Turning FTL playthrough into a captain's log/blog (Hardwood)

General discussion about the game.
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spongebobsaget
Posts: 205
Joined: Sun Nov 10, 2013 8:09 am

Re: Turning FTL playthrough into a captain's log / blog

Post by spongebobsaget »

CAPTAIN'S LOG: SECTOR 5, JUMP 2

A Mantis mercenary is waiting at this jump point and offers his services. Mercenary, pirate, whatever. I don't trust him to keep our position safe. GENERAL QUARTERS.

We turn the 'Wood into the Merc Mantis and power up the shields and forward laser battery.

Sensors show a mixed crew of two Rockmen, a Human and a Zoltan aboard the Merc ship. The Human and one of the Rockmen are moving towards their teleporter bay. Time to power up the anti-personnel drone in anticipation of their boarding action.

They also have a missile tube on their ship. I can power up the anti-ballistic defense drone but I will need to take down the Med Bay's power temporarily to get enough juice to the drone system.

Their boarding party has beamed into our engine room. I decide to use our security doors to their maximum effect and order Mort forward into the bridge while I vent the rear airlocks and remove oxygen from the engine room. Simultaneously, the anti-personnel drone has been wheeling itself aft on its treads and should be engaging them any moment.

Arty Beam, 68%

The Burst has charged and the first volley is on the way. Two of the three shots strike home but the third shoots wide, doing no damage. Their heavy laser is pecking at our outer shield layer but posing no real threat.

MISSILE LAUNCH DETECTED, COUNTERMEASURES ONLINE

Just as before, our anti-ballistic defense works as advertised, swatting down the incoming missile. As long as their heavy laser doesn't score a lucky hit on our defense drone, the only real threat is their boarding party.

The Artillery Beam charges and fires a scorching arc across their ship, damaging their heavy laser, cutting through two of their cargo bays and their shield generator, causing two fires in the empty cargo bays.

The Burst fires again, this time easily penetrating their weakened shield and destroying their life support module, setting the entire room on fire. Strange, I thought I had set it to target their engines. I must have made an error when setting the auto-fire..

WARNING: ENEMY SHIP POWERING FTL DRIVE

Damn it. They better not escape before either weapon system can recharge and disable their ship.

Artillery Beam 51%

Meanwhile, the hand to hand combat rages on in the engine room. The anti-personnel drone would normally be outclassed in this battle, but the thinning oxygen is evening the odds. The Rock boarder takes a laser blast from the drone and crumples over into a heap. The Human boarder has been causing significant damage to the drone but the lack of oxygen is hitting him especially hard.

The fire on the enemy ship has spread and now the teleportation room is engulfed, as well as the engine room. Their ship will soon be lost, even without the next volley of fire from our weapons that will certainly finish the job. More importantly, the teleporter being offline means their boarders are doomed to die in our engine room.

The Burst and Artillery Beam fire simultaneously, turning the Mercenary ship into a giant fireball.

A few seconds later, the human boarder succumbs to the lack of oxygen. We have won the day. The anti-personnel drone should be dead by all rights. A quick systems check shows no measurable level of energy, yet it is limping back to the med bay. A closer inspection reveals a total of 1% of system integrity remains. One would almost think it was alive, judging by the determination to live and fight another day.

We collect some scrap and charge the jump drives. It appears we have a merchant station nearby.
spongebobsaget
Posts: 205
Joined: Sun Nov 10, 2013 8:09 am

Re: Turning FTL playthrough into a captain's log / blog

Post by spongebobsaget »

CAPTAIN'S LOG: SECTOR 5, JUMP 3

The Rock Merchant has very little in his shop. A teleportation unit is interesting but not a good fit for our ship's configuration. I do, however, run into a Zoltan looking for hire. We sign a contract and welcome William to the crew. He will back up Aasted in the Shield Bay, providing additional power to the shields.

Jump drives online, time to keep moving.
spongebobsaget
Posts: 205
Joined: Sun Nov 10, 2013 8:09 am

Re: Turning FTL playthrough into a captain's log / blog

Post by spongebobsaget »

CAPTAIN'S LOG: SECTOR 5, JUMP 4

We intercept chatter from an incoming Rock ship, “Weapons armed, tubes loaded, moving in to engagement range”. Looks like these guys aren't going to negotiate.

Shields up, weapons armed. Their ship, thankfully, is only armed with a single-shot small laser and a single-shot heavy laser, paired up with a missile launcher of unknown type. Our defense system should be able to swat down anything they throw our direction.

Their guns charge first and the shields work perfectly, deflecting any damage.

The Burst warms up and fires, missing badly, barely taking down their outer shield layer.

The Artillery Beam begins humming and a moment later, unleashes a brutal cut across the Rock ship, damaging their shield generator, completely destroying their life support module, setting fire to their bridge and dinging their weapons module as well, bringing their small laser off line.

A second volley from the Rock ship is swept aside. The defense drone is paying for itself many times over in a very short while. It wasn't long ago that these missiles would be slamming home and causing immense damage.

The only risk their ship poses to us is if they escape. I send the orders to Oni in the Fire Control center to target the Rock ship's engines. With their bridge and helm controls still offline, they are unable to dodge our weapons. All three bolts from our Burst Laser strike home in their Engineering compartment, sending chunks of their ship spiraling off and bringing their engines to a standstill.

Comms inbound from the Rock ship, “Enough! We were told Aliens were a threat to our ways, and you have proved as much! We offer you our stores in exchange for our lives.”

Their offer is conspicuously small. If we let them go, they will undoubtedly continue harassing other Federation craft fleeing the Rebel Fleet. They cannot be allowed to escape.

A final volley and their ship falls apart, leaving behind three times as much in cargo and salvage as they had offered for their lives.

Jump drives online, moving on.
spongebobsaget
Posts: 205
Joined: Sun Nov 10, 2013 8:09 am

Re: Turning FTL playthrough into a captain's log / blog

Post by spongebobsaget »

CAPTAIN'S LOG: SECTOR 5, JUMP 5

A Rock Scout-class ship goes screaming past us as we jump into this system. The markings on his hull identify him as an outcast, a pirate.

Shields up, defense drone out, power to the forward batteries. Time to rock and roll.

Their dual-shot laser is not strong enough to penetrate our shield barrier. The missile system they have installed is enormous, however. I'm not entirely sure our defense drone can take down such a beast before it impacts.

MISSILE LAUNCH DETECTED, COUNTERMEASURES ONLINE

An intense moment of tension and stress dissipates when our defense drone successfully shoots down the monster-sized missile tracking straight for our bridge. It looks like we should not be in harms way here. Oni is ordered to shift targeting to the Pirate's engines and bridge to keep them from fleeing.

The Artillery Beam reaches out and blisters the pirate, taking out their door controls, shield generator, life support systems and damaging the bridge.

The Burst impacts into their drifting ship, destroying their engine room. A few seconds later, the Arty Beam crisscrosses over their ship, erasing the Rock Pirate's repair efforts and adding more damage by destroying the Med Bay. Their ship is in extremely bad shape and will not be surviving this encounter.

Another volley from the Burst and a follow up shot from the Arty Beam and it is over. The Pirate will not be claiming another victim.

The amount of scrap we have collected allows us to perform another set of upgrades to the Shield Bay, adding a third layer of protection.

Jump drives up.
spongebobsaget
Posts: 205
Joined: Sun Nov 10, 2013 8:09 am

Re: Turning FTL playthrough into a captain's log / blog

Post by spongebobsaget »

CAPTAIN'S LOG: SECTOR 5, JUMP 6

We arrive at this jump point to see a number of ships convening around a station. We catch enough of their encrypted conversation to understand they are discussing the need to capture some kind of vessel intact. We hail them and offer our services but after a brief scan, they inform us we are not equipped for the mission.

We power up for the jump. There is another Merchant station nearby, but with our recent upgrades to the shields, we lack materials with which to barter. The Rebel Fleet is still a good ways behind us, but any delay is dangerous. Still, we could use the upgrades. A small detour is set into the nav-computer to hopefully allow us to collect some additional scrap and upgrade materials that we can use for barter on the way to the exit-beacon.
spongebobsaget
Posts: 205
Joined: Sun Nov 10, 2013 8:09 am

Re: Turning FTL playthrough into a captain's log / blog

Post by spongebobsaget »

CAPTAIN'S LOG: SECTOR 5, JUMP 7

We come out of the jump to see laser blasts firing back and forth. It looks like someone is under attack from a pirate. We move in to assist the unknown vessel.

Shields and defense drones up, weapons charging.

Two Rockmen boarders transport over into our Med Bay, clearly with the intent of bringing it down before we can use it to support our crew in their hand-to-hand combat. Unfortunately for the boarders, Mort is way too fast for them and sprints up to the Med Bay from his station in the Engine Room in a matter of moments. Despite it being 2 on 1, Mort is deadly and hurting them badly. The anti-personnel drone has left its docking cradle and is wheeling itself aft towards the fight, but it may not even be needed.

The Burst fires and is off target, bouncing harmlessly off their shields. Their beam-weapon charges and fires, painting our exterior shield with no effect. They have a large laser battery still charging of unknown number or type of bolts.

The Artillery Beam has charged more quickly than I had imagined and blows a good sized chunk of their ship off, damaging their weapons control, bridge and teleporter room. Looks like this is a one way trip for their boarding party.

The battle is raging on in the Med Bay and the Rockmen are being picked apart by Mort and the anti-personnel drone. This is a battle they cannot win. Every blow they land on Mort is quickly repaired by the Med Bay's repair system and he returns the favor with slashing, ripping attacks, tearing into their super-thick, armor-like skin.

With their bridge disabled, the Burst doesn't miss. The shots slam home into the engine room, starting multiple fires. The ship goes dark and all hands perish.

In the debris field, we find an anti-ship beam drone. An interesting possibility, but installing it would mean the necessary removal of either the ballistic-defense drone or the anti-personnel drone. I don't think we can afford to lose either at this point.

The vessel previously under attack by the pirate ship is badly damaged and cannot be saved. Most of the crew accepts help being ferried to the nearest station, but one asks to be allowed to join the crew. A giant, hulking Rockman, we welcome Shelton to the crew. Perhaps we can now afford to put the anti-personnel drone in storage with this added muscle on board to fight off boarders.

Shelton is not very quick, however, so we will keep him amidships so he can respond to threats on either end of the 'Wood.

Jump engines online.
spongebobsaget
Posts: 205
Joined: Sun Nov 10, 2013 8:09 am

Re: Turning FTL playthrough into a captain's log / blog

Post by spongebobsaget »

CAPTAIN'S LOG: SECTOR 5, JUMP 8

A curious sight greets us as we jump into this system. A disabled Rock freighter drifts silently while two Mantis ships fight it out, presumably to decide who gets to pick apart the freighter and claim the spoils.

We decide to wait it out and battle the winner.

The two Mantis ships don't even notice us as they battle. The smaller of the two ships gains the upper hand when they successfully access the other ship's door control system and flush their entire crew out into space!

Game on. Shields and defenses up, weapons online. We didn't yet load the beam-drone. Hopefully it won't matter.

They have a Burst Laser as well, except our charge modifications allow us to fire more quickly. Our first volley strikes their shields, bringing both layers down, but the third shot flies wide. Moments later their Burst opens up, missing badly and only temporarily bringing our outermost shield down.

Artillery Beam 68%


They have a second weapon system of unknown type tucked away in their hull. I don't know why it isn't powered, but I am grateful for it, because with our having three shield layers, there isn't much that their Burst is going to be able to do to our ship by itself.

Both the Arty Beam and our Burst fire on the Mantis ship simultaneously. The Arty beam slices across the entirety of their ship from port to starboard, cutting deep into their hull and ripping up their bridge, life support, engine bay, fire control module and shield generator. The Burst lands squarely into their weapons bay, causing a large fire. The fire consumes the bay, detonating a warhead and the ship fireballs.

Jump engines online, time to see what this Merchant has for us.
spongebobsaget
Posts: 205
Joined: Sun Nov 10, 2013 8:09 am

Re: Turning FTL playthrough into a captain's log / blog

Post by spongebobsaget »

CAPTAIN'S LOG: SECTOR 5, JUMP 9

The Merchant seems to have everything we already have on board. We don't need another beam-drone, nor do we need another anti-personnel drone. There is, however, a human looking for a work contract and we could certainly use another hand. The paperwork is completed and we bring Zerimar aboard. He is assigned to Oni as an assistant to help with any repairs on the forward end of the ship.

The Rebel Fleet is uncomfortably close. This is going to be tight getting to the exit-beacon before they do. We may wind up having to fight our way out of this Sector. Estimates are that it will take us 3 jumps to the exit-beacon and the Rebel scouts will be there in as little as 2.

Jumping out.
spongebobsaget
Posts: 205
Joined: Sun Nov 10, 2013 8:09 am

Re: Turning FTL playthrough into a captain's log / blog

Post by spongebobsaget »

CAPTAIN'S LOG: SECTOR 5, JUMP 10

A few freighters pass by us at this jump point but all refuse any communication attempts. They must not want to damage their reputation by speaking with foreigners.

Jumping out. Just two more until the exit-beacon.
spongebobsaget
Posts: 205
Joined: Sun Nov 10, 2013 8:09 am

Re: Turning FTL playthrough into a captain's log / blog

Post by spongebobsaget »

CAPTAIN'S LOG: SECTOR 5, JUMP 11

We passively scan a small Rock station that floats nearby this jump beacon. They apparently don't appreciate it, as a Rock scout-class ship has detached from the station and is heading our way, with weapons warming up.

Shields up, defenses deployed, weapons powered on.

WARNING, INTRUDERS DETECTED

Three Rockmen boarders. Two in our life-support module, one in the Med Bay. Mort is ordered to the life-support module, as well as our newly recruited Rockman, Shelton. They should be able to handle the two boarders, or at least keep them busy long enough to keep life-support up and running while more backup can arrive. The Human, Zerimar, is ordered aft to the Med Bay to keep the third, solo boarder busy. The Med Bay should be able to keep him patched up enough to take the fight to the Rockman successfully. We'll see how the Rookie performs under pressure.

The Beam-drone has been deployed. When paired with the Burst, which can take down 2 and 3 layer shields all by itself, the beam-drone should be able to surgically strike in those short windows of time, damaging the enemy ship's systems.

The fighting is going as expected for the most part. Zerimar is performing exceptionally well and is defeating his single opponent handily with the aid of the Med Bay patching him up throughout the fight. The two Rockmen boarders in the life-support system have been trading blows with Mort and Shelton. Mort is not critical yet, but getting close enough that I order him and Zerimar to switch places. They quickly jump through the hatch between the compartments and continue the fight.

The defense system and shield barrier is easily defeating their offensive capabilities. We are at no risk from their double-shot heavy laser nor their single-tube missile system.

Their ship, however, is not as well protected. The Burst has scored a solid hit, taking down their shields and landing clean shot on their shield generator, damaging it slightly. Our beam-drone takes advantage of the opening in their shields, and fires off two quick cutting beams, disabling their life-support module and bringing their Med Bay offline as well. The Artillery Beam follows up with a deadly cut across the starboard side of the Rock Ship, taking out their weapons completely, ripping apart their bridge as well as their engine room. The ship is adrift and smoldering. One more volley and they will be finished.

Back on the 'Wood, the hand-to-hand fighting is still raging. Mort has finished off his opponent and is being healed fully by the Med Bay. Zerimar and Shelton have dispatched one of the remaining boarders and moments later, Zerimar lands the killing blow with his sidearm, ending the fight.

All three are ordered to the Med Bay for treatment while we salvage all the scrap we can from the debris field.

Scans confirm our earlier suspicions. The Rebel Fleet has beat us to the exit-beacon. With any luck, it will just be a scout we have to fight our way past to escape.

Jumping out.
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