Turning FTL playthrough into a captain's log/blog (Hardwood)
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 2, JUMP POINT 5
Jumping into a nebula is always a risky endeavor. While it affords protection from prying sensors, it can just as easily short-circuit your reactor core, or worse. As we complete our jump into this nebula area, two Rebel ships show up briefly on our short range scans. One carrying fuel supplies and the other ammunition. Normally, we would engage and destroy one or both, but the slightest bit of damage could make us fall apart, so we back off and let them disappear into the clouds. A fresh scan of the surrounding areas reveals not one but two merchant fleets! Huzzah! Excitedly, we set course for the first, eager to seek repairs and to barter for much needed upgrades, weapons and maybe even to hire some crew.
Jumping into a nebula is always a risky endeavor. While it affords protection from prying sensors, it can just as easily short-circuit your reactor core, or worse. As we complete our jump into this nebula area, two Rebel ships show up briefly on our short range scans. One carrying fuel supplies and the other ammunition. Normally, we would engage and destroy one or both, but the slightest bit of damage could make us fall apart, so we back off and let them disappear into the clouds. A fresh scan of the surrounding areas reveals not one but two merchant fleets! Huzzah! Excitedly, we set course for the first, eager to seek repairs and to barter for much needed upgrades, weapons and maybe even to hire some crew.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 2, JUMP POINT 6
The Zoltan shop seems to specialize in drone systems and schematics. In order to afford a full refit of the ship's hull and armor plate, we sell off the Hull Laser gifted to us by those thankful settlers early on in our mission. The weapons suite hasn't been upgraded to be able to use it anyway.
We have just enough left to barter in exchange for a nice drone control system that comes complete with a system repair bot and a drone recovery arm that will keep our costs low for operating the valuable module. What's more, the drone we recovered from the abandoned moon base appears to be an anti-personnel drone, which will be perfect for combating any intruders that attempt a boarding action.
While certainly a poor substitute for the two crew we've lost, the help will be measurable.
Prepare the ship for jump.
The Zoltan shop seems to specialize in drone systems and schematics. In order to afford a full refit of the ship's hull and armor plate, we sell off the Hull Laser gifted to us by those thankful settlers early on in our mission. The weapons suite hasn't been upgraded to be able to use it anyway.
We have just enough left to barter in exchange for a nice drone control system that comes complete with a system repair bot and a drone recovery arm that will keep our costs low for operating the valuable module. What's more, the drone we recovered from the abandoned moon base appears to be an anti-personnel drone, which will be perfect for combating any intruders that attempt a boarding action.
While certainly a poor substitute for the two crew we've lost, the help will be measurable.
Prepare the ship for jump.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 2, JUMP POINT 7
Long range sensors have detected the Rebel Fleet moving in, conducting a methodical sweep of previously utilized jump points. We have to cross back through the nebula clouds for the most direct route towards the exit beacon in this sector.
The nebula jump point turns out to be the hiding place for a Rockman Scout Ship, looking desperate to avoid a confrontation with the Zoltan border patrol at all costs. They don’t appear to be willing to allow us to leave the nebula with data on their coordinates. Their ship swings around to face ours and begins powering up weapons.
The routine is becoming familiar. Full power to the Burst Laser, full power to the Artillery Beam, and divert power from the engines to get the shields up to full strength.
Their weapons are faster to charge than ours and the double-laser turret pops off a couple of shots before we are able to fire. The first bolt shoots wide, and the second is absorbed by the first shield layer. Their beam-weapon fires a split second later but inflicts no damage as it harmlessly paints the remaining shield layer.
Our turn. Wump-wump-wump, the triple-shot of the Burst lets fly a volley. The first bolt glances off the shield, the second lands solidly and bringing their shield down and the third shot strikes their weapons control room. The extra sturdy Rock construction deflects damage to the hull, but the weapon control system is scorched and partially damaged.
Artillery Beam 43%
Their beam-weapon fires, painting our shield harmlessly. The Burst Laser is recharged and strikes a direct blow to their weapons bay once more, this time blowing large chunks of armor plate and hull off of the Rock Scout, bringing their entire weapons system down. Moments later, the Arty Beam streaks across the gap between the ships and slices through half a dozen different compartments, cutting into the bridge, shields and engine room. The Rock ship is in serious trouble.
While we can’t see the interior of their ship with our antiquated sensor array, we can detect doors opening and closing all over the ship, indicating their crew scrambling to repair damage.
A final volley from the Burst and their ship’s fate is sealed as it breaks apart.
We collect some scrap and immediately apply it towards improvements to our reactor core. Now we should be able to fully power both shield layers, the Burst, the Artillery Beam and still have enough left over for partial engine thrust.
A few more improvements to the core and we could even run a drone or two. That will be our next goal. It would be nice if we could find a defense drone to serve as anti-ballistic defense against missiles and enemy drones. Until we get one, we will remain highly vulnerable to such attacks.
Long range sensors have detected the Rebel Fleet moving in, conducting a methodical sweep of previously utilized jump points. We have to cross back through the nebula clouds for the most direct route towards the exit beacon in this sector.
The nebula jump point turns out to be the hiding place for a Rockman Scout Ship, looking desperate to avoid a confrontation with the Zoltan border patrol at all costs. They don’t appear to be willing to allow us to leave the nebula with data on their coordinates. Their ship swings around to face ours and begins powering up weapons.
The routine is becoming familiar. Full power to the Burst Laser, full power to the Artillery Beam, and divert power from the engines to get the shields up to full strength.
Their weapons are faster to charge than ours and the double-laser turret pops off a couple of shots before we are able to fire. The first bolt shoots wide, and the second is absorbed by the first shield layer. Their beam-weapon fires a split second later but inflicts no damage as it harmlessly paints the remaining shield layer.
Our turn. Wump-wump-wump, the triple-shot of the Burst lets fly a volley. The first bolt glances off the shield, the second lands solidly and bringing their shield down and the third shot strikes their weapons control room. The extra sturdy Rock construction deflects damage to the hull, but the weapon control system is scorched and partially damaged.
Artillery Beam 43%
Their beam-weapon fires, painting our shield harmlessly. The Burst Laser is recharged and strikes a direct blow to their weapons bay once more, this time blowing large chunks of armor plate and hull off of the Rock Scout, bringing their entire weapons system down. Moments later, the Arty Beam streaks across the gap between the ships and slices through half a dozen different compartments, cutting into the bridge, shields and engine room. The Rock ship is in serious trouble.
While we can’t see the interior of their ship with our antiquated sensor array, we can detect doors opening and closing all over the ship, indicating their crew scrambling to repair damage.
A final volley from the Burst and their ship’s fate is sealed as it breaks apart.
We collect some scrap and immediately apply it towards improvements to our reactor core. Now we should be able to fully power both shield layers, the Burst, the Artillery Beam and still have enough left over for partial engine thrust.
A few more improvements to the core and we could even run a drone or two. That will be our next goal. It would be nice if we could find a defense drone to serve as anti-ballistic defense against missiles and enemy drones. Until we get one, we will remain highly vulnerable to such attacks.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 2, JUMP POINT 8
Free of the nebula, we are getting closer to this Sector's exit beacon. As we emerge from the nebula, a Rebel Fighter is waiting for us. Strangely, he sends a polite message over comms, “Sorry Sir, this is nothing personal but we're under orders”. The Rebel Fighter's systems begin powering up.
A missile tube pops out of their hull, as does a large laser. A single shot comes from the large laser cannon but it misses badly and flies over the bow. The missile tube, however, has powered and a missile is off the rails. Notch begins evasive maneuvers, jinking the 'Wood left and right, trying to cause the missile to overshoot. While unable to dodge the missile completely, it impacts in a forward storage bay, doing relatively little harm.
The Burst is charged and unleashes a volley, striking the enemy Fighter, thankfully with enough punch to knock the missile tube offline temporarily. Hope that buys us enough time to finish the job before we have to deal with more missiles.
Artillery Beam 48%
Another single shot from their heavy laser is easily absorbed by our shields. Their repair crew is slow or poorly trained, because their systems are still not fully online when our Burst strikes again, dealing even more damage. A few moments behind the Burst comes the hum and jolt of the Artillery Beam. It scores across the entire face of the fighter ship, taking out their life support, engines and weapons systems completely. Their crew's fate is nearly sealed. It is simply too much damage to address before we will be able to follow-up with the Burst and finish them off.
A few moments later, our next volley hits their shield generator and sets the room on fire.
The comms link comes online and the same voice, now strained and breathing with difficulty, croaks, “spare us and we will give you all our stores...” Seemed like an honorable and nice enough soldier initially, so I accept their offer, collect the scrap and leave them to their fate.
Jump engines online.
Free of the nebula, we are getting closer to this Sector's exit beacon. As we emerge from the nebula, a Rebel Fighter is waiting for us. Strangely, he sends a polite message over comms, “Sorry Sir, this is nothing personal but we're under orders”. The Rebel Fighter's systems begin powering up.
A missile tube pops out of their hull, as does a large laser. A single shot comes from the large laser cannon but it misses badly and flies over the bow. The missile tube, however, has powered and a missile is off the rails. Notch begins evasive maneuvers, jinking the 'Wood left and right, trying to cause the missile to overshoot. While unable to dodge the missile completely, it impacts in a forward storage bay, doing relatively little harm.
The Burst is charged and unleashes a volley, striking the enemy Fighter, thankfully with enough punch to knock the missile tube offline temporarily. Hope that buys us enough time to finish the job before we have to deal with more missiles.
Artillery Beam 48%
Another single shot from their heavy laser is easily absorbed by our shields. Their repair crew is slow or poorly trained, because their systems are still not fully online when our Burst strikes again, dealing even more damage. A few moments behind the Burst comes the hum and jolt of the Artillery Beam. It scores across the entire face of the fighter ship, taking out their life support, engines and weapons systems completely. Their crew's fate is nearly sealed. It is simply too much damage to address before we will be able to follow-up with the Burst and finish them off.
A few moments later, our next volley hits their shield generator and sets the room on fire.
The comms link comes online and the same voice, now strained and breathing with difficulty, croaks, “spare us and we will give you all our stores...” Seemed like an honorable and nice enough soldier initially, so I accept their offer, collect the scrap and leave them to their fate.
Jump engines online.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 2, JUMP POINT 9
All quiet here. I have to admit, the Zoltan Sector is beautiful when we aren't dodging missiles.
After a deep breath, time to charge up the jump drive and move on.
All quiet here. I have to admit, the Zoltan Sector is beautiful when we aren't dodging missiles.
After a deep breath, time to charge up the jump drive and move on.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 2, JUMP POINT 10
We have jumped into an asteroid field. A Zoltan guard ship hails us and says “You are in violation and trespassing in the mining field. Your weaponry will be confiscated for observation and processing.” We don't have time for this, the Rebel Fleet is getting uncomfortably close. Our failure to comply is met with charged weapons and a hostile posture from the Zoltans. We don't have a choice. Attack vector, power up the weapon systems.
The heavy rain of asteroids are playing havoc with the shields. Even without enemy fire, the shields are barely holding up.
Their first burst of fire is absorbed by our shields and Notch has carefully avoided an asteroid that would have caused significant damage. The Burst charges up and fires. The grouping of laser bolts slams home and breaks off pieces of their hardened shield barrier. The asteroids are doing a good job of finishing it off, chipping away at a steady rate.
MISSILE LAUNCH DETECTED
Their small Leto missile tube has a super fast reload time. That is going to be a problem if we can't take it down quickly. The first little missile impacts into our weapons array, damaging the Burst Laser enough to make it inoperative, before Notch even has time to attempt evasives. Mort runs forward to try and repair the Burst while Notch pushes full power to the engines and gets ready for the next salvo.
With the Burst offline, we have to hope the asteroids will continue to chip away at their barrier in time for the Arty to come on line.
Artillery Beam at 38% charge. Not fast enough.
MISSILE LAUNCH DETECTED
Another missile inbound, this time Notch times it perfectly and the missile streaks by harmlessly.
MISSILE LAUNCH DETECTED
A third missile off the rails so soon, and tracking hard! Notch tries the same maneuver but the missile slams home in the aft airlocks. No hull breach or fire detected.
Artillery Beam 88%
Mort is in the weapons bay repairing the control hardware, but it is slow going. He just isn't built for this kind of work. He is a killing machine, not a repair tech.
The Arty reaches full charge with a satisfying hum and a jolt, unleashing a nasty cutting line that crushes the bridge and engine room of the Zoltan ship, causing ancillary damage to the shield generator as well!
MISSILE LAUNCH DETECTED
Mort reports in that repairs are complete on the Fire Control module, weapons suite is back online, and he starts sprinting back to his position in the Engineering bay to monitor the power core and engine output. We are going to need to squeeze everything the 'Wood's got if we're going to dodge these incoming missiles.
The Med Bay takes a direct hit, taking it offline. Just as Mort starts sprinting forward to begin repairs, I glance over and spot the newly installed drone controls. Damn! I curse myself for forgetting about our new drone system and the repair bot it came with. I hastily bring the drone system online and order Mort back to the Engine Room to continue helping Notch with our evasives.
MISSILE LAUNCH DETECTED
The Burst is warming up and the Artillery Beam is at 43%. Can't keep taking these missile shots.
Notch throws the 'Wood hard to the side but the missile still strikes the forward cargo bay. No breach or fires reported.
MISSILE LAUNCH DETECTED
The repair bot has completed repairs on the Med Bay and returns to the drone control room. The incoming missile screams past the port engine nacelle without detonating, Notch and Mort have saved the ship from taking another hit.
Wump-Wump-Wump, the Burst connects with the Zoltan ship solidly, hitting something vital and creating secondary explosions, as it breaks into multiple pieces of debris.
We collect some salvage and quickly jump out towards the beacon.
We have jumped into an asteroid field. A Zoltan guard ship hails us and says “You are in violation and trespassing in the mining field. Your weaponry will be confiscated for observation and processing.” We don't have time for this, the Rebel Fleet is getting uncomfortably close. Our failure to comply is met with charged weapons and a hostile posture from the Zoltans. We don't have a choice. Attack vector, power up the weapon systems.
The heavy rain of asteroids are playing havoc with the shields. Even without enemy fire, the shields are barely holding up.
Their first burst of fire is absorbed by our shields and Notch has carefully avoided an asteroid that would have caused significant damage. The Burst charges up and fires. The grouping of laser bolts slams home and breaks off pieces of their hardened shield barrier. The asteroids are doing a good job of finishing it off, chipping away at a steady rate.
MISSILE LAUNCH DETECTED
Their small Leto missile tube has a super fast reload time. That is going to be a problem if we can't take it down quickly. The first little missile impacts into our weapons array, damaging the Burst Laser enough to make it inoperative, before Notch even has time to attempt evasives. Mort runs forward to try and repair the Burst while Notch pushes full power to the engines and gets ready for the next salvo.
With the Burst offline, we have to hope the asteroids will continue to chip away at their barrier in time for the Arty to come on line.
Artillery Beam at 38% charge. Not fast enough.
MISSILE LAUNCH DETECTED
Another missile inbound, this time Notch times it perfectly and the missile streaks by harmlessly.
MISSILE LAUNCH DETECTED
A third missile off the rails so soon, and tracking hard! Notch tries the same maneuver but the missile slams home in the aft airlocks. No hull breach or fire detected.
Artillery Beam 88%
Mort is in the weapons bay repairing the control hardware, but it is slow going. He just isn't built for this kind of work. He is a killing machine, not a repair tech.
The Arty reaches full charge with a satisfying hum and a jolt, unleashing a nasty cutting line that crushes the bridge and engine room of the Zoltan ship, causing ancillary damage to the shield generator as well!
MISSILE LAUNCH DETECTED
Mort reports in that repairs are complete on the Fire Control module, weapons suite is back online, and he starts sprinting back to his position in the Engineering bay to monitor the power core and engine output. We are going to need to squeeze everything the 'Wood's got if we're going to dodge these incoming missiles.
The Med Bay takes a direct hit, taking it offline. Just as Mort starts sprinting forward to begin repairs, I glance over and spot the newly installed drone controls. Damn! I curse myself for forgetting about our new drone system and the repair bot it came with. I hastily bring the drone system online and order Mort back to the Engine Room to continue helping Notch with our evasives.
MISSILE LAUNCH DETECTED
The Burst is warming up and the Artillery Beam is at 43%. Can't keep taking these missile shots.
Notch throws the 'Wood hard to the side but the missile still strikes the forward cargo bay. No breach or fires reported.
MISSILE LAUNCH DETECTED
The repair bot has completed repairs on the Med Bay and returns to the drone control room. The incoming missile screams past the port engine nacelle without detonating, Notch and Mort have saved the ship from taking another hit.
Wump-Wump-Wump, the Burst connects with the Zoltan ship solidly, hitting something vital and creating secondary explosions, as it breaks into multiple pieces of debris.
We collect some salvage and quickly jump out towards the beacon.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN’S LOG: SECTOR 2, JUMP POINT 11
As soon as we come out of the jump, a missile goes screaming across our bow. What the… ? Scanners quickly reveal a pirate ship pursuing an unknown vessel. The Pirate hails us and says, “Damn it, we weren’t expecting company. Stay out of this and we’ll make it worth your while!”
No, not today. Full power to the forward batteries, time to help out a spacer in need.
The Pirate breaks off his assault and turns to face us.
Our Burst Laser is slow to charge, and the Pirate gets the first volley off, a single shot heavy laser, which is easily absorbed by our shield. Unfortunately, they have also deployed an attack drone, which is orbiting our ship and peppering our shield with laser fire. The drone has dropped our second layer of shielding just in time for their beam weapon to fire. The beam scorches the port side of the ‘Wood, slightly damaging the Burst Laser and another section of armor plate. The repair bot is activated to bring the Burst back online.
Artillery Beam 65% of charge.
Their attack drone keeps up the constant pressure, and the heavy laser adds in additional weight but they are not coordinating well and are unable to open another window for their beam weapon when it fires again. It streaks against the inner shield without reaching the hull of the ‘Wood.
The repair drone reports in that repairs are complete and it begins to wheel itself back to the drone bay.
The Burst is charging again, but the Arty beam has reached full charge. The pirate is jinking hard and the beam is off the mark slightly. It manages to connect with the enemy ship but only does minor damage to the life support and shield generator modules, leaving a smoldering line across the ship’s armor plating.
Their attack drone continues to pepper our shields with laser fire. Another shot from their heavy laser impacts our inner shield, but their beam-weapon is not ready for the short opening and fails to inflict any damage. The attack drone is their only hope of getting through to our ship, so the Burst is set to target their Drone Control bay to end any future chance of the pirate to damage us.
The next volley smashes into their drone control center, punching holes into their hull. The orbiting gnat is silenced. The Pirate ship is badly damaged and with no hope of defeating us, begins powering up their FTL drive.
Before they can jump out, another triple-shot from the Burst scores a hit to their engineering room and the ship explodes, leaving a nice sized debris field.
The unknown vessel previously being pursued by the pirate hails us. “Thanks for the aid! I’m an arms dealer that normally only works with the Rebels, but given the circumstances, I’ll make an exception.”
It’s both exciting and then disappointing to learn that he has nothing of interest in his stores except a service that will fully repair our ship. Time to continue on. We enter the exit beacon and select a course for a Rebel controlled sector. One Sector closer to our goal.
As soon as we come out of the jump, a missile goes screaming across our bow. What the… ? Scanners quickly reveal a pirate ship pursuing an unknown vessel. The Pirate hails us and says, “Damn it, we weren’t expecting company. Stay out of this and we’ll make it worth your while!”
No, not today. Full power to the forward batteries, time to help out a spacer in need.
The Pirate breaks off his assault and turns to face us.
Our Burst Laser is slow to charge, and the Pirate gets the first volley off, a single shot heavy laser, which is easily absorbed by our shield. Unfortunately, they have also deployed an attack drone, which is orbiting our ship and peppering our shield with laser fire. The drone has dropped our second layer of shielding just in time for their beam weapon to fire. The beam scorches the port side of the ‘Wood, slightly damaging the Burst Laser and another section of armor plate. The repair bot is activated to bring the Burst back online.
Artillery Beam 65% of charge.
Their attack drone keeps up the constant pressure, and the heavy laser adds in additional weight but they are not coordinating well and are unable to open another window for their beam weapon when it fires again. It streaks against the inner shield without reaching the hull of the ‘Wood.
The repair drone reports in that repairs are complete and it begins to wheel itself back to the drone bay.
The Burst is charging again, but the Arty beam has reached full charge. The pirate is jinking hard and the beam is off the mark slightly. It manages to connect with the enemy ship but only does minor damage to the life support and shield generator modules, leaving a smoldering line across the ship’s armor plating.
Their attack drone continues to pepper our shields with laser fire. Another shot from their heavy laser impacts our inner shield, but their beam-weapon is not ready for the short opening and fails to inflict any damage. The attack drone is their only hope of getting through to our ship, so the Burst is set to target their Drone Control bay to end any future chance of the pirate to damage us.
The next volley smashes into their drone control center, punching holes into their hull. The orbiting gnat is silenced. The Pirate ship is badly damaged and with no hope of defeating us, begins powering up their FTL drive.
Before they can jump out, another triple-shot from the Burst scores a hit to their engineering room and the ship explodes, leaving a nice sized debris field.
The unknown vessel previously being pursued by the pirate hails us. “Thanks for the aid! I’m an arms dealer that normally only works with the Rebels, but given the circumstances, I’ll make an exception.”
It’s both exciting and then disappointing to learn that he has nothing of interest in his stores except a service that will fully repair our ship. Time to continue on. We enter the exit beacon and select a course for a Rebel controlled sector. One Sector closer to our goal.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN’S LOG: SECTOR 3, JUMP 1
After our jump into the new Sector, we detect a Rebel Scout on an attack vector, inbound to a small refueling outpost. His weapons are charged but they're not firing yet. While we have plenty of fuel cells on-board at the moment, it wouldn't feel right abandoning the outpost to its fate. The order is given to charge the weapons, and we bring the 'Wood into the Rebel Scout.
The scout turns away from the outpost to face us, hailing us on comms, “I don't know who you are, but defying us is the last mistake you'll ever make!”
A quick scan of their ship identifies a single-shot heavy laser and a beam-weapon of unknown type. Unless the beam-weapon is strong enough to cut through shields, which is unlikely for a scout-type ship, his threats are meaningless and they will pose no threat to our ship or crew.
The Burst is set to target their bridge and then their engines. The biggest threat this scout poses would be escaping and informing the rest of their pals where we are.
Several shots from their heavy laser and beam weapon bounce harmlessly off our shielding.
The Burst laser strikes home, tearing up chunks of armor plate, hull and inner modules. They are adrift and on fire.
A moment later, the familiar hum and jolt, as the Artillery Beam fires, finishing the job with a direct hit across their midsection, tearing the ship in half.
The refueling outpost hails us and says, “Thanks, those bastards expected free fuel as a reward for defeating the Federation in this Sector! Take this as a reward for saving us...” We gladly bring the fuel cells and upgrade materials on-board.
We have enough scrap and upgrade supplies to barter for even the most rare items at a merchant port, but that little voice in the back of my head is telling me we shouldn't get caught again like we did earlier. The orders are given to further upgrade our reactor core. No more trading power between systems in a fight.
We are fully powered as we make the next jump.
After our jump into the new Sector, we detect a Rebel Scout on an attack vector, inbound to a small refueling outpost. His weapons are charged but they're not firing yet. While we have plenty of fuel cells on-board at the moment, it wouldn't feel right abandoning the outpost to its fate. The order is given to charge the weapons, and we bring the 'Wood into the Rebel Scout.
The scout turns away from the outpost to face us, hailing us on comms, “I don't know who you are, but defying us is the last mistake you'll ever make!”
A quick scan of their ship identifies a single-shot heavy laser and a beam-weapon of unknown type. Unless the beam-weapon is strong enough to cut through shields, which is unlikely for a scout-type ship, his threats are meaningless and they will pose no threat to our ship or crew.
The Burst is set to target their bridge and then their engines. The biggest threat this scout poses would be escaping and informing the rest of their pals where we are.
Several shots from their heavy laser and beam weapon bounce harmlessly off our shielding.
The Burst laser strikes home, tearing up chunks of armor plate, hull and inner modules. They are adrift and on fire.
A moment later, the familiar hum and jolt, as the Artillery Beam fires, finishing the job with a direct hit across their midsection, tearing the ship in half.
The refueling outpost hails us and says, “Thanks, those bastards expected free fuel as a reward for defeating the Federation in this Sector! Take this as a reward for saving us...” We gladly bring the fuel cells and upgrade materials on-board.
We have enough scrap and upgrade supplies to barter for even the most rare items at a merchant port, but that little voice in the back of my head is telling me we shouldn't get caught again like we did earlier. The orders are given to further upgrade our reactor core. No more trading power between systems in a fight.
We are fully powered as we make the next jump.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 3, JUMP 2
Scanners are picking up an encrypted Federation distress signal. Last time, it turned out to be a trap. We're here anyway and pretty sure the 'Wood is capable of taking down whatever we might run into. We set course to investigate.
A hidden Federation outpost! They quickly send over extra missiles, fuel and supplies and tell us that their sister outpost has sent word that Rebel fighters are heavily scanning their area and they fear they will be discovered soon. The coordinates are uploaded into our navigation computer and we set out on an intercept course to assist. They are several jump points away but they are also on the way to this Sector's exit beacon.
Jump drive charged, time to move out.
Scanners are picking up an encrypted Federation distress signal. Last time, it turned out to be a trap. We're here anyway and pretty sure the 'Wood is capable of taking down whatever we might run into. We set course to investigate.
A hidden Federation outpost! They quickly send over extra missiles, fuel and supplies and tell us that their sister outpost has sent word that Rebel fighters are heavily scanning their area and they fear they will be discovered soon. The coordinates are uploaded into our navigation computer and we set out on an intercept course to assist. They are several jump points away but they are also on the way to this Sector's exit beacon.
Jump drive charged, time to move out.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 3, JUMP 3
Great, another asteroid field, and an unmanned auto-scout ship has spotted us. This is the first enemy ship we have encountered with a dual-layer shield. We are getting closer to the front lines, it would seem. The weapons load-out for this auto-scout consists of a small laser and an ion cannon. The small laser is less of a concern but the ion cannon is a weapon specifically designed to disrupt shields and sub-systems for extended periods of time. That could spell trouble if they are able to bring down our shields and let the asteroids do their dirty work.
Burst laser set to target the ship's thruster control center. Can't have him running off and revealing our position.
The scout's small laser starts peppering our outer shield, posing little threat but an asteroid smacks our inner shield bringing it down for a few seconds, just enough for a follow up laser shot to penetrate through and put a few holes in the drone control module. Not disabled, however, so I engage the repair drone to get to work fixing the minor damage.
The ion cannon has also managed to sneak through and hits our bridge. We will be unable to maneuver the ship for just a few seconds, but it will feel like an eternity of exposure.
Artillery Beam 52%
The Burst springs to life and doesn't manage to penetrate both layers of the auto-scout's shields but it brings them down for a few seconds, long enough for an asteroid to get through and crunch into the scout's ion cannon. That's a relief.
A follow up volley from the Burst takes down the shield again, another asteroid gets through to the scout, disabling its engines and the Arty beam slices off the entire left wing of the ship, ending the fight as the auto-scout goes dark and breaks apart under the steady rain of asteroid projectiles.
We collect some scrap and prepare to jump out. Sensors have detected a merchant port just two hops away, with the Federation outpost just beyond it. It would be great to be able to pick up some extra crew and perhaps an anti-ballistic missile defense.
Great, another asteroid field, and an unmanned auto-scout ship has spotted us. This is the first enemy ship we have encountered with a dual-layer shield. We are getting closer to the front lines, it would seem. The weapons load-out for this auto-scout consists of a small laser and an ion cannon. The small laser is less of a concern but the ion cannon is a weapon specifically designed to disrupt shields and sub-systems for extended periods of time. That could spell trouble if they are able to bring down our shields and let the asteroids do their dirty work.
Burst laser set to target the ship's thruster control center. Can't have him running off and revealing our position.
The scout's small laser starts peppering our outer shield, posing little threat but an asteroid smacks our inner shield bringing it down for a few seconds, just enough for a follow up laser shot to penetrate through and put a few holes in the drone control module. Not disabled, however, so I engage the repair drone to get to work fixing the minor damage.
The ion cannon has also managed to sneak through and hits our bridge. We will be unable to maneuver the ship for just a few seconds, but it will feel like an eternity of exposure.
Artillery Beam 52%
The Burst springs to life and doesn't manage to penetrate both layers of the auto-scout's shields but it brings them down for a few seconds, long enough for an asteroid to get through and crunch into the scout's ion cannon. That's a relief.
A follow up volley from the Burst takes down the shield again, another asteroid gets through to the scout, disabling its engines and the Arty beam slices off the entire left wing of the ship, ending the fight as the auto-scout goes dark and breaks apart under the steady rain of asteroid projectiles.
We collect some scrap and prepare to jump out. Sensors have detected a merchant port just two hops away, with the Federation outpost just beyond it. It would be great to be able to pick up some extra crew and perhaps an anti-ballistic missile defense.