiation.

What is with you guys and not rolling difficulties? This campaign will not last long if I have to manually roll every difficulty. Just make a guess at it and roll it. If it needs more, I'll add more. If not, whatever, I'll drop the last dice. You all know the rules and know how difficult it should be (in this case, standard 2).

I'll let that one slide since I already doled out the cash, but just pick a difficulty that makes sense to you and roll it. You can predict setbacks a lot of the time, too... in the case of Hapes, automatic setback because none of you have ever actually ever been there, ever. Otherwise, it'd just be a 3.



So yeah, start rolling difficulty built into your rolls, because I post a lot from my phone (orokos doesn't work on phone browsers) and I don't want to do math. :arghfist::shepface:

Noted, sorry! Edited my post to include 2 difficulty + setback.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE

Fuzz posted:

I just noticed Baron Fuzzlewhack didn't roll difficulty on his Negotiation. What is with you guys and not rolling difficulties?

I would just like to point out that I asked about this in the other thread, so :colbert:. (Really though I was expecting you to throw the difficulty dice in later.)

I'll be sure to do it right in the future, I promise!

Fuzz
Jun 2, 2003

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And to clarify: Yes, Alderaan still exists. This campaign is set BEFORE A New Hope, during the height of the Empire. Bail Organa is still Senator, Princess Leia is running around somewhere, etc etc.

Fuzz
Jun 2, 2003

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Bear in mind, the shorter an uncharted jump is, the easier it would be, especially if there's nothing obvious in the way. A better nav computer would also provide boosts on any rolls. As an example, jumping from Onderon to the edge of the Hapes Cluster (you don't have a chart, so navigating such a dense cluster will be really hard without help or an escort) would be a 3D+2S. Better charts of equipment might remove some setback or add boosts.

Don't worry, it'll be really hard to jump into a star or black hole or something. This close to the Core, space isn't quite as big and there aren't as many black holes because the stars are younger.

I just want the navigation to matter, not only in making Astrogation more useful, but also because the route you take will dictate the nature and style of the adventure.

Fuzz fucked around with this message at 15:54 on Mar 4, 2015

Flame112
Apr 21, 2011
How much time would we save by taking this orange path over this blue path, and how hard would the uncharted jumps be on both the orange and the blue path:

Assuming no unforeseen complications.


Depending on how much time the orange route saves us, I think blue might be nice to go pick up some Alderaanian plants or something, and then I heard that someone was successfully smuggled out of Hapes into Onderon so that would be a good place to make that final uncharted jump.

Swags
Dec 9, 2006
That sounds like an astronavigation check. Also Vena is known to deal with Hapes but I don't know if we know that .

chin up everything sucks
Jan 29, 2012

Wouldn't Coruscant to Taanab via corridor and then Taanab to Hapes be the easiest?

chin up everything sucks fucked around with this message at 17:14 on Mar 5, 2015

Fuzz
Jun 2, 2003

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I mean, sure, if you're into going to Tanaab...


Finalize your choice by tonight, then I'll post the update for take off.

Fuzz fucked around with this message at 16:39 on Mar 5, 2015

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!
If it would be possible to obtain a safe(ish) route from Onderon, then I'd vote for this:



If not, then I'd stick to one of the standard routes as much as possible, remember that speed is a factor here and ending up stranded in the arse-end of nowhere is bad for business....

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
We're leaving from Corellia so Coruscant is waaaaay out of our way. There's also a ton of Imperial presence there, so we should probably avoid it.

I don't mind trying to find a route that's not on one of the major hyperlanes as it could save us some time and lead to some hijinks (i.e. Corellia >> Bellassa, Bellassa >> Cato Neimoidia). Hell, even Corellia >> Cato Neimoidia would be worth trying--the Duros did it, surely we can, too.

Also if we can swing by Onderon that'd be great. If it also just happened to be during that weird atmospheric merge with Dxun that'd be even better. :pervert:

chin up everything sucks
Jan 29, 2012

Going via Kuat WOULD let us look at fun ship upgrades....

Fuzz
Jun 2, 2003

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It would be common knowledge that the Empire has a permanent customs checkpoint in Kuat because of the shipyards there. All traffic in and out of the system is thoroughly controlled along lanes, and there are multiple spaceports for commercial traffic, so all apps have to dock and have their cargo inspected.

The process takes at least a day, but a lot of traders like to go through there because it's one of those systems where, once cleared, you're documented on the Imperial Holonet as having clearance and most systems will just wave you through because you already passed through Kuat's rigorous customs. The more places you docked in the interim, the weaker that clearance becomes, but it's a thing.

Kuati inspection doesn't normally involve scanning crews, they mainly will just have a customs officer board and inspect all cargo and check it against the manifest. Questionable goods would get scanned or searched, and if the officer feels suspicious or is a dickhead he might order a full scan in which case you're gonna be stuck (detained, but able to wander astound the station, usually) there for at least 36 hours while they thoroughly scan the entire ship AFTER making you unload all your cargo.

The same process can be randomly assigned by patrols on ships traveling through Coruscant, Brentaal, and Corellia, but since you guys are leaving out of Corellia they won't bother you. Patrols pick their random customs checks supposedly at random, but let's be real, they're basically like stop and frisk and are dickheads, so if you have a dumb name or a smuggling record they're gonna stop you, but legit types mostly get a pass.

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!

Baron Fuzzlewhack posted:

We're leaving from Corellia so Coruscant is waaaaay out of our way. There's also a ton of Imperial presence there, so we should probably avoid it.

I don't mind trying to find a route that's not on one of the major hyperlanes as it could save us some time and lead to some hijinks (i.e. Corellia >> Bellassa, Bellassa >> Cato Neimoidia). Hell, even Corellia >> Cato Neimoidia would be worth trying--the Duros did it, surely we can, too.

Also if we can swing by Onderon that'd be great. If it also just happened to be during that weird atmospheric merge with Dxun that'd be even better. :pervert:

For some reason I confused Correllia with Coruscant :( Withdrawn...

Flame112
Apr 21, 2011

Flame112 posted:

How much time would we save by taking this orange path over this blue path, and how hard would the uncharted jumps be on both the orange and the blue path:

Assuming no unforeseen complications.

Hey Fuzz, I never got an answer for this.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
They would all be 3D+1S checks, assuming you had the time to sit and do the calculations and whatnot. Mind you, there might be hidden, known safe vectors, it's just that only smugglers would know them and they'd kinda be trade secrets. Info like that could knock it down to 2D and remove the setback.

Orange route would take maybe 5 or 6 days, blue would be maybe 3 more, depends how long you hang around in Alderaan. Keep in mind that's to get to the edge of the cluster, it's up in the air how long it would take to get to Hapes Prime from there.

Edit: For both routes you'd also have to stop to refuel at least once. Could be twice with blue if there are complications, but a straight run on blue could be done on 2 tanks of fuel.

Fuzz fucked around with this message at 18:20 on Mar 5, 2015

chin up everything sucks
Jan 29, 2012

What about taking the green lane to the purple lane and then jumping into the cluster?

Flame112
Apr 21, 2011

Fuzz posted:

it's just that only smugglers would know them

Smugglers like....Damada?

Edit:

FireSight posted:

What about taking the green lane to the purple lane and then jumping into the cluster?

Sebrano learned that there was a ton of Imperial activity around Tanaab, so I'm not sure if we would want to go that way.

Double edit: Is Onderon blockaded? Is that a legitimate place we could say that we were taking trade goods?

Flame112 fucked around with this message at 18:34 on Mar 5, 2015

chin up everything sucks
Jan 29, 2012

Alright, I vote for whatever path gives us the most trading opportunities on the way up and back. Gotta keep being legitimate traders... and give Lita reasons to move poo poo around constantly.

Flame112
Apr 21, 2011
I think completing our package delivery on time is the most important thing. Stopping at every planet to do some light trading is only going to slow us down, and honestly I doubt any little jobs we pick up will be worth anything near 800,000 credits. Fuzz says my blue route will take us 8-9 days, add like 2 days for any trading and delays, which leaves us with only 3-4 days to navigate to Hapan from Onderon and find our contact. Even that might be cutting it too close.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
You bring up a good point, and so I'd propose the following route, which is similar to yours:



e: We don't necessarily have to stop at each point on the latter part of the route for trade, they're just safer lanes to take on the way there.

If we really need to pick up legitimate trade goods to mask our real cargo, we can do so on Bellassa since it's a fairly industrious and wealthy world. Popping over to Kuat afterwards can get us decent Imperial customs clearance, maybe stating that we're taking cargo from Bellassa to Onderon to supply Iziz. We can drop some stuff off at Onderon, and if we can't find anyone there with information regarding a route into the Hapes Cluster, we can try heading to Vena like Swags/Vinters suggested. Supposedly Vena is pretty independent and maintains trade with the Consortium, so there's a good chance someone there will know something.

Baron Fuzzlewhack fucked around with this message at 20:29 on Mar 5, 2015

Swags
Dec 9, 2006
If we spend the 7400 on a .5 hyperdrive like I suggested, that 9 day travel time drops to 2 or 3 days.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Given the deadline we have, it might not be a bad idea to pick that up after all. I could very easily see Mez agreeing with it as a sound business decision--if the company doesn't gently caress up this haul, that hyperdrive will have paid for itself a hundred times over.

e: Also 7400 would get us a Class 1, 9400 would get us a Class .5, but a Class 1 would still cut our travel time by a third.

Baron Fuzzlewhack fucked around with this message at 20:51 on Mar 5, 2015

Flame112
Apr 21, 2011

Swags posted:

If we spend the 7400 on a .5 hyperdrive like I suggested, that 9 day travel time drops to 2 or 3 days.

I imagine we would lose a day on getting new parts installed or something, but I'm sure we'd still come out ahead on days in the end. And going from Class 2 to Class 1 should double our hyperdrive speed? I imagine some of our time will still be spent in regular space and stuff, but I think a Class 1 is a good idea.

Swags
Dec 9, 2006

Baron Fuzzlewhack posted:

e: Also 7400 would get us a Class 1, 9400 would get us a Class .5, but a Class 1 would still cut our travel time by a third.

You keep repeating this and I didn't know where you're getting it from. I did some looking and apparently the stats are different from the Force and Destiny beta (which is in the character generator) to Far Horizons.

Most notably:
pre:
F&D Beta     /   Far Horizons
Handling: -1 / -2
Defense Aft: 1 / 0
Hyperdrive primary: 2 / 3
So apparently our ship is much less good than I thought it was. Bleh. But still, 7,400 for a Class 1 hyperdrive (we can make it a class .5 later) sounds good.

ForeverBWFC
Oct 19, 2011

Oh, the lads! You should've seen 'em running!
Ask 'em why and they reply the Bolton Boys are coming! All the lads and lasses, smiles upon their faces,

WALKING DOWN THE MANNY ROAD, TO SEE THE BURNDEN ACES!

Swags posted:

You keep repeating this and I didn't know where you're getting it from. I did some looking and apparently the stats are different from the Force and Destiny beta (which is in the character generator) to Far Horizons.

Most notably:
pre:
F&D Beta     /   Far Horizons
Handling: -1 / -2
Defense Aft: 1 / 0
Hyperdrive primary: 2 / 3
So apparently our ship is much less good than I thought it was. Bleh. But still, 7,400 for a Class 1 hyperdrive (we can make it a class .5 later) sounds good.

As mechanic, I am all for getting new parts to tinker with and avoid (non) human contact!

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Yeah, sorry. I've been operating off of Far Horizons, and I have the F&D Beta options turned off on my character generator, so that would explain it. In any case, the index entry I linked earlier had the Far Horizons stats.

If we're grabbing the Upgraded Hyperdrive Generator, then maybe we can use the rest of the money for smuggling compartments. How large is the special cargo we're hauling, Fuzz?


Potential costs:
Hyperdrive Upgrade / 1x Smuggling Compartment (25 encumbrance) / 2x Smuggling Compartment (50 encumbrance)
7400/8600/9600 Total cost
2600/1400/400 Leftover for individuals
Minus the 500 from Vinters, 90 from Mez (no more whiskey), 200 from Sebrano
2010/810/-190 Total Leftover

e: VVV Thanks, I forgot that.

Baron Fuzzlewhack fucked around with this message at 22:56 on Mar 5, 2015

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Flame112
Apr 21, 2011
Sebrano didn't actually buy anything since the short range comms turned out to be pretty long.

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