The Watch (DiD, Spoilers etc)

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Rednoahl
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The Watch (DiD, Spoilers etc)

Post by Rednoahl »

It's been a while since I did a vanilla DiD game and I fancied doing another. My last DiD taught me to trade, this time I'm going to try and get as close to the perfect game (in my eyes) as I can within a vanilla DiD, whilst experimenting with a few things I've not done before. This will be harder to achieve than it sounds because there are a few "one shot" opportunities to cap or board a few ships and some of the other things depend on whether the GOD engine wants to work with or against me... I expect a few failures - so should you :D

This DiD will contain spoilers and certain exploits (no nividium mining though.) The game is vanilla X3TC 2.5 (will move to 2.6 when released) with the usual "no re-loading" rule; the other rules are listed below.

I take part in a serial multiplayer game of X3TC (which means there will be breaks in this story from time to time,) in which it became clear to me that there are a lot more ways to play than I realised when I first started playing. I hope to pass on some of the things I've learned in the last year or so that aren't accepted as the "correct way to do things." Critique of any nature is welcome, especially if you have found a better way of doing things. Pics will be added at a later date...

-

PROLOGUE

For the attention of Sentinel Rednoahl

From Eldar Council - Regarding closed gate network X344r

The council is concerned about the lack of progress in CGN X344r. If any of the sentient races in this network are to survive and be welcomed into the council proper, pacification of all sentients within must be achieved. So far all attempts upon to pacify the inhabitants of CGN X344r have led to total failure. The council wishes to know why.

Sohnen Executors have been in contact with the so called Xenon adaptives for some time - the Xenon adaptives aggressive nature has so far not been curbed and the council suspects foul play. Xenon adaptives are finding ways to leave the CGN; the council is worried that harmony may be breached, and Sohnen assurances that this event will not occur does not settle us at all.

It has not escaped our attention that there have been several rogue Sohnen acting independently in several of the closed gate networks recently. The council believes that while these rogue Sohnen are not a direct threat to the harmonised Galactic community at present, harmonious union may be threatened in the future unless we have answers to why such faithful executors would turn rogue.

Meanwhile, the organic races of CGN X344r continue strengthening in an aggressive manner. We added new systems to CGN X344r to give the races room to expand - we hoped without conflict. Alas, that has made things worse and our usual tactics with younger races are failing; we need fresh perspective. The situation may worsen still too. The Terran race is now a part of CGN X344r - they are dangerous and xenophobic, and it is here that you come into the picture.

We have found a suitable host - a Paranid known as Tupmanckolanks (who used his slave chip to gain the upper hand in many ventures.) Unfortunately for Tupmanckolanks, the slave chip reacts badly to the particular repair laser he was using - ceasing all brain functions. The chip has been repaired, but there have been complications. The chip no longer works properly and with the body being dead for a while, a micro-organism has started working on killing Tupmankolanks body; if left unchecked it will kill Tupmanckolanks again in roughly two days. The Paranid will think you as being cursed, an affront to their holiness so don't expect them to be in the least bit friendly - expect them to be hostile. Terrans dislike Paranid, so if you can get them to accept Tupmankolanks, bonds of trust may form between the Paranid and Terrans over time.

This is a high risk assignment, and one you alone deserve. In your last assignment, you failed in every respect. We will not risk detection picking you up if you fail; if Tupmanckolanks dies so do you. We hope the added incentive of living a little while longer will make you work harder than you have before. You are alone in this assignment, do not ask or expect any aid.

-

The council has the following questions that must be investigated:

Have the Xenon adaptives the power to alter the thought processes of a faithful Sohnen to turn it rogue?

Have the Xenon adaptives fully investigated the ancient Gate Hub left to them by a Sohnen rogue?

How do the inhabitants of CGN X344r intend to deal with the Kha'ak?

The semi-enlightened Goner are showing signs of backsliding. What would cause them to do this?

Just give us the facts, sentinel. The council will draw it's own conclusions. We do not require your interpretation of the facts like you did in your last assignment.

-

Your Orders:

Take possession of the Paranid "Tupmanckolanks," and find a way to "heal" him. This may prove awkward as you will only have two days to find a means to pay for the cure. The Boron Research Institute have a cure, but it will be costly.

Avoid direct contact with the Paranid and their allies the Split - you may look Paranid, but you won't act Paranid. There is a Paranid pirate faction where you may learn the Paranid mannerisms - if you work for them for a while, we may rescind this order.

Tupmanckolanks will have a repair laser attached to his spacesuit. You must not use this or you will suffer exactly the same fate as Tupmanckolanks.

We have "arranged" to have a few ships left around the gate network for Sohnen collection prior to your assignment. You may use these but you may not sell them unless you have the full blueprint or you can buy another easily.

Since reputation is of paramount importance within the closed gate network, you must attain the highest trade rank you can, and it must always be higher than fight rank. We would forbid you to fight but Tupmanckolanks wasn't a diplomat and it would be out of character for him not to fight now and then. We draw the line at the Kha'ak - you must not kill any Kha'ak yourself - use whatever means to protect yourself but the Kha'ak must not find out it is a council sentinel calling the shots. Relations with the purple host are strained enough - if they found out a council sentinel was destroying their ships directly, we'd be in serious trouble. Use the slave chip to control your units to directly engage the Kha'ak if you have to fight.

Since mining nividium is illegal in harmonius space, avoid mining the material if at all possible. If it becomes clear to us you need to mine the material, we will contact you and tell you where and how much you may mine.

You must establish a base of operations in every block of race sectors. Once the Paranid believe Tupmanckolanks is healed, you must start building and begin the investigation proper.

We require you to know as much as is possible of CGN X344r. Get all ships and factories that you can for future study.

-


The Welcome

I gain control in a sector called Preacher's Refuge and I'm warned almost immediately to leave Paranid controlled sectors. I head towards the East gate, albeit slowly - the Demeter Hauler does 74m/s flat out currently and it manoeuvers like it it's swimming in a viscous fluid. At least I have a few fighter drones and a singe rear turret to use if I need to.

The way towards the East Gate looks fairly clear, certainly clearer than I expected. There are a few freighters between myself and the gate. In the distance a couple of Paranid Police M3 fighters; the only ships with enough potential firepower close enough to catch me. The Police fighters intersect my intended flightpath, but they are ignore me to go check on a Paranid High tech transporter, noticing me too late. I'm through the East gate before they can fire a shot.

I'm now in a Boron sector, Shore of Infinity. I have targeted what stations I can see to find the best and closest trading opportunity. There is a station full of Bio Gas, and as I get closer there are two Bofu chemical plants that require Bio Gas, one is almost out meaning I should get a decent profit.

I don't have a Trading System Extension (a type of ship software that allows remote trading and the prices at stations to be shown via the nav map) so I can only judge the price by how full or empty the factory is. I won't make that much money trading Boron foodstuffs (Boron foodstuffs are the least profitable,) but at least it's a start.

With 65 units of Bofu in my cargo hold I set off towards the East gate towards Lucky Planets, waiting briefly for a Zeus to go ahead of me, noting that Shore of Infinity wouldn't be a bad place for a Ore Mine or Teladianium foundry in the future.

In Lucky Planets, I sell the Bofu for a reasonable profit sell one of my 25mj shields and then trade silicon and missiles for a couple of trips which gets my account to 176,000Cr (and my Boron Reputation to "Trusted Courtier.")

Then the Paranid came en masse....
Last edited by Rednoahl on Sat, 20. Feb 10, 16:15, edited 1 time in total.
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eldyranx3
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Post by eldyranx3 »

Very creative intro! :thumb_up:
LeSash
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Post by LeSash »

I like how you incorporated the rules and the starting plot into your storyline. Sounds promising.

I'll be interested to read more...
Rednoahl
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Post by Rednoahl »

Thanks for the kind words. I hope I can live up to expectation. In my other DiD, I started well, but (like many DiD of the time) I got hooked with boarding, and it ended up like a bragging thread - bloody awful when I read it now.

This chapter is a bit of a mess because I deleted it by accident. I've re-written it from memory and by using the log and it isn't as good as the first version.

-

....and I realise that selling the 25mj shield was a mistake. Hull down to 93% and I'm surrounded by hostile Paranid Military ships. In desperation I beg the Borons' aid from a nearby Shark - to my surprise they agree and roughly thirty Boron fighters suddenly launch from the patrolling Shark. Lucky for me, most of the Paranid fighters are equipped with Fragmentation Bomb Launchers which are quite easy to dodge using the strafe controls.

I run to the shipyard, hoping my reputation is good enough to get a quicker ship with what money I have. By the look of things, the Zeus that went before me into Lucky Planets hasn't had much luck and all it's fighters are buzzing around the sector looking for someone to blame - namely me. I want away from here until I'm in a much better equipped ship. No idea what is going on behind me because my duplex scanner hasn't the range to keep watch. The Boron have succeeded in keeping the Paranid off my back long enough to dock at the shipyard though. I would have liked to say thank you, but sadly, it seems there isn't an option for me to do so.

33,000Cr of damage to the Demeter and I end up buying an Octopus Raider; it leaves me with just under 44,000Cr. I'm going to leave the Demeter here for now - I may sell it later if this many Paranid stick around. I may need that 25mj shield that's left in the Demeter in case I can't find any later. I've mounted the single Impulse Ray Emitter from the Demeter onto the Octopus. This isn't what I planned, I wanted to leave this block of Boron sectors with a better reputation than I have (and more money in my account wouldn't have gone amiss either.)

I'm going to try and find some more IREs and software upgrades as I move towards Ianamus Zura. I've researched the upgrades I will require and the most important (trading system extension - I'm blind without one) I can get from the Teladi homeworld and there are as couple of places along the way that have IREs. I could make a detour and grab one of the council's free ships, but the closest one is surrounded by Squash mines which I don't fancy navigating around in an M5. So straight to Ianamus Zura it is, flat out without looking back.


Ianamus Zura is also rather busy with Paranid and there isn't much else going on so I'm not hanging around here. I need Argon technology, and an Argon ship so I have to make the Argon like me enough to sell me what I want. The nearest Argon sector where I could land is Nyana's Hideout, but the only problem is I have to go through a Xenon sector to get there. It shouldn't be that much of a problem in an Octopus Raider though, I'm much quicker than any potential threats I'm likely to face.

Xenon sector 347 is quiet, and I get through without any trouble and head to Nyana's Hideout. When I get there I get a full load of cloth rhimes and take them to the local trading station where I repeatedly buy and sell until I have a good enough reputation to go through an Argon Core sector. I need to get through Argon core sectors to pick up a council owned ship nearby, which I will strip of equipment so I can get a bit better M5 (a kestrel from Ianamus Zura.)

Omicron Lyrae - quite a large build up of military here, some incredibly rare (slave chip notes that I can never gain ownership of any of these particular ships, and if I want any I must find another means to get them.) I'm offered a mission to escort some Terran ships; I decline for now. Getting the funds to heal my illness is my primary concern and I've come to the conclusion that to get those funds quickly, I need a good TM class ship - probably a Zephyrus.

I get the council ship and sell it's guns and shields, and head back to Ianamus Zura to buy a kestrel. On the way I accept a mission to protect sector Eighteen Billion from Xenon. The Xenon invade Eighteen Billion with just two ships, and they're eliminated by a weapons platform before I get chance to get my bearings and I get paid nearly 12,000Cr for basically doing nothing (and my Teladi reputation increases.)

I'm now the proud owner of a kestrel M5. Basically a fast smuggling ship that's in a class of it's own. Teladi shipbuilders have excelled with the kestrel, although I can't see the point of having any weapons on it's rear turret since it nothing could touch it at full speed.

As I hurtle towards Legend's Home, I formulate the many uses I will have for this ship (from laying down Advanced Satellites to the remote locating of far off asteroids) while accepting a few protect station mission that I have no intention of turning up for unless there is a ship I think I can capture.

My first capture would have been a Pirate Scorpion, but it was destroyed by over zealous police ships. My first actual capture was a Pirate Harrier but I damaged it so badly it was practically worthless. My second capture, a Pirate Buzzard is claimed with 73% hull strength but sadly no equipment. I like the Pirate Buzzard so I'm not going to sell it, instead I will sell the Demeter Hauler (which is still parked at the shipyard in Lucky Planets) and buy a Zephyrus from the proceeds.

Once I have a Zephyrus I will start the process of pacifying the inhabitants of CGN X344r by stealing their ships - the Paranid and any weapon dealers I come across will be primary targets for now. I'm aware that my interpretation of "pacify" may differ slightly from the councils, the council may be assured I will do my best not to kill anyone.
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EmperorJon
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Post by EmperorJon »

Love the whole Sohnen and gate network thingy! Genius!
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RyuKazuha
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Post by RyuKazuha »

Pacify by theft... worth considering i think.

I hope to read more soon.
Rednoahl
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Post by Rednoahl »

@EmperorJon - It's something I've been toying with for a while. The main point of that is that if anyone wants to offer up critique or question why I've done things any particular way, they can do it as a council member if they wish (this thread was always intended for the creative forum for that very reason.) I figured the were enough "join in" DiDs at present yet wanted to do something where other players could get involved in a creative manner. I wasn't going to mention this until the PP plot is done though because the game doesn't really start until you've got to that point.

-

Pacification

Bought a Zephyrus; I better get used to it because I'll be piloting it for a long time. I accept a mission from the OTAS corporation (which I won't turn up for) then head to the nearby Pirate sectors to do some "pacifying."

Capped a Demeter Hauler in Hatikvah's Faith, but didn't claim it because there were too many hostile Paranid about. I hope it will still be there later when I return with a jumpdrive for it. Jumped to Loomanckstraat's Legacy to collect the Mamba left there for there for the council. Unfortunately, a group of pirates didn't take kindly to my visit and thought my new Zephyrus would make good target practice. I got a Pirate Mamba to bail before I had to jump out with low shields, again not collected. I'm going back as soon as my shields have recharged to see if I can claim them both...

I jumped back into LooManckStraat's Legacy to find a whole host of Pirate fighters who really wanted my scalp. Change of plan then...erm...I know, I'll head over to Terracorps for some upgrades. On the way I might find the odd mission for a Pirate clan that will make the Pirates a little less likely to pick a fight with me.

I jump into Nopileos' Memorial (which is the closest sector towards Terracorps HQ that I've visited) and engage a paranid weapons dealer, he drops a bunch of fighter drone mkII and I decide to be somewhere else because my shields are going down very quickly. Jumping back into Hatikvah's Faith I engage a few more Paranid ships, none of them bail so I head back to Nopileos' Memorial hoping the weapons dealer has gone elsewhere.

As I exit the gate the first ship I notice is an Argon mineral transporter (Mercury Prototype,) a ship rare enough for me to risk losing Argon reputation to own. The pilot bails at 74% hull, but again I don't claim the ship. The weapons dealer I just had a fight with is on his way over so I head back to Hatikah's Faith again - I really don't want to risk damaging the Mercury Prototype further even if this cycle is becoming repetitive. As I enter Hatikvah's Faith I'm attacked immediately by what looks like a Medusa. The idiot is attacking me with IREs - what does he expect to do to me with IREs - tickle me? After a breif exchange of fire, the Medusa's pilot decides he's made a big mistake, ditches a load of cargo and bails. My first M3 and a good one too, sadly it will be sold ASAP because it doesn't use the weaponry I will use.

After docking the Medusa to the Zephyrus, I notice another weapons dealer so I start to head over towards it...erm... a little bit too directly really. Blinded by the scanning menu, I plow straight into the oncoming Skate, destroying ship, pilot and everything onboard. No reputation lost, so it must have been a pirate - alarmingly, my fight rank has risen seven ranks to "graduate."

I'm shaken by the kill, so I crack onwards to Terracorps with the dying scream of the Skate's pilot echoing in my mind. I try to get some more pilots to give their ships to me, with no luck (apart from a Pericles - damaged badly so practically worthless.) On the way I take a few missions from Brennan's Triumph Pirate Base and buy a couple of quite expensive marines - stupid of me really, I should have gone to Terracorps first and got a Bio-scanner to see what the marines skill is. I will need a few marines - at least twenty, and at the start I could do without buying duff ones. I bought a beaten up Express to use as a training base - I will need some better TPs later, but this will do for now.


Once I eventually get to Terracorps, I get the upgrades I've been hankering after for a while - the Transporter Device and Bio-scanner. I get rid of the Medusa and Pericles at the shipyard in Argon Prime, then after doing a spot of trading head back to the Pirate sectors to continue the pacification process. This is quite time time consuming, but rewarding - my cargo hold has 6 Ion disruptors, 4 PRGs and an assortment of missiles donated to my cause and two Skates are docked in the Zephyrus (one I will keep until I get an Eclipse.) There are a few freighters here and there that I haven't claimed yet, some in good order, the others almost worthless.

I was specifically looking for Ion Disruptors as a means to pacify some of the bigger ships that I am likely to face. As I expected though, it is the 25mj shielding that is proving awkward to get so I've claimed a couple of the freighters I capped, stuck jumpdrives on them and started using them as MORTs (Manually Operated Remote Traders.) I've ended up buying 22 marines (two more than I need - I forgot about the two I bought earlier) and started training them. The skill a marine requires to board a ship depends on the class of ship I want them to take over, and since right now I'm not exactly sure of what the first operation will be, I'm concentrating training on the mechanical skill.



It's now fourteen hours since I started. Time re-assess the situation. 3.3millionCr in my account doing nothing. One Zephyrus TM with a fully equipped Skate and Kestrel onboard (all other fighters sold.) Two MORTs, a couple of decent freighters that need claiming and a few more freighters that I'll claim if their hulls are worth enough to warrant the time it takes to claim them. It will be a good twelve hours before the marines will be usable on a large ship, and the TPs I have for them all need shielding and upgrades to function. The first OTAS mission was done successfully - I didn't show up and OTAS never noticed.

Not bad, but hardly good either.
jimlpearce
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Post by jimlpearce »

I'm really Enjoying this... Keep it up :)
"You win again gravity"
Rednoahl
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Post by Rednoahl »

Thanks jim, I'll try my best.

-

The council wishes further information on why you are using MORT freighters. The council has researched (what little we know of) Terracorps; do they not have an upgrade for your freighters that would automate the trading process? Are you avoiding this upgrade for any reason?

The council believes that while capturing ships is the kind of action TupManckolanks would turn to, it is not the sole means of earning funds that he would rely on. We urge you to increase your reputation with one of the races that you may work for, for two reasons:
- Ships you capture will sell for a higher price if you have a high reputation with the buying race.
- In combination with your trading rank, increasing you race reputation allows for a chance for you to be given a mission to return a valuable ship. If you sell the ship before it is due to be returned you will be acting as TupManckolanks would.
There are other benefits too, but these are reason enough.

Clearly your role as sentinel is being hampered by TupMankolanks condition. Make haste Sentinel.

-

The slave chip is having serious trouble working with several commands - I suspect has something to do with TupManckolanks condition. There is a conflict between the "Trade Command Software mk3" and the slave chip that prevents the Trade ships from getting the commmands they need, and that won't be resolved until I can get TupManckolanks healed.

I am using the MORTs to keep an eye on several sectors' traffic while trading to find out what resources may be profitable to build there in future. The slave chip's funtion of monitoring all sector traffic also appears to be broken, which means I will have to deploy a full satellite network to fully investigate what is going on in CGN X344r. All I can see currently are the more permanent structures, so I've no idea of what ships are doing and where they are going unless I have one of my own ships nearby.

On the other matter, I bow to the councils wisdom and will do as you request.

-


I have increased my reputation with the Argon as directed. I then had a fruitful hour capping ships (two Medusa, a Demeter, Demeter SF and a Toucan Hauler all claimed. A Manta Hauler and two Demeter SFs not claimed) followed by two hours where I only capped one ship (a Skate.) By doing missions, trading and selling capped ships, I need about eight million Cr by my nineteenth hour to get to the twenty five million I need to heal TupManckolanks.

With no suitable targets left to pacify, I head back to the core sectors around Argon Prime. Marine training is coming on reasonably well; I have six marines trained up to four stars in their Mechanical skill, fourteen almost at four stars. Soon they will be ready for deployment if a suitable target comes up (but they'll do a tremendous amount of damage if they do any boarding, and hacking the ship may prove to be impossible.)

There have been a few return ship missions offered, but none with a high enough payout for me to suspect the ship needing to be returned is worth much. Downhearted, I move to the Argon Sectors near Omicron Lyrae in search of higher paid missions (or worthy ships to cap.) When I get to Nathan's Voyage there are two return ship missions on offer, both have a high enough payout for me to suspect that it is a big ship that needs to be returned - I take the highest paid at roughly 450,000Cr. Rated as Very Hard, I have 38minutes to return a Shrike which isn't bad at all.

What is bad, really bad, is that the Shrike is in a Paranid Core sector - Cardinal's Domain.
Rednoahl
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Post by Rednoahl »

Practically Healed


The closest I've been to Cardinal's Domain is MooKye's Revenge, so I jump to the south gate and turn back on myself - flying back through the gate into the Paranid Core sector. If there are a lot of Paranid on the other side of the gate I'll just hop into the Kestrel and run to the Shrike. I've already loaded the kestrel with energy cells to power the jumpdrive - I wont get far on 40 odd energy cells so it is important I get the Zephyrus out of the sector quickly so the Shrike can be re-fueled.

As I enter Cardinal's Domain I'm stunned by the sight of absolutely nothing. There are no forces of any kind within my triplex scanner range. I'm so shocked by this that I nearly crashed into a fighter - I get a vocal warning telling me to leave the sector, but the Paranid do absolutely nothing to enforce this. I claim the Shrike - it's badly damaged but should still be worth many millions, transfer a Jumpdrive and energy cells onto it, then send it to Legends Home. It has twenty minutes to dock at the shipyard before I'm out of time - I hope it is worth enough to finish paying for the cure.

Short on energy cells, I jump to Ceo's Doubt to refuel. I'm overjoyed I got the Shrike without having to lift a finger. By the time the Shrike docks at the shipyard in Legends Home, I'm preparing to leave. I'm slightly disappointed; the Shrike is worth less than ten million. Still, it's more than enough to add towards what I have to pay the Boron Research Institute so at least I can get that out of the way.

The first phase of the operation is complete. TupManckolanks is healed and his assets have been returned; a custom Hyperion Vanguard and Advanced Perseus. As soon as I see the Hyperion I start to understand the councils wisdom in having me filling TupManckolanks boots - I can use the Hyperion as a distraction; making it appear I'm somewhere other than I really am to any onlookers. After all, who is going to pay attention to Me in a lowly TM when they expect me to be in a custom corvette, capable of almost 200m/s and twice the firepower of an M3 - a ship that TupManckolanks would rarely be out of. I suspect TupManckolanks used this tactic himself when he wished to be incognito.

In accordance with the councils demands, I now have to start building a base of operations. My Paranid reputation restored to "Nomad" even though I have pacified them the most. I need to select a station, and a position for the station that will be attractive to the Paranid. As the Paranid trade with me, my rank will rise with them - a slow but necessary process. After studying my options, with chagrin, I realise that to build to ideal stations I would have to buy them from the opposite end of the CGN.

Stats @ 20:46

1,119,531Cr
Petty Financier 80%
Graduate 70%

Assets

Zephyrus "Advance of Harmony" Skate and kestrel docked
Hyperion Vanguard (super-tuned to 196m/s, 17m/s acceleration and one four star marine. 153 cargo bay extension...that's going to cost a fortune to max out.)
Adv Perseus - (standard Adv Perseus - nothing special)

2 active MORTs - Mercury Prototype and Demeter SF

Various TPs and TSs not used, capped or bought second hand.
kgkosio
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Post by kgkosio »

So far so good.
Fan of the save game manager by badger
Best Steam DiD death: Fly into a TL repeatatly while repairing it
Rednoahl
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Post by Rednoahl »

....actually not so good. I was preparing to board a Hercules that had been delivering a Ore mine to Nopileos's Memorial, when a Cobra came IS; I thought the Cobra would be a better target. Everything was going well, really well - I had everything I needed, the Cobra's shields were under control. Then I died.

Having not played DiD for a while I made a rather big mistake. I use a Logitech Attack 3 joystick and it has this variable switch for the throttle. Whatever speed the throttle is set at the ship will fly at unless you override it using tab or backspace. If you tilt the joystick then the throttle takes charge again. I must of accidentally nudged the joystick; so while navigating various the menus to make sure everything was in place, I was flying backwards towards the Cobra, not towards my TPs as I should have been. I should have been a good 10km away from the damn thing - it was close enough that I didn't even get chance to get out of the menu before I was hit :oops:

I wouldn't mind, but this isn't the first time I've died this way.
LeSash
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Post by LeSash »

Oh no, what a shame. This was shaping up to be a really interesting story!!!
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X1000
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Post by X1000 »

Yeah. Do another one!

*nudge nudge wink wink* :)

You started really well. I use the same joystick, but never had that problem. At least it was the first time... If not... well.. :P
TheJakal
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Post by TheJakal »

Logitech Attack 3 has a feature like cruise control lol. How and where. I've had one for like 4 or 5 years and never seen it unless you mean the throttle thing at the back near the attack 3 logo, in which case couldnt you have just throttled back using that?

Other than that bad luck witht he dieing part.

Cheers

TheJakal
RyuKazuha
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Post by RyuKazuha »

Damn. Malfunctions in the ship computer are always a big problem. :<

You could restart using the "I've survived in the spacesuit" approach though.

I'd really like to see the Sentinel proceed.
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eldyranx3
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Post by eldyranx3 »

Damn. Another promising DiD gone because of meta-game issues.

Good run though!
kgkosio
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Post by kgkosio »

Good story while it lasted.

I have a similar "problem" with my setup. The throttle is positional. Nothing like undocking in a Kestrel, bumping the throttle and kissing the station at maximum speed.
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jimlpearce
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Joined: Tue, 22. Dec 09, 00:53

Post by jimlpearce »

:(

I vote for the survived in a spacesuit approach. If not then I'm awaiting your next effort.
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X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

jimlpearce wrote::(

I vote for the survived in a spacesuit approach. If not then I'm awaiting your next effort.
Yes. I vote the same same.

:D

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