Hailing frequencies open (Intro & OOC chat)

load previous
Aug 19, 2024 11:02 pm
daryen says:

Of course, this leads to a new question: Why was Valeria so insistent on not surrendering? Her answer has pretty much trapped us into not being able to surrender and this is a losing fight. Even for our best chance, we have to make two successful rolls (GAAB and BE) in order to just get the chance for the real roll (EC). Those are some pretty long odds, even if they are our best chance. She had to know our long odds with no chance at rescue. I'm not sure why she didn't surrender.
Easy. For a million bucks I wouldn't surrender either.
Aug 19, 2024 11:14 pm
Just daydreaming in star citizen fueled addiction here, but it would be so cool to have a ship with some small Snub Fighters inside it for situations like that.... a boy can dream....
Aug 19, 2024 11:28 pm
PhoenixScientist says:
Easy. For a million bucks I wouldn't surrender either.
It's all relative. If they steal everything, then, yes, we're out a LOT of money. But, we aren't at our last dime this time. Also, insurance should cover the freight, so we only lose out on the cargo. Sucks big time, but that's recoverable. If they are going to kill us by not surrendering, is sacrificing a quarter million credits worth your life? That's kinda the question here. Since Valeria has bigger ambitions that don't require the cargo, I could easily see her decide that it's worth sacrificing the credits now to not die.
PhoenixScientist says:
[ooc]I don't plan on counting rounds in HTH combat. I plan on wiping out the pirates.
I thought posting my reply to this here would be better.

If the pirates disable us and send over all of their crew, then, sure, wiping out the pirates is a viable and, quite frankly, a great plan. However, they would have to be morons to do that. I also admit that is a great trope from lots of movies. So, if they decide to fully commit to taking the ship and fighting to the last person to take our cargo, great! I'm right on board.

But if *I* was the pirate captain, that certainly is NOT what I'd be doing. At least until the people in the dead ship force me to. I don't want to describe how I'd do it because, you know, no reason to give the GM ideas. You could cost me the lives of some of my crew. But if you did you'd be dead.

Also, don't forget the second ship. It could be adding in at least another five combatants and it could be double that. Possibly they are the loot ship and won't do much on the combat. Best case is they are an independent pirate ship vying for the prey. Then maybe would could get them to fight a bit, too. Probably the loot ship, though. Wait! The patrol boat has no cargo space. The free merchant is 100% the loot ship.

Tying this back to the first part, they won't take the freight. It's worthless to them. Plus, they don't have the cargo capacity to even try to take it. They're just here for the vibroblades and stunners, plus anything else small and easy to take they can find. Which makes me think ...
Aug 19, 2024 11:28 pm
spaceseeker19 says:
Should I roll now, or (as I think) wait until we definitely have the Boost Engines action from Engineering? I don't want to create a situation where I roll poorly, and Corbin is stuck doing the Boost Engines action knowing that the combined total probably will not be enough to succeed.
That's a good question. There are actually 4 possibilities:

1. You roll and end your turn, doing that before Corbin acts. You do so without Corbin's bonus and he has to do something else, as a Boost without a pilot action done afterwards is pointless
2. You do a secret roll, already considering a +2, but Esidrix won't know the results. He may or may not do his Boost Engines, he may or may not succeed, and I will reveal your roll only after his choice. I will trust you won't DM each other, of course =D
3. You do a regular/open roll, with a +2, supposedly after Corbin, so Corbin has to Boost Engines. He doesn't have a choice. If he fails, I reduce your roll, to consider the combined result. This is the fastest and probably the best strategy, but there is actually very little room for Esidrix to innovate or do something else this way.
4. You state your intentions and wait. Corbin may do whatever he fancies, may or may not succeed and you can choose your actions accordingly after he does so. That's probably the slowest option.
I am fine with all of them, so let's ask the group. What do you think people?
Aug 19, 2024 11:34 pm
arthur12320 says:
Just daydreaming in star citizen fueled addiction here, but it would be so cool to have a ship with some small Snub Fighters inside it for situations like that.... a boy can dream....
HA!

As a fellow Star Citizen aficionado, that is a cool idea! Of course, that would require more pilots/crew, but that would be very cool. Unfortunately, that doesn't work well in SWN, as their fighters are all the size of Cutlass or something like that. Of course, don't forget that they pirates are much more likely to pull that stunt than we are, so maybe it's for the better that this isn't an option!

I so wish SC wasn't such a ridiculously unstable dumpster fire. It has such a very cool game that is trapped within it that they just won't let out. I still play it though.

(My handle is "Tolnis".)
Aug 20, 2024 12:09 am
Don't forget that the pirate captain said they wanted to board us. If we let them we choose the place of interaction.
We don't know what the second ship is yet anyway.
But don't forget. If the second ship is an enemy, the space combat is 15 minutes. We have plenty of rounds to take control of those enemy weapons.
(Unless it is nothing and our GM is messing with us, or maybe a happenstance ally?)
So if they catch up we allow them to board, and start combat from there. Someone (probably Mercer) may have to convince them we really are letting them board.
I vote for rolling, assuming Corbin's/Esidrix's actions. I believe they would do whatever is the group decision (and they have done before, very good teammate). Like Htech pointed out... There isn't much innovation right now, just agreeing on a course and committing to it.
ls I have watched a fair amount of SC.. why do they keep killing all the cool things? *Sigh*
On that note, all we need is a Cruiser (5mil), a Ships Bay/Fighter(200k), and a fighter (200k) with weapons(200k-1mil) and other accessories(?????) before adding the other fittings for the cruiser(‽‽‽‽$), and we can have that "snub fighter".
Last edited August 20, 2024 12:11 am
Aug 20, 2024 12:18 am
Quote:
don't forget that they pirates are much more likely to pull that stunt than we are, so maybe it's for the better that this isn't an option!
that's a great point.
Quote:
ls I have watched a fair amount of SC.. why do they keep killing all the cool things? *Sigh*
On that note, all we need is a Cruiser (5mil), a Ships Bay/Fighter(200k), and a fighter (200k) with weapons(200k-1mil) and other accessories(?????) before adding the other fittings for the cruiser(‽‽‽‽$), and we can have that "snub fighter".
definitely way more work than in star citizen where you can buy a snub fighter like the fury for close to nothing, and just "make it fit" in any ship with enough space

https://media.starcitizen.tools/thumb/9/9f/Fury_Landed_in_Port_Tressler_-_Blurred_BG.jpg/1920px-Fury_Landed_in_Port_Tressler_-_Blurred_BG.jpg
Aug 20, 2024 3:39 am
In SC the snub fighters that arthur12320 is asking for would be like armed gravcars in size that could be loaded on an SWN frigate sized hull. (Ships that are more like SWN cruiser sided hulls are the Javelin and Idris which carry regular fighters on their own.) So, no, the SC idea doesn't really work in SWN at the same scale. Which is fine, as they are completely different takes.

As for our pirates, the second ship is a free merchant. We were told that. We don't know how it is outfitted, but presumably it is pretty stock. So, if the pirates want to have the free merchant dock with our ship in order to load the cargo, then, yes, we could theoretically overwhelm their crew and outright steal their ship. *That* would be serious fun and I am all on board for trying that! That would suddenly make things way more interesting in our favor! And, honestly, that isn't necessarily a stupid move on their part, so it is possible. Forcing back onto their ship would be the interesting part. The classic maneuver would be to lure as many into our disabled ship as possible, then try to sneak on board while they are busy with assessing the cargo and killing to the token crew left behind. Then we could disconnect so they couldn't get back on their own ship. That is probably highly unrealistic, but is very much par for the course for genre. (Heck, this is something that is *very* possible to do in SC!)
Aug 20, 2024 3:50 am
And btw just to be clear I brought up the point of SC just as a comparison, I understand both system are completely different and not everything that works on one would/should work on the other. Just find it nice to try and look for some references and that game has some really good ship designs.
Aug 20, 2024 11:14 pm
Daryen says:
Of course, this leads to a new question: Why was Valeria so insistent on not surrendering?
Maybe she is a Precog. Did you see my rolls? Are you gonna do a flawless escape against the odds?
Aug 20, 2024 11:17 pm
htech says:
Daryen says:
Of course, this leads to a new question: Why was Valeria so insistent on not surrendering?
Maybe she is a Precog. Did you see my rolls? Are you gonna do a flawless escape against the odds?
I can hope. I can seriously hope so!
Aug 20, 2024 11:18 pm
Quote:
Are you gonna do a flawless escape against the odds?
Not now that you jinxed it....
Aug 23, 2024 9:22 pm
Quick point of clarification
Quote:
The target must
be visible or otherwise perceptible to the telepath’s unaided senses
Would I be able to target the pirate ship’s pilot since he is perceptible to me since I know where he would be?… Or perceptible would require more of a connection?
Last edited August 23, 2024 9:23 pm
Aug 24, 2024 12:25 am
Nope. You need to see him with your own eyes or something equivalent. Knowing his general direction is not enough.
Aug 25, 2024 11:55 pm
Sorry about the multi post day, just wanted to jump on that critical moment with the info. I will be good again and go back to a post a day.
Aug 27, 2024 5:29 am
On the note of battle, there is no version of defensive attacks in this, is there? as in still attacking but taking a - to boost AC?
I thought there was, but could have been making it up because I couldnt find it.
Aug 27, 2024 8:22 am
Quote:
On the note of battle, there is no version of defensive attacks in this, is there? as in still attacking but taking a - to boost AC?
I thought there was, but could have been making it up because I couldnt find it.
Nope. A gunner can go above and beyond using shoot for someone else to actually boost AC, but that's the closest you can get.
Aug 27, 2024 7:34 pm
Can we control the internal gravity and, if so, how much can it be controlled? Is it just "on" and "off", or can we turn it on and off in certain areas? Also, can we increase the gravity above 1G? And we invert the gravity? Just wanna know what type of environmental controls we have within the ship.

Also, as a general comment for the rest of the crew, trying to fight hand-to-hand is a losing proposition unless they make a big, big mistake. With two plasma beams, they can punish any resistance if they so decide to. I just want to point out that depending on the attackers' intelligence, this will go very, very badly for us. Just sayin' ...

(Again, I know how I'd run it as the invaders because I have run it as the invaders. I cannot stress how bad our situation is.)

Note that I still wouldn't comply with the orders. I'd hole up in a "safe space" and let them take the cargo. But if everyone wants to fight, so be it. Let's go.
Aug 27, 2024 9:57 pm
daryen says:
OOC:
When equipping the NPC, everyone needs to be in an environment suit. We are going to hit vacuum at some point. We need to be prepared for that.


I am fuzzy on how much time we have. I'd like some of the cargo moved around, at least the bikes, but if we don't have time for it, we don't have time for it. They are interested in the guns. I'd rather not lose the rest if we can avoid it. However, if one of the combat specialists (Douklan) has a better use for them, go for it.

I still want Mariella and the two non-combatants to be moved out of the way so as to not get stuck in any crossfire. They need to be fully set up with vacc suits. Erin and the two new grunts will get to help with the defense, however. They will preferably be fully kitted out, but if the barbarian can only handle something less, so be it. Jil needs to be part of any invasion team to be able to fly the stolen ship. Hank will help out wherever he can help out. No idea what that will be given his modest combat skills.
I don't know what you mean that we're going to hit vacuum? We're having docked ships, and we know battle is coming. But I see nothing about a Vaccuum. I would rather have armor, against a fight we know, than a Vacc Suit, against a Vaccuum we don't know.
Plus the Icarus Harness has an internal 30 min supply.
I haven't seen a hint of having to deal with the vaccuum, at least more than just traveling in a ship normally has? Are you planning something or what?
Aug 28, 2024 12:28 am
daryen says:
Can we control the internal gravity and, if so, how much can it be controlled? Is it just "on" and "off", or can we turn it on and off in certain areas? Also, can we increase the gravity above 1G? And we invert the gravity? Just wanna know what type of environmental controls we have within the ship.
Let's keep it shipwide on/off.
load next

You do not have permission to post in this thread.