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/qst/ plays FTL

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Thread replies: 583
Thread images: 224

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In this thread, its You - yes, YOU! - Anons who get to decide if Federation receives the highly important intel regarding Rebel forces that may just be enough to win the war.

Are you going to make it through?

https://www.youtube.com/watch?v=WFkGjEut9U4
>>
Rules are simple.
You get to decide where we go, what we do and what we buy, while I handle the combat to the best of my abilities.

If there are conflicting opinions about what we should do, Ill roll or ask for a roll to decide the outcome.

If you want me to try certain combat strategies, dont be shy and speak up.

Ill be here almost every day.

If Im not present, dont be afraid to leave instructions for when Im back, Ill always take them into consideration.
>>
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So, lets start!
On my test run on /trash/, our ship 'The Space Jam' managed to get to the Phase 3 of Rebel flagship fight before getting torn apart.

Due to this, we have 3 ships to choose from. The Kestrel Cruiser, The Engi Cruiser and The Slug Cruiser, each of them with its own good and bad points.

Select ship and a name for it.
>>
>>1246917
Let's go with the Kestrel Cruiser. No preference on name.
>>
Agreed, the Kestrel is Bestrel. I can't think of a good name though.
>>
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>>1246925
>>1246926
You just want this Burst II Laser, dont you?
Alright then, Kestrel it is.

We still need names for the ship and crew.
>>
>>1246931
I haven't got a problem with the default names.

Or I guess you could do some shit like name the ship 'Rebel Flagship' for laughs, I guess.

It doesn't really matter. We're probably all going to explode and die horribly anyway.
>>
>>1246931
We name it that Shit bucket
>>
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>>1246953
>>1246957
Alright, lets go with 'The Shit Bucket' and default crew names.
Kinda unimaginable, but oh well.
Any objections?
>>
>>1246961
Vivimord is a god awful name.
I love it.
>>
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>>1246996
>>1246957
>>1246953
Alright, lets go then!
>>
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Where do we jump?
Try using NSEW cardinal directions to describe where to go, its easier this way on my end.
>>
>>1247012
There's literally only one place we can jump to
>>
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>>1247014
Well, thats what I get when I post before looking at the actual map, my bad.

We stumble upon wreckage drifting into the nebula.
What do?
>>
>>1247024
Investigate!
>>
>>1247024
Always investigate
>>
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>>1247028
To the brave belongs the world! Or something like that.
This time, there is nothing to gain tho.
>>
>>1247033
Shucks. Jump to the northernmost option that's in the nebula when given the choice.
>>
>>1247033
>>1247036
I'd say jump to the southernmost nebula and work northwards after that since there might not be a possible jump east if we work our way south.
>>
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And now we stand before the choice.
Do we choose a nebula, or a nebula?

I love the illusion of free will, dont you?

>>1247036
>>1247039
Any other votes?
>>
Rolled 3 (1d10)

>>1247042
Ok then, even is up, odd is down.
>>
>>1247042
visit ALL the nebulas, from the bottom to the top!
>>
>>1247042
Incidentally, it would be useful for you to mouse over the nodes we can jump to and inform us if ever any of the nodes we're about to jump to are dead-end nodes, as we'll usually want to avoid those.

I don't think either of these are, but just bear in mind for the future.
>>
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A Kestrel class ship, a Rebel Scout and a plasma storm walk into the nebula.
There is a joke here somewhere, but I fail to see it.
>>1247052
That choice comes later.
>>
>>1247059
Oh shit. Vent the air. Everyone to the medbay.
power into life support, medical and laser.
target their weapons
>>
>>1247062
in fact if we destroy their life support and not allow them to fire, we could salvage their whole ship...
>>
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A curious predicament.
We have to depower our engines to power the shield to protect ourselves against their beam.
Also, no power for O2 until we get rig of them because of that.
Just hold your breath boyz.
>>1247058
Noted.
>>1247062
Ah, incoming boarding party, how nice.
Too bad we have power problems.
>>
>>1247068
damn, they powered their weapons... guess we'll just have to nuke them to give us some breathing room.
>>
>>1247068
>>1247074

My idea is as follows.
>gank on boarders, maybe kill them
>keep shield up
>periodically switch laser off for O2 and medbay
>laser their O2 and crew trying to repair it.
>Kill crew, acquire much scrap
Sounds good?
>>
>>1247074
Would it be worthwhile to just Artemis their weapons with our shields and medbay up and ship vented, then drop our shields in favor of Burst Laser II once their weapons are down?
>>
>>1247083
medbay won't keep crew alive through vacuum at this level even if we use rockets.
I'm guessing we could repel the first boarding attempt, deactivate laser to heal up as >>1247079
said and then finish their crew off if they try to board again
>>
>>1247090
We could drop the Artemis in favor of O2 once there's no pressing need to hit their weapons through their shields.

But I suppose >>1247079 should be fine as long as their beam and laser don't sync.
>>
>>1247097
Only their Beam is powered up.
>>
Ok, implementing>>1247079
Lets see where this goes.
>>
>>1247098
Whoops, didn't notice that. They'll probably power their laser up if we take out one of their other systems though.
>>
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They boarded O2 with single guy.
Sent two to fight him and pilot to the doors room, just in case.
Their beam cant pierce our shield.
Boarder is dead.
Lets wait and see if other come.
No movement.
I want to laser their O2, but that may make them reroute power to their laser as >>1247111 said
Jets target Piloting then, there is always someone here and you cant use that power for anything else.
One guy from their shields came to help their pilot, there are supposedly 2 of them here now, or maybe only him?
Depower laser and regen O2 and crewhealth, power it up again.
Laser shields, no movement, its only one guy in their shields room! They have 4 hull left.
Lazers on shield again,
When first one connects, they beg for mercy.

Guy in the shield room got 4 lasers to the face, 2 more incoming.

What do?
>>
>>1247137
Press the attack!
>>
>>1247137
We do not accept surrender from rebel scum. Continue firing.
>>
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>>1247150
>>1247154
Well, what do you know, there actually WAS a pilot!
He just came down to Shieldroom to repair the damage!
That may mean that the guy in the shield room is dead now
As far as I remember, Pilot got 3 lasers to the face as well, but they got only one hull point, so they are dead anyway.
>>
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Oh, look!
A shop.

Where do we go?

This sector is pretty densely packed, almost no dead ends.
>>
>>1247175
Northwest further into the nebula. We can swing by the shop later once we've saved up more scrap.
>>
>>1247175
Not enough scrap for a shop stop. Go to the other nebula.
>>
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>>1247182
>>1247185
An Autoscout trying to get away.
We cant let it get away!
>>
>>1247190
what weapon does it have?
Drop engine and oxygen for laser and disable its controls I guess
>>
>>1247190
Get all your systems back online, knock out its piloting and then its weapons, unless it's weapons are particularly threatening (in which case take its weapons out first).
>>
>>1247190
Power engines and weapons.
Fire on the "pilot" station. Do not launch a missile unless all 3 laser shots miss. We should be able to take this in 2 volleys.
>>
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We laser their piloting, disabling the system and reducing their hull to 3.
They bust through out shield and laser us in the systemless room.
Their bomb misses.
They bust throu our shield and laser the engines!
We laser their weapons before they can sent out the bomb, reducing their hull to 0 and exploding the ship to pieces.

Job well(ish) done!
>>1247194
It had double laser and a bomb of some sort.
We have 7 reactor, enough to power almost everything. The only reason we struggled in previous nebula was up to plasma storm sucing our power away.
>>
>>1247209
Can we reach other becons now, or is the shop the only one in range?
>>
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Go where?
I highlighted paths to the store.
>>
>>1247218
North to the last nebula node. We want to visit as many nodes as possible before the store.
>>
>>1247218
take the last nebula

>>1247209
>The only reason we struggled in previous nebula was up to plasma storm sucing our power away.
yeah I failed to notice there's no plasma storm in that sector
>>
>>1247219
Nebula
>>
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>>1247221
Well, you have your plasma storm now.
With a side-order of Autoscout!
>>
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>>1247233
It has some kind of big ion weapon, Missile launcher and hacking system.
Both Missiles and hacking seems to be depowered due to plasma storm tho.
>>
>>1247235
Also, this one doesn't seem so skittish and wants to stay and fight.
>>
>>1247235
Awesome.

Go for the piloting I guess. Wouldn't want him to route power from shields to that rocket.

If he sticks to the emp we could maybe get away with dropping shields even...
>>
>>1247235
Target weapons with everything. Depower shields and power engines.
Once weapons are down power oxygen.
Do not fire missiles at the ship once their weapons are down but keep missiles primed in case they repair weapons and try to fire a missile.
>>
>>1247247
Weapon is triple charge ion.
Im thinking about just depowering both shields(they would get blasted anyway) and one of engines, powering up burst II and blasting away at their piloting.
This way they cant harm us(ion), cant reroute power anywhere and if it wants to run it cant because busted piloting!
Its a perfect plan!
Also, now when we are talking about it, we can waste some time and try to train OUR Pilot and Engine operator! Just take ion to the face and dodge while you can.
It would really take some time tho.
But having golden Pilot and Engine guy on the first sector would be great too.
Oppinions?
>>
>>1247254
Good idea. Scrap mine in favor of this.
>>
>>1247254
I'm fine with practice if you feel like, your call OP
>>
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>>1247261
>>1247257
They have to dodge 13 times with 20% evasion.
It will take some time.
>>
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>>1247266
It has been done!
WaiShing is a green pilot and Vivimord is green Engines operator!
They have to dodge 13 more shots with 24% evasion to get gold status.
>>
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Golden, boyz!
We're golden nao!

Lets get rid of this Autoscout.
>>
>>1247294
It was considerate of the rebel scum to have granted us such an opportunity.
>>
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>>1247299
It was robotic unmanned Autoscout.
Probably a glitch in the mainframe caused by plasma storm.
Poor thing tried so hard to kill us with its ion weapons.
Im almost sad for destroying it, really.
>>
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Where do we go now?
>>
>>1247324
I wonder if we could make both systems above the store (assuming they are connected)...

I'm mildly favouring the system at 2 o'clock
>>
>>1247329
You mean 12-5-5-6(store)?
Yeah, we can and should be a jump or two away from the fleet.
>>
>>1247329
Sure, lets hit the 2:00 system (the middle one)
>>
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>>1247329
>>1247350
Middle one it is!

Pirates! I hate those filthy bastards!

What do?
>>
>>1247372
hmm... missile weapons and boarding systems, this could get exciting.

Time to vent the atmosphere I suppose.
And maybe expend a missile on their weapon systems?
>>
>>1247372

Attack the Pirate
>>
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Attack we do.
>>1247378
Ill get missiles ready.
>>
>>1247372
Their laser (looks like heavy mk 1 I think?) can't get through shields unless their missile hits shields.

Attack them, concentrate fire on weapons, and prepare to repel boarders.
>>
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Single guy in our O2 room.
Too bad we cant really spent anyone to take care of him, Martin needs to heat up those weapons and Vivi man the engines to dodge rockets they'll fire at us.
Decisions decisions.
>>
>>1247388
Send engines guy to o2. Our dodge is pretty low, and we can take a hit.
>>
>>1247388
well one way to deal with him would be to vent the aft to herd the intruder into weapons room, then weapons officer and engineer could dispose of him, but at cost of some evasion

Or we can let him pick at our life support and hope we manage to disarm the scout in the meantime...

I'm inclined towards the former
>>
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Missile and single laser fire at the same time.
laser misses, rocket hits us in the systemless room causing two fires!
We fire Burst II at their weapons, but only manage to disable the laser.
Lets follow with an Artemis.
>>
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We hit their weapons hard and disable them.
Martin is dealing with intruder, who will probably teleport away soon.
Also, we vent the room that is on fire.
>>
>>1247418
Keep shooting their weapons with laser I guess, no point in taking unnecessary hazards.
Maybe cut some power to engines to let injured crew heal up.
>>
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Intruder TPs away, we laser their weapons so they wont come back online and they try to run.

Artemis to the Piloting should help.
>>
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We send Vivi to the medbay.
Right before they jump, We manage to laser their Piloting.
I decided its not worth to play around and follow with a rocket to the engines.
>>
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They are toast, rip in spaghetti.
And the guys we saved wants to talk.
>>
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'Thanks for the help, but it doesent even matter.'
Well, gee!
Next time I'll just leave you to your death, I guess!
>>
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Jump where?
>>
>>1247455
well they did share some scrap at least.

Down south to 5 next
>>
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>>1247469
An Auto-hacker transporting military goodies!

What do?
>>
>>1247480

Attack, get that sweet loot
>>
>>1247480
Let's try and grab the goodies.

>inb4 the drone hacks our weapons
>>
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>>1247496
>>1247502
Two lasers and a hack on our sensors.
Silly tincan, dont you know that hacking sensors is useless?
Those lasers tho can hurt.
>>
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One laser pops our shield, other busts our door system.
Lets laser their weapons and have Artemis ready if they want to run.
>>
>>1247509
Lasers can't shoot when they're turned to scrap.

should we also soften them up with a missile? to the shields, or lasers?
>>
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Hah!
How do you like it now?!
>>1247518
Nah, I think we're good. Lets keep it at ready tho.
>>
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Pilotings gone.
Theirs, that is.
>>
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Executed!
Well, kinda.
Can you execute something that isnt alive?
I guess you can execute a program.
And hey, this was an auto-haxor, so its doubly relevant!

Lets take a look at the station tho.
>>
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Holly shit Boyz!
We struck a motherfucking gold!
We almost have more dakka than we need now!
Almost.
You can never have enough dakka.
>>
>>1247552
Sweet lady luck smiles!
Let's upgrade systems to accommodate this baby at once.
>>
>>1247552

Nice, we're going to want to upgrade our power system
>>
>>1247560
Dont you want to wait after the shop?
It would be a shame to spend scrap for upgrading systems and be short to purchase a third Burst II.
>>
>>1247560
>>1247564
Not just yet. We want to see what the shop has first.

Otherwise I'd have voted for a second layer of Shields the moment we got 50 scrap.
>>
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Where do we jump?
Staright to the shop or to the near NE beacon and then to the shop?
>>
>>1247570
I don't think we can afford another burst laser but I guess we could check out the store first. I'd recommend having the gun ready for next encounter though unless we see something exceptionally useful there...

two BL2 are an amazing things to have
>>
>>1247578
NE, in case we somehow get something ridiculous like a pre-igniter in the store.
>>
>>1247578
Go to shop first
>>
>>1247578
Unless we're installing the laser, I'd rather go to store before going to next fighting encounter
>>
>>1247581
Oh ja, Pre-igniter would be a beast in this setup.
>>
>>1247589
>>1247585
>>1247581
2-1 for shop straight away.
Any other Anons wanting to drop their votes?
>>
>>1247578

One more beacon before the shop
>>
Rolled 10 (1d10)

>>1247601
>>1247607
And we have a tie!

Honestly, personally I would prefer to visit this one beacon before the shop, just to be safe.
I would never forgive myself fucking up an opportunity of having 3xBurst2 on board. Its a very slim chance, but I want to believe.

Evens shop, Odds NE first.
>>
>>1247624

NNNoooooooo dice, if you've cursed us on this I shall never forgive them
>>
>>1247628
We did just luck out with loot
>>
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Here is your shop.
Discuss the purchases.
Ive been at it for 6 and a half hours, so Ill take my break now and go to sleep.
See you guys in over 8h.
>>
>>1247646
Breacher bomb is pretty handy thing to have...

How much scrap do we need to upgrade weapons and reactor once?
>>
>>1247646
Buy nothing.
Check map in case there's another shop adjacent to this one.
If not, get Shields 2 and enough power for it.

We're still in early-game, so having a chance of an enemy being completely unable to damage us is amazing.
>>
>>1247646

Fix Hull and get Williams, we could do with another crew and an Engi is going to be useful
>>
>>1247646
Buy the engi and upgrade shields. Engis are damn useful and trigger several good events.

With level 2 shields we should block most damage for the rest of this sector and we'll then have enough scrap to upgrade our reactor and weapons systems.
>>
>>1247661
If I remember correctly, 35 for weapons and next two reactors are 20 each, so weapons an reactor would cost 55.
Thats also the price for having two Burst 2 operational at the same time without gimping ourselves.
>>1247667
No, there is no other shop nearby.
Shields are 50 and next reactor upgrades would cost 40, so 90 total.
>>1247668
I dont think we have to fix our hull.
Last playthrough weve kept 20HP almost the whole way to the flagship. There are events that repair your hull an you miss out if they dont repair to their full ability.
>>1247712
Buying Engi and shields would cost 100 total.
While engi is usefull, we would have to depower our engines to fully power the shield, leaving us an armored sitting duck for others to shoot at.
And rockets dont give a shit about shields anyway.
>>
So, Anons, what is it going to be?
Have you decided on what to buy?
Im ready!
>>
>>1251039
Shield charge booster and Enji
>>
>>1251039
Maintaining that we should at least get Shields 2 and enough power for it. Not sure what everyone else thinks.

Note that if you're willing to live dangerously/spend time pausing frequently, you could eke out some additional scrap for other uses by only buying one power instead of two, depowering the Engine by one instead, and temporarily shutting off the O2 whenever you need additional evasion.

I believe dodges are calculated when shots are about to hit your ship only if your shield are down (otherwise they're calculated when they're about to hit your shields, regardless of whether they bypass shields), so take that into account when using this method.
>>
Ill upgrade the shields.
It sounds like over all a good idea.
>>
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Done.
It doesnt even seem so bad without additional reactor power, we can operate like this for some time.

What to do with remaining 50 scrap? Buy engi?
>>
>>1251118
Get one additional power so you can power the Artemis alongside another weapon. You don't want to be stuck using only lasers or only the Artemis to kill an enemy, and you ideally wouldn't want to shut off your O2 for things that require charge time.
>>
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>>1251136
We will get an engi somewhere else then.
Reactor upgraded.

Do we jump NE and then SE, or straight E?
>>
>>1251144
can you mouseover what stars are accessible from exit beacon please?
>>
>>1251144
Which route gives you potential access to a greater number of nodes (bearing in mind that you only have about 4 jumps left for this sector)?
>>
how many jumps do you reckon we have before the rebels reach the beacon anyway? three jumps?
>>
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>>1251149
>>1251151
I would say it doesnt matter if we go above exit or below exit, we should be fine either way.
Above route looks a bit tighter, but I think we should get out in time.
>>
>>1251156
I'd say let's go below
so 3 o'clock, then 5, 3 and exit
>>
>>1251155
>>1251156
I think they're a good 4 jumps away from the exit node, we should have enough time to do 1-5-5-exit
>>
>>1251156
You're definitely going to get out in time, but the point is more to allow yourself to see the most connected nodes possible before you leave as late as possible, so that you can have the most chance of finding distress signals, stores and so on.

Without any additional information, I'd guess South will have more nodes, so let's head that way.
>>
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>>1251163
>>1251167
Taking it all into consideration, lets head East!

Mercs!
Do we hire them, fight them or just ignore?
>>
>>1251181
Fight them, we always need more scrap.

If they've only got a single-shot laser and a missile, you can afford to shut off one layer of shields in favor of engines.
>>
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>>1251185
Fighting it is!
Lets scrap them!
>>
>>1251181
Foight them
>>1251185 is right, pump some more juece to the engines
Fire on their weapons, then shields, keep the artemis pointed at their pilot in case they try to run
>>
>>1251181
Ignore them and move on.
>>
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They missile us in the engines, their laser gets blocked by our shield!
Lets target their weapons so this wont repeat.
>>
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Both of their weapons are down, lets keep it this way.
Maybe a laser to O2 will give us their ship?
>>
>>1251207
go for it, they'll probably blow up before suffocating though
>>
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O2 is down and as far as I know there is one guy repairing it and two dealing with weapons.
>>
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Missiles came online for a sec, but I put them down alright.
They are trying to jump away, but its hard when your pilot is repairing O2.
>>
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They managed to repair O2 and weapons at the same time and begun to charge FTL.
An Artemis to the Piloting and laser to weapons blew them away.
>>
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Jump where?
>>
>>1251234
Southeast.

Double-check that SE-E-NE to exit is a valid route?
>>
>>1251234
South
>>
>>1251240
>>1251241
thirding
>>
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>>1251240
Yes it is.

Jumping to SE beacon!

Oh, whats this?
A pirate trader? Or maybe just a trap?
>>
>>1251270
On rare occasions, you may see me vote to refrain from attacking.

This is not one of those occasions.
>>
>>1251270
open fire
>>
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>>1251282
>>1251284

Pirate trader? Yeah, likely story!
Lets blast the fool.
>>
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>>1251295
If the laser is a single shot blast away at their oxigen
Try disabling their tp with an artemis after they board
>>
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Hm, is that single, or double laser? If single then they cant harm our ship.
They however can and will board us, and do so repeatedly, because they have a medbay.
By strategic venting Im sure we can kill them tho, maybe even get the whole ship mostly intact!
>>
>>1251295
Prepare to repel boarders.

Vent the shield room to ensure boarders don't damage it.
>>
>>1251295
Once you've repelled their boarding, feel free to rotate crew members around to train up their engines, shields and piloting skills. If that's a mini-beam and a single-shot laser,they shouldn't be able to damage us, as long as you keep both layers of shields up.
>>
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Hm, a single boarder?
That could mean they are understaffed 3-person crew.
If we kill this one, there should be just two others.
>>
>>1251323
It's a shame we don't have way to kill the rest, they'll just heal up. Oh well, at least we should be safe.
>>
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Yep, single Heavy laser and a beam, unable to hurt us.
Also, boarder is dead.
Do we go for the O2?
I feel we go for O2.
But first!
ITS TRAINING TIME!
Ill contact you guys when we manage to get a star in shields on one of our guys.
Who should train in shields tho? Pilot, Engine guy or Weapon operator?
>>
>>1251339
All of them, in all three roles.

Weapon operator, I suppose? Since he has the least training right now in his role and will therefore be easiest to replace, if we get a new crew member.
>>
>>1251339
weapons guy
>>
Done!
Finally fucking done.
All three of them are now golden in piloting, engines and shields.
Lets end this shitshow of a fight, shall we?
>>
>>1251457
You actually did it, you absolute madman
>>
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>>1251460
You know whats bad?
I tried to suffocate them and they escaped.
>>
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Lets not cry over escaped pirates, k?
There is a distress call nearby.
Going there might make us stumble upon rebel fleet at the exit tho.
>>
>>1251460
>>1251350
>>1251349
>>1251241
Come on guys, I want to get to exit before finishing for tonight!
>>
>>1251465
>>1251483
Well now I HAVE to vote that we go to the distress beacon.
>>
>>1251465
hmm I don't think we can make it. Should we play the shining cavalry anyway?

We're in good health now but escaping from rebel fleet would be painful
>>
>>1251483
Risky, but let's try it.
>>
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>>1251488
>>1251490
We have 'definitive yes' and 'maybe no', so lets see what its all about and worry when the fleet reaches us.

A Rock scout in need of guidance.
Do we help?
>>
>>1251499
Of course we help them! What are we, murderous bloodthirsty savages?
>>
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They will follow us for a time being.
and scrap they gave us is just enough to upgrade weapons and reactor to handle double Burst 2
>>
>>1251514
Hold on to it until we know that we aren't going to have to upgrade engines as much as possible to make it into the next sector. We have enough missiles to last one more node now that we're going to be swapping out the Artemis.
>>
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Its gonna be tight boyz!
Jump up?
>>
>>1251524
I'm sure we can afford to just sort of slowly meander downwards for a while, maybe the rebels will wait for us to-

Of course we jump up. Cross your fingers.
>>
>>1251524
absolutely
>>
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>>1251528
Its Rebels.
Of course its Rebels!
Why would it be anything other than Rebels?
>>
>>1251538
Feel free to open the fight by dropping his shields with a missile and volleying his weapons with the burst laser. We can afford to be less thrifty with missiles right now.
>>
>>1251542
sounds sensible 2me so do this
>>
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A bomb and ...double laser? Not sure.
It has two strips of lights along it, so it has to shoot twice, right?
>>1251542
>>1251544

Noted.
>>
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Gah!
Imagine this.
They fire lasers at the shields, no biggie, right?
Well, before our missile reaches them, they manage to send a bomb out.
And it lands!
In a systemless room of all things! Doing no damage!
What were they thinking!?
Now, our rocket lands true and their shields are no more, so I unload at their weapons.
One shot misses, one hits and disables their bomb, pretty nice, no? But them third one hits again and they switch from lasers back to bomb!
Annoying!
>>
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I used additional missile to keep their weapons down and lazered them into oblivion.
>>
>>1251570
Now we check whether the rebels catch up to us on the exit node. If so, dump all scrap into engines so we can escape as quickly as possible. If not, get that second burst laser online.
>>
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Oh boy.
I want to.
I want to so much it hurts.
Do we dare?
>>
>>1251573
op no

what are you doing op

stop
>>
>>1251577
You sure?
You never know what you could miss!
It could be anything!
>>
>>1251573
don't do it sir! It isn't worth it!
>>
>>1251599
I dunno, I have a sneaking suspicion that we'll be missing the Rebel fleet
>>
>>1251573
let's move on to the next sector. Mission to complete and all.
>>
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>>1251605
>>1251608
>>1251624

Ok, fine.
We could have found anything! We could have lived like kings!
>>
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A repair station.
Do we have a use for their services?
>>
>>1251633
Nah. We're at high enough hull that we can probably spend the scrap better elsewhere.

Like getting that second burst laser up.
>>
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>>1251642
As they say, double the lasers, double the fun.
mes ahead friends, coz we have a choice between either mantis controlled sector or an abandoned one.

Vote which sector we will go to next and I will see you all tomorrow.
Bye!
>>
>>1251656
*And fun times ahead friends

I need my sleep and so does my pc.
>>
>>1251656
Abandoned. I'd rather not face Mantis boarding crews, and it leads to a potentially smoother end game.
>>
>>1251656
>mantis sector with a crew of 3
fuck that
>>
And Im back!
>>1251669
>>1251690
Abandoned sector it is then!
Lets fire up the FTL drive and see exactly how abandoned it is.
>>
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A sad story indeed.
Fucking Laniuses, they would scrap their own mothers if they could.
>>
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10 minutes in Paint.

If you wonder how the paths for this sector are laid, refer to this pic.
Ill still post normal ones when its time to jump to the next beacon.

Also, jump where?
>>
>>1254185
Look to me like the most optimal route to follow would be to hit the shop, go east, then north, and follow that curve eastward all the way to the quest. Barring, of course, any other shops or distress signals on the way. And, if we have time, we can fuck around underneath the exit.
>>
>>1254185
>>1254193
There's no point in hitting the shop as we've just spent all our scrap. The only thing worth buying that we could get would be Long-ranged Scanners, and even then we'd have to sell our Artemis.

Head southeast.
>>
>>1254193
we don't have scrap to spend though, going to shop now seems like waste of fuel and time now. I'd vote to go 4 o'clock, intending to check out the beacon to the south to see if there's any interesting distress there.
>>
>>1254193
One would argue that optimal route lets us be in range of every beacon so we can see everything sector has to offer.

In that case it would be better to go S(store), E, S,E, NE, SE(quest), S, NE, N(exit).
>>
>>1254193
>>1254207
>>1254208
2-1 for no shop, Heading SE.
>>
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Lanius were picking at corpse of Auto-ships they destroyed.
How lovely.
>>
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A distress call!
Do we respond (supposed) cries for help??
>>
>>1254254
We will help, but not right now. Go to the 2:00 position (North-east)
>>
>>1254254
I'm tempted to check out the beacon directly south first, but anything goes.
>>
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>>1254254
I say head South first and circle back around later.

Incidentally, I'd suggest our preliminary route be something like pic related, which, unless I'm mistaken, would let us see all the nodes other than the bottom-left one circled in blue.
>>
>>1254275
Wow, how many hours in paint did you spend on that?

Anyway, pretty solid idea. We can try that.
>>
>>1254275
Almost identical to my proposition laid out in >>1254228

South it is!
>>
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We eavesdropped a thing.
What do?
>>
>>1254304
Check it out.
>>
>>1254304
As a loyalist of the Federation, it is our duty to investigate!
>>
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Oh boy.
>>
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Good thing those Rebel scumbags didnt stay here.
On the other hand it would be a pleasure to blast them to pieces.

Where now?
>>
>>1254338
East
>>
>>1254332
Rest in Peace, comrades. We will avenge you.
>>1254338
I guess try for that distress signal.
>>
>>1254338
East, as there's probably nothing to the South to head there for.
>>
>>1254338
East.

Reckoning will come, it already has 2 BL2s after all.
>>
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>>1254340
>>1254348
>>1254341
>>1254351

East it is then.

Oh, look, just as I said before, Those Lanius would scrap their mothers if they could.
Literally niggers of the universe.
>>
>>1254356
top kek

well time to put the new weapon to the test.
>>
>>1254356
Pew Pew Pew Pew Pew Pew.

Blow 'em up.
>>
>>1254356
I don't think Lanius aren't that bad.

Slugs, on the other hand, would both betray their entire families AND are literally retarded. I'm looking at you, Slug B.

Still, if we have to fight, we have to fight.
>>
>>1254356
shred 'em
>>
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Looking at it with my faggot OP eyes, I would say were in the green.
With basic laser and mini beam the cant do us much harm.
Except this pulsar can shake things around.

Well lets just laser them to death and see what happens.
>>
>>1254388
go for the weapons maybe just to be sure.
>>
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Hahahahahaha!
*inhales*
HAHAHAHAHAHAHA!
>>
>>1254395
rip in pieces
>>
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Now, that was funny!
Imagine a nigger pulling a knife on you, trying to mug you.
Now imagine his face when you pull an abrez from behind your back. Its more or less like that.

Also, I may have to pause for a min or two to restart my pc.
Keyboard switched its setup and mixed the keys around and I think I have to restart to fix the problem for good.
see you in a few.
>>
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Aaand Im back.
Hopefully it wont happen anymore.

Where we go now? Save damsels in distress?
>>
>>1254469
Distress beacon has been waiting patiently for long enough. Let's go.
>>
>>1254469
sure, we've left them hangin' long enough.
>>
>>1254469
Sure, let's save whoever is left at this point.

But first upgrade engines and reactor
>>
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>>1254490
At first I wanted to ask other for opinion about upgrading, but I dont have to.
We simply cannot upgrade for a moment because we are near a pulsar that disrupts our systems.

So Distress it is!
...
Nobody here.
Spooky.
>>
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NOW we can upgrade!
1 engine and 1 reactor would cost 40 scrap.
And no, there is nothing of interest in nearby beacons.
>>
>>1254515
>jumping to next node with shields ionized
Try to avoid doing this if you can avoid it, OP. You generally don't want to enter a combat encounter with shields down.
>>
>>1254521
do it
>>
>>1254521
As there's a very real possibility we'll be encountering a second store in this sector, I'll vote to hold on to our scrap for now.
>>
>>1254529
>>1254527
>>1254490
Thats 2-1 for engines+reactor upgrade
Any other votes?
Personally I think >>1254529 talks sense, its not like we are hurting for more evasion, its just second sector.
Noted about the shields btw.
>>
>>1254553
have to agree with >>1254529, if there's still time, change my vote
>>
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>>1254569
Sure. I like to wait on such important decisions.

So, as we are not upgrading anything, where are we heading next?
>>
>>1254582
Short jump east, so that if we want to detour to that northeast node, we can do it without having to pass through a previously-explored node.
>>
>>1254582
east, go 5 after that, then the quest location
>>
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>>1254591
>>1254595
We stumble upon some Lanius.
They want some of our explosive ordinance for substantial amount of scrap.
I wonder what do they need so many missiles for.
Really makes you think.
>>
>>1254607
Lanius willing to trade away scrap? What madness is this? Guess they really need those missiles. Let's give them a hand.
>>
>>1254607
>>1254607
sure, with our six laser shots we're not as dependent on missiles
>>
>>1254607
Let's hope they'll expend those missiles on the incoming rebel fleet and take the deal.
>>
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>>1254622
>>1254629
>>1254631
Lets just hope it doesnt bite us in the us in the future.
>>
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Quest beacon in range!
Did you forgot about that rock ship that asked us to guide them there?
Shall we see whats there that they so badly wanted to see?
>>
>>1254647
go south first
>>
>>1254647
Maybe we could take the scenic route through 5 o'clock? It seems the rebels are still behind.
>>
>>1254649
>>1254653
Fine by me, lets just hope Racks appreciate sightseeing as much as next guy.
>>
>>1254647
Sure, let's pop by the quest beacon.

>>1254649
>>1254653
I believe heading south locks us into an awkward route if the southernmost beacon turns out to be a store or distress beacon?
>>
>>1254659
Disregard this post, I am retarded. South is fine.
>>
>>1254647
South is good.
>>
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Well look at that!
Im sure Rockman are going to love THAT!
Middle of an asteroid field!

And Lanius of course!
THEY want to scare US?
I have two Burst Lasers Mk.II, bitch!
>>
>>1254667
Remember to kill O2 and power engines in the fight.
>>
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Heavy laser, Missile launcher and all they can think of is hacking our doors, silly Lanius!
>>
>>1254674
that might be worthwhile, but only if they don't hack it.
>>
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Laser misses, Missile hits our shield system, somewhere along the way an asteroid hits their piloting but they recover quickly and we have a barrage to unload.

How about we destroy their shields and watch them get teared down my asteroids?
>>
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Daww, how cute!

BUT ITS WRONG!
>>
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From scrap to scrap, as they say.
In the last moments they fired a missile, but true to its name it missed.
What didnt miss was an asteroid that caused double-fire in one of our systemless rooms.
Such is life in space, I guess.
>>
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Here we go!
Fire starved of O2, shields repaired, and there is a store on the horizon!
Things are looking up!
Distress?
>>
>>1254718
*quest, I meant.
>>
>>1254718
Do you mean "Quest", if so, then yes. Let's go to the Quest beacon.
>>
>>1254718
yes, let's finish the escort.
>>
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Right into their motherfucking hands!
I guess in those times the only one you can trust is yourself.
>>
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They rocket us in the systemless room, but their basic laser misses.
As if it mattered.

2 on pilot, 3 on weapons, how does it sound?
Like a lot of pain for them, thats for sure!
>>
Damn!
One of the ones going for piloting hit, but all three on the weapons missed!

Also, they have lvl2 piloting systems, fyi.
>>
>>1254733
Now they will pay for that butchered outpost.
Deliver the pain, OP.
>>
>>1254741
Volley their shields and weapons next round?
>>
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Both their laser and missile missed, so we unloaded all we got onto their weapons.
Some hit, some missed, but in the end their weapons are down.
Lets roast them!

>>1254746
Oh, right now Im more interested in crushing those Rocks that set us up.
>>
>>1254754
target pilot and O2
>>
>>1254763
Why O2? They'll probably run out of hull before oxygen. Laser builds aren't usually able to do crew kills.
>>
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>>1254750
>>1254763
Their weapons were down, so I thought to go for shields and disable their ability to jump away.
Piloting didnt really cut it for me, so I went for the engines, just to spice things.

Middle through the volley, they message us that they feel ashamed and beg for mercy.
>>
>>1254783
I'm from federation outpost and I say
>>
>>1254783
Rebel scum begging for clemency? The only mercy we shall offer is a swift death.
>>
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There is no mercy for Rebels, and even less so for those who attack us.
>>
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But lets talk about nice things in life!
Like this store nearby and the fact that we may be able to explore all beacons South without fleet catching up to us!
Thats nice, right?
>>
>>1254817
Surely that store will have some good stuff for us to spend our scrap on!

pre-igniter pre-igniter pre-igniter pre-igniter
>>
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Holly shit Boyz lets make it happen!
>>
>>1254878
burst laser and scrap recovery, that flagship is toast
>>
>>1254878
Sell the Artemis, buy the Burst Laser, get it online, and maybe buy the Scrap Recovery Arm if we've got enough left over.
>>
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>>1254895
>>1254909
Artemis sold, Burst and Arm bought.
We need 125 scrap for just weapons upgrade to get this baby running.
We have 43 atm, so 82 more to go.
But boy, when we get it running I dont think there are going to me many who would want to mess with us, or at least do so and get out of it alive.
>>
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As there is not much more we can buy, where are we going next?
>>
>>1254960
I think we can safely three more nodes, starting at 6
>>
>>1254960
we could actually go to the distress first and then head back west if the progress of the fleet is slow enough
>>
>>1254960
May as well get that distress beacon out of the way.
>>
>>1254966
>>1254977
>>1254978

By my faggot OP eye, I say me should be able to squeeze and visit all beacons down south.
Its gonna be a tight fit prior to exit, but we should be fine.
>>
You know what, disregard >>1254989, Im just a faggot.
We would got caught at the exit.
>>
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Distress it is.

Well would you look at that, Glowsticks think they can lure and trap us, while hiding behind their fancy shield.
What they dont know is that we have a lot of lasers, and we like to share.
>>
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Holly fucking shit!
I would like all of you to do something.
Please, stand up, and hive our Gunman Martin a round of applause.
See, when Martin saw Zoltan ship firing at us, he didnt cower.
He didnt brace for impact.
He unloaded both barrels, six shots total, of our double Burst Laser Mk.II.
And not only he managed to bring down Zoltan shield in single volley, but also managed to SHOOT DOWN THE FUCKING MISSILE THEY FIRED AT US!
So next time when you think about the people we need in our galaxy, think of Martin.
>>
They try the same song and dance again, but this time our pilot is wary of their tricks and dodges the missile swiftly.

A barrage to their weapon systems leaves them ripe for the picking.
>>
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>>1255058
>>
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Well we impressed them enough.
That and struck the fear of whatever deity they believe in into them.

Normally, I wouldnt think twice about exploding them, but this reloader smiles at me nicely.
You cant go wrong with shooting more often.
>>
>>1255081
This tribute is sufficient. They may live.
>>
>>1255081
The reloader is nice. Keep them alive, and us shooting more.
>>
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>>1255091
>>1255095

Reloader installed, we jump to the next beacon.
But which one?
>>
>>1255110
west
>>
>>1255110
Go West.
>>
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>>1255125
>>1255138

Well, shit.
Im sure we could arrange something about ferrying them fo the next station, but if they want to kill us then it doesnt leave us much choice.
>>
>>1255153
Fight in the medbay!
>>
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Aaand they TP into our medbay.
Did they brains atrophied due to the lack of food?
>>
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We tear poor lads apart.
Wish there was another way.
Go NE?
>>
>>1255182
Nowhere else we can go at this point.
>>
>>1255182
yep, let's ditch this shitty sector, it's filled with rebell faggots
>>
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>>1255201
>>1255184
Alright then.

An unmanned Scout.
Fight? More like a slaughter.
>>
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Guys, this is getting silly.
I mean, I understand that its a computer controlled ship, but who thought equipping it with both beam weapon and beam drone was a good idea?
Its sad, really.
Lets just put it out of its artificial misery and move on.
>>
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Now that we are done with it, lets go to the exit beacon.
>>
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An asteroid field is nearby!
What do?
>>
>>1255274
Attempt to mine it with the arm.
>>
>>1255274
No reason not to use our Scrap Recovery Arm.
>>
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>>1255312
>>1255295
Another bit of scrap!
Little by little and we will have our dakka operational in no time!
>>
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Well fuck me sideways!
We would be able to squeeze to the next sector, my eyes there>>1254989 did not deceive me!
>>
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Alright.
Once again we stand at the galactic crossroads.
Do we take a turn towards Glowstick controlled sector, or do we pay visit and blast some Rebels?

Either way, Its a nice moment to stop for tonight.
Please, leave your votes bellow and Ill see you tomorrow so we can continue our quest for having four Burst Lasers Mk.II on our ship.

What, you thought our goal is to defeat Rebel flagship? That tin can will just be a footnote to our epic story of having the most dakka in the galaxy.
>>
>>1255392
Zoltans. More Green sectors further down the line means more chances for Engi Controlled sectors.

If our goal is to have the most dakka in the galaxy, though, we're first going to have to unlock Federation C.
>>
>>1255446
What does Fed C have?
It has been a while.
Is it the one with some kind of laser barrage weapon instead of beam?
>>
>>1255466
Flak Artillery. In addition to whatever it has in its weapon slots, of course.
>>
>>1255484
Ah, right!
Yeah, that sounds nice.
Well, we have a long way ahead of us to get to it.
>>
>>1255484
>>1255295
>>1255201
>>1254977
Hello people, OP here!
Ive had FTL on my mind whole night and day after yesterdays session, so how about we start a bit prematurely today?

Now, there is just one vote for Zolly sector and thats it.
Everyone who oppose this please speak up.

And as a sidetrack, Im sure you are wondering what exactly about FTL kept me wound up this whole time.
Well, Ive got an idea.
A wonderful idea.
An awful idea.
A wonderfully awful idea.
FTL: Tabletop Edition
Its an absolute nightmare to empirically gather data in this game, rates of various things and try to put it into the mold of turn-based gameplay.
And I love it.
Its disgustingly difficult to get it all converted as faithfully as possible, so Im sure at the later date there are doing to be loads fo stuff rounding up, possibly to the wrong values.

In the end I want a tool to have custom adventures, in custom ships, custom weapons and custom events.

And the sad thing?
I will probably burn out in about three days and drop it like a sack of potatoes.
Such is life, I guess.
>>
>>1258960
if FTL had multiple-ship battles, free roaming mode and federation strikes back campaign mode, it would be my favourite game
>>
>>1258987
Multiple ship battles wouldnt be too hard to implement into tabletop, and free roaming I treated as a given.

Now, the campaign you speak of would have to be carefully thought out, but sounds like a great idea.

But lets talk about our current playthrough.
Zoltan sector or Rebel sector?
>>
>>1258996
zoltan, put the fear of laser in their energy hearts
>>
>>1258960
That sounds potentially brilliant, but you'll definitely have some issues implementing it if you want to stay true to the feel of FTL.

First off, the majority of tabletops are turn-based affairs, which runs contrary to the playstyle of FTL, generally characterized by tense and somewhat lengthy periods of waiting followed by a frantic flurry of pausing and unpausing. On the other hand, turn-based games generally lack that sort of fast-pased action; the waiting periods are more dull than tense.

And you'll probably find that a lot of the tricks you do from time to time (like flickering off your Oxygen for Engines to dodge missiles, or your Hacking drone to avoid enemy Defense drones) will seem rather more boring.

The simplest way of introducing an element of tension would be to use a timer to limit the lengths of turns, but I don't really like that solution since it'll make turn resolution slightly more complicated. But, more importantly, its continuous-time-within-segments-of-time seems like the exact opposite of FTL's segmented-time-within-continuous-time.

Additionally, FTL is inherently a single-player game. There are numerous ways to introduce more players - perhaps you'll have multiple players running the ship against a continuous series of enemies controlled by a randomized deck, or you'll have 1-on-1 ship fights between players - but again I'm not sure how you would do it while keeping the original feel of FTL. You'll probably have to come to a compromise of some sort here too, unless you come up with something that I missed in 10 minutes of thinking (admittedly not hard).

Naturally, if you decide to make an FTL-themed tabletop instead of an FTL tabletop, you'll find your job a lot easier.


Incidentally, I'll be stepping out for a few hours, so don't die while I'm gone!

In regard to Federation C, while you could theoretically fire a volley of 24 flak projectiles at once, it's not actually that viable a ship early game, because you start off with no weapons apart from your 50-second-charge artillery, and Boarding. Your crew consists of 2 Zoltans, a Human and a Mantis - not completely terrible, but not great either.

>>1258987
I hear the Captain's Edition mod provides at least one of those three things, though I haven't tried it myself.
>>
>>1259001
played it for a bit, but didn't care much for it, imo there's a lot of unnecesary bloating. Though it had some cool concepts, like space stations.
iirc corrctly it had a game mode with no last stand, just infinite sectors.

What I had in mind with free roaming mode would look like a massive sector with plenty of nodes for you to explore, with stuff like trade hubs and more intrincate quests like rescue missions, bounty hunter events in which you can be both hunter and hunted, etc.
>>
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Zoltan sector, here we are!

Beacons map in a bit.
>>
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And a map of the sector.

Where we go?
>>
>>1259018
north
>>
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>>1259018
I propose we follow this path, deviating if we see something interesting
>>
>>1259025
>>1259035
Well, I dont see anyone opposing, so north it is!
>>
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Problem, officer?
>>
>>1259035
I might be wrong here but, after the fourth jump, would continuing NE->SE->E across the south crossing towards the nebula and then curling back upwards, instead of E->N->N to the northern crossing, be more efficient?
>>
>>1259041
how about no
>>
>>1259041
Ain't nobody got time for that.
>>
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>>1259051
>>1259059
I feel like they were counting on that.
>>
>>1259068
Open fire. Target shields then weapons.

As an aside, we should really upgrade our weapons to 3 BL 2 for a zoltan sector when we have the scrap and reactor. 2 BL2 won't really cut it since we can't disable ships on our first volley anymore with the super-shields and our dodge is pretty low.
>>
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Woah, two Basic Lasers and a missile launcher, probably Leto.

Missiles are our only worry.
>>
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>>1259068
>energy shields
>>
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And with a single barrage, their oh so super shield ceased to exist.
Oh, and their missile missed.
>>1259072
>shields then weapons
I dont know about that, Anon.
I dont want to deal with their rockets any longer than necessary.
>>
>>1259084
you're right, skipper, take out the rockets first
>>
>>1259084
Alright, I guess we can focus weapons.
>>
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See, thats what Im talking about.
On the positive side of things, Martin earned his first star in Weapons.
Also, their dodge is up there.
>>
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Fug.
I hate when they fire a rocket a split second before getting their weapons obliterated.
Its like that last, smug 'Fuck You' right before they die.
It doesnt help them any, but is annoying.
>>
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Anyway, they are dead now, lets move on.
>>
>>1259108
Hey, wait for our O2 to come back before we jump. Seeing as it was low even before it was damaged we need to wait a bit before jumping.
>>
>>1259105
and in the O2 room too
dicks
>>
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A distress signal!
To The Kestrel mobile! Nana nana nana nana
Or maybe you have other plans?
>>
>>1259119
Go to the distress signal
>>
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Satellite defense system went insane.
Do we give it a shoot? Literally.
>>
>>1259132
Sorry, no engi here. Let's just move on.
>>
>>1259132
we won't get a blue event, so no
>>
>>1259132
Leave them alone.

I advocated buying an engi earlier but got shut down. This event gives great scrap rewards. Just another reason we should have gotten an engi when we had the chance.
>>
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>>1259138
>>1259140
>>1259141
No need to risk it.
And we will come upon engis in the future, Im sure.
For now we've for a scrap arm.
>>
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Where to now?
>>
>>1259146
11
>>
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>>1259151
Just some nice rocks, nothing of interest to us.
>>
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Now where?
>>
>>1259170
East
>>
>>1259170
east
>>
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>>1259178
>>1259180
Ayy, Bugs are here!
>>
>>1259188
>1 layer of shields
>>
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Woah, that was kinda intense!
They boarded shields, so I vented them into medbay and after firing on their weapons and powering up our healing station I sent Martin to deal with intruder.
Their lase was blocked, but missile took out our sensors.
I guess it could be worse.
>>
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I lasered their piloting and TP, but porter came online and took away boarder to die on his ship.
Kinda poetic in a way.

More scrap and goodies for us!
>>
>>1259216
shit's on fire yo

also I wonder if we should invest into medbay in case we need it for encounter, or to outheal vacuum
>>
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There is a store nearby.
Also, We have more than enough to upgrade both weapons and reactor for our third BL2.
>>
>>1259224
Not anymore it isnt.
Upgraded medbay is nice, but as an icing on the cake or if we run a boarding ship, I think.
>>
>>1259226
Our hull is starting to look worse for the wear, I say hold on to the scrap, check out north and then head to the store, maybe they have a sale on vulcans or something
>>
>>1259226
Since we're probably going to be upgrading our gear soon, let's try the jump to the north before going to the store for that extra scrap boost.
>>
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>>1259235
>>1259236
INTRUDER ALERT!
INTRUDER ALERT!
RED SPY IS IN THE
where are they actually?
Oo!
Both sensors and shields room!
AND THERE ARE FIVE OF THEM!?!
>>
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The almost killed our doors! And sensors! And shields!
We managed to get them into our medbay, but there is no telling if we manage to hold out!
Im actually a bit afraid!
Damn they surprised us!
>>
>>1259277
flush 'em out
there's only room for three of them in the medbay, so the other two are going to have to wait their turn
>>
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>>1259280
Ya, they were tearing our doors a new one!
I got one of those in medbay killed and second one followed shortly.
Now they can all fit into the medbay!
>>
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Whew!
That was fucking dangerous!
A nice beer or a dozen at the shop would do us nicely, dont you think?
>>
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Heres the shop, pick your poison.
>>
>>1259314
yeah, all they've got is garbage, install the third laser and use the remaining scrap to patch up the hull
>>
>>1259326
>>1259326
Hear me out.
If we upgrade weapons only, we will have enough to buy a second scrap arm.
It collects 10% more scrap, meaning it would pay for itself in 500 scrap.
Thats just few combat beacons, and we are on S3. It would make us mad money by the end of the game.

Just throwing out the idea.
>>
>>1259347
sure, forgot the effect stacks
>>
>>1259351
I dont think they let you buy multiple agus that dont stack, or at least they grey them out.
>>
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Alright, arm bought, weapons upgraded, hull fixed up to green, we are ready to go!
Go for exit or take a way around?
>>
>>1259314
boarding module would be a nice thing to have... if we had two bugmen on retinue that is.

Fix up to 20 HP?
>>
>>1259374
It has been done, fixed up to green.

Boarding is fun, but with 3 crew, no autopilkot and little engines, its hard.
I like my boarding ship dedicated to the cause.
>>
>>1259370
still got time, go 2
>>
what are we going to do about the flagship? Specifically, its monster of a rocket launcher and the bullshit stage 2 power surge
>>
>>1259412
We save scrap and upgrade engines, maybe find Cloak in the store along the way?
We just have to wait and see.
>>
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Scratch up?
Boy, they have their own BL2, along with minibeam of some kind, there will be more than scratching around, for both sides!

I wish we could just stole their weapons, like, kill everyone, take over their ship and either fly it or take it apart, weapons and all.
>>
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And one of those guys boarded our doors room.
Too bad I cant really send anyone there, all are needed on their positions to a) dodge the lasers, and b) fire ours to destroy their weapon systems.
I hope it will hold long enough to send Martin there after we fire our barrage.
>>
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We laser them all around, a bit to the piloting, bit to O2, their weapons are coming online so we laser them too, all around fun times for everyone involved except our targets.

Those guys just cant appreciate our efforts to keep this party going.
Maybe its because they didnt even have an opportunity to fire a single shot, maybe its because their boarder didnt dome much, or maybe its because we are tearing their ship apart.
Anyway, they try to bounce on us.
Thats just plain rude.
everyone knows that FTL parties are the best parties, because FTL parties dont stop until everyone on one side is dead.
Well, that or manage to actually jump away, but thats hard to do with busted cockpit.
>>
I guess that was our cue to consider further upgrades for shields
>>
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Damn, they really cant go on any longer!
I guess they are used to more timid partying among the Rebels.
Say what, do we let them do, or do we let them know that the party train has no brakes and they are going to the partyland in a hand basket?
>>
>>1259501
https://www.youtube.com/watch?v=hi-VNkT57oE
>>
>>1259501

No surrender, we'll get more scrap from their dead bodies
>>
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>>1259513
Noice.
>>
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>>1259543
Hello back!

Do we exit or merrily go around?
>>
>>1259556
we still got time, go check out that other node
>>
>>1259556

Merrily around we go, plenty of time until the fleet shows up
>>
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>>1259513
>>
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>>1259563
>>1259568

Trespassing?
Well, gee, how about disabling the beacon thats in the MIDDLE OF THE FUCKING FIELD YOU ARE SUPPOSED TO GUARD!?

Again, they are trying to swindle us, arent they?
'Confiscate weapons' and quietly pawn them to some pirates or something.

Also, THE FUCK am I going to handle them out 3 BL2.
Oh, Im going to give them whole three barrels of it.
>>
>>1259593

Welp looks like they want this can of whoop-ass opened on them
>>
>>1259593
you're going to have to kill O2 and engines to do that, you sure about it?
>>
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>>1259598
Depower the engines for the time being and O2, power up all 3 BL2s.
They mind control 'Vivi the Starship Engin' anyway, so it doesnt matter.
Asteroids bump them some, making it easier for us.
Our lasers fire, shortly followed by their rocket.
We depower one laser to get an upper hand on a dodgeroll, but they manage to hit anyway, setting two fires to our engine room.

The lasers we fired take out the MC and hurt their shields and weapons.
Its going to be fine.
>>
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As fire burns our engines to crisps, causing an additional hull damage, Zollys explode into pieces, forever to drift along the rocks.
>>
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Where now?
Still around?
>>
>>1259654

Head to that other node before exiting
>>
>>1259654
gonna leave for a few hours, go 5 then next sector
>>
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>>1259676
>>1259679
Here we go again.
>>
>>1259704

Crazy bastards, but not so crazy as they can't run their weapons systems
>>
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This is single heavy laser they are toting, right?
Anyway, I depowered one of our shields to get all three BL2s operational and blasted their weapons, disabling the Leto they used to bust our O2.
Gotta fix that soon.
>>
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>>1259713
ikr?
And they even have a medbay, probably upgraded one to the boot!

They Leto-ed us once again, in the systemless this time.
But enough is enough, so lets put them out of their misery and move on.
>>
>>1259735

Time to hit the exit
>>
>>1259739
>>1259679
Exit it is then!
>>
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Oh, Rebels set up a checkpoint and control ships that pass through!

What do we do?
>>
>>1259760

Bribe them unless attacking them will do the same thing while keeping the civilians safe, either way I want whatever option will get us kudos from the civvies held up
>>
>>1259797
I'll be honest, I dont remember actual outcomes for this one, it has been over 2 years since I played.

But its better this way. Just choose one who feels right to you and if its wrong, its wrong, learning experience and all that.
>>
>>1259760
Let's resist urge to extract flaming vengeance to safeguard potential loyalists
>Bribe
>>
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>>1259819
>>1259797
A bit of grease goes a long way.
Lets take a look at who we actually helped.
>>
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Meh, at least all went smoothly.
>>
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Next stop: Engi homeworlds!
Well, that or another abandoned sector.
And nobody likes those.
Damned Lanius creeps.

Please leave your votes bellow, because we are pausing for tonight.

Also, we have enough scrap to bump up our reactor so we can power all BL2s at all times.

We may want to wait tho, there may be an early shop on the other side!
>>
>>1259861

Let's hit up the Engi homeworlds, and unless there's a shop a jump or so away from the entry point I say upgrade those reactors
>>
>>1259861
engi
>>
>>1259861
Engi, naturally
>>
>>1259861
Engi. That was the entire point of wading through all those Zoltan Shields, after all.
>>
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>>1259891
>>1260210
>>1260217
>>1260394
Hello!
It seems I overslept, so expect this session to be shorter.

Engi space, at last!
>>
>>1263719

Really wish we had grabbed that Engi crewman, but too little too late
>>
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>>1263724
Well, I wish we had ANY crew other than a starting 3.
It makes fighting boarders while dodging rockets... a bit difficult.

But hey, Its Engi homeworld!
There has to be more Engi here than anywhere else, right? There got to be some for hiring!

Speaking of, heres a map for this sector.
There are no stores in the jump range.
Upgrade reactor for more dakka?
Also, go where?
>>
>>1263743
Upgrade the reactor one tick but no more (in case we get a store with engi).

Go to center path (south west) for max options.
>>
>>1263743
I say go southwest
>>
>>1263743

Upgrade for Moar Dakka, it'll help us put ships down and get our scrap back, with the two recovery arms we'll make back the investment quickly
>>
>>1263789
>>1263770
>>1263780
Lets combine those 3.
1 bar of Weapons upgrade and lets go...Southwest? Dont you guys mean South East?
>>
>>1263796
*1 bar of REACTOR
>>
>>1263796
Yes, southeast. Is correct.

One reactor bar is okay.
>>
>>1263808
Sorry about the poor grammar. I'm on mobile.
>>
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Well, here you go guys, heres your Engi for hire.

Also, golden repairman Engi? For 31 scrap?
I feel like Im robbing someone blind here.
Hire him?

>>1263813
Dont worry, just keep your directions straight.
It would be silly to loose the game because we went the wrong way.
>>
>>1263821
Hell yeah hire him.
>>
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>>1263832
Done.
Debbie is our shield operator now, but if there is any needs for repairing something, Im sure we'll help gladly.

Where to now?
>>
>>1263842

Fucking hell that was convenient, let's pop SW we've got time before the fleet shows up
>>
>>1263842
Lets go directly south. It gives us the most options
>>
>>1263842
Straight south, so we can see if there's anything worthwhile down there without committing ourselves to a particular route.
>>
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>>1263849
>>1263854
>>1263856
There is a station here, and it wants our drone parts.
What do?
>>
>>1263870
Sell 6 drones.
Use profits to upgrade engines and reactor.
>>
>>1263870
Sell 6 drones, we don't need them.

Upgrade nothing, we're waiting on shops.
>>
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>>1263873
>>1263883
Drones sold.
And we need a third vote foe a tiebreak.
>>
>>1263883
I say upgrade because we have a great setup right now and don't really need to buy anything from a shop. Our engines are pitifully low (I usually have at least level 4 by this sector) and upgrading them and our reactor will be cheap. I think most people really underestimate how good engines can be since they help against both lasers with increased dodge (effectively improving he shield rating) and missiles.
>>
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For a time being, there are no shops in jump range.
>>
>>1263892
Thanks for the map.

Based on that, whatever the result of the upgrade vote, I say we go east next.
>>
>>1263890
I admit, more dodge would be great help against missiles.
We dont really need it against lasers, single volley from our three BL2s should knock out most of enemy weapons. Those starting missiles that fire before our lasers tho, they are a pain in the ass and a hull drain every time they hit, and they hit often for now.

And about not needing anything from the shop, I say 'how about fourth BL2?'
>>
>>1263892
Either North-east or East would be fine.

>>1263890
Long-ranged Scanners are always good, and an Automated Reloader or Pre-igniter or Stealth would help us get out our first volley sooner.

We could also do with something to help us deal with boarders.
>>
>>1263912
I agree there are lots of good things in stores. Our problem is that we won't be able to upgrade weapons to use them even if we do buy other weapons and although we have a good loadout now, bad luck could end our run before we're ever able to use our good stuff if we neglect core systems like engines and reactor overmuch.
>>
>>1263892

East next, upgrade the reactor and engines
>>
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After upgrading both reactor and engines onle, we jump east.
What meets our sight is surprising.
>>
>>1264006
Do we even need to have a vote to pick the blue option?
>>
>>1264006
Time to put that Engi of ours to work, I guess?
>>
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Hot ship-on-ship action, baby!
>>
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We even get some sloppy seconds!
>>
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What is the best place to go after seeing Engi ships sex each other?
>>
>>1264051
May as well head East again.
>>
>>1264051
North
>>
Rolled 2 (1d2)

1=E
2=N
>>
>>1264051

North
>>
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Oh, experimental tech!
Well, I dont mind free handouts!
>>
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>>1264140
A bit late, but it went along your proposition so you can count this as a personal victory.

Anyways, there is a store nearby.
Do we go to it or do we go gather some more scrap first?
>>
>>1264156
Lets go Northeast (1:00) before store.
>>
>>1264156

NE is fine by me, or SE whichever will keep us in range of the store
>>
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>>1264216
>>1264226
'Pulsars and Pirates', coming to the cinema near you!
>>
>>1264253
That... is a very dangerous enemy. Is that a BL 2 and flack? Ouch. And they have a teleporter.

Kill o2 and one engine and concentrate maximum firepower on their weapons.
>>
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They board in one of the worst places they could, right near the airlock.
Debbie being a smart Engie occupies the door system to suffocate them.
They have Burst 2 and a Flack gun.
Not even counting in the pulsar they would burst our shieldbubbles with ease.
Lets put on full front firepower and hope pulse doesnt hit our weapons.
In the end we can depower everything but engines and shields to stay afloat.
>>1264270
Yeah, I thought that much.
Consider it done.
>>
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Ohhhh!
That feels good!
Auto reloader and one star on our gunner Martin was just enough ru fire our barrage, burst through their shields and completely obliterate their weapons just as they were about to fire!

We blueballed them hard, Boyz.
>>
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They are desperately trying to get off, but with soon-to-be-busted piloting, that bird aint gonna fly nowhere.
>>
>>1264309

Send them to the void Anon
>>
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>>1264315

They are begging for the release!
>>
>>1264322

Fuck that, they attacked us
>>
>>1264322
We do not accept surrender.
>>
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>>1264372
It seems like their lives ARE less valuable than the scrap the leave behind!
Who would have thought.
>>
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Store or continue gathering scrap?
>>
>>1264411
One more jump before the store. Go to the beacon right next to it.
>>
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>>1264452
Oho!
Heated Engi debate.
Probably talking about something trivial, like 15 ways to upgrade your dishwasher to play MP7s.

What do?
>>
>>1264483
Yes, engi quest go.
(Have engi contact them)
>>
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>>1264490
Things start to sound interesting.
Can singing dishwashers actually help our cause?
>>
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Apparently Rebels hired some Bugs to steal the singing dishwasher prototype.

I guess an appliance combining entertainment with housework has its merits.
Meh, we'll swing by and take it back, I suppose.
>>
>>1264452

This guy gets it
>>
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Well, shit!
Both sides seem to be going all out over this!
I mean, fuck, we have those toothbrushes that play songs when you use them, but this is some next level shit going on in here!
Those people craycray!
>>
>>1264531
If we play our cards right we could get our sneeki breeki ship out of this.
>>
>>1264531

Nice, we're completing those quests I don't care what we have to go through
>>
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Heres the map.
Good news, we can swing by both quest beacons.
More good news, right after them is a shop.
Bad news, there is a high probability that if we choose to go to the shop that is close to us before we go for quests, Fleet may get us by the exit.
I mean, it wouldnt be the end of the world, We would see what both shops have to offer and Im sure we would be able to get away with few bumps in the hull, but unless My eyes fail me, unless we go for quests right away, we face rebel fleet by the end of this sector.
I may need a second opinion on this.
>>
>>1264588

I actually would just do the quests first and then hit the one shop near the exit, we're pretty well set up on our end
>>
>>1264588
Go to quests before the shop. Also spend scrap on another reactor and engine upgrade before proceeding.
>>
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>>1264602
>>1264644
Either of purple routes
>+we get to see both shops
>+we do the quests
>-we fight fleet at the exit beacon
Im pretty sure we would be able to escape from the fight, even tho it may cost us a hull point or two.

Yellow route
>+we do the quests
>+/-we see one of the two shops
>+we dont fight rebel fleet


Now, about those upgrades >>1264644 proposed, anyone feels like them? We may need the scrap at the shop(s).
>>
>>1264690
yellow route, save the scrap for the store
>>
>>1264690

Yellow route, save the scrap
>>
>>1264718
>>1264722
Yellow it is then then!
>>
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At first of the quest beacons we find a Rebel scout ship, that tries to jump away the moment it sees us.
>>
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Although they have some troublesome weaponry, charge ion, Missiles and a basic laser in addition to boarding our shields, a quick barrage seems to untie their tongues.
>>
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They knew and gave us coordinates to the ext sector.
How nice of them.
>>
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Lets get out of here.
And yet their missile manages to hit us long after they surrendered.
How is that fair?
>>
Are we going to need some means of capturing a ship without destroying it for this? Or am I confusing it with another quest.
>>
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Do we continue to the other quest beacon, or do we go back?
>>1264825
I dont remember, we may need upgraded sensors to track it in the nebula?
One without destroying is the mantis one I think.
>>
>>1264834

Second quest marker
>>
>>1264834
Second marker.
>>
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>>1264878
>>1264892
Same song and dance as before.
>>
>>1264963

That's a well appointed little ship
>>
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Why do we even ask when we already have the info is beyond me.
>>
>>1264986
It always bothered me how the laser beams seem to be coming from all over the place.
>>
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What they dont know tho, is that we already extracted the info from the other scout and came here just to scrap them.
I mean, its just business, right?

Or do any of you actually want to let them go?
>>
>>1264995
*behind-the-scenes space-dogfighting intensifies*
>>
>>1265002

Attack them, sucks to suck you mother fuckers
>>
>>1265002
Well they ARE still rebels so...
>>
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>>1265012
>>1265022

https://www.youtube.com/watch?v=kHtUAl785cQ
>>
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More scrap for general scrap purposes.
>>
>>1265055
Onward to the shop!
>>
>>1265055

Man, we're getting loaded
>>
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Not much choice in the beacons department, so jumping to the store.
Some interesting options to choose from here.
>>
>>1265082
cloaking? It may come in handy
>>
>>1265117
With the state our engines are in?
It definitely will.
>cloak
>charge weapons
>tear them apart
No more sneaky missiles chipping away at our hull.
>>
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Cloaking bought, anything else?
>>
>>1265144
I think we're good. Although I'd personally like a reactor upgrade as well.
>>
>>1265158
how about fixing hull up to green?
>>
>>1265144

Fix the hull up to green
>>
>>1265144
>>1265181
fix the hull
>>
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>>1265202
>>1265203
Done.
Where to next?
Do we gun for the exit or try to milk those beacons?
>>
>>1265203
No! Don't fix! We get a free massive repair at the end of our current quest!!
>>
>>1265234

SW first, I am terrible at judging the fleet's advance so we'll see where they're at after this beacon
>>
>>1265234
South west I guess.

>>1265236
Man spending that scrap on repairs was a waste. The engi quest gives a free 20 repair at the end. Oh well, I was too late to warn you. What's done is done.
>>
>>1265236
Aww.
I guess it means we have to get into some more dangerous situations then.

>>1265244
ok.
>>
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Why didnt they gone somewhere else then?
>>
>>1265277

Oh you know that some crewman there has spent all of those months whining about the Sunk Cost Fallacy
>>
>>1265277
show them a cool magic trick
>>
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Artemis/Leto and a double laser, easy stuff.
Power all weapons, Cloak through the missile and unload on weapons and piloting, for a good measure.
Followup again on the piloting.
They try to run, but they dont have the means.
Textbook.
>>
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They offer all they have, but its not much.
Do we scrap them instead?
>>
>>1265320

Ha! No, fucking mantis'
>>
>>1265320
We do not accept etc. etc.
>>
>>1265320
shit man I can't bear hearing people begging for their life
shut down the comms
>>
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Look, they tried to hide a missile from us!
We were totally justifiable here.
>>
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Exit or NE?
We will get out before they get to us.
>>
>>1265362
NE
>>
>>1265362

NE
>>
>>1265362
NE
>>
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>>1265375
>>1265377
Well, look at that!
Rockman!
In need of guiding somewhere!
Sounds familiar?
>>
>>1265402
Did somebody say 'free fuel'?
>>
>>1265412
Yeah, and whispered 'ambush at destination' to themselves, if our past experiences with convoying Rockmans are anything to go by.
>>
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Well, we can always NOT lead them to their destination if things get shady.
Its time fo exit this sector.
>>
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They want our fuel but give us drones.
We arent really pinning for either right now.
What do?
>>
>>1265491

Nah we need the fuel and we have no use for the drones
>>
>>1265491
We'll keep our fuel, thanks.
>>
>>1265491
No deal
>>
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>>1265509
>>1265513
Alrighty.
Tommorow, a Slug controlled nebula!
Hope you are not dependent on your sensors.

See you all then and punctually this time!
>>
>>1265549

Thanks for running
>>
>>1265549
Hate those slimy fuckers
>>
Hello, are you guys ready?
>>
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Oh, so its not just a Slug controlled nebula, but Slug home nebula?
Im confused.
>>
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And heres a map.
As you can see, there is a store nearby.
And as you can see, we could have a bit more scrap before going there.

What do?
>>
>>1267878
May as well head north and see if we can't get a little more scrap before the store, though I doubt it'll make a difference.

Remind me what we have that we can sell?
>>
>>1267878
I'm okay with going north or northeast.
>>
>>1267994
Hello!
Well, not much really.
We have our three BL2s, but thats out off the question.
We also have an auto-reloader for 20 I think, and two scrap arms for 25 each, but they are way more worth with us.
>>1268009
North it is then.
>>
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A wild pirate slug scout appeared!
>>
>>1268019
Wait a sec, is that a Glaive beam?
>>
>>1268019
Attack. Divert power from engines to weapons. Cloak immediately to buy us more time before the Glaive fires while our bl2 charges.
>>
>>1268022
Shouldn't be a problem since you can likely knock out their weapons before they fire, barring terrible RNG.
>>
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HELLO!
Well, its not really a laser, but Im sure we can get a neat sum of scrap for it.

We take it?
>>
>>1268039
Sure.
>>
>>1268039
It's a good deal. Sure, take it.
>>
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Well would you look at that.
>>
>>1268074
shall we check out the store up north first before working our way towards the one in the south?
>>
>>1268074
North, and swing back south after, then. These'll be all the stores in this sector, so we're free to spend on upgrading the ship after.
>>
>>1268091
>>1268092
So to the north store then?
>>
>>1268098
Looks like
>>
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Heres the north shop.
It just occurred to me that we have alot of missiles.
>>
>>1268120
btw charge ion sells for 25
>>
>>1268125
Scrap it. Wouldn't want to win another BL2 during an encounter and had it auto scrapped.
>>
>>1268120
>>1268140
Pretty sure only augmentations get auto-scrapped. Weapons have an additional 4 slots of storage which are shared with drones.

Still, not much reason not to sell it. Now or at the next store at your preference, OP.

Anyway, swing back southeast, since there's nothing for us here.
>>
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>>1268143
>>1268140
I'll do it at the next store.
Everyone fine with going SE?
>>
>>1268151
I'll support SE
>>
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>>1268166
Sadly, nothing of importance here.
Shop now?
>>
>>1268179
South to the shop we go.
>>
File: FTL2.png (454KB, 1280x720px) Image search: [Google]
FTL2.png
454KB, 1280x720px
Heres the second shop.
Zolly would be nice. I think
>>
>>1268216
Actually, after we sell charge ion, we could buy both Zolly and mind-control.
>>
>>1268216
I don't know, I'd probably spend the scrap on upgrading Shields and Stealth. I've got a habit of not buying crew from shops myself, though I'm sure there's cases where doing so would be optimal.
>>
>>1268216
I'd get Zoltan only if we are not planning to buy anything else. Even so I'm pretty against it.

We really, really, need to increase our reactor and I'd suggest a cheap engine upgrade too (although I may be overruled again).
>>
>>1268216
I'm a fan of the Zolt, purely for the freedom it'll give us later. nothing else though
>>
>>1268224
>>1268232
>>1268242
I was thinking about using Zoltan to power the systems that shutdown after use and trap reactor power that could be used somewhere else, like cloak.
Thats also a reason why I took a notice of us being able to also get MC with it, same principle.

Also also, 6 different species achivement.

But in the end its yours call.
So, what are we going to do?
List the propositions and if we cant get a compromise, we will just roll for it.
>>
>>1268261
>I was thinking about using Zoltan to power the systems that shutdown after use and trap reactor power that could be used somewhere else, like cloak.
That's actually something I've never thought of doing before. Usually I just grab a Backup Battery since they're cheap.

I don't think it's worth using the Zoltan as a mobile point of power unless we're maxed out on power already, though, since the Zoltan costs 60 scrap. It would be cheaper to simply buy 2 points of power.

While an additional crew member would be useful against boarders, Zoltan's really aren't the best for this, especially since their on-death effect is something we want to avoid when we have a Medbay instead of a Clone Bay.

Mind Control doesn't really synergize with our current build, so I don't see a real reason to buy it. If you wanted to buy a system to counter boarders, I'd probably aim to get Hacking or Drone Control (with Anti-Personnel Drones) over it, since they're more flexible.
>>
>>1268284
Yeah, I'm going to agree on voting "no" for anything from this shop and "yes" to buying reactor points instead
>>
No FTL tonight, need to take care of few things as well as start my own playthrough to gather data for tabletop
Sorry for inconvenience.
>>
captain? anyone? helloooo?
>>
>>1276229
YES!
Hello!
I am the captain OP faggot, yes.
You, and probably others, are certainly wondering whats going on, and when will we continue.
I will be honest with you, ok?
Right now I kinda stuck in an FTL limbo of some sort.
What do I mean by that?
Well, lets start from the beginning.

We are flying Kestrel, and previous pubic playthrough was also with Kestrel.
It feels samey to me and its not very interesting.

Im working on FTL tabletop system that will probably either never see the light of day, or will be so boring that nobody will be interested in it.

Working on it makes me want to tear out my already receding hair.
Yeah, few things are one and well, but I was calculating damage dealt by the crew three or four different ways and it doesnt add up.

In order to make things quicker, I went into editing save-files. And not simply unlocking ships, but modifying crew, enemies, load out, basically everything that happens on the ship layer except actual ship layout and systems.

But even that wasn't enough, so I went into actual ship modding and I basically can create any ship I want from scratch.
Crazy useful and much fun.

But still, there is so many boring procedures to be done about it, that I both want to just do it and get over with it, and delete this game an never see it on my eyes ever again.

Delving into inner workings of the game kinda made it loose its charm for me.
But I REALLY want to fucking finish this!
Its a chore that I self imposed upon myself, and its killing me.

Basically, Im burned out but trucking along and the idea of running this thread doesnt seem so appealing anymore.
I mean, I can, and will if there are Anons waiting for it, but when I think about time I spend waiting for replies I could spend working on that damned thing, I loose the will.

Did that blogpost answer your question?
>>
>>1276384
It's fine OP, and good luck with your project!
Thread posts: 583
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