Re: Turning FTL playthrough into a captain's log/blog (X-9 M
Posted: Sun Dec 22, 2013 3:45 am
CAPTAIN'S LOG: SECTOR 4, JUMP POINT 12
The Engi Merchant at this beacon has a very interesting array of items. Missile systems and a Fire Beam! Both present compelling advantages, but both come with challenging considerations as well.
A Hull Breach missile system would be devastating for any enemy, by both inflicting incredible damage to the hull and systems in an area, but also punching a large hole into the ship, sucking out all the air from that room making repairs even more difficult. Unfortunately, the amount of power required to run the missile system would likely mean one of the Ion-Lasers would have to be removed from its hard point and the second Ion-Laser would be powered down at the beginning of an engagement. Although, after the initial missile was launched, it would be a simple thing to swap power back over to the Ion-Laser with its quick recharge rate.
The addition of a second Fire-Beam would be absolutely devastating. The effect of two Fire-Beams operating simultaneously would more or less guarantee an enemy ship to be engulfed in flames, providing the remaining armament on our ship was strong enough to punch through their shields in the first place. While tempting, I don't believe this configuration would be strong enough to take out the Rebel capital ships, let alone the Flagship itself.
We bring the Hull Breach missile system on-board and begin upgrading our weapons-control systems to handle the additional requirements. While we are here, we take on another unit of fuel and patch up a few dings in the armor plate of the X-9.
Hopefully soon we will be able to improve our shield systems and drone-control capacity so we can make use of that Defense-Drone Mark-II.
Jump drive charged, plotting course for the exit-beacon.
The Engi Merchant at this beacon has a very interesting array of items. Missile systems and a Fire Beam! Both present compelling advantages, but both come with challenging considerations as well.
A Hull Breach missile system would be devastating for any enemy, by both inflicting incredible damage to the hull and systems in an area, but also punching a large hole into the ship, sucking out all the air from that room making repairs even more difficult. Unfortunately, the amount of power required to run the missile system would likely mean one of the Ion-Lasers would have to be removed from its hard point and the second Ion-Laser would be powered down at the beginning of an engagement. Although, after the initial missile was launched, it would be a simple thing to swap power back over to the Ion-Laser with its quick recharge rate.
The addition of a second Fire-Beam would be absolutely devastating. The effect of two Fire-Beams operating simultaneously would more or less guarantee an enemy ship to be engulfed in flames, providing the remaining armament on our ship was strong enough to punch through their shields in the first place. While tempting, I don't believe this configuration would be strong enough to take out the Rebel capital ships, let alone the Flagship itself.
We bring the Hull Breach missile system on-board and begin upgrading our weapons-control systems to handle the additional requirements. While we are here, we take on another unit of fuel and patch up a few dings in the armor plate of the X-9.
Hopefully soon we will be able to improve our shield systems and drone-control capacity so we can make use of that Defense-Drone Mark-II.
Jump drive charged, plotting course for the exit-beacon.