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[Starkin] OOC Stuff
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Re: [Starkin] OOC Stuff
#41Yes. Three light-minutes is, indeed, a hell of a long way. -
Re: [Starkin] OOC Stuff
#42hi all,
I'm going to be away from a computer for a week from tomorrow. Until I get back feel free to assume that Alice does whatever is appropriate for the moment. (Siren, feel free to take over as needed)
Sorry about this. RL gets in the way again.....
See you all next week! -
Re: [Starkin] OOC Stuff
#43Valadaar:
The Technically correct answer to that is 'Just Short Of C'. This is compounded by acceleration times, etc, etc. For short distances, aka, a couple light minutes, I'm using about .25c, about .5c for 'near sun' interplanetary, Aka: Venus to Mars, and around .8-.9c for Outer World interplanetary.
The travel time of the fight is about 20 minutes away, and they are headed in a sunward vector. -
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#44So what can our scanners pick up about the battle itself? Also, the overall sentiment seems to be to divert and pick a fight... -
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#45Post should answer most of your questions, Kass. Let me know if there's any more. -
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#46On standby for about two weeks. Sorry for causing nasty delays. College eats time like a monkey eats fruit. -
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#47Will this thing ever move again? -
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#48Me wantee threadee movy again. Honest. Me haven't posted in over a year. Me giddy. Sorry... :D -
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#49Dig up the squad, and we can continue. :P -
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#50Kestral is ready to get up and personal with a pirate ship...
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#51Results of the first round of combat posted. I may tweak some numbers in the future to magnify the toughness of larger craft, however, I want to keep combat fast and dirty, so it doesn't bog down the game.
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Re: [Starkin] OOC Stuff
#52Yes. I am going to make larger craft somewhat tougher before they go inoperable. Bear with, folks, I'm beta testing homebrew work here.
For now, until I tweak it elsewise, fighters will be able to absorb 10 'blocks' of damage, light freighters 15, medium 20, heavy 30.
Most weapons will have a base of either 3 or 6 blocks of damage, and are scaled upwards by rate-of-fire and the number of successes you have on your to-hit roll. It is scaled downwards by the success of your ship's structure vs the incoming fire. Armor penetrating type weapons are harder to mitigate downwards, heavier armor makes it easier for the structure to mitigate armor.
To represent maneuverability, every 'set' of combatants makes a set of opposed piloting checks, against the maneuverability of their own craft. Every relative success that you score makes it easier for you to hit the enemy and harder for the enemy to hit you - That is, if you score three successes, and the enemy scores 1, your target number to hit is lowered by 2, and your enemies target is raised by two. Fighters are much easier to maneuver than freighters. Those that do not have the piloting skill will default, at penalty, to their reaction speed. Those that do not have the Gunnery skill will default, at penalty, to their highest firearm skill.
dd, the Old Ben has taken 6 blocks of damage, and no combat-related subsystem damage, though your cargo bays are no longer air-tight. Maia is able to seal the cockpit leaks readily with a temporary spray-foam. -
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#53Critfailed support attempt. Ooooops!
Sorry guys...
[edit:] somebody remind my to increase my pilot skill next opportunity. -
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#54Personally, I think making sure d_d's ship has high-end comm, sensor, and ECM gear would make it a good C&C vessel for our little fleet, since it's the least-armed and would likely be the best-off hanging back a bit from the fights using those packages to help coordinate assaults and confound opponents. -
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#55What do we have left for targets? -
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#56Of the pirates, the 'mothership' is retreating, not quite fully effectively. Of the merchants, all that is left is the medium freighter. Of you, there is everyone. -
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#57C'mon people, post! I'm doing finals this week, and I still found time to post! -
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#58d_d, you have until I get around to it on Saturday, May 30 to post. Otherwise, you'll be skipped this round. -
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#59Combat has ended. You all may have one XP shaking down the combat system for me. XP is spent directly on skills / stats. To raise a skill from 0 to 1 costs 1 xp, plus training. from 1 to 2, 2 xp, 2 to 3, 3 xp, and so forth. Stats cost double this: From 1 to 2, 4 XP, up to your racial maximum, which is 6+your racial bonuses. (straight 6 for humans). Raising the stat past this is possible, but even more expensive.
The combat may count as training for a skill level of 1 in piloting or gunnery, for all characters except Alice, who may only take piloting. -
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#60Via an IM with Siren, I can say that we don't need to do an evac on the merchantman - and it is way too big to be evacuated by out group, anyhow.
Would someone please go poke a few holes in the pirate mothership and let the vermin die quickly so we can consider what to salvage from it, in addition to the fighter wrecks, if there's anything worth the trouble? Otherwise we risk someone actually rescuing them if we leave them to just drift, and then we get all the pirates aware of us as people to be Dealt With Messily. -
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#61d_d is seriously inactive, and Chaos has PMed me notice of need to drop the game, so posted.
When individual actions are appropriate, feel free to catch me in across AIM or ICQ, and we'll hash out complex actions across a couple turns there, as I did with Kassil in this post - I'll be posting for him for a round or two.
Also: That pirate vessel is a -serious- chunk of distance away. Even at the solid chunk of c that a railslug travels at, it'll take a turn or two to get there. -
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#62*gets a pointy stick and starts jabbing people with it* Wake up! -
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#63The sleeper has awoken! -
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#64Go post~ -
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#65Hey Siren, Hi all, sorry for being inactive for such a long time! -
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#66Whee. Will try to pop out a GM post tomorrow. -
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#67Since it's come up, here's your organization possibilities for freighter / fighter interaction. Each Freighter may place a fighter in their primary cargo bays. 1 or 2 fighters can fit into the space of two isotainers - Think tetris blocks - an isotainer takes up a 1 x 4 space, a fighter takes up a 2 x 2 space. Both arrange to 2 x 4, but you can't arrange one of each to 2 x 4.
Old Ben may accomidate 3 fighters as 'riders' in docking points on the outside, the Karloff 4.
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#68Next DM post will be tomorrow evening.
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#69d_d, there is no 'chief engineer' at the moment on the merchantman, he's floating around in space somewhere, stiff as a board. Improvising. -
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#70Sorry about that, really stupid. Do you want me to mod my post?
(Note to self: Must not post after 4:00 am)
EDIT: modified. -
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#71*starts jabbing people with the pointy stick again* -
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#72May I suggest that unless we have anything else to do with these merchants, we skip past roleplaying the repairs and salvaging what remains of the loot etc... and jump back to getting to Dana's salvage. (Unless we need their cargo capacity for the salvage or something?)
Alternatively, we could escort them to safety and spent some time getting properly patched up?
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#73I was hoping to wrap it up relatively quickly - A small reward, I give you a list of what you can salvage, you move on, unless you want elsewise. -
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#74Suit yourself, Mr. GM -
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#75
I was hoping to wrap it up relatively quickly - A small reward, I give you a list of what you can salvage, you move on, unless you want elsewise.
:up: -
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#76All vessels have been repaired to 8 boxes of damage remaining, except, iirc, the Karloff, which is undamaged.
You have been provided with a 1500 Potch reward (to the entire group), and have been able to scavenge a motley assortment of scrap metals and electronic bits, a pair of ship-to-ship railguns which can be made to function with a little time in a workshop somewhere, and a handful of missiles with most of the identifying markings worn off them. It is impossible to tell what make they are without opening them up and examining them more closely. Also, you are able to find enough reaction mass tank to more or less replace what was used during the battle, as well as a small profit in lithium fuels.
(I am discarding the few available personal effects / corpses here for you - Nothing spectacularly special here, unless you really want a hand written notebook of crude pirate erotic poetry, and a few gold teeth.) -
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#77Dibs on the gold teeth! They'll make fine snacks :P
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#78Write the poetry up for us, will you? So that we can decide whether we want it or not :D -
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#79Oh, yeah, you all get a karma point for surviving my battle test.
Eventually, you can use karma to buy skill &stat increases, given that you've been using / have training available for that skill. To go from a 1 to a 2 in a skill costs 2 karma, 2 to 3 costs 3 karma, and so forth. To go from a stat of 1 to 2 costs 4 karma, 2 to 3 six, and so on, until your racial maximum, after which it gets punitively expensive. -
Re: [Starkin] OOC Stuff
#80You are now free to move about the cabin. It will take your fleet about another week of in-game time to reach the derilect craft. There will be no further random encounters, I'll give you a few rl days of downtime to hash out what you wish. Expect 'arrival' around thursday.