A Robbery never to be Forgotten[DiD]

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Master of the Blade
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A Robbery never to be Forgotten[DiD]

Post by Master of the Blade » Sat, 23. Jan 10, 22:04

Well, since my first DiD came to an abrupt close when I ended up halfway through a Python, I thought I'd start another on the opposite side of the law.

Situation: Hostile with all races except Pirates, Yaki and Teladi.
Starting sector: Probably Farnham's legend
Starting ships: 1x Carrack-200mj shielding+ 8xPBC and nothing else apart from SETA and 1x Pirate Elite, some guns and fight software.
Starting money: squat all. Zilch. Cero. Nothing. Nada. You get the idea.


Background:
Pilot Name: Xanvié [zan-vee-ay] Arsha
Race: Argon
Gender: Male

Heir to the fortune of a businessman based on Argon Prime, Xanvié decided that the quiet, opulent life of a tycoon was not for him. Disappearing from home without a trace, he took an M5 Discoverer ship from the company's hangars and ran to the Pirate sectors. He quickly became well- known and was made a member of one of the most notorious Pirate clans, the Farnham's Legend Corsairs. Successful raid after successful raid later, he was chosen as the head of the clan after the previous leader was killed by a Paranid military patrol.

The Corsairs prospered, and became a force to be reckoned with, funding development of the Brigantine, Carrack and Galleon battleships to further strengthen their forces. Emboldened, Xanvié ordered a raid on a top-secret Argon research center, stealing highly classified beam weapons compatible with the Carrack frigate. The raiding party was ambushed as it left Argon Sector M148 and most of it was destroyed. Only Xanvié escaped, activating his Carrack's jumpdrive before the ship was destroyed. It lost most of its vital systems, including most of its weaponry and shielding. With his clan in tatters, Xanvié escaped to Farnham's legend, where Pirate forces provided the ex-clan leader with an M4 class ship to assist.

Xanvié, desperately in need of equipment and funding, must regain the trust of one of the Commonwealth races to make his battleship fully functional, but this will be no easy task...

Rules:
DiD but reloads allowed in the case of just-out-of-gate/station collisions.

No spawning ships/equipment apart from engineering the start position.

Not allowed to buy Commonwealth tech until top rank reached for the race whose ships I want to buy. Capping allowed.

Must avoid Piracy where possible- Xanvié hasn't got the resources to go up against a military force, and should attract as little attention as possible.

All races start off hostile(ish) except teladi, who will allow me to dock. How much the races hate me goes(in descending order of hating-ness)

Argon- I stole their top-secret prototype weapons, so they aren't going to let me off easily

Boron- they're allied to the Argon and they hate pirates anyway. They don't care if I say I'm going straight now.

Paranid- they're stuck up as it is, and they have quite a Pirate problem themselves.

Split- they don't care who they shoot- they'll trust me if I prove my worth in battle.

Teladi- They deal with Pirates and will be neutral to me from the start.

Terran- they start neutral(default) since they haven't heard of me.

Pirate- I am a famous leader of a clan in ruins. Normally this would make me a target, but since I just helped the Pirate community by funding their battleship development, only the real nutcases will try to hurt me.

Yaki-Will stay default, whatever that is. They don't care about me.



What do you think? A good idea? How could I change this start?

This will be a 'Join in' DiD once I have some ships, and will be quite narrative in style(as opposed to more like a logbook).


{moved from X-Universe; see note - Carlo}
Last edited by Master of the Blade on Sun, 24. Jan 10, 12:40, edited 1 time in total.
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Post by EmperorJon » Sat, 23. Jan 10, 22:08

Interesting! How about using some plugins or scripts to make it more interesting? Ahem, Improved Races? :wink:

Anyway, I liked the idea of you playing as Xenon.
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Post by Sp@c3Ch!mp » Sat, 23. Jan 10, 22:11

Yeeey new DiD.
The background seems good. I have a question however about a rule.
Not allowed to buy Commonwealth tech until top rank reached for the race whose ships I want to buy. Capping allowed.
I know that with capping you gain a lot of tech too but isn't it difficult to first level up to say hero of the federation before buying a jumpdrive?
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Post by Master of the Blade » Sat, 23. Jan 10, 22:11

Problem with playing Xenon: Nowhere to dock! I don't think that Xenon stations will let you dock(or even go neutral) no matter how much you script-modify your Xenon rep. Feel free to prove me wrong though.

As for improved races, it depends on the stability of my game- my current setup(X2 ship callback mod, your rather good[flattery!] Achievement guild beta, Amurph0's various shipyard scripts(ATF and OTAS ones), and the Marauder Shipyard) is working, but the plugin manager is being... difficult. :evil:

@ Sp@c3Ch!mp, well, that just makes it harder, non? I'll have to get my jumpdrives the hard way, or not at all. Maybe I'll give the starting Carrack one- it's how I escaped. Or maybe limit the tech prohibitions to ships only.
Last edited by Master of the Blade on Sat, 23. Jan 10, 22:14, edited 1 time in total.
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Post by EmperorJon » Sat, 23. Jan 10, 22:14

IR doesn't need PM. Oh, and you can't use my AG, that's just cheating, though I am about to release a Beta test of a bit of my newest plugin 'Economic Boost with Planetary Support Stations'.

Could lead to some interesting stuff. Lots of trading. How about you go for a trader game?

Should be ready by tommorow afternoon!

I'm so using in So long and thanks for all the fish...
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Post by Master of the Blade » Sat, 23. Jan 10, 22:19

Oh fine. If you insist, I'll not use the AG. But me likes it! :roll:

I'll look into the improved races thing then- it seems rather good(I've visited the thread before but not downloaded it. Seems like this is the time to try.)
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Post by EmperorJon » Sat, 23. Jan 10, 22:21

Anyway, better start discussing this DiD again before it gets S&M'd by a mod. :lol:

So, you gonna play this one as everyone's enemy then?
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Post by Master of the Blade » Sat, 23. Jan 10, 22:24

Pretty much. I'll use scripts to lower my rep with various races(-1Million with Argon, -500k with Boron, -450k with Paranid, -50k with Split and -10 with Teladi. +500k with Pirates.)

Anyway, if this setup seems OK, I'll (with any luck) have the first chapter up by tomorrow!
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Post by Master of the Blade » Sun, 24. Jan 10, 12:37

Prologue: A Robbery Never to be Forgotten

Xanvié Arsha surveyed his motley crew of hardened criminals, awaiting the backwash of negativity regarding his latest- and most ambitious- plan. The Farnham's Legend Corsairs were a Pirate clan, small in number when compared to others, but far more effective. Their policy for recruitment had always been to reject all but the best pilots for their raiding parties- and it showed- only one loss had been sustained in ten years of clandestine activity under their original leader, Tsunagolis Ruglandis XII, the one who had initiated Xanvié's piratical career in the first place. But that had been the past, and this was now- the clan had flourished ever more under the new leadership and was getting ever more daring. Xanvié had thought that this would have been overstepping the line, but there were ripples of approval running through the ranks.

At first, Xanvié had been treated with distrust- he had left home in an M5 ship, giving up a fortune in favour of a more interesting life. Thus, he came to the attention of Tsunagolis and was recruited into the Corsairs. The clan had been in uproar about that- a person from a well-reputed merchant family, with a classical education and hardly and combat experience, accepted into the most elite Pirate circle around. Soon, however, Tsunagolis's bizarre decision paid of when Xanvié became an incredibly good pilot- greatly assisting raids and proving himself time and time again. One fateful raid however, on a Paranid convoy, the FLC raiding group was ambushed by a military attack force which appeared from nowhere. Tsunagolis was killed while providing a diversion, but the rest of the clan escaped and Xanvié was chosen as a leader. Events soon lead to the ambitious proposal:
Recent reports show of a secret Argon development programme to make the lasertower beam weapon compatible with battleships. I believe that the Carrack frigate can be easily modified to accomodate the prototypes and that, with time, we could even begin to manufacture the lasers. We will go to Argon Sector M148 and steal as many weapons as possible, then escape. It's a heavily fortified sector, so we should keep a low profile until we can arrange a diversion. Who's in?

All of the best pilots volunteered- they could see that the potential profits in this venture were well worth the risk.

As the raiding group prepared themselves in the unknown sector near M148, Xanvié called an equipment check,
'Bolo Ni, you're running diversion. You have the SQUASH mines?'
'Yes,' was the Boron's reply- his was the most dangerous role- to fly a modified Nova into the sector and deploy a minefield, leading military forces straight through it.

'O'ren Roc, the jammer?'
'Yep,' since the group would be headed by Xanvié in his carrack, a gravidar jammer would be needed to hide the Pirates from enemy sensors.

'Let's go. Ni, you're up. Give 'em hell.'

The Boron flew into Argon sector M148, and the FLC waited with bated breath- this was the most risky part, seeing as the whole plan required this to be a success. Not long after, the call came through, gleefully, 'Successful- those gullible idiots didn't see it coming.' Xanvié often wondered how that Boron, normally a peace-loving species, could be so sadistic. He ordered the attack.

Pirate forces quickly destroyed the police fighters remaining, and the Military base was invaded, the laboratory raided and destroyed. Just as the FLC were congratulating themselves on a job well done, an Argon Titan and escorts came through the gate in front of them. 'Scatter! Activate your jumpdrives and get away!' Xanvié hauled his trusty Carrack around and told the techies to hit the jumpdrive. The artificial voice resounded throughout the ship: 'Insufficient jumpdrive energy. Drawing energy from main reactor for jump.' The engines began to cool as the jumpdrive charged. Xanvié watched as his comrades were gunned down and as the Titan turned its attention to him. The ship was taking heavy damage, and had lost all equipped weapons and shielding due to Ion Cannon fire. The jump was completed, and the famliar bleak scenery of the Farnham's Legend sector filled Xanvié's view. Auxiliary shielding came on and the minor hull damage was sealed by repair drones. Checking the freight, there was the jumpdrive, the SETA, the eight pilfered beam lasers and empty space.

With his clan in tatters, Xanvié decided that from then on, he would operate- not on the side of the law, but more considerately, so that he wouldn't have to see such a massacre again.

Pirates in the area give him a beaten- up elite to help out, and Xanvié pays them the little money he hasn't poured into the Farnham's Legend Corsairs. Now, how to show that he's going straight...

Property:
1x Carrack, 8PBC, 1x 200mj shield
1x Pirate Elite, 4xPRG, 1xIRE, 1x25mj shield

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Post by EmperorJon » Sun, 24. Jan 10, 12:45

What a start!

EDIT: Still think you should have gone Xenon though... :P

I forgot to prove you wrong, but yes. I have a script which makes all enemies buddies. If you want it... :lol:
Docking at a Xenon station and seeing the more expensive Q than K is rather funny. I never understood that. People say it doesn't matter becuase you don't buy from a Xenon shipyard, but it effects RE times doesn't it! So Qs take longer than Ks! Ks ar elike frigates!
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Post by Snowship » Sun, 24. Jan 10, 13:09

A Pirate without piracy, interesting. :pirat:
will watch with interest :D
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Post by Master of the Blade » Sun, 24. Jan 10, 13:12

:o I just came so close to death about 5 minutes in! I was about to fly through the East gate in Farnham's Legend when a Boron attack force came through, Ray and Thresher included! Nearly gave me a heart attack, and nearly nailed me with IBL fire too, but I escaped. Those improved races don't hang about, do they?!
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Post by EmperorJon » Sun, 24. Jan 10, 13:46

Ah, but was it just any old military patrol or was it labelled as something special? it might have been invading Farnham's Legend, yes. Next time you come back it might have Boron stations in it! I love IR!

Can you PM me your settings so I can get a better idea of it?
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Post by Sp@c3Ch!mp » Sun, 24. Jan 10, 15:16

So far this DiD is looking great.
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Post by Master of the Blade » Sun, 24. Jan 10, 17:04

Well, I haven't got a lot done, but with improved races running, even getting out of my starting sector was an achievement! I'll be telling the DiD from a (mostly) first-person perspective now that the intro's out of the way, so...

Chapter 1: retreat!

With no time to hang about, I command the Elite to protect me, and set off for the East gate to Bala Gi's Joy. Upon reaching the gate, I am confronted with the nose of a Boron Ray, part of a massive task group which follows it. One of the merits of the Carrack, despite its statistical disadvantage when compared to other M7s, is that it is very compact and difficult to hit. I slam the steering thrusters on, and turn tail, with streams of IBL fire missing me by inches. I soon leave the destroyer's firing range, and flee to the opposite side of the sector. That was far too close... The patrol reaches the North gate and leaves, so I cautiously leave the asteroid cluster that I'd been using for cover and try again.

This time there isn't a hostile military force waiting for me, so I continue through Pirate space until I come to Olmancketslat's Treaty, where a foolish trader's turret attacks me. The beam lasers which I sacrificed so much for hum into action, reducing the TM class vessel to dust in seconds. Most impressive, and apparently these have an accurate range of about 6 kilometres. But this isn't going to get me a pardon, so I forge ahead and find my first profitable opportunity: A Galleon is roughing up traders passing through the sector, and there's quite a collection of high-yield warheads lying around. I collect the more valuable ones- a hammerhead and two cyclones- and carry on to Brennan's Triumph...




[Short chapter because I haven't actually got any further- I had framerate issues which I think I've fixed now. Just thought I'd share what I have.]
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Post by Sp@c3Ch!mp » Sun, 24. Jan 10, 17:10

hehe good luck and may the profitsssss be with you. :lol:
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Post by Master of the Blade » Sun, 24. Jan 10, 21:06

Well, profits most certainly do seem to be with me, as detailed in this chapter:

Chapter 2: The Don

There's a pair of Galleons fighting a Teladi Condor in Brennan's Triumph, but not a lot else- the Pirate base isn't offering any decent missions and the other stations are just as uncooperative. I move on to Danna's Chance, where there's a hostile Plasma Burst Generator forge. Obviously Pirates don't trust me entirely any more either. I also recieve a garbled wide spectrum distress signal from a Paranid scout, which speaks of something called the 'Marauder' and that the pilot was attacked and tried to escape through a South Gate to Xe... Where's Xe? Stupid translator, messing up the signal. Anyway, move on again to Nopileos' Memorial and there's yet another type of red blip on the grav- Xenon fighters. They're heading towards a South gate to-guess what? Xenon sector 101! Who in their right mind ESCAPES to a Xenon sector? Obviously this marauder's somewhere around here! I systematically sweep the area until I see a shipyard in the distance. Moving closer, it would seem that this is the marauder, and there's also an abandoned M5- obviously the Paranid scout bailed before his ship was destroyed. Anyway, this is the perfect opportunity to make some money, so I claim the Pegasus and send it to the Marauder. I also dock there along with my M4 escort, to see what's on offer.

Upon landing, I am contacted by a Boron engineer, apparently captured by 'The Don' who will tune up my ship in return for Space Weed. Well, when I can get hold of some I suppose... The ships on offer are all Pirate variants, and there are even some stations available too. The scout sells for a tasty 40,000 credits, giving me a fairly decent amount of money to play with. Let's move on. Next sector, Hatikvah's Faith! This is a wierd sector- very dark, but the strangest thing is the steady stream of ships going behind the West gate. I follow them and come to a small group of Pirate stations. One of them's hostile- an anarchy port- but the other has an Argon onboard who wants a TS. I accept- my reputation can't go lower and this place is quite out of the way, so it's time for a little Pirating. I hop in the Elite and chase down the nearest Argon trader, who is flying a basic Mercury. To my pleasant surprise, he abandons ship almost immediately, and I claim and repair the TS, sending it to the Pirate base. I am paid about 120k, but my Argon rep doesn't move. Still Enemy of the Federation 0%. Blast. Ah well, I'll take my chances going through Argon core space to get to the Teladi. They've got to accept me...

Property:
1x Carrack
1x Pirate Elite

160,000cr.
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Post by Sp@c3Ch!mp » Sun, 24. Jan 10, 21:37

nice capture there and also good starting money. I hope you ccan get some nice 2nd hand ships. Although with such a rep, that will be unlikely
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Post by Master of the Blade » Sun, 24. Jan 10, 21:38

You never know- If I can reach the Teladi, then there's a chance that they'll be offering me cast offs.
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Post by Snowship » Sun, 24. Jan 10, 23:23

Go MotB, hope you make it :D
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