Re: Tales from the spacelanes...
Posted: Sun Sep 20, 2020 7:14 pm
Reflexes? You still have memories of your reflexes? Impressive! I can't even remember when I lost my memories...
For information and discussion about Oolite.
https://bb.oolite.space/
Luck, or judgement, to get the lift into Reorte, since you don't have a wormhole scanner? Or did you do a savegame at Diso?
Luck! Diso has a HC of 7, so odds of 6/1 - but somehow, I just knew it was going to Reorte. As I said, when the dice roll your way...
Well, if you know the Galaxy map like the palm of your hand. (Personally, I don't rub the back of my hand on bits of my sensitive skin often enough to know it well.) The rest of us, new Jamesons in particular, have a significant chance of entering a region of space they've not explored. At least, if they're using the ZeroMap add-in, which I'd got so used to using that I forget it's there. Until I enter a new galaxy.
Just reading through this one.SandJ wrote: ↑Sat Apr 28, 2012 3:58 pmI decided to start again with a Cobra Mk I by selling the Mk III and using the 7k ₢ cach-back for equipment. That was a mistake.
The non-upgradeable 10 tonne cargo bay means making money is a very slow process, made even slower by promising myself I wouldn't use any OXPs for trading, e.g. ConStores. And after many hours of playing, making about 450 ₢ on each round trip, I was bored. Very bored. It didn't help when I saved up and bought an Ore Processor before remembering this tin can does not have side laser mounts.
So I installed the Galactic Navy OXP so at least I could volunteer for some missions. At Galactic Navy Sector Three Command ("SecCom 3" to you) at Isinor they politely turned me down ("You'd be a liability - you wouldn't last 5 minutes.")
So off I go again, scoop some more fuel (I can't afford to BUY the stuff) and set off to cart another 10 tonnes of Furs across space.
Except the Thargoids had other plans for me. I appeared in Witchspace surrounded by coloured dots on the scanner - loads of Thargoids. But purple dots too - one behemoth and three other Navy ships. I had been pulled into a Thargoid ambush.
I ran until I was no longer in the centre of the swarm and then turned and fired; was attacked, and so, having overheated my front beam laser, turned and ran, finishing off a chasing Thargoid warship with the rear laser.
And that's all the time it took for the brass knobs in the Navy to die. So much for ME not lasting 5 minutes!
So now I have a cloud of Thargoid ships all chasing me!
Using the standard rear-laser fighting tactics - sniping at maximum range - I took out another two Thargoid Warships and a whole handful of Thargon drones. The hardest part was the waiting for the lasers to cool down each time.
"Yeah, Military Lasers are like that" I hear you say. Err, no. Beam Lasers, front and back. No Extra Energy Unit, no Shield Boosters, no Missiles, no Energy Bomb. No side lasers, no Q-Bomb, no cloak. Remember, I'm saving up for a bigger ship. I have just the basic Dusty Cobweb™ shield and two DodgyCell NeverReddy™ energy units between me and sucking vacuum. And firing each Beam Laser drains a ⅓ of one of those energy units.
By this point I have a dilemma. I have enough fuel to jump back to Isinor. But these insects (or whatever they are) have a bounty on them.
I put my faith into the mythical Giles and prayed my Ingram lasers could keep cutting the chitin.
Next nearest in the Thargoid cloud chasing me is a Thargoid Carrier. This will take a while.
Three Warships die. There's a Thargoid Cruiser on my tail. (I wonder where the Carrier went?) It's 250 Credits for killing a Thargoid Cruiser, by the way. Even in my clockwork Mark I Cobra with a beam laser.
... another Warship bites the dust. I have now doubled my kill-score.
Oh, then it got really tough. Two Thargoid Warships on my tail, both at 20km. If I use my usual tactic - stop, face one, empty the front laser, turn, full speed, empty the rear laser - I will be dead before I take out either of them.
So we keep on running, with me slowing down enough for them to start hitting me and chucking out Thargons, but me close enough to start hitting back, then I push forward until my lasers cool down, rinse and repeat.
Eventually, I have milked them of all their Thargons, I hoped, then I just needed to hit the brakes and hope I can damage one when it gets within 15km before the pair of them take out my two energy banks. Or I could run away...
"Well use your unusual volcanoes for our cutlet!" Target lost. Bounty 100 Cr.
"We'll use your weird dust clouds for our steak!" They won't you know.
I headed back in the direction I had come from and mopped up. There were a few stray Thargons and another Warship and some wreckage. Shame my super-massive cargo hold already had its full quota of 10 tonnes of Furs.
Well, I jumped out of witchspace back to Isinor where I came from. "No heavy pirate presence" said the Welcome Mat. 20 seconds later there are three pirates on my tail!
"Kill one, then run away. Live to trade another day."
I was shaking all the way to the main station - it would be just my luck for the Docking Computer to ram me into the space station - I docked the ship myself.
Ship docked, and game saved. Phew! 39 kills, almost all Thargoids, 600.6 Credits richer (all bounties!), 2¼ hours Real Time playing. And I am back at the station I started from with the cargo I was trying to take to Ensoreus.
I left rated "Poor" and returned "Above Average". Wa-hey! Off to the Navy SecCom Station for a mission ... maybe they'll give me a medal.
"You need a few more kills before taking on the Thargoids. Come back when you've gained some combat experience."
Ha! What would a salaried desk-pilot like that know about real fighting?
Not a programmer.RockDoctor wrote: ↑Thu Oct 14, 2021 6:26 pmWould something like a "Pilot_Max_Killcount_in_one_system" record be a suitable direction.
Re-set to zero on using an Energy Bomb.
Would this be a question for the core programming team?
Just the current visit. So, as part of the "set up" that the program does (while displaying the "expanding hoops" screen), you record the kill count on entering the system, and when docking/ saving compare the current kill count to that value. Killed a hundred between entering the system and docking / saving - you're a hecakiller!Cholmondely wrote: ↑Thu Oct 14, 2021 9:27 pmNot a programmer.RockDoctor wrote: ↑Thu Oct 14, 2021 6:26 pmWould something like a "Pilot_Max_Killcount_in_one_system" record be a suitable direction.
Re-set to zero on using an Energy Bomb.
Would this be a question for the core programming team?
But that records the entire killcount in that system over several visits? Or just the current visit?
Whether there are suitable parameters already recorded, is a question for the programmers, but coming up with a meaningful brief for the programmers saves everyone cycles of "what do you really mean?" questions.Not a programmer.
<P>(Ooops! Bloody Slashdot.) Recording the killcount in each system. That should be do-able. If there are OXZs like "ZeroMap" (there are), then "userland" values can be stored on a by-system basis.But that records the entire killcount in that system over several visits? Or just the current visit?
I'm thinking some manipulation of Galaxy_number ; multiple of {system_number,in_system_kill-count} ; final_system_number coming together so that a claim of (say) "137 kills in G3, between Orrerrererer and Rererrreore, checksum 3 Jamesons and a Thargoid" could be validated - or invalidated reasonably easily. A necessary part of the check (possibly done in the "enter_new_system" event) would be validating that each jump implied by the sequence of planets was 7.0 ly or less?Is there enough information in the save game (or display) that some sort of checksum could be implemented on the "kill-count" (for this_system, or since_save, or since_dock).