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(edit) Quote is not edit
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# ? May 25, 2016 04:03 |
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# ? Apr 27, 2024 15:17 |
my dad posted:[Helm] West 1 (M03) Mick Telford, Junior Tactical Officer Second Class "Yeah I'm good with this too. It should close us out nicely. The Scintillans should be able to sustain their shields long enough to get the hell out of here so we should too. We should also probably make a note for future reference that these hivers, if we run into them again, are going to be mad at us for ditching them without giving up our shinies."
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# ? May 26, 2016 02:14 |
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===========CCS======================== [Helm] (4)West(1) [Weapons] [n/a] [Damage Control] [n/a] [Sensors] (4)Deep scan P-9 Engineering (4)Sensors --------------------------------------------- Sarama posted:
Comms posted:[to Gar'xx'tuur]"No problem, friend. Just give us a second to readjust the cargo distriNO, NOT THAT BUTTON YOU IDI... Sarama posted:
Comms posted:Ah… Nice timing, Lacustrine. This is the HA science vessel Athene. ALL MAIN, SECONDARY AND BONUS OBJECTIVES MET! Stand by for debriefing and mission summary Gravedust fucked around with this message at 23:43 on May 26, 2016 |
# ? May 26, 2016 23:39 |
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Not bad! Still can't figure out what I want to create to be my "character" Considering CK's post, I might as well go with being the ship's chaplain.
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# ? May 27, 2016 00:00 |
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^^^^^ Hehe. Well, had to call you somethin', and with a username like 'my dad' it was a fairly obvious joke.
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# ? May 27, 2016 00:44 |
Judith Chiang, Nav Officer [Comms] [to Roland]: Man, what happened to you guys? Is the Callisto OK?
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# ? May 27, 2016 01:02 |
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Ivana Sendvič - Science Officer "Hoh yes! We having the made it back, celebrations for everybody! is anybody to be needing me, I will be back on station for the leave of shore.... No, I kid, is work! Heff to find new experiment-bounty (how is you say, 'grant?') from TLSI. See you back on ship before next mission ya? ====================STARSHIP CONTROL==================== [Helm] - N/A [Weapons] - N/A [Damage Control] - N/A [Sensors] -N/A [Engineering] - Power to Comms [Comms] - Encrypted Data Pulse to Totally Legitimate Science Institution. "I am pleased to be having completed experiment! Reporting great success Now I excited waiting for new task, for you to give thank you. Attached file: Icecream.zip" =========================================================
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# ? May 27, 2016 08:10 |
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Jack Rafferty, Comms Officer "All right then, let's send out some messages while this stuff is being unloaded." [Comms] -Send info/messages received from Rain Hand to Scintillian Delegation. -Advise Qura'xxo Embassy of request for reinforcements by Gar'xx'Tuur. Something about loading cargo? -Don't in any way fudge with Ivana's message *wink wink nudge nudge* Citizen Kane 13 fucked around with this message at 17:43 on May 27, 2016 |
# ? May 27, 2016 17:40 |
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HBar posted:[Comms] TLSI posted:
Scintillan Delegation posted:
------------------------------------------------------------------------------------------------------------------------------- After unloading the supplies to the Athene and docking at Typhon, you have the run of the Starstation's R&R facilities to relax and unwind in. You and are the subject of many curious enquiries by the stations inhabitants, as well as a fair share of celebratory back patting from fellow humans and unusual, voluminous handshakes from the station's Noom contingent. Unfortunately, after only 24 hours (hope you got some sleep) you receive a message that directs you to one of the station's meeting rooms, where you find the rest of Lacustrine's crew assembled. On the wall, a holoscreen flickers: ------------------------------------------------------------------------------------------------------------------------------- Greetings to you all and apologies for cutting short your recreational time, but events are moving quickly. As you may know, I am S1-2ZU, Tier-4 Strategic AI for the Human Alliance. I authorized and oversaw your earlier mission. I will now give you your post-mission debriefing, and discuss particulars regarding your next. First, I congratulate you on the success of your last mission. Without your efforts we would be in a very unfavorable position. What we have learned can be summarized as follows: • The Core Event was not a natural occurrence. • The Core Event was most probably not a weapon. It may have been unintended. • The Matter cast off by the Core Event is all the same material, which appears to have been nanotechnically manipulated. Whatever their original function or configuration was, all these pieces have reverted to ultradense carbon, probably as a method of rendering the technology unusable. At this point they are all inert, and we are making guesses as to their function based on what remains of their structure. • The energies cast off by the event, which subsequently formed into the nebula types you encountered, apparently do not conform to the standard physical laws of the universe. If anything, they bear a similarity to the types of energy encountered while in phase space. This all points towards a massive incident in phase-space, though there are still many unanswered questions. Based on what we now understand about the event and the debris and nebula patterns it generated, I believe we can safely jump closer to the event site and discover what, if anything, remains at it's epicenter. Based on your past successes, I have chosen your ship to be the one to pierce to the very center of the incident. First however, your ship will be retrofitted at the nearby HASF shipyards to improve it's spaceworthiness. Since you excelled so well as your task last mission, I have been able to convince the sector commander to run a double shift and perform two upgrades. Also, thanks to your recovery of the Dark Orange Nebular mass, scientists aboard the Athene were able to fabricate a prototype power source which will be installed aboard Lacustrine. ==========NEW EQUIPMENT================================= THEANTERIUM POWER CELL Thanks to your retrieval of the Dark Orange nebula sample, we have been able to fabricate a unique new energy source, the Theanterium Power Cell, which can produce an incredibly powerful burst of energy for a very short period of time, perhaps only a few moments. While in operation, this power flux will be enough to Engineering boost EVERY station on the ship at once. However afterwards the fuel cell will be completely spent until it can be recharged at port. Later on, this system may be upgraded to hold additional cells. ====================================================== =====CHOOSE 2 UPGRADES=================== A: Survivability Upgrade Increases the Structure of all sections of the ship to: [Bridge:35][Shield Gen:30][Cargo:20][Engineering:30][Cannons:15][Engines:20] This also includes an expanded Damage Control station, which improves Damage Control to [3 base/6 boosted] B: Engine Upgrade The fitting of more powerful engines increases the Lacustrine's normal speed to 4, and boosted speed to 7. C: Shield Upgrade: A custom Shield generator increases the Lacustrine's shield capacity to 30 and regen to [6 base/12 boosted] D: Weapons Upgrade: A Maser turret adds [D8/R5] weapon to the Lacustrine's existing armament. E: Advanced Probe Bay: Adds 2 permanent Probe Bays, which can launch and recover Advanced Probes. Advanced Probes are [Speed 6] and have a sensor range of 6. They can Deep Scan. F: Jump Drive: An extensive retrofit adds a miniaturized Jump Drive with a Charge time of 5, requiring a Jumpway of 5. This upgrade can be taken again later to further improve the drive. G: Cloaking Field: Adds a Cloaking Field generator to the ship. Using the Cloaking Field requires an Engineering boost, but also renders your ship invisible to any ship further than 15 squares away. This upgrade can be taken again later to further reduce the detection range. H: Sensor/Comms Upgrade: Active Sensor range is extended to 15 squares, and Long Range Comms character limit is increased to 200 normal, 150 encrypted. Gravedust fucked around with this message at 19:59 on May 30, 2016 |
# ? May 30, 2016 19:56 |
I'd have to go with the Engines Upgade (the faster we get to places, the faster we finish our mission and get home) and a Advanced Probe Bay
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# ? May 30, 2016 20:03 |
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Hm... Let's see... Survivability: Might be good for a battle of attrition, but hopefully we'll play smart enough to avoid those. Meh. Engine upgrade: Useful both in combat and out of it. Not a bad idea. Shield upgrade: The boost to total shield capacity isn't much, but the boost to the regenaration is really nice. Not a bad idea. Weapons upgrade: Almost doubles our damage output, and with extra range to boot. As far as combat performance goes, this is the best upgrade available. Also, I imagine it's easier to use big-stick diplomacy if we have more guns visible. Advanced probe bay: Amazing exploration tool. I'd consider it equivalent to taking both the engine and comms upgrade in terms of utility. Probably extremely useful for our next mission. Jump drive: Obviously useful, but I'd rather wait until we have a mission that benefits us for going in solo. Meh. Cloaking field: 15 tiles is 2.5 boosted moves. Could be worth it after a couple of upgrades, but for now,it's useless - let's instead make sure our ship is capable of doing its job. Meeeeeh Sensors/comms: Not a bad upgrade. Might be worth it on its own merits later on, but for now, I'd rather use probes to extend our sensor coverage. Meh I'm voting weapons and probe bay. Probe bays are by far the best thing here at the moment, weapons and shields are both pretty good combat upgrades though I think weapons give more bang for the buck, and engines are excellent but they conflict with the probe bays in their usefuleness atm (what's the point of going faster if we're launching an even faster probe), and I'm wary of taking 2 utility upgrades before a combat one in a game with permadeath.
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# ? May 30, 2016 20:38 |
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my dad posted:I'm voting weapons and probe bay. Sound reasoning, and what I'd choose as well. Weapons and Probes it is.
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# ? May 30, 2016 21:16 |
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my dad posted:Hm... Let's see... All well and good and I'd vote for shields myself, except we haven't been in combat yet. No idea how things will fare as they are. They might not even be needed quite yet. Not to mention, we might piss off some aliens for being 'loaded for bear' and the mere fact we have them causes us to need them... So far, the only casualties we've heard about are from either a terrible accident or Qura'xoo being dicks. So, for my vote Engines and Probes
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# ? May 30, 2016 21:40 |
Judith Chiang, Nav Officer BG. A nimble stealth ship can go where it wants and do what it wants.
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# ? May 30, 2016 22:00 |
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^^^^^ I wouldn't go for stealth myself, quite yet. At least not until we get our own jump drive. After all, Sarama doesn't have a cloaking field unless they upgrade, too.
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# ? May 30, 2016 22:28 |
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Combine them with Cloaking Field and we should seem pretty innocuous. Just some dispensable unarmed probes scouting the Death zone, and an unescorted jump ship. Wait, gently caress. Well, we'll figure something out. We still have to experiment with whether black nebulae cloak jump signatures. Fine guess I gotta vote for Engines. Abyssal Squid fucked around with this message at 06:03 on May 31, 2016 |
# ? May 30, 2016 22:33 |
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In the interest of keeping it from being down to a die roll, if nobody else votes, to keep it from coming down to a tie between Weapons, Engines and Cloak, at that point I'll go with weapons instead. But only then. Would much rather have weapons than cloak at this point. Sorry stealthy folks. (edit) Oh, hah hah VVVVV Citizen Kane 13 fucked around with this message at 05:42 on May 31, 2016 |
# ? May 31, 2016 05:37 |
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Citizen Kane 13 posted:In the interest of keeping it from being down to a die roll, if nobody else votes, to keep it from coming down to a tie between Weapons, Engines and Cloak, at that point I'll go with weapons instead. But only then. Same, but with engines.
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# ? May 31, 2016 05:39 |
I'm so torn! Weapons or engines... dakka it is
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# ? May 31, 2016 05:44 |
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Engines instead of Probes it is. I'd prefer to go with Shields instead, since we've already run into plenty of damaging terrain completely independent of any hostiles, and the Roland's situation makes a case for Survivability. But given the choice between completing our mission faster or picking fights, I know which I'd prefer.
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# ? May 31, 2016 06:20 |
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AD
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# ? May 31, 2016 07:01 |
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Ivana Sendvič - Science Officer Is for the working of science of utmost important to find science to work, is for this reason Advanced Probe Bay is Best Choice for mission futures! But sometimes, Science Experiment may not want experiment For this case we have large maser turret! Also for experiment. Case can be made for new engines; for to get to zone of knowledge faster, but Probes are best friend to hard working very loyal doctor Sendvič, like dogs to American stereotype male. Please, think of stereotype! Vote probes!
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# ? May 31, 2016 07:56 |
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Malda Hiyre, Redshirt VIA, are there any jumpships in the fleet capable of charging in only two turns? One way to handle the whole "our jumpship wouldn't also have a cloaking field" problem would be to jump in, have our carrier jump back out, and then stand by to jump back in when we need to get out.
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# ? May 31, 2016 19:05 |
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(( Howdy folks So late on Monday I became the owner of a brand new Human. So substantive updates may be sporadic for a week or two since there is some production stuff I need to do before the next mission, and my time is compressed some. Hope to get something out tomorrow tho. ))
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# ? Jun 1, 2016 23:09 |
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Congratulations!!!!
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# ? Jun 1, 2016 23:16 |
Congrats!
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# ? Jun 1, 2016 23:34 |
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Congrats!
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# ? Jun 2, 2016 00:30 |
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Congrats on the !
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# ? Jun 2, 2016 00:41 |
The 13th amendment still exists in space you know. congrats
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# ? Jun 2, 2016 01:06 |
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((Thanks all. ))Abyssal Squid posted:
Abyssal Squid posted:VIA, are there any jumpships in the fleet capable of charging in only two turns? One way to handle the whole "our jumpship wouldn't also have a cloaking field" problem would be to jump in, have our carrier jump back out, and then stand by to jump back in when we need to get out. ----------------------------------------------------------------------------- UPGRADE VOTES D: Weapons Upgrade: (6) E: Advanced Probe Bay (5) B: Engine Upgrade (4) A: Survivability Upgrade (1) G: Cloaking Field: (1) ((Currently it looks like Weapon and Probes are in the lead. Since I wasn't available to answer questions until just now, I'll leave it open for a while longer.))
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# ? Jun 3, 2016 21:05 |
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VIA posted:
Jack Rafferty, Comms Officer "Via, can we perhaps load some probes with some of Ivana's Ice Cream and detonate them? For Combat situations, of course. Yes. For Combat...." (edit) "Also, Standard Probes? We didn't have any of those before, so why mention them now?" Citizen Kane 13 fucked around with this message at 04:53 on Jun 4, 2016 |
# ? Jun 4, 2016 04:50 |
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((Not quite ready to start next mission yet, hopefully tomorrow.))quote:Hello! I though you might be interested to know that upgrades are under way on the Lacustrine! ------------------------------------------------------------------------------------------------------------------------------------------------------------------- SHIP CLASSES: ============================================================= CIVILIAN CLASSES Civilian ships are usually grouped into one of three basic classes, primarily determined by raw tonnage. As nonmilitary craft, they are prohibited from carrying weapons in Human Alliance space, and usually only feature light or hazard shielding. LIGHT This covers a wide range of ships from the smallest personal vessels to commercial craft and light transports. Usually meant for in-system operation, they are generally unsuitable for long distance deep-space travel. Most are atmosphere-capable. HEAVY Larger vessels, primarily transports of some nature, construction or repair craft, or terraformers. Most are equipped for longer voyages and may be jump-capable. Some heavy craft are atmosphere-capable, but most are not. SUPERHEAVY Nearly always colony ships or megatransport vessels. Superheavies can easily exceed the size of the military Dreadnought class, and all of them are too large to be Jumped or enter into a planet's gravity well. Their sheer size makes shield coverage impractical, but also makes them somewhat resilient to damage as well, as vital systems are often duplicated and spread out. STARSTATION Extremely large deepspace constructs which serve as waystations, tenders, and trading posts for deepspace vessels. Usually located in relatively high-traffic areas where no suitable moons or planetoids exist. Though large, Starstations usually have effective shielding, and due to their importance are allowed to be armed even though they have an officially civilian classification. They feature stationkeeping thrusters, or can be moved by dedicated tug spacecraft, but by and large are immobile. While large, most of a starstation is made up of unpressurized storage compartments; the livable area usually being only ~20% of the station's mass, enough for crew housing and a small recreation and meeting area for visiting or trading crews. In Human Alliance space, many StarStations are jointly operated by Humans and Noom Anai/Karas, with separate living and meeting areas for both species. ============================================================= UTILITY SHIPS Utility ships differ from purely civilian vessels in that they are eligible for being drafted from civilian use by the HASF. As such, and also because they sometimes venture into dangerous areas as part of their vocation, they are eligible to carry weaponry and usually employ more substantial shielding. FRIGATE Frigate class ships are primarily 'specialty' vessels, such as armed couriers, emergency rescue, repair, scout/exploration, or science vessels, though generally they are designed in such a way as to be useable in multiple roles. Most frigates are not jump-capable, but the few which are are sometimes called Runabouts. Many frigates are atmosphere-capable. JUMPCARRIER JumpCarriers are essentially ships with oversized Jump Drives, capable of generating a large enough jump field to cover not just themselves but another ship in their close vicinity, allowing them to 'pull' that ship through a Jump with them. JumpCarriers come in various sizes, the very largest Carriers being sufficient to Jump a Battlecruiser, though the majority cater to ships up to Civilian Heavy or Military Cruiser classifications. Again, in the Human Alliance, while many Jumpcarriers are considered privately owned, civilian craft, they are required by HA law to assist the HASF in times of emergency. ============================================================= HASF MILITARY SHIP CLASSIFICATIONS These designations are used by the HASF to class their own ship, as well as enemy vessels. DESTROYER While close to Frigates in size, Destroyers are distinguished by being dedicated combat vessels, possessing somewhat heavier shielding, armament, and armor, at the cost of most of their noncombat utility. Destroyer armament tends to be close-ranged compared to heaver classes, and while sufficient to take on vessels of similar size they are usually outmatched against larger vessels without a numerical advantage. Jump-Capable Destroyers are sometimes referred to as Corsairs. Destroyers usually serve as scout or recon vessels, patrol craft, or escorts for unarmed craft. Destroyers may also have stealth characteristics, and these ships often operate in 'wolfpacks' to ambush larger vessels. CRUISER Cruisers are dedicated combat ships with an emphasis on firepower and mobility, and are probably the most common warship class. Their primary role is force projection and asset protection. Nearly all Cruisers are jump-capable, and generally attack by jumping directly into the combat sector, preferably in an unexpected location. Cruisers usually operate in 'squadrons' of 2-6 ships, sometimes including a Frigate or Destroyer that serves as an advance scout. BATTLECRUISER The largest of the commonly-seen ship classes, Battlecruisers are built for extended combat. They feature powerful shielding in addition to formidable, long-reaching firepower, though due to their mass they are less maneuverable than many other classes. Some but not all Battlecruisers are jump-capable. DREADNOUGHT The rarest and largest of the military classes, as well as the least mobile due to it's huge mass and large supply requirements. Extremely well shielded and armored, the Dreadnought makes up for it's poor maneuverability with devastating firepower. The primary armament of a Dreadnought is designed to engage and destroy other ships from outside their effective ranges, and is backed by arrays of closer-ranged weaponry. The purpose of the Dreadnought is largely one of area denial or asset protection. Only a handful of the smallest Dreadnoughts have low enough masses to be jumpable, and those have very short hurdle ranges. Generally they inhabit and operate in the same system they were built in, serving as homeworld defense. Fig.1: Relative scale of Lacustrine compared with other ships we have encountered.
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# ? Jun 6, 2016 23:49 |
Excellent and interesting update as always. Mick Telford, Junior Tactical Officer Second Class "Happy to hear from you VIA, you must get awfully bored trapped onboard with bugger all to do. Can you remote-access wrist-comps? If so, I'm going to see Fast & Furious 163 later, feel free to piggyback. I hear it's Vin Kerosene's best performance yet."
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# ? Jun 7, 2016 00:28 |
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((Still trucking along, work is nutz. ))Citizen Kane 13 posted:Jack Rafferty, Comms Officer Hexenritter posted:Mick Telford, Junior Tactical Officer Second Class
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# ? Jun 8, 2016 01:22 |
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Wait a second VIA: colony ships are too large to be jumped? Does that just mean they have jump engines of their own, or do they have to slowboat it to whatever system they are going to colonize? Because the latter sounds horribly inefficient.
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# ? Jun 8, 2016 16:47 |
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sheep-dodger posted:Wait a second VIA: colony ships are too large to be jumped? Does that just mean they have jump engines of their own, or do they have to slowboat it to whatever system they are going to colonize? Because the latter sounds horribly inefficient.
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# ? Jun 8, 2016 17:58 |
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S1-2ZU posted:Welcome back. In order to facilitate your briefing I will first recount some recent events: PRIMARY MISSION OBJECTIVES============================= Navigate to the Core Object: IN PROGRESS Athene scan of Core Object: IN PROGRESS ------------------------------------------------ BONUS OBJECTIVES Mark Safe Egress Zones(0/#) ======================================================= ===========STARSHIP CONTROL======================== [Helm] - Choose a direction- (North, South, East West) - Choose a speed- (0-3) (defaults to full speed) [Weapons] - Choose a target- [Damage Control] -Choose a ship section to repair- [Sensors] -Chose an object to scan- Engineering -Choose a function to boost - (Engines, Weapons, Sensors, Damage Control, Tractor Beam) Comms -Say whatever to whoever- Optional Activate Theanterium Power Cell (Boosts all Stations, 1 use) (Requires at least 4 votes) Deploy a Signal Beacon -----[TONE-0:[Objective reached]------[TONE-1:[Safe egress point]------[TONE-2:[Extract required] (Requires at least 2 votes) ====================================== All players welcome!
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# ? Jun 8, 2016 19:35 |
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Brad Nicholson, Cargo Foreman "Ah, now THIS is more like it. A cargo bay filled with nice, predictable beacons instead of suspicious alien junk or space farts. Cannot find even a trace of all those weird contaminants in my holds. Everything strapped on expertly, the Ice Cream containers cleaned an scrubbed and the key repossed from Ivana. I suppose you've got to give credit to the people at rear end*, they've got their poo poo together when stuff needs to be done." [Helm] North 6 -You heard the guy. Time is of the essence, so we might as well get to it. [Engineering] Engines -As I said, need to go fast [Weapons] Nope [Damage Control] Double check the ice cream containers -Just to make sure they are REALLY clean [Sensors] Scan K16 -Want to take a look at the fancy battlecruiser. They should not get mad unless we Deep Scan them or something. Right? [Comms] Sarama "Hi again guys! Hope you had as nice a shore leave as we did! Anyways, we are coming in fast, so be prepared." [Sarama] Let's dock in and leave immediately. *Association of Space Stevedores
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# ? Jun 8, 2016 20:20 |
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Cool! How common are Colony Ships? Are there stars where there are enough ships that a Dyson Swarm is beginning to form? And I guess let's meet up with the Sarama again. [Helm] North 6
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# ? Jun 8, 2016 21:23 |
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# ? Apr 27, 2024 15:17 |
Judith Chiang, Nav Officer Brad Nose Art: The Lady of the Lake HBar fucked around with this message at 01:20 on Jun 9, 2016 |
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# ? Jun 9, 2016 00:41 |