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File 147771981353.png - (1.20MB , 1350x1074 , FTL_Title.png )
755922 No. 755922 ID: 521e29

"Space. The final frontier.

An ancient Earth phrase, but one which continues to be proven valid even in our distant future, the Earth left far behind, humanity's reach extending into the void above- and some would argue, a reach past the species's own grasp. But it can hardly be argued that humankind has not earned it's place among the stars.
For decades, an interstellar Federation has held power over the races of man, and more importantly, has maintained peace between all races among the stars, from the theocratic Rock to the violent, warmongering Mantis.
Admittedly, this only applies to those Mantis who agreed to peace after subjugation from Federation fleets, but before the war broke, great strides were being made."
209 posts omitted. Last 100 shown. Expand all images
>>
No. 760351 ID: 8a3d63

I vote two engines, one energy. Save the rest for shields. Two shields is the bare minimum against some weapons out there, even with zoltan shields
>>
No. 760366 ID: 71d443

>>760334
They're not more important than the first two shields. Once you have that, you're safe from most of the the first two sectors.
>>
No. 760373 ID: 3abd97

Do we need to spend a certain amount of our resources on repairs? We took a bit of damage in that encounter.
>>
No. 760934 ID: 594c18

>>760373
We can't repair hull on our own. We'd need to find a commercial vendor, they almost always have him repair available.

I'd say spend the fifty on the next shield bar and forty on the reactor to power it, and save the rest for a shop. (Assuming we're not already next to one, cause if we are, head there now.)
>>
No. 760940 ID: db0da2

>>760334
I agree that engines are important, but we'll be nearly untouchable with two shield bars and Zoltan shields. The next upgrade we get should be engines though.

+2 reactor
+2 shields
>>
No. 761748 ID: 521e29
File 148022280188.png - (8.99KB , 114x65 , PoweredUp.png )
761748

I apologize for the lack of updates! Holiday festivities kept me away from the computer. I hope you all had a lovely Thanksgiving, and gorged yourself on your favorite Tubular Turkey packet of LiquiNutro.

Let's get back to the space action.


You spend some time tinkering in the clouds, waiting for them to clear. The mists in this thicket of nebula are thick enough to actually make your FTL navigation falter. All you can do is oversee as you wait it out.

Decker and AJ fiddle with the shields for a time- and AJ pelts the Engi with questions as they work. He doesn't seem to mind, funnily enough, and it doesn't hamper his work. After pouring some scrap circuitry and metal into the project, a second layer of shields flickers, then stays. Similar upgrades are made to the reactor to keep the thing up.

You feel, for a moment, unstoppable. And the clouds have cleared.
Men to their positions.

Jump.
>>
No. 761749 ID: 521e29
File 148022311723.png - (401.79KB , 1141x529 , KillsAndShop.png )
761749

You shoot through the remainder of the nebula with little effort. A lost rebel scout engages you in an attempt to steal your stores of fuel, as does a Mantis hunting party apparently returning home and too high on victory to consider whether you might be more than their match.
In the first case, you do not permit them access to your fuel, with violence. Another burial at void for a Rebel crew.
In the second, you are, indeed, far beyond their match. The Mantis go down fighting to their last, screaming their challenge until their ship gives. In a way, it's respectable.
In both cases, your new shield was instrumental in preventing demise.

You fly from the edge of the nebula, glad to finally see open space again. A populated planet nearby looks an inviting enough place to make a pitstop and hunt for upgrades. It doesn't take long for you to find a small ship maintenance bay and outfitter.
You have 105 Scrap.
>>
No. 761750 ID: ff10db

Flak II. Hands down.

Either repair the ship with the remaining scrap (and buy 1 energy bar) or get the Lifeform Scanner while you can, we have two augment slots but there's a long way to go so I weight the former option more.
>>
No. 761751 ID: b1b4f3

Well first off repair the hull. Second... is that AI upgrade gonna make our AI pilot better?
>>
No. 761761 ID: 521e29

>>761751
The AI upgrade appears to be meant for onboard drones, giving their AI a boost. It increases their combat effectiveness and speed.
Sadly, Christine is basically just an artificial brain in the ship. Not applicable.
>>
No. 761776 ID: 9cfa0d

Flak II. Don't worry about hull repair unless you're below 50%.
>>
No. 761777 ID: 9cfa0d

Oh, and maybe sell a weapon that you won't be able to use. Perhaps one of the beams.
>>
No. 761786 ID: 021efd

Im of the 'buy as much fuel as you possibly can' camp. Do that first. Flak cannon 2 is a good second.
>>
No. 761788 ID: 611779

Flak II.
Then sell one of the weapons we ain't gonna use. If we are getting a flak, perhaps an Ion? Too much anti-shield can be bad.

Repair then.

And save the rest of the scrap for some upgrading later. We could overclock our weapon's system or improve our engine.
>>
No. 761838 ID: 71d443

Flak I, it's better to have a weapon that can keep up with your other recharge speeds. And, y'know, that can actually run alongside other weapons with its power requirement. For now, replace one Ion with it, and don't sell that gun just yet. Or do, and use our leftover scrap to upgrade weapons.
Buy all the fuel.
Buy a Subspace Scanner, anti-cloak hell yeah!
Spend the rest on repairs (if we can't afford a weapons upgrade yet).
>>
No. 761839 ID: 7bfeb5

>>761749
Okay, so the AI piece is for (primarily combat) drones. What about the subspace scanner?
>looks it up while trying to remember if it's a standard thing
Reveals ships in nebula and negates cloak?? SOLD.

Getting a new weapon might also be nice yes. Flak 2 is probably the choice (I was considering flak 1 but then I remembered FLAK DEALS DAMAGE - although there is still some advantages to its low recharge time) but I'd like to see the stats on that neural stun first. I'm guessing it does stun and crew damage, possibly with an ion chaser, but knowing would be good.
>>
No. 761935 ID: db0da2

>>761838
Seconding this. Flak 1 is better than flak 2.
>>
No. 762176 ID: 521e29
File 148039693995.png - (209.68KB , 587x459 , NewEquip.png )
762176

After some brief haggling, you arrange for repair of the ship- just enough to get the dash lights into the green instead of a structural warning yellow.
Examination of the 'Neural stunner' reveals that it uses a mild electrical pulse to pierce shields, followed by another to cause seizures in all known species over a small radius, incapacitating them for as long as the charge remains active.
This seems awfully like the kind of weapon they have laws against using. You give the merchant a hard eye.
She smiles back at you, asking if you want it.

After consideration, you decide against it. Instead you purchase the Flak 2 cannon, replacing one of your ions with it, along with the Subspace Scanner. You aren't entirely sure how this home-made piece of tech works, but it's sure to be useful.
You have 24 scrap remaining. After finalizing your purchases and stowing your new cargo, you jump away.
>>
No. 762181 ID: 521e29
File 148039766544.png - (128.88KB , 569x299 , SectorMap3.png )
762181

You arrive at the sector exit beacon. Ships torn in battle surround the structure- markings, though charred, stand out. This was the sight of a Federation battle against a Rebel incursion. They were clearly outnumbered. And, judging from the wreckage, clearly lost. While waiting for the engines to recharge, you scout through the wreckage. There's some usable scrap, which you safely store- but a stamp on one of the destroyed Federation cruisers catches your eye.
The mark indicates a formal requisition license- in war terms, a notification saying that the ship is allowed to acquire cargo from civilian ships for the war effort.
In practical terms, it's a license for piracy. You find the things abhorrent, and once the war is over, they'll be worthless. But, as is... your mission is one of import.
You transfer the label to your own prow, the holographic imprint unable to be reproduced without this original. The Zoltan on your crew, loving of the law as always, find the idea distasteful but agreeable if the situation requires it's use.
Two sectors are in range.
>>
No. 762190 ID: 611779

Pak'Zuk sounds mantis. Zoltan are very well equipped to deal with mantis because of the shield. We should probably make our way there.

Commandment six four? What would that be, Rock? There are good opportunities there, but it might be tougher.
>>
No. 762191 ID: 094652

The bottom one just screams Rock. Considering our ship is meant for aggressive skirmishes, AND we have a loadout that just screams "I'm gonna hit your giant rock with multiple tiny rocks and a laser", I think we're ready to fight the Rock ships. Plus, we're ill prepared for full combat with those suicidal mantis assault teams.
>>
No. 762200 ID: eb3cf7

Go bottom, fight some rockmen.
>>
No. 762263 ID: fd35d7

>>762181
Go to the mantis sounding one, our shields prevent boarding so we're well prepared for it. Upgrade doors if we do though, we have enough scrap.
>>
No. 762283 ID: b15da4

Go Mantis, I absolutely *hate* missiles.
>>
No. 762370 ID: 594c18

>>762181
Strategically, the Mantis territory is the right choice. Between Zoltan shields and an invincible crew member, we're pretty safe from boarding.

But... I want to see the rock religious sector, if that's what it is.
>>
No. 762432 ID: 521e29

rolled 1 = 1

As we're at a tie, flipping a coin.
1 for Mantis, 2 for Rock.
>>
No. 762447 ID: 521e29
File 148047444335.png - (904.45KB , 753x541 , SectorMap4.png )
762447

You decide to veer into Mantis territory. Their tactic of boarding and murdering entire crews with their psychotic slaughtering parties should, hopefully, be stopped by your overshields. It's the sound tactical course, and will take you further towards the frontlines with less resistance.
Stars stretch, blur, and fade as you go superlumial. No matter how many times you watch the spectacle, it always makes you oddly queasy. You arrive with no issues.

An alert is scrolling across the face of the receiving gate, in a variety of languages, all in bright white on brighter red. A fairly universal sign of warning. "RECENT MANTIS HIVE EXPANSION. PAK'ZUK CLAN. USE CAUTION."
At least someone was kind enough to leave a warning. Even when the Mantis were 'pacified' by the Federation, it wasn't unheard of for sectors to suddenly find themselves wiped out by the ravenous species. Now that the war is on and the Federation is occupied, the Mantis grow largely unchecked. It's unlikely that many civilian settlements remain here; they have either left, or haven't gotten out in time.

A weak distress beacon pops up on the dash, and you head towards it.
>>
No. 762460 ID: 521e29
File 148047511745.png - (162.91KB , 394x429 , MasterControl.png )
762460

You arrive to find, shockingly, something other than slaughter or lurking pirates.

A mining boss, insistent on draining the rock his little station his planted on, has refused to evacuate the sector in the face of the Mantis threat. A savvy disgruntled employee, sick and tired of being kept in a hostile zone instead of being able to see his family, has hacked the rig's drone defenses. Shields hold against what is primarily a beam assault, but it's halted work. The mining boss offers to pay you handsomely if you can fix things in some way.
Decker cracks his knuckles, and steps forwards. He doesn't have knuckles, you notice, but there was some cracking. Perhaps he made the noise himself.
With the quick thinking that only a military specialist could have, Decker links the drone control to one larger unit. Instead of being forced to destroy every individual drone, leaving the site at risk of attack, destruction of this central unit will cause the rest to shut down. You move in to attack.

It's a cakewalk.
The mining boss rewards you as best he can, thanking you profusely for keeping the station safe while ensuring things come back under his control. You refrain from alerting him to the sub-light transport leaving the station as, on another window, the hacker and a few of his compatriots thank you before they sneak off in the lightshow.
>>
No. 762461 ID: 521e29
File 148047536496.png - (233.40KB , 382x534 , OhBoy.png )
762461

You leave the mining rig in the proverbial dust, the foreman's shouts as he realizes the deception growing to a thin whine before your ship outpaces the speed of communications.

You arrive at an empty beacon- excepting a single ship. The rubble of Mantis scouts and attack forces are scattered around. You think that it may be some sort of clan feud, before a Rebel scout pulses in from behind a particularly charred metal carcass, announcing, "RESISTANCE IS FUTILE, XENOFORM. ALERTING FLEET TO HOSTILE ALIEN PRESENCE."

You, and Christine, have no idea what that missile weapon is.
>>
No. 762469 ID: 71d443

Didn't we just see that configuration on the neural disruptor? Well, it's time to see if your "investment" in the bigger flak cannon was worth the intense migraines you're going to feel. Target weapons with the flak and shields/engines with the beam(s), no ion.
>>
No. 762473 ID: db0da2

>>762469
This.
>>
No. 762606 ID: eb3cf7

That is a cloaking missile. It'll evade drone missile defenses, but your zoltan shield will hold true. Don't worry about it.
>>
No. 762744 ID: 2d17bb

It plans on warping out. We need to target pilot slash engines.
>>
No. 763097 ID: 521e29
File 148065670316.png - (30.07KB , 239x164 , HotStuff.png )
763097

The drone was no problem, with your Zoltan shield. Worry over nothing.

You take some time, after scrapping the 'bot and some of the surrounding debris, to upgrade both your sensors and doors with the mounting surplus. You recall Decker being worried about borders, and with your ship passing through Mantis space, it's best to be prepared. You leap away.

This beacon has drifted too close to a sun in it's late stages of life: the entire sector is drenched in radiation and solar flares. Another ship, apparently having run out of fuel in the location, sends you a panicked hail. It's not until their ship turns do you see the pirate paint emblazoned on the side. A man appears on-screen, sweating like a pig and shirtless. "Oh, thank god! Another ship. We ran out of fuel here, and... well. You can see." He huffs a breath, before giving you an alltogether colder eye. "It looks like your boat is the only ticket out of this hell pit, pal. Me and my crew will be taking it."
The feed cuts. Moments later, intruder alarms sound as the ship's crew- as well as some of their supplies- teleport into your halls.
The usual strategy works, and you let space dispose of the corpses. Their goods are counted and added to your own stores- any minor fires caused by the solar flares as the engine charges quickly put out. You jump as soon as the engine is ready.
>>
No. 763098 ID: 521e29
File 148065706018.png - (11.90KB , 493x65 , Decisions.png )
763098

You arrive to see an Engi ship destroying a smaller Mantis scout. Simultaneously, warning on the monitors flare; a teleporter's energy signature, targeted at your ship!
You mount Decker and Virgil, going on a quick hunt. You quickly find a young Mantis in a charred jumpsuit, wounds gushing greenish-black ichor. He speaks little Common, but enough to beg for your help.
An Engi's voice comes over the intercom in the room. "TELEPORTATION DESTINATION IDENTIFIED. RETURN: HOSTILE MANTID. REWARD: BOUNTY. SCRAP. FUEL. BOUNTY."
You look back at the creature, sharp appendages it has instead of arms held together with desperation.
>>
No. 763100 ID: eb3cf7

So I've played this game for, like, 300 hours, and 2 is almost always the better option here. When it's bad, the consequences aren't that bad, and when it's good, it's a nice boon. Take 2.
>>
No. 763103 ID: 398fe1

When in doubt, remain neutral and return the Mantis to its pursuers.
>>
No. 763109 ID: 61c7b9

>>763098
Eh, fuck Engi bountyhunters. The scrap they provide is inferior to the extra protection a Mantid provides. Fire up the guns!
>>
No. 763118 ID: d79f26

have decker negotiate. seeing another engi should hopefully calm them down so we can ask why they are out here killing mantis, without setting them off unduly. if their reasons are okay (such as revenge because this exact crew just raided their territory)then we can hand them over just fine. but if they are just being racist and think all mantis must die then we can defend.
>>
No. 763138 ID: 71d443

>>763100
So you've never lost a crewmember from it before, I take it?
Attack the Engi ship, his muscle is just what we needed.
>>
No. 763155 ID: 5f2b81

>>763138
There are more outcomes that involve getting your shit pushed in when you pick option 1.
>>
No. 763177 ID: 7bc9ee

Guys, we aren't actually playing FTL, we can take a third option. Talk to the Engi, find out why this guy has a bounty. If it's an official federation bounty then hand him over, if they pick a fight then kill them, if it's a private bounty then find out what he did.
>>
No. 763202 ID: 398fe1

>>763177
Unless Curt is hacking the game, I think we are just literally playing FTL.
>>
No. 763211 ID: 188451

>>763202
Hes doing bits piecemeal. The things arent actually of the same ship. (The zoltan ship we start with in the game already has a level of normal shield to start. You cant actually bargain for parts for it in game.)
>>
No. 763212 ID: 188451

>>763211
Specific shop parts in a normal combat encounter I mean. You can increase reactor and o2 and stuff in some events as a reward.
Also, try to negotiate.
>>
No. 763229 ID: d79f26

>>763202
>>763211
>>763212
earlier in the thread, an enemy ship had a weapon that literally doesn't exist in the game.
>>
No. 763232 ID: 398fe1

>>763229
Well. Alrighty then.

I'll change my vote to finding out more by having our Engi talk to the ship. We can decide what to do with the Mantis once we get more info.
>>
No. 763234 ID: eb3cf7

>>763229
Guys, he already said: he's using a heavily modded version of FTL. I know this mod, it's called Captain's Edition. Good mod. This is definitely FTL, though.
>>
No. 764106 ID: 521e29
File 148108062838.png - (111.05KB , 232x338 , DoesThisLookLikeTheMonitorOfMercy.png )
764106

You hail the Engi ship. AJ guides the injured Mantis to the medbay, genuinely concerned for it's wellbeing. He remarks as he goes that he's never seen a living being take so much damage and still live. The Mantis tries to converse, weakly, and it cuts off abruptly as the door slides shut.
The Engi appears on-screen, and you send in Decker to negotiate.
Decker converses in a shrill bleat of electronic beats; the Engi language, which you know to be some sort of complex auditory transmission. The other Engi decides to use Common, perhaps for your understanding. Eventually, it snaps off communications with a final bassy tone as the line goes dead.
The other ship's Engi explained that the ship is a bounty hunter, looking to collect. While it's rare for the Engi to be aggressive, this one comes from a nearby star where the ruling elite have issued a broad-spectrum bounty on Mantis carapaces. The area has been hunted to extinction, and other Mantis hives refuse to migrate nearby, even as they overtake much of the sector. This ship has ventured further in hunt.
You feel your face redden as Decker explains. Xenophobia and hate fueling a local purge of the species.
It's true that the Mantis are aggressive, you won't try to deny it. But the Federation was making great strides towards bringing them to the galactic table, dragging them from their feudal, primal hunting patterns. These Engi are no better than rebels.
You return to the cabin, and activate the weapons. You aren't giving this one back.

Author's Note: I am using a variety of mods, though Captain's Edition is a base. However, there is almost often a third option, when you are presented with two, to get more information or acquire an advantage. Creativity is rewarded, as it should be.

Just don't expect things to be too easy, now.

>>
No. 764109 ID: 521e29
File 148108098680.png - (592.70KB , 1147x500 , Betrayal!.png )
764109

As you warm up the beams, AJ bursts in, arm fuzzing as a wound attempts to knit itself together. He shouts out a panicked warning, that the Mantis cut itself and ran- before hull-rattling kaboom rocks the ship. The viewscreen in the cabin opens, revealing the same ichor-soaked Mantis that was just on your ship- now sporting wide, glee-filled eyes and a talon dripping with oil. The Engi previously onscreen collapses and falls apart as it expires. It was a trap; The Mantis must have scuttled their own ship when they captured an Engi's scrapper, hoping to inspire acts of care like your own. A foolish one, it turns out. The insect laughs harshly before the feed cuts.

The status readouts float yellow warning and caution symbols your way; ones you've come to ignore over your years of experience. The ship will hold, as she always does. You maneuver into firing range, and let loose.
It's plain to see why the Mantis favored this ship over their own; it's a tough nut to crack, and maneuverable. You bring it down, but not before sustaining some more damage. A status report reveals fractures in the hull which will need to be repaired soon, but for now, you're shipshape. You collect the scrap of your newest kill and the scuttled Mantis ship, before heading back out.
>>
No. 764115 ID: 521e29
File 148108157324.png - (263.52KB , 387x537 , Slice+Dice.png )
764115

She journey through the sector is perilous. The Mantis hive growing here is sending out Brood-Ships to seed nearby worlds- and all of them are eager for blood to prove themselves to their queens. You scratch four more ships, all not even offering the chance for surrender. Your Zoltan shields, thankfully, prevent what would likely be immediately fatal boarding action from the enemy.

On a stop along the way, you drift into an asteroid field. It looks to be the work of human miners cracking a particularly resource-rich planet; this field is the remainder from the blast, and the slag from the industrial work.
A lost little combat drone is stationed here, for whatever reason. It has no shielding. How has it even survived? Regardless, it powers up to attack you.

Hold on a moment.
It has no shields.

Oooooooh yeaaaaaaahhhhh that's satisfying.
>>
No. 764118 ID: 521e29
File 148108186563.png - (130.60KB , 575x307 , SectorMap5.png )
764118

You arrive at the long-range gate. Mercifully left open by the Mantis currently occupying the station; perhaps even they recognize the value of trade. Or a lane for new prey to enter the sector.
Either way, you're unaccosted as you exit. There's only one option, so you take it. The long flight is brightened up by a packet of Yammerin' Yellow LiquiNutro.
God this shit is awful. Another gulp of wine. Better.
>>
No. 764123 ID: 521e29
File 148108232574.png - (306.84KB , 391x517 , FastBall.png )
764123

You arrive in Engi space. Decker seems relaxed an at ease as he begins to pick up friendly signals; signs of home, for him. His screen darkens as more news reaches his receivers; Mantis incursions from the sector you've just left, threatening Engi factory worlds and storage spaces. Perhaps this is why the gate was left open and undamaged.
Either way, you're here now, and have landed in the middle of a nebula. You press on into it.
It seems that the Rebels have already sent ahead automated scouts. Which, upon close examination, are becoming more and more advanced as you encounter them. It's unsettling how quickly they design and send out these AI units.
This one is planted in orbit around a sector beacon, itself in the middle of an icey storm. The drone is designed to take advantage of this; open cooling ports taking in the floating ice to supercool it's systems, leaving it able to fire much faster than anything before it and repair it's shields at an alarming rate. You put all power to your own shields, as a precaution.
Looks like you might take a beating here. You're unsure how to attack the thing.
>>
No. 764125 ID: 094652

Nope

You've hauled in a bounty, focus on leaving. Maximize the FTL Engine power, then shields, one oxygen, then weapons. This one might cause more damage costs than it's worth in scrap.
>>
No. 764130 ID: 71d443

Target shields with Flak and weapons and onward with the beam, and hold your beam's fire until the second the flak connects. You'll disable it within the first shot anyway, long before the FTL is ready - or not so long considering you took the Flak II - so steady as she goes, cap'n! You may want to switch to ion targeting the shield and beams hitting the weapons/shields/engines? after the first volley.
>>
No. 764378 ID: eb3cf7

>>764125
This little guy? He ain't shit. He's got some kinda' laser and a bomb. We can take him, easy. Hit with plasma, then flak, then beams. If he starts spooling up FTL for self-destruct or retreat, be sure to knock that cockpit offline.
>>
No. 764455 ID: 594c18

>>764123
Pretty sure the move here is to aim the flak gun more-or-less at shields, hitting it with the one ion gun we can power with it just beforehand. Don't worry too much about the weapons, at worst that's a burst laser 2, which isn't too bad when we've got two shields and some engines. Unless they bomb us to shit, I guess, or if they're a LOT faster than normal. Anyway, aiming the flak at the shields should get some splash on the weapons anyway. We can aim at weapons instead of they're seeming too dangerous. Don't try to use the beams unless we break shields all the way down though.
>>
No. 765709 ID: 521e29
File 148168914602.png - (243.76KB , 934x425 , BuyingPower.png )
765709

Your initial panic subsides as the drone ship begins to fire: while it's rapid-fire laser may be threatening to a ship with lesser shielding, your two-layer one does just fine. You sit back and blast away at the drone for a time until it's superstructure collapses. You can't hear it through the void, but it looks like the crunch of vacuum pressure tearing the air from within out with violent force would have been very satisfying to hear.
You scavenge the thing, and find a fully operational Flak cannon jammed in the ship's weapon ports. It seems the frost in the area froze the weapon hatch closed, preventing it from deploying. A lucky find, and luckier still you didn't have to face it.
You jump away, glad to be free of the nebula.

A civilian beacon nearby offering rest and relaxation seems very appealing, and you head for it. Unfortunately, the day spa and resort here seems specifically catered to the Engi residing in the sector. Sterile halls lead to individual pods, where Engi sit hooked into what Decker explains to be simulations of experiences; a date with a passionate lover, an excellent meal. The Engi, unable to truly experience the sensation, seem willing to pay out the nose for these simulacra.
Fortunately, the place is also outfitted with an Engi engineer, with a small shop for fixing dents and small batters in incoming ships. He seems at first shocked when your battle-scarred Zoltan cruiser docks, but then begins to buzz with excitement. Literally. His Zoltan assistant seems equally curious.

The mechanic offers to upgrade your systems, and sells a small selection of parts, as well as two Engi; deactivated and in a sort of stasis. He proclaims proudly that their personality matrices were developed on-site by his own two hands. As the Engi examines your ship, the Zoltan approaches you, offering you his services, for a nominal fee. When you ask why he wants to come with you, he says, rather bluntly, that this rock is a dead zone and he would rather bang his head against a wall more than he would spend another week in a network of steel corridors with no decoration.
You have 212 scrap.
>>
No. 765710 ID: 521e29
File 148168922676.png - (208.16KB , 588x426 , Inv.png )
765710

You consider your own stores and equipment, in case you wish to sell something.
>>
No. 765711 ID: eb3cf7

Wow, we have hardcore armaments! I say sell a bardiche, because the combo of flak I and II should be enough for most ships, without even using ion or the other bardiche. Too bad they don't have any rockmen--we could really use one. I think also buy hacking. If we're low on gas, buy some fuel, and if we're below 50% hull, repair up to there. After that, let's spend leftover scrap on upgrades, but keep around 50 in case we run into events requiring it.
>>
No. 765804 ID: db0da2

Sell Flak 2 and a Bardiche, buy Flak 1. This will give us faster volleys for less power. Hire Kaira (see if you can't haggle him down to a lower price) so that we can have ion protection on our shields. Purchase hacking, it's a versatile tool that can solve a lot of otherwise impossible encounters. What does a radiation projector do?
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No. 765805 ID: 398fe1

>>765804
Why would less, weaker weapons be better?
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No. 765806 ID: 6ea4e4

>>765805
They charge faster and are more energy eficient.
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No. 765807 ID: 04c3d3

>>765804
Flak 2 charges faster and releases more projectiles than Flak 1. It is a significant upgrade from the first model, though it does havegrester power requirements. Namely, two units of reactor energy, instead of one.
The "radiation projector," the Engi shipwrite explains, is a home project of his that he thinks could be weaponized. Essentially, it diverts radioactive FTL engine waste, typically stored to be offloaded onto empty dumping worlds, into a specialized compartment. The waste is vaporized and released as a particulate cloud, directed towards an enemy combatant, giving most severe radiation sickness, killing them over time. Using this would consume two units of energy for the duration of operation, however, in the same way that your Subspace Scanner expends it to track invisible targets.

You give the Engi a long, long look, fully aware that this device breaks half a dozen health codes and Federation laws, as well as universal restrictions for ship based combat.
He seems unconcerned.
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No. 765822 ID: c5aad7

>>765807
In that case, dont buy the flak 1 or sell the flak 2.

Make a note to report this guy to the proper authorities, unless... how good are this stations defenses, and how closely does this mechanic seem to be associated with them?
>>
No. 765859 ID: 0555b9

>>765807
Iiiis that part of a mod you took? Vanilla flak I is 2 power, 10 secs, 3 shots and flak II is 3 power, 21 secs, 7 shots.
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No. 765862 ID: c10644

We have two flaks, only one EMP cannon, and four weapon slots. Can we just hold on to all our weapons for now and equip the Flak I in one of the beam slots?

Sell exactly enough missiles to hire Keira and purchase the Drone Control and Hacking systems. Both of those are AWESOME.

However, we don't have any drone schematics, so if the purchase bonus is a beam attack drone or a repair drone, switch the Drone Control with Mind Control.
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No. 765863 ID: 0555b9

So, a radiation projector slowly kills the enemy over time, through shields... Replace our subspace scanner with it! Or the requisition license. I mean, come on, it's a sticker you slapped on the hull. How much space could it take up?
Replace the flak II with the flak 1 regardless: We're no longer shooting to kill, but to disable. The radiation will take care of the rest. More flak shots will make it harder to keep the enemy ship in one piece. Keep the Flak II in the cargo bay for future use, though. Anything else that's left over, sell now.
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No. 765864 ID: 0555b9

>>765862
This as well, but... switch Drone Control for Mind Control. Hacking and Drones run off the same resource - bad idea to use both. Not to mention the power efficiency of mind control versus most drones.
Basically, we're set for the rest of our probably short lives after this store, all we have to do is upgrade our reactor to match.
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No. 765900 ID: 594c18

Buy Drone Control and hire Keira. Become the turtliest ship. (Even if the bonus isn't a defense drone, I'm sure we can find one soon enough.)

Don't buy the super illegal immoral thing. Sure it might be effective but there are lines you don't cross.

How many drone parts do we have? If more than ten we can go ahead and get hacking as well as drone control. Just don't use either except against exceptionally tough ships.

I wouldn't bother with mind control though. Doesn't really fit our build.
>>
No. 765990 ID: 3e182c

Buy mind control. It is always useful. Even without upgrading it at all we can:
Counter nearly all mind control attempts.
Prevent many enemies from escaping by targeting the helmsman.
Prevent enemies from immediately repairing damaged systems by targeting the crew doing repairs.
Increase the potential of depopulating rather than destroying enemy ships without the need to board.
Easily repel boarders by setting them upon themselves.

And all this for 1 power by itself.

Done control in the mean Time usually needs three power minimum to be worth it, and that's assuming you are lucky enough to find a winning combination of drones. And it takes expensive ammo to boot.

Mind control all the way.
>>
No. 766019 ID: 9145ba

>there are lines you don't cross.
In FTL, the only line you don't cross is critical hull integrity.
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No. 766102 ID: db0da2

>>766019
In this quest we're doing a pretty good Lawful Good run, I'd rather not spoil it.
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No. 766131 ID: c10644

>>766102
Screw your Lawful Good run, this is an Ironman game and we don't have the skill to be the good guy.
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No. 766135 ID: 9145ba

>>766102
Haha, yeah, it was so Lawful Good when we spaced everyone on that spider-infested station for extra scrap. Remember that? Good times.
>>
No. 766138 ID: d79f26

it's about what our crew finds acceptable. moral is an issue that the base game doesn't model. so take it up with the crew.
>>
No. 766139 ID: 398fe1

>>766135
To be fair, it was a last-ditch effort to try to keep the spiders from getting to the last remaining survivors. We knew we couldn't board with the crew we had, and if we did nothing, they would have definitely died.

That said, I support getting the Mind Control system. Is it really immoral if we're fighting to the death anyway? It'd be immoral if we used it during negotiations or something.
>>
No. 766148 ID: db0da2

>>766135
That was both in accordance with the law and a good thing to do.

>>766139
We're not talking about the mind control, that's okay. We're talking about the "radiation projector", a weapon which violates the Space Geneva Conventions.
>>
No. 766159 ID: 398fe1

>>766148
Oh. And it consumes 2 units of energy to use. (and will be useless against the last boss unless we metagame and don't kill the entire crew)

I don't like it.
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No. 766223 ID: 9145ba

The Radiation Projector will assist us in the final fight by exponentially increasing our scrap reserves. Get that and begin brightening up people's day.
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No. 767459 ID: 521e29
File 148238113041.png - (891.92KB , 1277x552 , NewStuff.png )
767459

You begin by purchasing the mind control systems, as well as hiring Keira from the Engi mechanic. They shuffle onto the ship happily, saying loudly that they'll be glad to explore new places with the crew.
As they board, they confide in you quietly, thanking you profusely for getting them off of the place. They're terrified of their previous employer. This "radiation projector" isn't the first of his horrifyingly brutal weapons- it's merely the one he hasn't yet sold to less scrupulous passers-by. You hope, privately, that you won't see many of them in the field.
Returning from your quarters, you inspect the remaining purchase options. The projector, while illegal, does seem effective. You're unsure about the morality of buying such a device, let alone using it.
In the end, your practical side wins the internal argument. The projector is installed on the back of the ship by the Engi- it lets out a whining tone that you think is an attempt at whistling as it works. It also offers to upgrade your reactor in order to power the thing for a fee, which you pay. This doesn't sit well with you. It's against training to use weaponry like this, as well as your conscience.
But this is a war, and you carry vital data. Sacrifices must be made and principals compromised upon. If you're found out and held accountable for war crimes, you may be forced to face the music. But you'll hold your head high, knowing that this piece of tech was vital to stopping the destruction of the Federation as a whole.
Besides. It's better you have this thing than some pirate. Right?

You refrain from informing the crew about your purchase, passing it off fairly easily as reactor maintenance and refueling.
Once all systems are set, you pulse away from the luxury center. At a solid distance, you send an anonymous message to local marshals informing them of the Engi and his practices. Hopefully this will be the last device of this kind he produces.
You jump away.
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No. 767460 ID: 521e29
File 148238114261.jpg - (138.60KB , 1280x720 , Fatigued.jpg )
767460

The journey through the Engi controlled sector is relatively peaceful. There are a few mangled wrecks, evidence of the scuffles between Engi and Mantis in the next sector over, which make easy pickings for salvage. By chance, you come across a Rebel stealth drone- and your new upgrades, and subspace scanning equipment, make easy work of the craft.
Eventually, you come across a distress signal, and follow it to a massive station. The hull is burnt and in some places destroyed- clear signs of recent fights. You hail the craft, and after a brief while, are directed to the man in charge. He stands with a wide base, portraying something of a stately air through the viewscreen as you converse.
It seems that this station has been attacked frequently by a gang of pirates, for no reason other than a deranged joy from their suffering. Nobody has yet died, but the citizens aboard are growing weary and wary of pirate assault. The situation can't be held for much longer, and the Engi refuse to help. It seems that this station was actually waiting for the Rebel fleet to arrive in hopes that they'd assist- but seems willing to see if the Federation "Is still worth something after all."
They have a basic idea of where this group is coming from- you could jump away to search for their hideout in a nearby asteroid field. Alternatively, it might be possible to wait for the next assault and lay a trap.
A quiet voice in the back of your mind, brought forward by that last comment of his, reminds you you could always just ignore his predicament. Or profit from the situation yourself.
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No. 767468 ID: 094652

Explain to these rebel sympathizers that you expect them to sell you out to the rebel fleet the moment you turn your back. So, here's what you're going to do: you will save them from the pirates. While they are in chains. With a known rapist on guard duty.

Then when you're done killing whatever comes to the station next, take their stuff as compensation, turn on their distress beacon, and jump out of there.
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No. 767494 ID: 9145ba

Oh wait, we are some pirate. Our bumper sticker says so.

>>767468
While I am a strong proponent of the pirate's life, I believe their quest offers us a decent reward without all the hassle of murdering the station unprovoked. Can they provide anti-ship battery assistance if we lay a trap during the next assault? Otherwise, let's take the fight to their asteroid field. Expect damage from the space rocks, but know it will be worth it when you get to use the silent but deadly gas cloud on them.
>>
No. 767500 ID: 398fe1

>>767494
Agreed, mostly. Note: we probably can't use the radiation projector while fighting in front of the station. I think they'll notice. That might make fighting the pirates at their hideout more advantageous.
>>
No. 767503 ID: eb3cf7

Go on the offensive and attack the pirates.

Also, put your engi on piloting and two zoltan on shields. No point in having a zoltan pilot--the energy is just lost that way. If you have two zoltan on shields, your shields will never be fully depleted by ion. Solid choice.
>>
No. 767511 ID: 3e182c

Set the trap, don't go after the base. We aren't equipped for extended bouts in an asteroid field.
>>
No. 767515 ID: db0da2

>>767494
No, we're privateers.

Let's fight them here, Zoltan shields don't do well with asteroids.
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No. 767654 ID: 521e29
File 148246348513.png - (219.69KB , 384x531 , PiratesIrradiated.png )
767654

You decide that it will probably be best to search for the pirate base itself. If you just destroy an incoming ship, there's no way to tell if they'll keep coming once you're gone- you need to destroy their base of operations, cut off the source.
It also leaves you free to use your new equipment out of sight of civilian eyes.

>>767494
>Oh wait, we are some pirate. Our bumper sticker says so.
You sold the Requisition Licence back to that Engi, to make room for the Radiation Projector. It doesn't keep you from performing piracy; it just isn't technically legal any more. Your crew, already indisposed towards the act, would be further dissatisfied with acts of thievery now.

You search the asteroid field between the system's sixth and seventh planets- a whole lot of nothing. Finally, your Upgraded Sensors pick up a faint outline of a manmade structure- hidden well by a cloaking field, but revealed well enough once you close in. The pirates had made a base of an old mining colony on the rock. Defense systems kick on as the ship nears, and you instruct Aj and Kiera to the shield room, in order to provide power.
Incoming fire misses the ship, blasting into a nearby asteroid and scattering chunks of rock at high speeds. The shields will have to put up with the barrage during the battle.
In response, you press a small yellow button, newly installed on your console.
The engine produces an enormous whining noise, audible through the entire ship, and more grinding clunks as the waste is reduced to dust. It's released out of the ports in a nearly invisible particulate cloud, winding past the enemy shielding and irradiating their air. The life support systems will be scrubbing automatically, but hopefully won't be able to keep up.
Virgil connects on your viewscreen, distracted as he begins to take aim, but the worry is clear in his voice. "Captain? Radiation levels on the enemy are spiking. They might be preparing something. Any idea what?"
You order him to hold, and be ready for anything. You may have to explain this later.

If you want the radiation projector to kill the pirate crew, you'll be shooting to disable. How do we go about it?
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No. 767658 ID: 9145ba

Weapons, then cloning. Leave the shield only lightly damaged. (Do they get asteroid hits, being stationary?) Those weapons have a nasty bite.
>>
No. 767662 ID: 3e182c

The radiation projector might be defeated by advanced life support systems. We might want to take a few potshots at the thing just to be on the safe side.
Still, That Ion turret will shred us in an asteroid field. We need to take it out.
>>
No. 767773 ID: db0da2

Aim for weapons, engines and life support. We can blame a radiation leak on the enemy ship for their deaths. Or we could explain that we bought an anti-crew weapon of some sort from the engi, but pretend not to know much more than that, just to gauge the crew's reaction.

I think we need to get rid of this thing as soon as possible. Our crew is made of good men, openly using a weapon this horrible might cause them to mutiny, or the very least stop trusting us.
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No. 767777 ID: db0da2

>>767773
>Aim for weapons, engines and life support. We can blame a radiation leak on the enemy ship for their deaths.
>engines
>It's a stationary base
NVM. Aim for the clone bay, and mention the weapon.
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No. 769257 ID: 521e29
File 148316218548.png - (218.04KB , 382x531 , GoingEasy.png )
769257

You open by circling the base, waiting for the projector to do it's work. It's slower than you would have hoped... but perhaps this station simply has an advanced air filtration unit. Lifesigns onboard dip down steadily, and you let loose a volley to try and keep their own weaponry down. It seems they take quite a while to charge. Use of the mind control systems to confuse those onboard keeps things handily under control as you wait for these men and women to perish.
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No. 769261 ID: 521e29
File 148316268632.png - (186.23KB , 611x402 , OhShit!.png )
769261

Both guns fire in tandem- and Christine simply can't avoid them while also steering the ship clear of asteroid chunks and debris. An ion blast splits mid-volley, sending a trio of the shocks into your shield, disabling it entirely. The four laser blasts that follow rip through your hull effortlessly, as warnings and sirens begin to blare. The crew send hasty status reports as all work to repair their relative systems, the radiation apparently forgotten as danger presents itself.
You can't shoot off another volley before they launch their own, the combined battering of asteroid and laserfire ripping holes in your ship effortlessly, causing damage as your crew strives to fix more.
Your console lights up red as systems start to crash, damage report grim. The FTL has charged during the battle- there's time to make an emergency jump and get away. These pirates would live to see another day... but so would you.
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No. 769271 ID: 398fe1

Well I mean, not dying is a good idea. So running sounds good?
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No. 769273 ID: 9145ba

Time to pull out. You can make it up to the station in some small way by paying for hull repairs.
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No. 769274 ID: db0da2

Well, run away I guess. How the hell did this happen? I want a detailed after action report. Our weapons charge faster than theirs, so how did they get two volleys off? Shouldn't our first volley have disabled their weapons long enough to take them totally offline with the second? Especially if we were preventing repairs using the mind control. We should hop back to that earlier shop for repairs, as long as the rebel fleet hasn't overtaken it. We could even sell the radiation projector to pay for them.
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No. 769292 ID: 9145ba

>>769274
Veto, don't sell our projector. Barely even had the chance to use it yet.
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No. 769303 ID: a107fd

The pirates will live another day, sure, but between their base's location no longer being secret, and all that radiation, probably not many more days beyond that. Depart for repairs.
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