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 3, JUMP 4
Another asteroid field and another auto-scout waiting for us. They must have assumed we would be looking for a merchant port and have saturated the area with scouts. This model has the standard single-layer shield but has two heavy lasers and an ion cannon! That, plus the constant incoming asteroids poses a real threat. I will target the shield generator with our first burst to hopefully take it offline and let the asteroids disable / destroy the ship. Notch will have to try and make a few shots miss in the early going or we will be taking damage, no doubt.
The auto-scout's first volley is perfectly timed, arriving just after a large asteroid weakens our shield. However, Notch manages to jink the ship to the left just enough that both of the heavy lasers shoot by just meters off the starboard edge of the 'Wood. The ion cannon hits the drone control and knocks it offline, but that isn't critical right now.
Time to press the attack. The Burst hammers the auto-scout's shield generator, taking it out completely. The strategy pays off quickly, as several asteroids impact the scout, damaging its weapons and thrusters. It may be destroyed before we can even recharge the Burst for a final killing blow.
Amazingly, the damaged auto-scout manages to dance back and forth, dodging all incoming asteroids. It really is quite a feat and I almost feel a little bad for it when the Burst sends out the final killing blow.
We collect the salvage and prepare for jump to the Merchant port.
Another asteroid field and another auto-scout waiting for us. They must have assumed we would be looking for a merchant port and have saturated the area with scouts. This model has the standard single-layer shield but has two heavy lasers and an ion cannon! That, plus the constant incoming asteroids poses a real threat. I will target the shield generator with our first burst to hopefully take it offline and let the asteroids disable / destroy the ship. Notch will have to try and make a few shots miss in the early going or we will be taking damage, no doubt.
The auto-scout's first volley is perfectly timed, arriving just after a large asteroid weakens our shield. However, Notch manages to jink the ship to the left just enough that both of the heavy lasers shoot by just meters off the starboard edge of the 'Wood. The ion cannon hits the drone control and knocks it offline, but that isn't critical right now.
Time to press the attack. The Burst hammers the auto-scout's shield generator, taking it out completely. The strategy pays off quickly, as several asteroids impact the scout, damaging its weapons and thrusters. It may be destroyed before we can even recharge the Burst for a final killing blow.
Amazingly, the damaged auto-scout manages to dance back and forth, dodging all incoming asteroids. It really is quite a feat and I almost feel a little bad for it when the Burst sends out the final killing blow.
We collect the salvage and prepare for jump to the Merchant port.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 3, JUMP 5
The available wares at the Merchant are a bit disappointing. The standard fuel, missiles and drone parts are all here, as are the repair services. They have a teleportation unit, which would be nice if we had a full compliment of crew to attempt boarding actions. There is a recharge booster, which would allow our weapons to fire at an increased rate. A long-range scanner would keep us out of dangerous asteroid fields or sun-flare areas (which so far we have been lucky to avoid). Then there is a FTL drive booster, but with only two upgrade slots remaining, such a device would be at the bottom of our list. While tempted to pick up the teleporter for possible future use, I elect to pass and pick up the weapon recharge booster and a few small repairs to the hull.
Before we leave I order the crew to use our remaining salvage and upgrade scrap to maximize the charge rate on the Artillery Beam and to boost reactor core output to properly support it. The improvements should take our recharge time down from 40 seconds to 20 seconds. That may well prove to be the difference maker in any future engagements.
The available wares at the Merchant are a bit disappointing. The standard fuel, missiles and drone parts are all here, as are the repair services. They have a teleportation unit, which would be nice if we had a full compliment of crew to attempt boarding actions. There is a recharge booster, which would allow our weapons to fire at an increased rate. A long-range scanner would keep us out of dangerous asteroid fields or sun-flare areas (which so far we have been lucky to avoid). Then there is a FTL drive booster, but with only two upgrade slots remaining, such a device would be at the bottom of our list. While tempted to pick up the teleporter for possible future use, I elect to pass and pick up the weapon recharge booster and a few small repairs to the hull.
Before we leave I order the crew to use our remaining salvage and upgrade scrap to maximize the charge rate on the Artillery Beam and to boost reactor core output to properly support it. The improvements should take our recharge time down from 40 seconds to 20 seconds. That may well prove to be the difference maker in any future engagements.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 3, JUMP 6
We arrive at the jump point coordinates given to us by the Federation outpost to see an auto-assault ship pressing the attack, shelling the outpost with missiles. Time to test out our newly upgraded rig.
The Assault ship is armed with an ion cannon and a missile tube. An odd combination, as missiles penetrate through all but the most hardened barriers, and a single ion cannon won't do much to our dual layered shield except keep the outer layer down.
While the Burst and the Arty Beam are charging, the first ion shot and missile come off the rails our direction. Notch deftly evades the incoming missile and the shields take the ion cannon hit.
Our turn.
The Burst easily burns through its shields and hits the missile tube, taking it offline. The ion cannon continues to try and pop our shields with little effect.
Seconds later, a second Burst shot arrives, knocking the ion cannon out as well. Before I have time to even check the status of the Artillery Beam, the familiar hum from behind the bridge in Engineering has come, although now with a higher pitch and greater vibration. The upgrades have worked! The beam-weapon easily cuts across the unmanned auto-assault ship, taking out their engines, shields, navigation and weapons bays. It drifts slightly for a few seconds, lights dimmed and flickering before the Burst charges again and finishes it off.
We collect some salvage and hail the station. A human voice responds, “I am the lone survivor of the outpost. Let me use our drones to patch up your ship and I will join your crew if you will have me.”
Ensign Oni has joined the crew and has been assigned to Lisa's old position in the Fire Control center. Hopefully he can learn on the job and become proficient quickly.
We fire up the jump drive and set our course for the exit beacon.
We arrive at the jump point coordinates given to us by the Federation outpost to see an auto-assault ship pressing the attack, shelling the outpost with missiles. Time to test out our newly upgraded rig.
The Assault ship is armed with an ion cannon and a missile tube. An odd combination, as missiles penetrate through all but the most hardened barriers, and a single ion cannon won't do much to our dual layered shield except keep the outer layer down.
While the Burst and the Arty Beam are charging, the first ion shot and missile come off the rails our direction. Notch deftly evades the incoming missile and the shields take the ion cannon hit.
Our turn.
The Burst easily burns through its shields and hits the missile tube, taking it offline. The ion cannon continues to try and pop our shields with little effect.
Seconds later, a second Burst shot arrives, knocking the ion cannon out as well. Before I have time to even check the status of the Artillery Beam, the familiar hum from behind the bridge in Engineering has come, although now with a higher pitch and greater vibration. The upgrades have worked! The beam-weapon easily cuts across the unmanned auto-assault ship, taking out their engines, shields, navigation and weapons bays. It drifts slightly for a few seconds, lights dimmed and flickering before the Burst charges again and finishes it off.
We collect some salvage and hail the station. A human voice responds, “I am the lone survivor of the outpost. Let me use our drones to patch up your ship and I will join your crew if you will have me.”
Ensign Oni has joined the crew and has been assigned to Lisa's old position in the Fire Control center. Hopefully he can learn on the job and become proficient quickly.
We fire up the jump drive and set our course for the exit beacon.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 3, JUMP 7
Coming out of our jump, we notice a Rebel Fighter hiding behind the beacon, but not soon enough to avoid a fight, even if we had wanted to.
Full power to the weapons, shields up. We trade opening shots. They have a fully powered Burst Laser Mark-II, the same as ours, but we have a double-layered shield and a seasoned pilot. I like our odds. Two of their three shots strike our shields, taking them down, but Notch maneuvers the ship just enough to avoid the third bolt. They have a beam-weapon warming up but our Burst strikes home, taking down their shield and raking their weapons tower, making the beam-weapon fall silent.
A quick glance over to the status panel and I see the Artillery Beam already at 90%. This will not end well for the Rebel Fighter today.
The Arty Beam cuts right down the center line of their ship, damaging engines, tearing off whole sections of armor plate, and partially destroying their bridge. A split second later, our Burst Laser fires again, striking their weapons control center and taking their burst laser offline. The upgraded recharge-module was the right decision, that 10-15% edge has proven to be a difference maker.
The Rebel Fighter fireballs under the withering fire and we collect what salvage we can.
With no prospects of a Merchant port nearby, I make the decision to upgrade key systems on our boat. The door system is now at maximum fortification, the sensor array has been upgraded to give us better intel on any enemy ships we might encounter and the engines have received a most needed increase in power output.
We are within a single jump of the exit beacon, but the Rebel Fleet is far enough behind us that we should be able to search at least two more systems before having to jump out.
Coming out of our jump, we notice a Rebel Fighter hiding behind the beacon, but not soon enough to avoid a fight, even if we had wanted to.
Full power to the weapons, shields up. We trade opening shots. They have a fully powered Burst Laser Mark-II, the same as ours, but we have a double-layered shield and a seasoned pilot. I like our odds. Two of their three shots strike our shields, taking them down, but Notch maneuvers the ship just enough to avoid the third bolt. They have a beam-weapon warming up but our Burst strikes home, taking down their shield and raking their weapons tower, making the beam-weapon fall silent.
A quick glance over to the status panel and I see the Artillery Beam already at 90%. This will not end well for the Rebel Fighter today.
The Arty Beam cuts right down the center line of their ship, damaging engines, tearing off whole sections of armor plate, and partially destroying their bridge. A split second later, our Burst Laser fires again, striking their weapons control center and taking their burst laser offline. The upgraded recharge-module was the right decision, that 10-15% edge has proven to be a difference maker.
The Rebel Fighter fireballs under the withering fire and we collect what salvage we can.
With no prospects of a Merchant port nearby, I make the decision to upgrade key systems on our boat. The door system is now at maximum fortification, the sensor array has been upgraded to give us better intel on any enemy ships we might encounter and the engines have received a most needed increase in power output.
We are within a single jump of the exit beacon, but the Rebel Fleet is far enough behind us that we should be able to search at least two more systems before having to jump out.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 3, JUMP 8
We jump into what appears to have once been a widely populated system. A merchant ship is broadcasting a request for any mercenary ship to aid him. We hail the merchant ship. Perhaps he has stores we can make use of. Although, we just spent most of our barter-materials on upgrading the 'Wood so our purchasing power will be limited.
“Your ship seems adequately equipped. A freighter containing my goods is a week late in arriving, the fools have flown through a pirate infested sector in their haste and I fear for my cargo's safety. I'm looking for a less incompetent captain. Will you investigate?”
We accept his offer, download the coordinates to the last known position of the freighter and jump out. We have time for maybe one more jump before we will need to hit the exit beacon.
We jump into what appears to have once been a widely populated system. A merchant ship is broadcasting a request for any mercenary ship to aid him. We hail the merchant ship. Perhaps he has stores we can make use of. Although, we just spent most of our barter-materials on upgrading the 'Wood so our purchasing power will be limited.
“Your ship seems adequately equipped. A freighter containing my goods is a week late in arriving, the fools have flown through a pirate infested sector in their haste and I fear for my cargo's safety. I'm looking for a less incompetent captain. Will you investigate?”
We accept his offer, download the coordinates to the last known position of the freighter and jump out. We have time for maybe one more jump before we will need to hit the exit beacon.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 3, JUMP 9
A small planet is nearby with many Rebel ships ferrying back and forth. This must be a more recently “liberated” planet. There are too many ships for us to confront directly so we quietly slip away and jump to the exit beacon.
A small planet is nearby with many Rebel ships ferrying back and forth. This must be a more recently “liberated” planet. There are too many ships for us to confront directly so we quietly slip away and jump to the exit beacon.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 3, JUMP 10
We arrive at the long-range jump beacon and there is an automated refueling station here. Unfortunately, we already have enough fuel and spare fuel on board from our previous operations that we have no need of this service.
The only available jump-gate is to the Mantis homeworld sector. They are renowned fighters and vicious in hand to hand combat. As such, most of their ships come equipped with high efficiency teleporters, capable of beaming aboard large boarding parties. Our anti-personnel drone may get a lot of use in this sector, and I am exceptionally glad we have upgraded our blast doors. That will allow us to isolate any boarding parties and hopefully keep them in a room long enough to vent all the oxygen and send in the anti-personnel drone to finish them off.
A silent prayer and a deep breath, and we are through the gate.
We arrive at the long-range jump beacon and there is an automated refueling station here. Unfortunately, we already have enough fuel and spare fuel on board from our previous operations that we have no need of this service.
The only available jump-gate is to the Mantis homeworld sector. They are renowned fighters and vicious in hand to hand combat. As such, most of their ships come equipped with high efficiency teleporters, capable of beaming aboard large boarding parties. Our anti-personnel drone may get a lot of use in this sector, and I am exceptionally glad we have upgraded our blast doors. That will allow us to isolate any boarding parties and hopefully keep them in a room long enough to vent all the oxygen and send in the anti-personnel drone to finish them off.
A silent prayer and a deep breath, and we are through the gate.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 4, JUMP 1
Jumping into the Mantis Sector, there are already a pair of nearby distress signals being picked up by our scans. Both distress signals are on the way to the marker on our star chart for the merchant's lost freighter we agreed to investigate.
We jump into the first system and are met with an interesting sight. A large number of ships are all scrambling to decouple from a space station. We hail the station, the source of the distress signal to ask them what is wrong.
“HELP US, WE ARE OVERRUN BY SOME SORT OF GIANT ALIEN SPIDERS!”
Normally, I'm the type of person to help others in need, but Giant Alien Spiders are no joke. Thankfully, we have our anti-personnel drone that we can send in to try and deal with these things. No way am I risking my crew.
We pull up alongside the station and quickly send the drone in through an airlock, shutting it tight and decoupling from the station. Tracking the drone remotely, it does its job well and once the laser fire dies down, we move in and mop up the remaining arachnids.
The crew expresses their thanks and loads us up with extra fuel cells, ammunition and upgrades.
Time to investigate the second distress beacon.
Jump drives online.
Jumping into the Mantis Sector, there are already a pair of nearby distress signals being picked up by our scans. Both distress signals are on the way to the marker on our star chart for the merchant's lost freighter we agreed to investigate.
We jump into the first system and are met with an interesting sight. A large number of ships are all scrambling to decouple from a space station. We hail the station, the source of the distress signal to ask them what is wrong.
“HELP US, WE ARE OVERRUN BY SOME SORT OF GIANT ALIEN SPIDERS!”
Normally, I'm the type of person to help others in need, but Giant Alien Spiders are no joke. Thankfully, we have our anti-personnel drone that we can send in to try and deal with these things. No way am I risking my crew.
We pull up alongside the station and quickly send the drone in through an airlock, shutting it tight and decoupling from the station. Tracking the drone remotely, it does its job well and once the laser fire dies down, we move in and mop up the remaining arachnids.
The crew expresses their thanks and loads us up with extra fuel cells, ammunition and upgrades.
Time to investigate the second distress beacon.
Jump drives online.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN’S LOG: SECTOR 4, JUMP 2
The distress signal is coming from a station orbiting a small uninhabited planet. Apparently their satellite defense system has gone haywire and their repair crew can’t approach it without being fired upon. Their message is asking for help to either repair or disable it. We don’t have any ion cannons, so the best we can offer is to disable it by way of our Burst Laser. Hopefully they can repair it after we knock it offline.
After a couple of volleys, it is clear that their defense system is no match for our ship and it goes down quickly. However, the crew of the station seems less than pleased and we accept the small reward and power up the jump drives before there is any trouble.
The distress signal is coming from a station orbiting a small uninhabited planet. Apparently their satellite defense system has gone haywire and their repair crew can’t approach it without being fired upon. Their message is asking for help to either repair or disable it. We don’t have any ion cannons, so the best we can offer is to disable it by way of our Burst Laser. Hopefully they can repair it after we knock it offline.
After a couple of volleys, it is clear that their defense system is no match for our ship and it goes down quickly. However, the crew of the station seems less than pleased and we accept the small reward and power up the jump drives before there is any trouble.
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Re: Turning FTL playthrough into a captain's log / blog
CAPTAIN'S LOG: SECTOR 4, JUMP 3
We jump in and things seem quiet. Wait, I hear something coming from.. inside the ship?
WARNING: INTRUDER ALERT
Oh this is not good. FOUR Mantis boarders have jumped into our ship. We are in serious trouble. I lunge as fast as I can across the command console to hit the anti-personnel droid authorization. Maybe I should hit the door controls and try to space them. Maybe I should order everyone back to the Med Bay for a last stand.
One of the Mantis boarders has set to work on our life support systems. The other three have broken into the Med Bay and are trying to disable it before we can reach it. That would spell disaster. The three of us are no match for a seasoned crew of raiding Mantis, our only hope is to keep the Med Bay operational so our crew can heal while they fight off the boarders.
ALL HANDS TO THE MED BAY
As our anti-personnel drone reaches the life support module, the third Mantis boarder in the Med Bay jumps through the bulkhead back into the life support module to support his comrade. The remaining two are engaging Notch and Oni, leaving their flanks and rear exposed to our resident Mantis, Mort. Mort takes full advantage of this tactical misstep, slicing limbs off of the first enemy and puncturing his exoskeleton in a final blow. With three defenders versus their one attacker, we now have an massive advantage. The Med Bay has been patching up our guys in-between blows being landed, which is tipping the scales even more in our favor. I order Mort to jump in and assist the anti-personnel drone next door in the life-support module. Notch and Oni can handle the remaining half-dead Mantis in the Med Bay on their own.
The drone has taken a beating. It is dented up badly, and leaking fluids from one of its arms that appears to have been nearly ripped off of the chassis. Mort takes full advantage of his surprise entrance and lands several blows on the nearest boarder. Everyone squares off on their single opponents and the fight continues.
Meanwhile, in the Med Bay, Notch and Oni have finished off their opponent and are now using the facilities to fully heal themselves.
The drone is taken out by the second Mantis boarder and quickly, things are not looking to be in Mort's favor. I order Oni to jump in and help out, keeping a close eye on Mort's vital signs. While he has been handing out a viscous amount of violence upon the enemy, he has taken too many blows himself and is approaching the point at which he must withdraw or perish.
I can't risk it. Mort is ordered to the Med Bay to receive life saving treatment. Notch replaces him in the life support module, but not before Oni has been double teamed and taken a harsh beating. Thankfully, the two hardened Mantis boarders have been well softened by Mort and the anti-personnel drone. Otherwise, Notch and Oni wouldn't stand a chance.
Thankfully, it is enough. Notch finishes his opponent and turns his personal firearm on Oni's opponent to finish him off with a shot in the back of the head.
All hands ordered to the Med Bay for treatment before we move out. That was much closer than any of us would have liked.
Jump drives online. The faster we can get through this sector, the better.
We jump in and things seem quiet. Wait, I hear something coming from.. inside the ship?
WARNING: INTRUDER ALERT
Oh this is not good. FOUR Mantis boarders have jumped into our ship. We are in serious trouble. I lunge as fast as I can across the command console to hit the anti-personnel droid authorization. Maybe I should hit the door controls and try to space them. Maybe I should order everyone back to the Med Bay for a last stand.
One of the Mantis boarders has set to work on our life support systems. The other three have broken into the Med Bay and are trying to disable it before we can reach it. That would spell disaster. The three of us are no match for a seasoned crew of raiding Mantis, our only hope is to keep the Med Bay operational so our crew can heal while they fight off the boarders.
ALL HANDS TO THE MED BAY
As our anti-personnel drone reaches the life support module, the third Mantis boarder in the Med Bay jumps through the bulkhead back into the life support module to support his comrade. The remaining two are engaging Notch and Oni, leaving their flanks and rear exposed to our resident Mantis, Mort. Mort takes full advantage of this tactical misstep, slicing limbs off of the first enemy and puncturing his exoskeleton in a final blow. With three defenders versus their one attacker, we now have an massive advantage. The Med Bay has been patching up our guys in-between blows being landed, which is tipping the scales even more in our favor. I order Mort to jump in and assist the anti-personnel drone next door in the life-support module. Notch and Oni can handle the remaining half-dead Mantis in the Med Bay on their own.
The drone has taken a beating. It is dented up badly, and leaking fluids from one of its arms that appears to have been nearly ripped off of the chassis. Mort takes full advantage of his surprise entrance and lands several blows on the nearest boarder. Everyone squares off on their single opponents and the fight continues.
Meanwhile, in the Med Bay, Notch and Oni have finished off their opponent and are now using the facilities to fully heal themselves.
The drone is taken out by the second Mantis boarder and quickly, things are not looking to be in Mort's favor. I order Oni to jump in and help out, keeping a close eye on Mort's vital signs. While he has been handing out a viscous amount of violence upon the enemy, he has taken too many blows himself and is approaching the point at which he must withdraw or perish.
I can't risk it. Mort is ordered to the Med Bay to receive life saving treatment. Notch replaces him in the life support module, but not before Oni has been double teamed and taken a harsh beating. Thankfully, the two hardened Mantis boarders have been well softened by Mort and the anti-personnel drone. Otherwise, Notch and Oni wouldn't stand a chance.
Thankfully, it is enough. Notch finishes his opponent and turns his personal firearm on Oni's opponent to finish him off with a shot in the back of the head.
All hands ordered to the Med Bay for treatment before we move out. That was much closer than any of us would have liked.
Jump drives online. The faster we can get through this sector, the better.