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Citizen Kane 13
Apr 2, 2011

Service Guarantees Citizenship

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Hexenritter
May 20, 2001


my dad posted:

[Helm] West 1 (M03)
[Weapons] nah
[Damage control] Shield capacitor diagnostic
[Engineering] Sensors
[Sensors] P09 (Deep scan)

[Comms]
<Rain|Hand> deep scan info, embedded within the data stream
<QXO> "No problem, friend. Just give us a second to readjust the cargo distriNO, NOT THAT BUTTON YOU IDI..." *jumps away*

e: I have no idea what the scintillians are doing. They're being incredibly suicidal. I'm almost wondering if we should stay around for one more turn, just to see what the hell they're trying to do.

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."

Gravedust
Nov 2, 2011

You're going to die.
===========CCS========================
[Helm]
(4)West(1)
[Weapons]
[n/a]
[Damage Control]
[n/a]
[Sensors]
(4)Deep scan P-9
Engineering
(4)Sensors
---------------------------------------------

Sarama posted:


Okay we're charged! Get on get on get on, that podship is getting close!

Comms posted:

[to Gar'xx'tuur]"No problem, friend. Just give us a second to readjust the cargo distriNO, NOT THAT BUTTON YOU IDI...

quote:


>>>>WAIT>>>><
>>YOU WERE>- [Jump protocol initiated - Comms disabled]


Sarama posted:



WE ARE OUTTA HERE!





Comms posted:

Ah… Nice timing, Lacustrine. This is the HA science vessel Athene.
We've arrived to take those samples off your hands for a thorough analysis. It sounds as though you have quite a haul of other scientific data to share as well. Sincerest thanks, I can hardly wait to get my hands on it...

Additionally, we are to extend you congratulations on behalf of the Human Alliance Strategic Command, apparently you have succeeded beyond their expectations, and where others did not fare quite so well.

I am authorized to grant you a 72 hour liberty as soon as your samples and data are offloaded to this vessel.

Take a good rest, you've earned it.


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

my dad
Oct 17, 2012

this shall be humorous
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. :v:

Citizen Kane 13
Apr 2, 2011

Service Guarantees Citizenship

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^^^^^

Hehe. Well, had to call you somethin', and with a username like 'my dad' it was a fairly obvious joke. :laugh:

HBar
Sep 13, 2007

Judith Chiang, Nav Officer


[Comms]
[to Roland]: Man, what happened to you guys? Is the Callisto OK?

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer
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! :D
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 :D
Now I excited waiting for new task, for you to give thank you.
Attached file: Icecream.zip
"
=========================================================

Citizen Kane 13
Apr 2, 2011

Service Guarantees Citizenship

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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

Gravedust
Nov 2, 2011

You're going to die.

HBar posted:

[Comms]
[to Roland]: Man, what happened to you guys? Is the Callisto OK?

Roland posted:

Huh. I guess you made it… We weren't so lucky. Egressed right in the middle of a debris field and tore open the entire starboard side of our center hull and drat near severed our sponson. Lost power basically immediately. …Not sure what happened to Callisto, the maglocks disengaged when we lost power and they drifted away, pulling off our tether in the process. They must have had damage of their own because their engines never came back on, and we never got a hail from them. Took us a while just to get the power running, and another to work out how we could jump clear of that mess. …We, we waited for them, though. We did wait. …We just never heard a thing.

TLSI posted:


Dear (mr./mrs./mx.) Ivana Sendvič your submission has been received and is under review! Thank you.
At this time we have no urgent subjects for study, but please continue to report any interesting findings.
We definitely pay real money for important or interesting discoveries!

Scintillan Delegation posted:


Thank you for the information regarding the Scintillan ship Rain|Hand.
You may be pleased to learn that it has successfully returned from it's mission, though it suffered damage and some casualties before it was able to escape. Rain|Hand's Captain thanks you for your assistance and regrets being unable to repay you in kind.
-Full translation provided by G.Thompson.

-------------------------------------------------------------------------------------------------------------------------------
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

Nothingtoseehere
Nov 11, 2010


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

my dad
Oct 17, 2012

this shall be humorous
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.

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....

my dad posted:

I'm voting weapons and probe bay.

Sound reasoning, and what I'd choose as well. Weapons and Probes it is.

Citizen Kane 13
Apr 2, 2011

Service Guarantees Citizenship

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my dad posted:

Hm... Let's see...

:words:

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

HBar
Sep 13, 2007

Judith Chiang, Nav Officer


BG. A nimble stealth ship can go where it wants and do what it wants.

Citizen Kane 13
Apr 2, 2011

Service Guarantees Citizenship

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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.

Abyssal Squid
Jul 24, 2003

Probes seem like a gimme, gets our work done in half the time. Are they shielded, can they be repaired by damage control when recovered, or are orange nebulae no go for them?

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

Citizen Kane 13
Apr 2, 2011

Service Guarantees Citizenship

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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 :golfclap:
VVVVV

Citizen Kane 13 fucked around with this message at 05:42 on May 31, 2016

my dad
Oct 17, 2012

this shall be humorous

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. :v:

Hexenritter
May 20, 2001


I'm so torn! Weapons or engines...

dakka it is

Abyssal Squid
Jul 24, 2003

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.

Grognan
Jan 23, 2007

by Fluffdaddy
AD

Swedish Thaumocracy
Jul 11, 2006

Strength of >800 Men
Honor of 0
Grimey Drawer
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. :D

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!

Abyssal Squid
Jul 24, 2003

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.

Gravedust
Nov 2, 2011

You're going to die.
((
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. :)
))

Toughy
Nov 29, 2004

KAVODEL! KAVODEL!

Congratulations!!!!

Hexenritter
May 20, 2001


Congrats!

my dad
Oct 17, 2012

this shall be humorous
Congrats! :neckbeard:

Citizen Kane 13
Apr 2, 2011

Service Guarantees Citizenship

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Congrats on the :baby:!

HBar
Sep 13, 2007

The 13th amendment still exists in space you know. :colbert: congrats

Gravedust
Nov 2, 2011

You're going to die.
((Thanks all. :) ))

Abyssal Squid posted:

Probes seem like a gimme, gets our work done in half the time. Are they shielded, can they be repaired by damage control when recovered, or are orange nebulae no go for them?

quote:


Probes are not shielded so they would probably not fare very well in a caustic environment like an Orange Nebula. Likewise that can be vaporized fairly easily by weapons fire, should they be targeted.
The advantage of Advanced probes over Standard probes is increased speed and scan range (6 vs 4), and the ability to Deep scan.

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.

quote:


There are some very specialized kinds of small courier ships that are capable of very fast jump charges, but for a larger ship like a JumpCarrier, especially with a passenger vessel, a ((3 round)) charge time is about the best one can hope for. Having a Jumpcarrier wait outside the operation area and jump in when required to ferry out a ship is a commonly used tactic. Note that using long-range comms is required to call it in.

-----------------------------------------------------------------------------

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.))

Citizen Kane 13
Apr 2, 2011

Service Guarantees Citizenship

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VIA posted:


Probes are not shielded so they would probably not fare very well in a caustic environment like an Orange Nebula. Likewise that can be vaporized fairly easily by weapons fire, should they be targeted.
The advantage of Advanced probes over Standard probes is increased speed and scan range (6 vs 4), and the ability to Deep scan.

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...." :tinfoil:

(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

Gravedust
Nov 2, 2011

You're going to die.
((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!
…While under repair almost all my privileges have been revoked, but the build crew didn't switch me off. As a result I have a lot of spare time.

And I mean, a LOT of spare time. On the human timescale the wait would be something like two hundred years. Fortunately AI are a bit more cognitively stable than a human would be under similar circumstances, but there are really only so many ways you can collate a status report every second when all you have is a single datafeed. It's not even audio. Every entry is the same, and every hour on the hour I compress all 3,600 identical status reports into a single entry that says: "Nothing Happened."

And that's all I do.

But then I remembered I still have the authority to send text messages to my assigned crew, so I decided to draw up a report for you all!
…I wasn't sure what would be interesting though, so instead I just did a general report on ship classifications.

So… I hope you find this interesting, and I hope I'm not interrupting your shore leave?

Looking forward to seeing you all again!

-------------------------------------------------------------------------------------------------------------------------------------------------------------------
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.

Hexenritter
May 20, 2001


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."

Gravedust
Nov 2, 2011

You're going to die.
((Still trucking along, work is nutz. :( ))

Citizen Kane 13 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...." :tinfoil:
(edit)
"Also, Standard Probes? We didn't have any of those before, so why mention them now?"

quote:


I'm… not certain that would be an effective use of the probes. Oh, I figured I may as well explain a bit about standard probes as well, since it is unlikely but not impossible you might encounter them in the future.

Hexenritter posted:

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."

quote:


Well, that wouldn't be exactly 100% legal… Buuuuut, Vids are probably a way to get more acclimated to the range of human emotions, right? So it'd be for the mission!

sheep-dodger
Feb 21, 2013

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.

Gravedust
Nov 2, 2011

You're going to die.

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.

quote:


Oh, certainly. Different species have different takes on the concept, but the traditional notion of a Colony ship as a 'seed' vessel containing the colonists, supplies, and machinery necessary to establish a planetary or lunar colony dates back several hundred years to the prejump era, and has indeed been obsoleted by jump technology.

The more modern definition of a colony ship is a vessel large enough to support biofarming, biocycling and other technologies to an extent that makes it completely self sufficient. (Whereas other ships rely upon periodic resupply from farmable planetoids or StarStations) The size of these vessels allow them to host population sizes ranging from the hundreds to the low thousands.

In short, modern Colony ships do not 'deliver' a colony to a destination, rather the ship is a colony itself.

Gravedust
Nov 2, 2011

You're going to die.

S1-2ZU posted:

Welcome back. In order to facilitate your briefing I will first recount some recent events:

News of the Core Event has had a significant political impact galaxywide and within the Human Alliance. The Human Alliance High Council has decided on a 'wait and see' strategy.
The HASF and NAK space forces have begun a buildup, but no other action has been taken.

I believe this stance is foolish, as even now other galactic species are exploring further into the core. However I cannot convince the Council to change strategies.
Therefore I must use the forces at my personal disposal to move forward regardless. These consist entirely of the Civilian vessels temporarily placed under my command by the draft board. No military support will be available.

Your VIA unit assures me that despite your unorthodox backgrounds, you are suited to the task at hand. I hope this assessment is correct.

We will now discuss the particulars of your mission:
-------------------------------
• PRIMARY OBJECTIVE - Navigate to the Core Object and Provide a safe jump egress for Athene close to the Core Object.
• SECONDARY OBJECTIVE - Map Useable Egress points.

Support Vessels:
HA JumpCarrier Sarama - Will deliver you close to the core, as well as provide transport for Athene.
HA Science Frigate Athene - Will perform a detailed scan of the Core Object.
-------------------------------

Your ultimate goal is to Navigate to the center of the Event. VLR scans have indicated An object of significant mass is at the center. Once you have reached the center, if possible you will Call in Athene to scan the Object.

While en route to the Object, you should take opportunities to Mark any useable egress points you find along the way.
When the time comes to move forces into the region, these safe egress points will prove invaluable.
Ideal egress points consist of large areas of 'clear' space, if possible shrouded by 'black' nebulas, to help mask the identities of vessels jumping in.

--IMPORTANT NOTE: SIGNAL BEACONS--
Data indicates that energies that close to the center will Scramble long-range comms, making out of sector communications impossible.
This will greatly hinder your ability to receive support. However I have engineered Signal Beacons, which when deployed will emit a tonal signal which will correspond to a specific message.

These beacons will be stored in your Cargo Bay, and will send the following signals once released:
TONE-0:[Objective reached] - Should be placed at the closest viable egress point to the epicenter. Athene will jump to this beacon, assisted by Sarama.
TONE-1:[Safe egress point] - Indicates that the position is safe for a ship to jump to. (Use to mark zones for your Secondary objective)
TONE-2:[Extract required] - Sarama will jump to the Beacon to extract your ship. Make sure there is a viable ((3-sector)) jumpway nearby to use. This should be used only in an emergency.

ADDITIONAL NOTES:

Hazardous Environs. The space near the epicenter is likely even more dangerous than what you encountered before. Expect the nebulas you saw before, with even more pronounced effects. There may be new varieties as well. Also be aware of high-speed debris which can pose a serious impact hazard.

Time Is Of The Essence. While the HA as a whole remains idle, many other species have ships already exploring the Core. Fortunately, The data you retrieved has allowed me to predict probable 'safe' zones that a ship can be jumped into without risking destruction. You will be jumped into the largest predicted safe zone nearest the epicenter. So even though you will be starting later, you will be leaping beyond some if not most of the competition. If you can reach the Core Object first, you will help humanity regain the advantage we lost because of the Council's inaction.

Be advised there are many species vying to be the first to reach and take control of the Core Object. I cannot rule out the possibility that some are or may become hostile.

This concludes the briefing. Your VIA unit should be able to answer any additional questions.

Good luck.
------------------------------------------------------------------------------------------------


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! :)

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....
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

sheep-dodger
Feb 21, 2013


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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HBar
Sep 13, 2007

Judith Chiang, Nav Officer

Brad almost has the right idea, except we still gotta wait for those slowpokes in the Athene.

Nose Art: The Lady of the Lake

HBar fucked around with this message at 01:20 on Jun 9, 2016

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