I've been planing to make a story for a while, inspired by all the great stories around decided to go for a DINQD. I'd appreciate any feedback as I understand that my writing skills might not be all that good, this being my first attempt and all

Anyway, I died three times seting everything up, which makes the DID start at chapter 2 (lesson of the day? don't fuss around with the reputation setting of Pirate Guild while in one of their core sectors/Don't even think about flying anything without weapons on turrets and set to missile defense in XRM...)
GAME/RULES/MODS/INFO:
Game: X3 AP 2.5xx
MODS:
Gameplay:
- XRM + HULL MID + Advanced Universe
- ADS
- MARS
- SMART
- Board Station
- Station Repacker
- Claim Sector
- Pirate Guild (medium, friendly)
- Yaki armada (disabled)
Economy:
- Economy & Supply traders, Handelsvertretung, CLS 1&2
- Asteroid Fusion
- Complex Cleaner and Advanced Complex Hub (yes, TL docking on complexes)
- Player Workshops
Other:
- Roguey's UFJD
- Sector scanner
- Automated Satellite Network
- Cheat Collecion (Will be mentioned if used)
-Extended PHQ + PHQ Cheat (probably unused as this game get's a shipyard)
- Enhanched briefings
- Z Mission Tweak (200% time, 100% reward)
- Remove Rocks
START:
- <X-Universe>
Terran Tourist
4706 Cr
Avarice
Assetts:
- Vulture Super Freighter (2xFAA, 1.5K weed & 1K fuel, 500 pirate sidearms)
Rules:
- DINQD - Dead is Drunk/Dreamed/Spaced/Miracle. This doesn't go for my assets through. All deaths will be mentioned, I'll try to work them into the story somehow.
- Cannot build in race sectors (except missions), through I can trade with them
- Cannot get a high rank with any race (risk of exposure)
- No MARS repair
- No repairing ships with repair laser (except for return ship mission ships)
- No Stock Exchange
I'm open to suggestions about missions and rules, just make it fun and doable
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Mission: Bring down Dark Space Research by capturing their HQ and taking (hold and expand) the Dark Space Cluster sector.
#######
-- Prologue --
You see, when a corporation like Dark Spcae Research needs to get rid of one of their operatives, they like to keep it as quiet as possible, which usually means an unexplained autopilot error, a large capital ship entering the sector *just* as you got through or even a Jumpdrive malfunction. These are the preffered ways to get rid of someone if he is close, but if the operative is far, they have to get creative, like assigning you a deep cover mission in enemy space, before signing the death contract with some mercs.
My mission was to investigate Paranid activity around the Third Redemption cluster, under the disguise of a pirate from the Mi Ton's Refuge clan. It was a simple operation really, get in good terms with the local pirates, use their raids into the surrounding Paranid sectors to gather intel and send it via message drone back. I guess they didn't like what I found, cause when I got to the nav. sat. where a drone should await me, instead a freighter was there hailing me and requesting me beamed over. The first thing I saw when the blue flash dissipated, was a huge fist just a couple centimeters from my eyes.
Lying unconciously in a pool of my own blood wasn't part of the plan, neither was them leaving me lying there, transporting over to my fighter and taking off. As I woke up and started checking out the ship, it became clear why. I got burned, and thus they decided to leave me on a ship full of weed and fuel, which is considered illegal by most races, and about 500 pirate sidearms, which even the Teladi consider illegal. Well planned and executed I must say, but they did make a mistake through, they didn't kill me.
"Better kill me, don't let me return, motherfucker
Trust no man, cause I'll be back, you understand?
With a plan, and my ace in hand, I want it all"
- Cypress Hill - Tequila Sunrise