[TC] A Pirate's Revenge [Book One Complete]

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SkullCowboy
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Post by SkullCowboy »

Just wanted to let you know you have at least one more follower besides Nathancros who is interested in this story. Keep up the good work, looking forward to further installments. :D
I say we take off and nuke the entire site from orbit. It's the only way to be sure...
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Kirlack
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Post by Kirlack »

I'm still here too, still reading, still loving it and still lolling myself sick :D
Triaxx2
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Post by Triaxx2 »

Thanks, glad to know I've got readers. And when you ask, so you shall receive. The next chapter that is.

---

Chapter 88: Incendiary Bomb Launchers

I need them. I have 23, and the Weaver's operation isn't producing as well as I'd hoped.

I'm going to need to bust the IBL forge in Loomanckstrat's Legacy. The pirates don't like me because I jacked the Brigantine. Which frankly, is fine. I'm not in a particularly forgiving mood anyway. I lost a Buster Vanguard in Barren Shores, so I'm not precisely in the mood to be on friendly terms with the Pirates. The sooner I finish the preparations to get the Cerberus out of Senator's Badlands, and up and running with Gil Gusta running patrol in Barren Shores, the better I'll feel.

For now though, it's going to stay where it's at, while I get more mechanics working aboard Command and Control in the Hub. I'm down to the last 80k and change Teladianium. I've heard a report from Eighteen Billion, it seems there's a Small Orbital Weapons Platform there that's been abandoned, and putting it on the other gate of the Hub will improve my defensive capabilities. So I'll go get that first, and then see my new destroyer, Rapscallion armed, and ready to engage in destruction. Meanwhile, I'm going to send Gunboat Diplomacy, off west to Weaver's Tempest to accelerate the refitting process, and Unsuspected is going to jump up to the Hub, to be in position to tow Born of Ashes to the OTAS shipyard in Legend's Home. Honestly I'd rather tow it elsewhere, but anywhere else risks engaging pirates, or crashing into something. So south to OTAS it is.

The other option would be to attempt a hyper jump, but as low as the hull is, the chances of jumping into, or onto something are higher than I'd like. So I'll go south with it, and deal with the navigation computer problems. Viper Strike is going to head back to dock at the Aladna Hill Military Outpost, and Decadence... Build missions. 3 million to build a Split Sat Factory here...? Sure. And a scan roid mission, 6 in Pat's Conclusion, and 4 in Heaven's Assertion. Piece of Cake. Amazon makes me untouchable.

Another mission, this one for a Boron Computer Plant in Thyn's Abyss is even less of a challenge. A little while working out some kinks in the CLS system shows me a slight difficulty with this whole... At war with the Paranid thing.

CLS pilots are complete and utter cowards. They won't enter systems where enemies are present. Which means that since Paranid traders are considered enemy... Yeah, most of my factories are starting to grind to a halt. This means that I'm going to need to work something out to power those complexes not currently powering themselves.

Meaning I need more funding. Fast. Since there A) aren't any more conveniently placed carriers to steal and B) considering the frustration I had taking that one, I don't really want to go after another. Instead, I'd like to find some more M7M's, or even destroyers. Those are reasonably easy to take, but not so cheap as say TM's, or M6's. Plus they don't fight as hard as carriers, or M7's.

Sitting in Legend's Home, waiting for Born of Ashes to get through the gate from the Hub, I notice Gil Gusta's Legend's Defender, and realize I can't wait to have the chance for him to move up to that Cerberus. I've even picked out the name. Guard Dog. A fitting name for a ship named after the Terran legend of a guardian of the underworld. Finally pulling into range of the OTAS shipyard, I transport over to Born of Ashes, and use the Docking Computer to land.

Turns out the 41 million I have in the bank isn't enough to fully repair a Teladi Phoenix. I'd get to 66% hull. That's not nearly good enough. And with my CLS ships paralyzed by fear of Paranid traders, I'm a little stuck for what to do. I'll have to think on this.

It is however odd, that not all traders have this problem. Some are running just fine, others are stuck in dock. I wonder if perhaps it's a lack of fight software? Which means I need to find another way to supply Great Hold because the Discoverer Haulers don't really have the space for the Fighter drones/mosquito missiles the fight software lets them pick up.

Which means that come morning, I'll be in the market for a fast moving, large capacity hauler. Falcon Haulers would be acceptable for this sort of work, but the problem with those is a lack of speed. So I'm in the market for something a little quicker, even if it's less well shielded and less capable of carrying cargo.

Even though I just finished saying I'm not going after more carriers, as soon as Gunboat diplomacy has more Hammers, I'm going to go after the Galleon in Dukes. I want that carrier. Not for sale, but because I captured 16 IBL's with Unsuspected, and I want to see if I can do it again. In fact, the acquisition of the carrier itself is secondary to the IBL's. The capture of the carrier is more to rub salt into the wounds than a real need for what would be my forth conventional carrier. (Unsuspected, Condor, Colossus, Galleon 2) In addition to two Orbital Weapon Platforms, which are classed as M1's by the targeting computer, and the Aran, which is classed as an M1 for no reason I can discern, other than perhaps it's inability to deploy stations.

Once the carrier has been acquired if it comes with IBL's, I'll send in the Rapscallion to render Duke's HQ into so much space debris. That done, I'll move on to the IBL forge in Loomanckstrat's, and then set up to capture the Teladi Supply Albatross as it moves to replace the forge. The problem is that the intercept will have to be in Ceo's Doubt, and that's a particularly crowded sector. Otherwise the computer will have problems discharging the final orders which are to construct a station. If it becomes a significant problem, I can indeed deploy the station, and then sell the TL, but the additional storage and transport capacity would be welcome. I suspect that perhaps I might end up parking it somewhere. Or selling it and purchasing an Elephant to replace it.

In any case, I'm already planning my next attack on Paranid resources. There are three shipyards in the southern sectors. Heaven's Assertion,. Cardinal's Domain, and Third Redemption.

I have two destroyers. Arming the two of them in a way that allows them both to put maximum fire on a shipyard is a bit of a challenge, but it's more than possible. Even if it ends up done when Born of Ashes is still with a mere 177 points of hull integrity.

Either way, Three jumps, and three quick strikes to prove that I'm serious about war with Paranidia. And this time, I'll ensure I stay well away from Odysseus Destroyers.

By using Bombers. Yeah, that'll solve the knocking down my shields and punching great big holes in the ship problem. Heh. I need a Tomahawk factory, but first I'll have to put up some BoGas and BoFu production to maintain the over production in Weaver's. I suspect that putting in two is a better idea than just one. Of course, I also need some more Hammer Heavy Torpedo manufacturing capability, but for the moment, I'm not terribly interested in it.

What I am interested, is some sort of solution to the CLS problem. I have the cash that I could buy Eclipses to replace my entire fleet of Discoverer Haulers, but the total cost is still prohibitive. An alternative is to use TS's, trading sheer cargo space for speed. Of course, since there have been problems with TS's as CLS in the past, namely that they are slow and without jumpdrives, the long distances they can some times face can be a significant problem, particularly in places like Akeela's, or when the time comes that they have to get from A to B and it involves Paranid sectors. They sometimes forget to fuel up enough, which can leave them stranded in sectors they shouldn't pay any attention to.

Even ships calculated to refuel once per trip, which are also calculated to have exactly enough fuel for the entire trip have the frustrating habit to forget to refuel and then try to fly the long way. I can understand those that have taken damage, either through enemy action, or more frequently as a consequence of their own stupidity, but those that do indeed have a functioning jumpdrive have no reason not to fully fuel then load cargo and jump. It's frankly idiotic that they don't.

I guess maybe I'm babbling. For the moment, I'm going to climb aboard Decadence and jump around the universe and see how many Tomahawk's I can buy and arm Viper Strike. If I find sufficient numbers, I'll not bother to wait for a fab, and jump in and bust the shipyards now. Rapscallion first, then if the area is clear of high potential threats, then Born of Ashes.

In addition to all this, I've come to the sharp conclusion that I need a safe harbor. A haven where I can retreat, and safely refit, refuel and rearm ships. A location that won't be bothered by Paranid, and is in fact safe from any enemy, except perhaps the Kha'ak, who seem to have a knack for getting to places that are otherwise totally and completely secure. I suspect they're doing something with the jumpdrives not unlike the Hyperjump update, though I figure it's a matter of having several jump drives as part of a cluster which they use to calculate jumps precisely in a manner neither the Commonwealth, nor Terran's can duplicate.

Two sectors jump to mind. One of these is Weaver's Tempest. It's already housing a complex, and it's a sufficiently large system, sufficiently far in Yaki territory that nothing short of a full carrier attack fleet of the quality and quantity that the Terrans put together is going to get in. Particularly not when you consider that they have several destroyers waiting to jump in if one is destroyed, and that Weaver's itself is defended by a Shuri, which is a Yaki version of the Colossus carrier. I've never been able to ascertain exactly where, or how they got the blueprints. I have to suspect they were supplying the bad habits of a highly placed Argon official.

Then again, knowing Ban Danna, it's entirely possible that he left the plans sitting out on a table somewhere, and forgot about them, possibly distracted by a set of... keys. He's not exactly the brightest Argon ever to set foot on the planet, and were he not a war hero, I seriously doubt he could be elected Argnu Inseminator. Really.

The second sector that jumps to mind, is the Unknown Sector just west of Xenon 534. It's not so spacious as Weaver's Tempest, nor does it have quite such heavy defenses as Weaver's. But not even the average Paranid is stupid enough to attack the Xenon with less than a full fleet, and there's almost always a K on guard in 534.

Better still, I can arrange the mines to screen my side of the gate from any unwanted visitors, and that will leave room to construct the seven or eight Equipment Docks I'll need to safely dock all my Capital ships. As well as room for the Command and Control, and the ships that might need to be repaired there.

I can even complex the asteroids into enough Ore and Silicon to power a chip complex, and hopefully two XL SPP's without a problem, which will leave A) an excess of Ore for repairs, B) Chips enough to compliment the Ore, and C) enough energy to not only power the complex, but also to have left over for jump fuel.

That's the best idea I've had in a while now that I think of it. And since I won't really have to go through the jumpgate if I don't want to, I can avoid it entirely, and not get in the path of my point defenders.

Speaking of which, given the tendency for Kha'ak to pop in uninvited, I think one of the things I'm going to do is build a Lasertower and SQUASH mine fab. One of each, which will give me the ability to place blocks of Laser Towers five strong in places around the sector. Not much help when I'm not around for my computer to give fire control, they'll still be able to hold the attention of clusters long enough for carrier fighters to arrive and render assistance.

In addition, I can put small pockets of mines far out for clusters to run into. I'll have to lay them manually to get the proper dispensation of mines. The computer doesn't really know what the hell it's doing, and I doubt it's capable of laying the pattern necessary anyway.

Me I'm going to drop them in a checkerboard pattern in a 600km sphere around the sector. Anything that drops inside, is going to get smacked in the head by Ospreys bearing Firestorms. They won't have guns, and frankly, I don't really care. That'll ensure they fire torpedoes instead of closing in and trying to engage with guns. Firestorms are not I acknowledge the proper weapon for close in engagements, and that as soon as I can upgrade to standard Heavy Ospreys from the two Pirate Ospreys that will be patrolling.

For the moment though, it's just a pipe dream, but as dreams go, it's a nice one, and one that I think I can manage without a lot of trouble, though the funding necessary for the project is going to necessitate the jacking of several M7M's. And anything else that happens across my path. I think that Steve really had the right idea. That's the real way to make fast cash, not punching out enemies for other people, or defending stations they're too stupid to defend themselves. Not that I particularly mind doing such easy missions. After all, not much survives an encounter with Unsuspected and lives to tell about it. It's one of the reasons I don't use it for Piracy, though the though has indeed crossed my mind. After all, it makes it my secret weapon. Most people don't know it's mine, so they don't think anything of it. Except the Argon, who keep a close eye on me, and the Paranid who have a similarly close eye on me.

The Pirates, the Teladi, the Boron, the Split, not a one of them knows that Unsuspected belongs to me. So I can cruise their sectors, and not be hassled. Well, the Pirates probably don't think that much of me at the moment, but meh. I have the firepower to go where I like.

Incidentally, there is that sector to the south of Maelstrom. While I've had difficulties with the gate, I might send in a ship with a jump beacon, and then use that sector to improve the production capabilities of E of 534 with it.

I think if I do that, I'll build several Steve style Spurs. Two or three micro-complexes, one producing Energy to power the other complexes, and provide fuel to a TL, allowing for Great Trunk to refuel without relying on a pyramid scheme. I think I'll grab an Atmosphere Lifter for the job. Plus I can use it during the construction process as well.

Of course, the ideal would be to snag another Aran to store the kind of energy I'm going to need, and then later the Ore I'll be shipping to the Hub.

A quick mission for OTAS turns into another disaster as the ship falls a foul of a Kha'ak cluster and I fail the mission. But it seems, that Mako's are the order of the day. They make perfect replacements for the Discoverers aboard Greater Hold. Yes, the 4 million credits is a large cost to put out, but for the cargo hold and the ability to hold enough wares, I'm willing to spend the credits. It takes a bit to get it all set up for the CLS, but once it's ready, it'll be nothing more than a matter of waiting for them to get mosquitoes and drones and they'll be back to hauling energy again. It'll make my life easier because Great Trunk will be able to fuel up from Greater Hold rather than trying to dock at Military Outposts, which it seems to dislike doing.

Meanwhile, I've done some scanning west of Xenon 534, and sent Amazon in to recon the asteroids, and found that it's going to be a bit more expensive to get them all up and running than I initially thought, but the massive over production means that I'll not only be able to build several shield fabs, and other useful factories, but that if I can acquire the cash and by that I mean steal some ships to fund it, I'll be able to use the production from the facility there to quickly and safely deliver the required materials to the Hub once the Teladianium is complete. A mere 63,000 and change left.

So I think I'm going to take Unsuspected and head to the Terran Sectors, and see about some Atmosphere Lifters. I'd like to have two of them, and since there's one in Jupiter and one in the Moon, I think I want to take those.

Given that I'm not terribly interested in P/Oing the Terrans, I'm going to run it as a non-standard capture operation. The twenty marines, the captain of the Tow Wagon II and two Blastclaw pilots will be the only ones who know what's going to be happening.

Simply put, I'm going to take Venomous Cobra, a bunch of Flails and Boarding Pods, and jump to the Jump beacon in Jupiter. I'll then make my way to a point well out from the trade lanes, and engage the Atmosphere Lifter. 3 Hammers, and a few Flails will quickly put it under the necessary percentage to fire pods. Pods away, I'll call for Tow Wagon II to point jump in and as soon as the ship is captured, one of the two Blastclaws will dock with the Atmo Lifter and take control, transferring a Jumpdrive, and Navigation Mk I software, then from Tow Wagon II, enough energy to jump straight to the Hub. Tow Wagon II will then jump to Akeela's Beacon and head to the SPP's for refueling.

I will then move on to the Moon and repeat the process, collecting the marines while the Blastclaw was busy docking with the Atmosphere Lifter. It should, at the end of the day be a simple, and quick in and out operation. Two things might cause problems. First is if the Terran's get suspicions of what I'm doing. Jumping to the beacon in the Moon to meet an angry attack fleet is not really my idea of a good time.

The second thing, naturally enough, is my own potential for stupidity. I'll have to be on the ball, and remember to check the level of shielding before I fire. While they might forgive the stealing of two Atmosphere Lifters, they probably will be less pleased with the destruction of one. I hear they really get down on pollution in Terran space.

I definitely won't be packing the necessary offensive firepower to deal with the sort of ultra capital heavy attack fleets they like.

While sitting in the Hub, overseeing the refitting process, I get an attack warning on a CLS freighter in Aladna Hill. They made a bad mistake since this is the Viper I've got running crystals from Avarice to Akeela's Beacon, and it's both faster than the Kea that's after it, and it's shielded enough that the drones will give it enough head start that it can get to the SPP it's headed for. Unsuspected drops in and smashes the Kea, fortunately it's Lieutenant Silsarna, and Ensign Pareii in an Eclipse and Cutlass who launch. Since Kea's like to pack HEPT and this one is no exception, the heavier shielded fighters are by far the better choice. They don't take any time at all to deal with the situation, and while I don't get salvage, I do get a cheap Express Hauler. Sending it south to Lucky Planets, where it finds a use moving pilots between the Mako's and Discoverers, and then I head back to the HUB. On arrival, I get a message from OTAS, asking for another mission. A quick run south in Amazon shows me that it's an assassination, which means I will indeed be coming back with Unsuspected.

Elsewhere, my Commodore's CLS Pelican is busily hunting for shields, and while it's got a full load of 1GJ shields, it has no 2GJ at all. This is distressing since it's got seven or eight way points for potential purchasing. Since my last attempt to promote stock of an outsiders product has gone SO well, I decide that it will be easier on my units and my temper if I produce my own, rather than attempting to bolster outsiders production. Because they're idiots. Which means...

Hmm... Good news, bad news time. The Argon sell a 2GJ shield factory. Good news. It costs 12 million credits. Bad news. It doesn't take a lot of resources and I can supply it mostly out of the economy and what I have already in place. Good news. It takes four plus hours to produce a single one. Bad news. Why bad news? Because I need a lot of them. Rapscallion takes three, so does the Colossus, and the Aran? SIX. Seriously, I mean, it's going to take the better part of three days if I build only one. If I build more than one, that's great, but then I have to try and supply it myself because the economy can't.

Which means a hell of a lot more money than the mere twenty-four million credits it'll take to build the things.

What I need is a Cunning Plan, utilizing all the resources at hand. Or rather a large portion of them at least.

A Weed/Booze Plex. Or rather four of them. One of each, near each gate in Avarice. Weed North, Booze South. I'll set them to buy energy for +1 of the average cost, sell for -1 of the average cost, give them a million credits and let them work. While Delivery Wagon/Hub, and Decadence begin construction of the first pair, I'm heading north to the Terran Sectors, primarily Jupiter.

There's an Atmosphere Lifter there, but it's A) 153 km from the jump beacon, and B) only mounting 825MJ of shields. It doesn't take Decadence and DW/H long to reach their stations and I'm ready to build the Space Fuel complexes. Then Greater Hold is at Ceo's Sprite.

A surreptitious scan of the Moon Lifter shows that it's got AFS and ISL. No HPD, which is good because they're hard enough to get into without it. It does have an even 1GJ of shields.

Given that, I think I'm going to go and see if Mars has one. Not only is it a slightly better sector to work with, but it's not so well patrolled.

Of course as I say that, I notice an Osaka running around the sector. There's also a Skirnir hanging around.

What this says to me, is... well mostly it says 'DON'T DO IT!' The little pirate voice on the other hand, is saying do it out of interception range. Since the Moon and Mars Atmo Lifters are current within range of a station, though in Terran Space that's still quite a ways off, I'm going to wait for later to initiate capture. Also, Venomous Cobra is currently holed up in the LH FAS with only half it's hull. And repairs? Well, they're either A) Expensive, or B) not functioning because the CLS ships are being stupid about the Paranid ships. Fortunately the Peregrine is running just fine, having more balls than the CLS pilots in freighters.

For now I've completed the four micro-complexes in Avarice, and I've got a couple of intelligent, capable ships running energy down to get them going.

Given the general lack of 2 GJ shields, I'm thinking I'll have to modify my attack plan, and use only the Rapscallion, and hit Crystal Fabs, and several Heavy shield production complexes in Paranid Space, using the guns and shields from Born of Ashes, since I don't have enough to also arm Rapscallion at the same time. And even then it means harvesting the guns from Unsuspected as well.

So I'll send Unsuspected to the OTAS shipyard, and use Mos Eisley to take me to Patriarch's Conclusion. Unsuspected will bring the IBL's from Born of Ashes and it's own to meet me at the shipyard.

I've heard excellent things about the Brigantine as a warship, and heard that a perfectly sane captain can do a considerable amount of damage. Of course, that really explains the general lack of success of the average Pirate Brigantine has, since I've never met a sane Pirate Captain. Particularly Capital Captains.

Buying a Mistral SF at the OTAS shipyard, I have it pull three of the shields, and the seven IBL's, and send it south to Patriarch's Conclusion shipyard to deliver to the Rapscallion.

With the Rapscallion equipped and ready to go, I decide to further annoy the Paranid, and jump from Patriarch's Conclusion to Sacred Relic, dropping a short distance from the SPP M Alpha. It doesn't take long for the Rapscallion to shred either it, or SPP beta. While the first yields just enough energy to jump to the second, which is more forthcoming. From there, I jump to Cardinal's Domain. I've decided that I can deal with the Shipyard, and I've got enough jump that I can get out of the way if anything shows up I don't want to, or can't deal with.

The Cardinal's Domain Shipyard whines. A lot. But they don't really send anything that's even annoying, much less anything particularly dangerous. Since the most dangerous thing in the sector is the Paranid Orbital Weapons Platform, I don't feel any particular urgency. I suspect that if I jumped into Paranid Prime I might find something more dangerous. But I have no intention of going there with only one destroyer. Instead I plot a jump north to the Third Redemption Shipyard.

Arriving, I'm startled to have the Gravidar pick up a Frigate signature and stab for the map in a panic, only to be calmly informed that its' A) friendly, and B) an Argon Cerberus. It's escorting a Titan, but despite my status, they decline to join in and continue northwards.

It takes me no effort to destroy the shipyard, and frankly, I'm a little disappointed in the Paranid. I'm smashing shipyards left, right, and even center. Do I see anything more dangerous than an annoyed TL? No. Figures. This is almost too easy. No, it is indeed too easy.

After finishing off the Heaven's Assertion Shipyard, I jump back to Patriarch's Conclusion. In the morning I'm going hunting. I need a lot of credits, both for repairs, and for the necessary training I'll need for my marines to over come the AFS on the Atmo Lifters, so I'll be after both capitals, as well as targets of opportunity, like rare and valuable ships and just about anything Paranid. Except for TM's. Or M6's. The former aren't worth the risk, and the latter aren't worth the effort. Plus the latter are dangerous.
A Pirate's Revenge Completed Now in PDF by _Zap_
APR Book 2: Best Served Cold Updated 8/5/2016

The Tale of Ea't s'Quid Completed

Dovie'andi se tovya sagain
Nathancros
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Post by Nathancros »

mwuahaha, u coulda capped that angry tl ;) then sold it to the teladi to help fund ur... well. Future Citadel... :D
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Triaxx2
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Post by Triaxx2 »

I considered that, but A) I didn't have enough Flails and hammers in Gunboat to do the job, and B) It was all the way in Weaver's Tempest at the time.
A Pirate's Revenge Completed Now in PDF by _Zap_
APR Book 2: Best Served Cold Updated 8/5/2016

The Tale of Ea't s'Quid Completed

Dovie'andi se tovya sagain
Nathancros
Posts: 674
Joined: Tue, 30. Nov 10, 04:46

Post by Nathancros »

Triaxx2 wrote:I considered that, but A) I didn't have enough Flails and hammers in Gunboat to do the job, and B) It was all the way in Weaver's Tempest at the time.
fair nough XD. the money woulda helped tho ;) ahaha

anywayz when would u like me to write up a character*or just a shipname* to join in the fun?
Nullam et arcu vitae magna instabilitate omnia solvit

Am a recovering Addict of the CREATIVE FORUM.

Long live X3
Triaxx2
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Joined: Tue, 29. Dec 09, 02:15
x4

Post by Triaxx2 »

The character is great, but if you don't want to go to all the work, a ship name is fine.
A Pirate's Revenge Completed Now in PDF by _Zap_
APR Book 2: Best Served Cold Updated 8/5/2016

The Tale of Ea't s'Quid Completed

Dovie'andi se tovya sagain
Nathancros
Posts: 674
Joined: Tue, 30. Nov 10, 04:46

Post by Nathancros »

Triaxx2 wrote:The character is great, but if you don't want to go to all the work, a ship name is fine.
its not whether i want to write a char :P but whether u want it XD


ill write a char up now XD

Name:Wingnut
race:terran
Bio: Worked in argon space Corps, was ejected from the service with no pay*for reasons unknown, beleived to be over aggressive tendancies, also beleived to have been working for terran secret service*never proved*

a guy thats a bit off his 'Nut" ahaha hence the name.

a guy you could trust.. if u pay him enough ;).

ship name

either "Bit nuts" or "parem Morari" which is latin for Little Crazy :P


u cna take either the character. or just the ship name to make life easier on urself :) up to you :) i just want in on the action ;)

Hope this suits ur.. style ;)
Nullam et arcu vitae magna instabilitate omnia solvit

Am a recovering Addict of the CREATIVE FORUM.

Long live X3
Triaxx2
Posts: 7229
Joined: Tue, 29. Dec 09, 02:15
x4

Post by Triaxx2 »

Got a ship preference? Or just whatever I can scrounge up?
A Pirate's Revenge Completed Now in PDF by _Zap_
APR Book 2: Best Served Cold Updated 8/5/2016

The Tale of Ea't s'Quid Completed

Dovie'andi se tovya sagain
Triaxx2
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Joined: Tue, 29. Dec 09, 02:15
x4

Post by Triaxx2 »

Chapter 89: Hunting, Fishing, Boarding, and other outdoor sports.

I've decided to hunt first in Cardinal's Domain, because I saw a Civilian TL, I don't recall if it was an Arena, or a Hospital, or Casino, but that doesn't really matter. There's also a Supply Albatross there, and I'll jack that as well if I can.

At the same time, I'm hoping, surprisingly, to provoke a capital class response. If I can steal a responding M7, or M2, that would be truly, and completely awesome. And since I can sell them at the Patriarch's Conclusion shipyard, it's not a hard deal either. The worst part will be dealing with any carriers, because I'm not sure if I have enough missiles. Not for the Carrier itself mind, because I have a bomber on standby, and I can call that for support. No, it's the fighters. While I'm producing quite a lot of Flails, and Gunboat is full of them, I'm never quite sure how many to fire. And while I do ascribe to Steves 'all of them' philosophy, they have a tendency to run off an all lock onto a station, which is a definite waste. Of course, if I had the inclination, I could simplify my job by destroying the stations. There are two problems with that though. Problem 1: I don't have enough Hammers. While the Weaver's Missile Plex is pumping them out right and proper, I have the bad habit that I keep using them. I could wait for a bit and stock pile them, but then I'm back to the problem of not having enough cash to keep everything running while I wait.

On the flip side, I could sell some, but that brings me back to the original problem.

Problem 2: I don't have enough Tomahawk's. As in, I don't have any manufacturing capabilities for them. Nor do I have enough of an outside supply for the amount I need to use them in. And even if I did, I'd end up jumping back and forth to a TL supplier in order to replenish because Bombers simply do not carry enough to do the job on an entire sector, because they have the specialized role of knocking out capital ships. Or occasionally, if done right, of knocking down the shields to simplify the boarding process.

Problem 3: Destroyers are not surgical weapons. It takes a fairly long time to pound through the shields, and then hull of the average station, even in a full size destroyer like the Phoenix, with16 IBL's hammering at them. In a Pocket destroyer like the Brigantine, with only 10, it takes even longer. While this isn't a problem when destruction is the order of the day, and with stations it's not, the problem occurs when other ships attempt to intervene. A careful calculation of the number of Hammers or Tomahawk's will solve the question easily because there will only be a small handful of spares, which will then be absorbed onto the shields of the nearby ships.

With a Destroyer however, the guns cannot lay out precise damage, and so they only have the option to destroy. Particularly considering that the average destroyer is not fast enough to out run other ships, and thus not capable of getting their turrets out of range.

This is a considerable conundrum. I suspect I might have to take Venomous Cobra out, and do some capping in that, even in it's damaged condition. Perhaps capturing a couple of light corvettes in order to provide the necessary funding to facilitate repairs, and the expansion of the Weaver's Missile Complex.

Now, that said, with the efficacy of the Brigantine proved, at least in the destruction of stations, I'm not entirely sure that I need to rush the repair of Born of Ashes. However, if I do repair it, I'm once again back in the position of not having enough armament.

Which means that what I need to do is accelerate plans to acquire an IBL forge. Which means I have to enter Loomanckstrat's Legacy, and destroy the IBL forge there, then wait in Ceo's Doubt, or New Income. New Income is the preferred sector for the ambush, being a bit larger, much less crowded and mostly capital free. I don't recall ever seeing a capital there anyway.

That said, I'll once again be engaging in piracy of a Teladi Ship inside Teladi Space. Considering how pleasantly they reacted last time, when I took Born of Ashes, I'm not at all sure I want to deal with the repercussions of jacking a Teladi Corporation TL in the middle of corporate space. That said, since the only other option of acquiring an IBL forge is to destroy the Yaki ones and then capture the Ryu bringing the replacement... well, lets just say that it's a lot easier to get on the good side of the Teladi than it is to get back in the good graces of the Yaki. Plus, getting back in with the Teladi is an excellent opportunity for profits. Many profitsssss.

Which means that stealing from the Teladi is actually a positive cash inflow, even if I don't sell the TL. And frankly, I'm not interested in doing that, since when it comes to TL's the more the merrier.

I am, as it happens also interested in putting my hands on some Boron Hardware if I can find some out and about where I can get it, given that they might well have the Ion Cannons I want. Thus I'm going to start looking for ships in Kingdom end and head east.

Or rather I will after a fast refit, since I came with equipment for Rapscallion, but now I need more for Unsuspected. Sending Amazon east to Queen's Harbor for a new Jump drive, I head to the Split EQD.

Yes, I could simply call for Gunboat Diplomacy, but Patriarch's Conclusion is a bit too far out of the middle of the universe for my taste, and while I don't mind using it as a base of operations for anti-Paranid activities down here, I'm not really enthused about setting it up as a permanent mooring. Watching Amazon race across Contorted Dominion and Faded Dreams, there's a Thresher in Contorted and a new Tiger,but I'm not particularly interested. There's an Elephant here in Patriarch's, but I'm not dumb enough to try that while I've got the Colossus and Rapscallion both docked at the local shipyard.

Why is the Colossus docked here you might ask? Simply put, because I decided I was uncomfortable with it sitting in Omicron Lyrae, and I was already here, so here it sits. I decide to scan the Elephant anyway, and frankly, I'm thoroughly tempted to take it. The only thing it has is AFS to defend it, so I'm confident I can take it without any issue. That said, I'm still pretty sure that will be a last resort.

KE itself is a bust, though heading through Menelaus Frontier I spot a Ray heading north east. Since it's packing nothing more serious than AFS, I decide to take it, and the initial operation goes pretty well, I succeed in getting the marines aboard without causing any damage from excessive use of flails. They get in without much problem, though I do take a little bit of a roasting because I wasn't quite as far away as I thought.

For some reason though, the computer has only launched 16 marines, and two end up in space, though those two are no-star mechanics, so they were probably in a pod alone and didn't get in. Hidden Blade hops in and picks the two up. The Ray itself is largely undamaged, having taken a total of 3% during boarding. No lost marines though, which is a good sign. Getting it out turns out to be a slightly more interesting chore than I expected. Since it's not got a jump drive, nor does it have any freight aside from the marines, and the fact that I'll have to cross the rest of the sector of slightly annoyed Boron with it to reach the totally unsafe Teladi Space, I decide to jump in CnC and dock it with that.

CnC is lacking a jump drive and fuel. So Personal TS comes with fuel and the Aran Equipment Transporter fetches a jump drive. Thus I find myself sitting in Menelaus frontier, keeping an eye on the unshielded and vulnerable Ray.

Finally it arrives and I have to kick the transporter Device and then bounce to it then take the Docking Computer to the Ray, and dock.

Sending them to Zyarth's Dominion, which is the perfect place to dispose of a Boron Destroyer. Hmm... 58 million credits for perhaps twenty minutes of pretty easy work? Not bad at all.

A cruise through the universe, jumping about to hit the highlights shows no more good targets like the Ray, so I jump up to the Terran Sectors. I've decided to up the Timeline on the Atmo Job. The Terran's might not like that, but frankly my dear, I don't give two good shits.

The marines probably won't like it either, but well tough, they get paid good money to do it anyway. And they only have to do it, not like it. Yes, doing it with Gunboat Diplomacy is kind of silly, but being able to get the TL's I need up and running now will give me the freedom to build in Xenon 534.

The initial attack isn't exactly as good as I thought, though there's no doubt, and we take it with no casualties. Jupiter is kind of a pretty sector, sitting here watching the... hey... Here comes another Atmo Lifter. Must have better communications than I do. No matter, why jump all the way to Mars when I can just steal this one. Only 455MJ of shields so I'll have to take some care. Probably should have done sso with the first one.

This one takes a bit of damage, but it's their own fault for not shielding it enough. Even so, it doesn't cause a problem, though only 12 marines get aboard, and 6 wind up floating in space. Which is odd, because I know for a fact that I had 20 when I finished the previous one. Weird. No matter, there's no doubt about the success.

Interestingly, this one has a 5MJ shield left over. The first one had 80 Terran MRE, and the second 24. What precisely is in this stuff? The marines thought it was toxic waste at first. No matter. With the second Atmo safely secured and two Terran Ranks lost, I send both south to Omicron Lyrae, and then jump on south to the Hub. With one on 23% and the other on 84% I think I'm going to need some repairs before I can really do anything with them, though since I'll have to jack at least one more destroyer before I can complex W of 534, I've got a little time to work.

Of course, I suspect I can build a couple of factories there now, namely a 200MJ and 2GJ shield fab.

Why those? Because I'm using a lot of them, and there seems to be a general shortage of both. I think I might also add a 1GJ fab as well, just since they seem hard to find as well.

That said, first thing to do is figure out who has what fab, and then plan out the necessary resources to run it. Energy is less of a concern at the moment, since the idea is that if I can run all three off of an M SPP, I'll simply ship in crystals, and pay it no further mind than that.

However, I've also decided I want at least one equipment dock in order to allow for the fitting and fueling of capital ships, the former from docked TS ships, rather than straight from the station. The latter will be handled by a CLS pilot designated as a Dockmaster who's job will be to keep the station filled with energy. Another pilot will be tasked with ensuring that the Dockmaster has sufficient energy to keep the station full.

A TL may also find itself assigned to the dock in order to provide a location for the delivery of missiles, ore and Microchips for the use of CODEA carriers. While the HUB can provide these services, it is only capable of docking a single capital at a time, and a mere 5 TS or lower. While it will still maintain itself as a secondary docking port for capital fueling, splitting the duties between multiple docks makes sense for many reasons. If it proves to be useful enough, I might well install multiple docks in places around the universe, where I can pull in for a quick refit, refuel, rearm, and then be back up and fighting. Of course if not, well then I've got somewhere I can park up for the night without any inconvenient questions about the plasma scoring along the flanks of the ship.

Plus there are rumors that it's possible to hire Research and Development people for equipment docks. I'm not sure what for, but it's worth looking into. Of course with the somewhat exorbitant cost of Equipment Docks, that's a bit of a pipe dream for some point in the future.

Incidentally, it seems that it's taken the 7 Mako's aboard Greater Hold, a bit of time to get their courage up to venture out into big scary space.

I think that what I need to do is get Guard Dog, the Cerberus, repaired and up into position near the BS Chip Plex, then move the two Chip Defenders north and station them near the west gate of Legend's Home, with orders to slaughter any Paranid shipping that comes through. This won't stop it all because they sometimes jump past blockades like that, but it should be enough to keep them out of the sector long enough for the CLS ships running LH>AB to realize they aren't in danger, and go back to business as usual.

If not? Well, I'll use thermonuclear tipped missiles on that bridge when I come to it. I really don't want to abandon CLS, or CAG systems, but if they won't do the job, I'm not going to lose profits because they're too scared to leave the dock. Though interestingly, it seems that the Superfreighter pilots are a much less timid bunch than the standard freighter haulers, because they don't seem to mind going out and getting the job done regardless of the danger, unless it's something they can't deal with at all, like a Xenon Q, or Paranid Capitals, which is only a smart thing to do, and something I'd prefer to do, unless I've got someone with a missile launcher. Fortunately, I've got a missile launcher, or rather several of them, so it's only a matter of calling one or two in to deploy enough missiles to solve the issue. Then again, on the issue of enough missiles to solve the issue, I've decided I'm in the market for an Argon Minotaur. Why? Well, put simply, I should be able to do 2.4 GJ of damage with a Hammer Heavy Torpedo Barrage. Sadly, I'm doing perhaps two or three torpedoes worth of that damage. And it's not at all the fault of Gunboat Diplomacy. It's simply a matter of timing and even manually launching it, I'm not getting the launch separation that I need.

I haven't really tried to launch off the Venomous Cobra, but I suspect there's a similar issue. Not really a problem, since I use the Cobra more for dealing with fighter swarms than with capitals. Actually, all things being equal, I don't even really use Gunboat Diplomacy for dealing with capitals. If I need them 'dealt with', I use Viper Strike. Takes fewer Tomahawk's for much more destruction. And the only thing better than destruction, is cost-effective destruction. So, why do I need a capable Hammer launcher?

Boarding operations of course. See, the two biggest problems with boarding, are initial shield knock down and fine control at the 3-6% line during the marine entry stage. Fine control varies wildly in difficulty from the 1MJ shield that 23% Atmo was packing, to the 2GJ shield that the Ray was mounting. I am getting better, evidence to the contrary not withstanding.

However, the initial knock down the shields, is where the Hammers come into the picture. I launched three barrages of Hammers at the Ray. It should have done 7.2 GJ of damage, and brought it down to about 30%. Instead it dropped it merely to 80% and stuck me with pumping Flails out into it. All because the launch tubes on Gunboat Diplomacy aren't widely separated enough. Thus I am in the market for an Argon Minotaur, for use during the opening stages of boarding operations. And yes, with a flat 5GJ of damaage, I'm sure that I could use Tomahawk Barrages for most types of boardings, but there are some times when the finesse, or at least comparative finesse of the Hammer is essential. So I want the Minotaur. Of course, being a Pirate, I'm not exactly inclined to... you know, PAY for it. Why when there are so many running around without so much as an M5 escort.
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Post by Nathancros »

Triaxx2 wrote:Got a ship preference? Or just whatever I can scrounge up?

wherever he is needed :)

also another amazing chapter...
goes to show with practice comes.. uh.. less mistakes?*i honestly forgot the saying!!!*
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Post by Triaxx2 »

Technically practice makes perfect but... yeah, I need some more. You'll see why soon.
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Post by Nathancros »

Triaxx2 wrote:Technically practice makes perfect but... yeah, I need some more. You'll see why soon.
uh oh, why did i just feel a shiver down my spine*you know. when something bads gonna happen :P*
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Post by GalenEvil »

Love the story, very interesting piratey activities. To be technical, it's more accurate to say 'perfect practice makes perfect' since if yer doin it wrong in practice you don't necessarily get better at it but are ingraining improper techniques into the everyday. I understand the point of the saying I'm just nitpicky about it lols.
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Post by Triaxx2 »

Perfect practice is pointless. Practice should indeed show what you're doing wrong.

But I'm glad you're enjoying it.
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Post by Triaxx2 »

Chapter 90: Into the labyrinth.

Hunting Minotaurs, easy. Finding Minotaurs? Not so much as you might hope. I've found one, but it was in the middle of Omicron Lyrae at the time, and I didn't feel like fighting in that pea soup. Waiting for it to transit to Treasure Chest, it suddenly jumped away. Swearing, and feeling both foolish and frustrated, I jumped to Elena's Fortune, to check the military outpost for any word on Missile Frigates. It's surprising what you can pick up in a bar when you say the magic words: 'Drinks are on me.'

Of course, flashing cleavage at them doesn't hurt either. Even the most hardened military man tends to forget all about clearances, and the secrecy of military maneuvers when presented with a view down a shirt. Works on a surprising number of female officers as well. What I learned, was that all the Minotaurs had been recalled for refitting and rearmament, except for one. AM7YI-68, sitting right in the middle of the single most heavily defended sector in Commonwealth Territory. Argon Sector M148.

Bugger. With a mere 2.2GJ of shields, I could take it with relative ease, but I'd then have the entire fleet of ships against me. On the other hand, there are some Paranid fighters, and getting them to tag an Argon ship might be enough to start a shooting war, and possibly bring those other Minotaurs out of dock. If nothing else, it'll seriously piss off General F'jny F'kr, and that's always worth it.

Since speed will be essential, I'll take Unsuspected into Nathan's and jump to M148 with Amazon. Arriving in sector, I'm startled to see that there's already a shooting war going on, between the Minotaur and the local Tiger. This is certainly not the peaceful spirit of love and interspecies co-operation I expected. Then again, perhaps the Tiger captain is just a big jerk. Hard to say, and I'm sure not getting close enough to find out. After a couple of minutes, the Tiger turns away, and annihilates my Advanced Sat in the Sector.

It seems that Operation Final Fury is coming apart at the seams, and with the Paranid closing a little faster than I'm really comfortable with, I decide the best place to be is anywhere not here. Thus I jump back to Nathan's and then head back to the Hub. That Tiger has to go. There's a couple of options. One is to out and out destroy it. It's not an easy proposition, even if I have a Destroyer, simply because of the other military presence.

Smashing it with a bomber on the other hand, would be simple, but unless I punch it out, I'll get tagged. If I do punch it out, and the Tomahawk's have reached terminal targeting, they'll destroy it without being tagged as mine. How they manage to avoid figuring that out, I haven't the slightest idea. Since it's my bomber that launches, and it's tagged with my IFF. I guess the missiles enter a stealth mode when the mothership stops transmitting a control signal. That's all I can think.

It feels... dishonest, but well, I am a pirate, and that Tiger simply has GOT to go. I think that's what I'll do. It'll also make it easier if I decide to snatch that Minotaur.

Personally I'd prefer to find one not in the middle of a massively military sector, but sometimes you've got to take what you can get. I did see a Kraken the other day though. Perhaps I can steal and sell that instead. Technically I could buy a Minotaur. I have the cash. But the idea of... paying cash for something I can get for free is irking. Why in hell is there only one? And you know what? It's not even well armed. 6 Flail Barrage missiles? I'm surprised it's survived this long. I have to presume that it's considerable escort has kept it safe from the various attempts the Tiger has made on it. I might well be doing it a favor by boarding it.

In any case the Tiger has to go particularly if it's going to going to go around smashing my stuff. So we'll activate Operation: Tiger Burning in the Night.

Operation:Tiger Burning in the Night

Jumping South to Patriarch's Conclusion, I slip into Amazon, dock at the Shipyard, and swap to Rapscallion. Then I head north. Ignoring the fire from several Paranid Military Fighters, I bring in Viper Strike, and dump 16 Tomahawks into the air. It's serious over kill, but in this type of operation, it's important to use enough to ensure the job. Plus they tend to blow one another up.

Viper Strike waits for the Tomahawk's to enter terminal attack mode, then jumps North to Elysium of Light, and the SPP there. The Tiger goes up in an eye searing explosion and then it's gone, vanished in a burst of ionized flame. I stood on the bridge and watched the last of the sparks vanish. I feel... bad, but at the end of the day, it had to be done.

Jumping to Patriarch's Conclusion, I'm just about to dock, when I get an attack warning on a ship in Light of Heart. Turn's out that Decadence has left one of it's fighters behind on patrol there, and a Paranid Escort Pericles is doing a number on it. Unsuspected jumps up and does a number on it instead. Taking Amazon north, jumping over the intervening Paranid sectors, I'm in Ceo's Doubt when an idea strikes. I need to take care of the Paranid ships in Paranid Prime. I need to terminate them so that they send reinforcements. Then I can take the incoming reinforcements and sell them.

Of course, first I have to deal with those capitals in a decidedly permanent way and then hunt down the replacements. Given the general difficulties I had dealing with just one Paranid Destroyer, and really who would have figured it to be that difficult given the massive profile of the ship?

But with Born of Ashes still out of commission, and frankly considering the difficulties that it had dealing with the Ody, I'm not sure if the Rapscallion can deal with an Ody. Thus, I have to find a way to deal with both the Ody in Paranid Prime, as well as the two Zeus. Of all the terrible things the Paranid have done, they at least know how to defend their home system, unlike the idiot Argon, who have one carrier and the occasional destroyer. Unlike the Split, who have... a Destroyer? Really? I mean, if they're supposed to be the noble warriors, why only one ship defending their homeworld?

The bloody Boron at least usually have a Carrier and Destroyer and a Thresher patrolling Kingdom End. Even the Teladi have better defenses.

I'm going to jack some Split ships. There's a Carrier and Destroyer in Family Zein and Panther in Rhonkar's Clouds, and one in Cho's Defeat. Plus there's a destroyer running around Rhonkar's Trial, and another in Family Rhy.

That said, I'm sitting in Light of Heart and when I look left, there floats a Kraken. A quick check shows it's heading from Lucky Planets to Rolk's Fate. Going north through Light of Heart, that means that it's going to have, absolutely, have to pass through Haktikvah's Faith. Which means I can intercept and take it.

Which means that it's now officially time for Operation: Kraken Jacken.
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Post by Nathancros »

woot freeeee ships *dont you LOVE them! :D * good luck there mate :D

also kraken jackin :rofl: you always make me laugh u daft bugger XD
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Post by Triaxx2 »

I do love it, particularly when they just seem to fall into my lap.
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Post by Triaxx2 »

Chapter 91: Operation Kraken Jacken

Gunboat still has all the marines, but only 1 Boarding Pod, and 80 energy. So jumping it to Aladna Hill, and the Military Outpost, it picks up 2 Boarding Pods, and the entire available energy stock. Meanwhile, I'm heading north in Unsuspected, looking to surreptitiously scan the Kraken. It's not to be, so instead I jump north to Aladna Hill, not far from the Military Outpost. Amazon makes for a quick transfer to the Military Outpost, and then I take Gunboat and jump to the middle of Haktikvah's Faith. I suspect that it will indeed head through the center of the sector. That will mean it's only heading through pirate sectors, unlike North, which will cross at least one Split sector, though it's only the relatively quite border sector Thuruk's Beard. It's also two sectors shorter through the Pirate sectors. Which means if I can't intercept in Haktikvah's I have a couple more places to try. Not that I expect I'll have to anyway. But it's always nice to have back up plan. It's heading for the gate now though, so I'm moving to intercept.

There she is, target locked, missiles armed, Tally-Ho! Sort of. At least as much as I can do with a closing speed of a bit over 2 km a second. At 11km, I initiate boarding operations. It takes a bit of effort, what with all the flame throwers and the Ion DISRUPTORS! Blinking, blasted Fish faced bastards. The marines have a bit of trouble getting through and 5 of them jump away. But a few minutes and 40% of my shields later, I'm one Kraken richer for no lost marines. It's even still got 87% of it's hull and so it's not going to be too low in resale cost. That said, damaged to 85 percent of it's hull, it's still 11m/s faster than the Gannet. Waiting for Unsuspected to collect the left over from smashing the escort fighters, I watch the Paranid Military Supply Freighters head through the sectors, and wonder if I can intercept some. Since they're near the north and south gates, I decide not, and jump to Aladna Hill, sending Unsuspected south to Light of Heart. Swapping to Amazon, I run south ahead of the Kraken. I did consider keeping it for a moment, but A) it's slower than Venomous Cobra, and less well shielded than Gunboat Diplomacy. About the only thing it does have is an awesome look. However, since looks are definitely not everything, it's not enough to make me keep it, and it's certainly not enough to outweigh the price it'll fetch from the shipyard. A build mission from the Rimes Fact in Light of Heart wants me to put up a Split Tomahawk Fab in Montalaar. Decadence jumps to Zyarth's Dominion, and heads for the shipyard. With just over 3 hours, I could probably do it in Great Hold if I wanted and still have enough time, even with just conventional jumpdrives. As it is, I'm going to assign a CLS to sell it energy.

As I'm doing that, the Kraken reaches the Light of Heart Shipyard, and sells for a cool 30 million. Which brings me to just 40 million credits shy of my ultimate goal for the colonization of the Unknown west of Xenon 534.

I can think of only one option to complete my quest. Okay, two options. Option 1: The capture and sale of another destroyer. And Option 2: The invasion of Xenon Sector 472 for the purpose of salvaging all saleable wrecks. The problem with this, is the effort required to crush the capital class opposition, then destroy the stations and hold down the incoming fighters until the ships are out. Moving in Decadence, Galleon, and possibly the Condor, with CODEA fighters will be enough to hold down the fighters, and I'm certain Rapscallion can deal with the Q's, provided I manage not to do something stupid like getting hit, or getting rammed.

On the other hand, it's so far proven relatively easy to steal Destroyers, which is both sad and not a little disheartening. One might suspect that they'd be harder to jack, but it seems that the infection of stupidity which causes people to think that they don't need escorts seems to be decidedly more widespread than one might hope. Moving Viper Strike to the Military Outpost in Aladna Hill, to collect the twelve Tomahawk's that Gunboat has found in it's travels to the various Military Outposts for boarding pods and other supplies.

That will give me enough punch to knock 5GJ off of whatever destroyer I do decide to take, and finish the rest of it with Hammers. Of course, first I need to replenish Hammers and Flails, which means waiting while Missile Fetcher 2 runs back and forth from Weaver's Missile Plex. It's not really a problem. Instead it means I've got time to A) Scout destroyers. And possibly some Carriers, though given the general difficulties I've had, it's got to be a perfect carrier before I'll consider it, and B) I'm going to get the ball rolling on the mining of the Unknown West of 534. I've got more than enough TL to do it, and the cash. It's just a matter of dropping mines, and arranging the first few to create the initial screen. And at the same time, arrange a few mines to give me a functional drop zone for TL's entering the system.

In fact, the only thing I really need the additional credits for are the two SPP XL's necessary to make the system self-sufficient, and at the moment, I can cheat a bit by pumping crystals south to Akeela's and then energy north again. It'll be a bit hard on the CLS pilots, but it's better than nothing.

And it shouldn't take long before I find another Destroyer to steal, and sell. Hopefully this one will come with some weapons when I finish boarding it. It's kind of annoying to have to stop and swap guns to make my destroyers effective when I need to use one. If I can take a ship with some guns aboard, and I don't mean HEPT, I'll have enough to arm the destroyer on it's own. In fact, at the moment, as far as I know, since I haven't checked, Knight's Lance is entirely toothless at the moment, because it's guns are currently mounted on Rapscallion, and even so Rapscallion is not very well armed, because the majority of the guns it uses are equipped to Unsuspected Gains.

Which means what I need to do is take the destroyer, setup in UW534, and then take out Loo's IBL forge and jump the TL bringing a replacement. It'll tick off the Teladi, but sometimes you've got to do what you've got to do.

I might also want to see if I can snag a PBG forge as well, since those are very useful, but they tend to respawn unfriendly. And since the Split did a number on them, I don't know how they've come back, or even if they have. I guess I can check while I'm waiting for the TL's to reach Ceo's Sprite.

I did do the Calculations, and while it's a shorter distance from Grand Exchange to UW534, it only has the M Ore Mine, and not the L, otherwise it's a much shorter route from there to UW534. So I'm going to send the entire fleet, Great Hauler 1&2 the Atmos, DW/H, the Mammoth, Decadence, the Ryu and Great Hold, an Albatross to Ceo's. Unfortuantely, it's only got docking for four TL's at a time, but that's okay. DW/H, and Decadence will wait until the others are away with the Ore Mines, then move in and collect the Silicon mines. I'm going to be waiting in UW534, with Commodore's Yacht (A pirate Centaur picked up in Ocracoke's Storm), which will be serving as a Tug. Normally my preference is to use Unsuspected for this, because it handles well and has non-maneuvering defenses. However, as crowded as the sector is, using Commodore's Yacht is going to be easier because of how closely the roids are set together.

I have come across a single fly in the ointment though. There are 3 Nividium Roids in the sector, and with those in the way, and unmoveable by any means which will not destroy them, I have to be careful with my sector arrangement. If they're in the wrong spot it could present a serious problem. While I have no doubt that the tubes for the complex will plot around them without difficulty, it could introduce a vulnerability against any invading forces, should missiles of sufficient capacity hit and destroy the roid. The fractured roids could then breach the tubing not only destroying the complex, but alsow allowing the invaders a route through into the soft, under defended underbelly of my safe haven. Thus I might have to take steps to ensure that doesn't happen. Such as emplacing an SPP to act as a cover for the roid, preventing it's potential destruction. Kind of an odd place for an SPP though, I'll have to make an analysis of the sun positioning in the sector, and see if I might be able to work it out so it doesn't look stupid. Not that any one else does any better with the placement, but I guess it's only ambient light that does the trick. No matter, my sector, my decision.

Incidentally, I'll also need to tag a couple of M7M's to afford the trading stations I want to put up. Fortunately, that's not too difficult, so it'll be only a matter of locating them, and sending in the marines. I 'm still not sure where I'm going to find the Destroyer that I need to steal, but I've got some feelers out looking for ones which are undefended and unescorted. Preferentially, I'd rather snag a couple of Pythons, one to keep, and one to sell. And while I'm at it, fulfill my objective of acquiring a Python as a Flagship.

Plus I might even snatch a Panther as well.

Anyway, jumping to Ceo's Sprite, I pick up an abandoned Hades. It's only fitting that a Paranid ship should pay for my habit of killing Paranid, right? Besides, it's got Tomahawk's on board. It's also got a jump drive, so I take that as well. Sending it south to the Shipyard, I give the order for the Atmos, now Great Hauler 1 and 2 to jump south, while My Personal TS, which has delivered them energy, goes up to UW534. Commodore's Yacht is already there and waiting for me, and I transfer it the Tractor Beam.

Realizing I haven't mapped out the asteroid's in the sector, I task Amazon with that, and head south to Patriarch's Conclusion. It's become, despite my thoughts against it, a second home for the basing of capital ships. Partly because of it's proximity to the Southern Paranid Sectors, and partly because it's actually within fairly close proximity to Queen's Harbor, which is a source of jump drives should any find themselves sacrificed aboard captures.

Once there, I transfer the IBL's from Unsuspected to Rapscallion, and then jump to Loomanckstrat's. Neither the IBL forge, nor the PBG forge yield any treasure, but neither do they last long beneath the hail of IBL and HEPT fire. Yes, HEPT, mounted in the rear turret. The arrangement of the Brigantine is such that from the proper range, and angle, the Forward, Left/Right, and Rear turrets can all engage a target. Now, for three reasons does the rear turret have HEPT's. For one, I'm three short of having enough to arm all available slots with IBL. Second, since the rear turret does occasionally fire against fighters, and corvettes, the HEPT/IBL mix is actually quite capable, and third, I'm not sure that the Brigantine's Generators can keep up with firing 20 IBL continuously. Or rather, not for long enough. Then again, it does have quite the regen. In any case, the two-factories go down in short order, and I'm away before any significant response can be launched at me.

So now I'm sitting in New Income, watching for the Albatross to come through from Ianamus Zura. At the same time, I'm wondering where to get the spare TL I need for the other couple of Ore Mines that I didn't fit in the 5 already in UW534. Of course, if I steal the TL carrying the IBL forge successfully, well, that'll solve the problem. Duh. How silly of me.

All I have to do is sit and wait for the TL to come to me. It's only got 1025MJ of shields, but it's not a difficult objective. The only thing is to see if I can manage to convince the marines not to shoot the ever loving hell out of the forge components.

I suppose offering to airlock them is probably enough of an incentive to get them to take care with the guns. I'm thinking only launching those that have achieved perfect engineering rating. That should help, though technically it should have helped preserved the IBL's and the Ion cannons aboard the Ray.

Why exactly a Boron Fleet Vessel is using pirate weapons I'm not entirely sure. Possibly showing off spoils of war. I know I would. As it is, I'm just annoyed I didn't get any. Nor did I get the Gauss Cannons that were aboard, and I'd have given most of the hull of the vessel to preserve those.

Of course, since there's not much in the universe I can't kill with a combination of CODEA and a destroyer, it's not necessary really to have two, but it certainly makes smashing stations go a lot faster. Besides, I'd like a few to arm my Shrike with. On top of that, I have a bunch of Gauss Ammo I have nothing else to do with, except perhaps sell it, and that takes a lot more work than I'm interested in going to.

In any case, I've narrowed the objectives down to one of the four Phoenix currently patrolling the universe. Probably whichever of them is least well defended, and then I'm going to make with Operation: Splitting with Split Destroyers.

That will be a snatch and grab in Rhonkar's Might, taking two Split Pythons, and running away with them.

Following that? I'll go after one of the Panthers floating around the universe. Possibly the one in Cho's Defeat. I think it's less well defended than the one in Rhonkar's Clouds. I might, should I have sufficient left over torpedoes and/or hammers, take the other as well. Depends.
A Pirate's Revenge Completed Now in PDF by _Zap_
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The Tale of Ea't s'Quid Completed

Dovie'andi se tovya sagain
Nathancros
Posts: 674
Joined: Tue, 30. Nov 10, 04:46

Post by Nathancros »

did you keep that hades or did u sell*i might of missed what ur doing with it..*


anywayz i am liking the idea of going into the xenon sector for wrecks XD


I always like playing the scavanger :D
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Long live X3

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