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Found 15 results

  1. Progressive Waffle Squad is recruiting hardcore roleplayers seeking to RP as toxic pirates. Ratchet hoes need not apply. Must be 18+. Must be willing to use TS. Must not be a geocentric scumlord. Must be willing to tolerate the absurdity of Chris Robert's round earth simulator. Cannot be able to be offended by literally anything. We're primarily interested in pilots, FPS fighters on the ground, and turret gunners. We play a lot of other games together to pass the decades between SC versions. https://discord.gg/9CevSXs https://youtu.be/d4lLnD168F8
  2. Black Wing Federation The Black Wing Federation recognizes the value in another’s honor. It is for this value that we provide proxy services to those that would wish to retain their honor from activities they may deem unsavory. Our Objective Our goal is to provide a contracting service to other organizations and groups. Providing total anonymity to all clients. Whether you need to fill personnel gaps for whatever you wish to accomplish, or you need a task completed, but do not want your name or org attached, we are here to fill that gap. Requirements Feasible Participation – What you put in, we return 110%. Respect for your kin and the contracts made. Team player – We must work together to complete contracts. Maturity What The Black Wing Federation Provides Dedication - We’re aiming on bringing good people to this group. We treat you with respect and will have your back 100%, and we expect the same in return. Foresight - We are seizing a unique business model that can provide prosperity and comradery. Community - We are a new org, but as we grow, so will our family, where you can make new stories, share experiences, and ejoy your moments in, and out of the verse. If you have any questions, feel free to join us at https://discord.gg/ymWUrbq Apply at our Website at https://www.blackwingfederation.com And check out our Org page at https://robertsspaceindustries.com/orgs/BWFED
  3. I would like to get a caterpillar pirate edition. I am willing to trade with some combination of : caterpillar (regular) LTI retaliator bomber LTI khartu al LTI vanguard LTI 350R LTI Let me know. Thanks, -scheherazade
  4. Hello and well met. Looking forward to joining the verse. I will probably be around these parts quite a bit. I tend to be a forum junkie. I played Ultima Online from 99 up until a few years ago with intermittent forays back into the game here and there. Plsayed on Legends Shards under the handle of Omnicron. PvP and wealth accumulation was my goal there. I also played WoW to some extent, EvE and Star Wars Old Republic. For the last few years ive been mainly playing console FPS. Mainly on PS4 under my gamer tag The_Hot_Sauce. I was always consumed with PvP and wealth accumulation. That has always been my goal. To be the best and most wealthy. As it will be here. I intend to get the hang of the game, learn it in and out and become something of a PvP herald. In the months coming I intend to hone my skills, start an organization and accumulate wealth and kills. Thats the current plan anyways. I look forward to meeting everyone in the verse, good and bad.... CT The_Hot_Sauce
  5. Let's post our ideas for Star Citizen. The galaxy's a huge place, full of curiosities and splendor! Please be polite and have fun, while we discuss in detail the additions we want to see in SC. Constructive criticism is always welcome, keep it friendly... Here are a few ideas I will start us off with: -Planets- Planets should have highly varied biomes and environments. These should include ocean planets, desert worlds, jungle moons, cavernous lands, ice planets, swamps, (and a personal favorite) lava worlds! It would be cool to have various atmospheric conditions, such as excessive heat or cold or toxicity, even radioactivity, which could have specified suits designed for protection from those environments (without which players would perish!). Planets should also definitely have varying levels of gravity, some with no gravity at all, and some with intense gravitational pull and pressure, suit required. Gas giants would be really cool, where traversing the upper atmosphere would be OK. There could be floating outposts, etc. Then moving too close to the core could crush most ships... Also would be cool to see asteroid-based outposts, with subterranean areas. -Weather- Weather should factor in on at least some planets, but not all. Some planets should remain placid, while others could have weather cycles such as: sandstorms, blizzards, high winds, etc. It would also be interesting to have electrical/radiation storms where again, special shielding would be required to survive. Another interesting addition would be meteor showers, perhaps not damaging to the player in most cases... Of course, the most intense weather should be on planets with lesser city-populations. There should also be 'weather' cycles in space the likes of radiation/electrical storms, where ships' shields would be rendered ineffective. Perhaps here or there, a neutronic wave front (Star Trek, Ahem)! Deadly nebula! -Ships- The ships so far are absolutely bad-ass. Can hardly put it into words just how right they look and feel. I do have one minor issue to discuss regarding player immersion: Planetary entry/re-entry seems a bit off... It feels somewhat awkward orienting the ship into a nose-dive and then accelerating toward the planet. While that should still be an option for entry, it seems lacking, if it's the only way. Players should be allowed to let their ships drift slowly downward towards the surface (with a horizontal orientation relative to ground), all the while getting pulled to greater and greater speeds due to gravity. Currently it seems as though there is no gravity, requiring ships to nose-dive and hit the thrusters. The level of gravity should also have effects on how quickly ships take off, and how much fuel is consumed. Also some of the more lightweight craft should be capable of water-landing and flotation, some, not all. -Weaponry- Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge. Accessories are nice. But keep away from over-extravagant weapon design. -Exploration- Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. -Armor & Apparel- The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found. -Miscellaneous- NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!). Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race! There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die. I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO. All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.
  6. I am selling the whole package for a total of $470 through paypal invoice **The Package Contains:** * Caterpillar Pirate Edition * Cutlass Black * Drake Dragonfly Ship Black * Drake Dragonfly Ship Black (again) * VFG Industrial Hangar Picture of the package in my hangar: https://imgur.com/a/YTAfu PM me or comment down below if you have any questions. If you are looking to buy, send me a PM with your paypal email and your RSI account email if it differs from your paypal email. I will then send you an invoice and once the payment has been made you will be gifted the package. **I AM PAYPAL VERIFIED**
  7. My old thread got borked, so I made a new one and updated the stock. Game Packages*: M50 Interceptor > $120 - 2 years (Upgraded from an Aurora MR+ game package) Advanced Hunter (Avenger Stalker) > $120 - LTI Scout Package (Aurora MR) > $85 - LTI Mercenary Package (Aurora MR) > $90 - LTI Pathfinder Package (Origin 315P) > $120 - LTI (ON HOLD) Arbiter Package (Origin 325A) > $125 - LTI Digital Freelancer > $165 - LTI Digital Colonel (F7C Hornet) > $165 - LTI Digital Pirate (Cutlass Black) > SOLD - LTI (Tractor Beam, Docking Collar, Skull and Crossbones Skin) Specter (F7C-S Ghost) > $180 - LTI Weekend Warrior (F7C-M Super Hornet) > $230 - LTI (includes a Model II Arclight Sidearm) Freelancer Physical Package > SOLD - LTI (Deluxe Green Collector's Box, Spaceship-shaped USB Drive, CD of Game Soundtrack, Glossy Fold-up Star Map, Hardback Engineering Manual) Rear Admiral Physical Package (Constellation Aquila) > SOLD - LTI (Constellation upgraded to Aquila, Deluxe Silver Collector's Box, Spaceship-shaped USB Drive, CD of Game Soundtrack, Glossy Fold-up Star Map, 5 Spaceship Blueprints, 3 Inch Model of Spaceship, Hardback Making-of Star Citize) *(Packages includes both Star Citizen and Squadron 42 games, and access to every alpha and beta modules.) CCU'd Limited Standalone Ships*: Retaliator Bomber > $255 - LTI Esperia Blade > $240 - LTI Vanguard Warden > $240 - LTI Freelancer MIS > $155 - LTI Anvil Gladiator > $155 - LTI Xi'an Khartu-al > $160 - LTI Cutlass Blue > $170 - LTI *(Unless otherwise stated, all ships are upgraded from a LTI Dragonfly or P72). **(Buy both ships and get a Warden BUK with 2 years insurance for free) . Original Sale & Limited Standalone Ships: Origin M50 Interceptor > $140 - LTI - 2 (1 ON HOLD) Aurora LX > $60 - LTI - 1 Hull B > $120 - LTI - 2 Hull C > $250 - LTI - 2 Avenger Stalker > $90 - LTI - 4 Avenger Warlock > SOLD - LTI - 1 Origin 315P > $95 - LTI - 3 Origin 325A > $100 - LTI - 4 Origin 350R > $150 - LTI - 1 Drake Herald > $115 - LTI - 2 Cutlass Pirate Pack > $150 - LTI (includes Tractor Beam, Docking Collar, Skull and Crossbones Skin) Xi'an Khartu-al > $150 - 2 years - 1 Gladiator Bomber > $180 - LTI - 1 Cutlass Pirate Pack upgraded to Blue > $200 - LTI - 1 (includes Tractor Beam, Docking Collar, Skull and Crossbones Skin and Advocay Tools) ON HOLD Starfarer Tanker > $260 - LTI - 1 Starfarer Gemini > $320 - LTI - 1 ON HOLD RSI Polaris > $650 - LTI - 1 Upgrades: Taurus to Sabre > $40 325A to Warlock > $30 Retaliator Cargo Rear Module LTI > $50 - 1 Retaliator Living Rear Module LTI > $50 - 2 F7A Military Hornet upgrade > $85 - SOLD RSI Credits*: $425 credits > SOLD (6 mi Prowler) $225 credits > $180 (6 mi Andromeda) *(RSI credits will be sent in the form of an Aurora ES standalone (6 month insurance) upgraded to a Constellation Aquila.) Suscriber Flair and Special Items: Opera Mushroom > $6 Conner’s Moss > $6 Space Cactus - Kavische > $6 Space Flower - Emperor Blossom > $6 The Puglisi Collection: AV8 Battle Armor Replica > $6 Locker from Another Universe > $6 Takuetsu Series Mustang Beta > $6 Takuetsu Mini Hornet F7C-R Model > $6 Takuetsu Mini Reliant Kore Model > $6 Takuetsu Mini Aegis Sabre > $6 Takuetsu Mustang Gamma Model > $6 Takuetsu Origin M50 > $6 Takuetsu Starfarer > $6 Takuetsu RSI Constellation Phoenix 2944 > $6 PAX 2944 Trophy - 2944 > $20 Gamescom 2946 - Subscriber Trophy > $20 Gamescom 2946 - Subscriber Hangar Trophy > $20 Model II Arclight Sidearm > $20 All prices are in USD dollars with PayPal fees included. After payment of invoice, the purchased items will be gifted to your Paypal email. I'm an experienced trader in SCB, /u/starcitizen_trades, eBay and several other forums.
  8. Ben just revealed on RTV that the new Pirate Interceptor (for those that wanted more of a fighter instead of the Cutlass - which is also more of a freighter) will be.... I'll edit out "Official Now" from the title later on. Drake - Buccaneer - Interceptor Ben just revealed on RTV that the Buccaneer will be the next concept sale - and we will learn more next week. The sale will be in Late May Ben (as new news) revealed at first it would be the "Monarch".... as proposed by the Writers...... but in their CIG meeting they decided to rename it the "Buccaneer"..... but we also found out they were considering "Corsair" Now we know it is an official ship.... More info to follow as we get info on the Specs and Concept Art From a non-ship thread - copying over what we know so far... Drake Interplanetary Buccaneer - Reference Images CIG Matt ShermanCIG_M_Sherman Posted: 2:13PM Hey Everyone! A few weeks ago on Around the Verse, we mentioned an upcoming Drake Interplanetary ship, and while the name has jumped around between a few choices, we’re happy to say we’re moving into the initial planning stages for the new Drake Buccaneer. We have a good idea on how we want it to handle and perform, and we’re keeping the loadout details as a surprise until the full concept treatment has been completed, but we want to involve you, the community, in pulling together some reference images for visual inspiration for the ship. Additionally, since this ship is still in the very early stages of the design, we’re going to keep new thread creation locked in this subforum until we’re closer to an actual concept release. We’ll definitely want to hear all of your feedback on the Buccaneer when we reveal all the details, but for now, we’re just pulling together reference images. Please keep this in mind when contributing to the thread. Now, since it can be hard to get inspired on just a name, here are the details we can share right now: • Single-Pilot craft with no interior. • Fast and Maneuverable, under a pure racer in speed, but handles well at high speed. • Roughly the same size as a Sabre. • Pairs well with the Cutlass or Caterpillar as an escort fighter. • Extreme reliability, exceptional ease of maintenance. For the next few weeks, pour whatever images come to mind or inspire you when thinking of this ship. We’ll be keeping an eye on the thread to help get a feel for the style this ship will be taking. There’s no cut-off on this yet since we’re just starting into the design on the ship, so toss out whatever you think works. From there, we’ll look over all of the images posted, as well as anything we may find along the way towards concept to help inspire and drive the look and feel of this ship.
  9. Fleet Name: Team Legacy - [TL] Community Website: TeamLegacy.net Description: Private Contracting Facebook: Facebook.com/TeamLegacyNet Twitter: @TeamLegacyNet TL Youtube #1: Sound Strategy Network TL Youtube #2: TeamLegacyPvP Twitch Channel: Team Legacy's Twitch Pirates popped your transport? Want to “relocate” the squatter denizens of a juicey star system? Everything (and everyone) has a price. Team Legacy is coming to a sector near you! We are currently accepting contracts for the following services: Deep-space escort Private security Local system defense Eviction Remote fueling/supply Private investigation Conflict resolution What is the Team Legacy squadron? Team Legacy is an established and recognized name in the gaming community. Our focus is development of innovative strategies, paired with a competitive mindset to propel us to a top position amongst other corporations or organizations. We organize via spreadsheets, flowcharts, professionally written guides, and whatever tools we can get our hands on. New data is constantly processed, analyzed, and presented to our pilots to improve contract efficiency. Our unwavering attention to detail and devotion to metrics enables us to complete any contract at the absolute minimum cost to our clients! Want to join the most professional private army out there? Team Legacy is currently recruiting! Our goal is to become the best squadron out there, and to do that, we intend to continue recruiting the best pilots, manufacturers, and business minds to our organization. Personal initiative, ability to learn, and interactiveness are expected traits in our new recruits. If becoming a part of a large, efficiently organized and highly communal team is something you would be interested in, put in an application! Still need training and/or on-the-job experience? We have you covered. Our organization hosts some of the most renowned in the galaxy. Whether you need a partner for practicing in the simulator, or in depth guides and tips from a seasoned vet, our resources are at your disposal to help you grow and improve. Team Legacy is currently hiring both full-time and part-time contractors! Here at Team Legacy, we understand that your life planetside comes first, and we don’t expect you to be online 24 hours a day. Even if you only fly part-time, we expect our pilots to give every contract the utmost coordinated effort. From our weekend haulers to our full time mercenaries, we achieve more together than we could alone. Maintain professionalism, and leave the drama at the door. If you're looking for a place to discuss politics, religion, or the finer points of trolling, Team Legacy is not for you. Our enforced code of conduct is intended to keep needless drama from affecting our clients or overall operations, and you must read our "Common Sense Charter" before applying! When it comes time to perform during contracts, the ambience gets very serious, very quickly. Respect the challenge while in combat, relax outside. Committed to training up competent leaders and field commanders. Our paramilitaristic command structure is open for advancement. We look to develop leadership on all levels, from squad commanders, to economic analysts and marketing staff. With a preexisting crew of seasoned military, technology, and business professionals, we encourage you to join Team Legacy for the opportunity to advance your “out of combat” skills and leadership potential! Enlist today! Join us on Teamspeak! We welcome potential community members to come say hello, and hop into a game with us! Vin teamlegacy.net
  10. Looking to sell my digital pirate pack with lti that has the cutlass blue upgrade applied. Includes advocacy tools. Comes with Alpha and Beta Access. I will entertain lower offers if you can prove my price is way too high. Payment through verified PayPal invoice. Price will include the PayPal fees, so it will be the above price listed and nothing more.
  11. WTB "Digital Pirate - LTI" package. Please PM me if you are interested in selling.
  12. Nazerath

    Dread Citizen

    I just found this site, and I'm sure I'm missing a post somewhere here that already mentions it. This is for the 'seedier' side of Star Citizen. I have nothing to do with this site, but it's interesting. http://www.dreadcitizen.com/about.html
  13. From official website: Boarding Information As promised, we’d like to share the internal concept for ship-to-ship docking and boarding concept. Please note that this is the very early pitch–some details may change as we balance the game and build out/expand the mechanic! Boarding Mechanics The goal is to develop a system where player-to-player boarding is an occasional reward rather than something that becomes the focus of the game; we’re not building Grand Theft Starship. As such, we need a high cost of entry: players must dedicate both significant resources and skill to be able to put themselves in a position to board in the first place. There are two major limitations on docking: 1) the target ship must be COMPLETELY disabled before it can be boarder and 2) docking requires the attacking player to dedicate credits and slots to several gate technologies, including a docking collar and a tractor beam. Disabling a target ship is a much more difficult task than it was in Wing Commander, where leech weapons would simply wear down the target. In Star Citizen, the player needs to knock down the enemy ships’ shields and then (without causing a hull breach) pick off the individual thrusters. This is the skill barrier: if you can’t shoot well enough to take apart a ship piece by piece then you can’t board an enemy ship. Tractor Beams are a dangerous technology. They take up a standard gun slot and are designed for collecting material significantly less massive than their host ship (escaped pilots, cargo pallets, bobbleheads, etc.) As such, there’s a constant danger of overloading when using them to dock, especially with cheaper models. Additionally, they require that the target ship be ABSOLUTELY DISABLED – firing a tractor beam at a ship that still has functional thrusters will overload it and severely damage the attacker. A docking collar is needed to attach ships together. As with tractor beams, different levels are available which will allow connections to different sizes of ships; boarding something large like a carrier is much easier than something your own size, like a Constellation (disabling another Constellation’s thrusters will require a crack shot, to say the least, and a much more accurate collar.) If the game hits the $4 million mark, collarless external ship combat will be added with pilots in pressure suits wearing EMUs able to battle it out in space; explosive charges would be used to open the targeted ship’s airlock. The standard VDU will not identify whether or not a ship is completely disabled; it will have a gut feel/skill element to it. Higher software upgrades will provide more in-depth scans of a target that will give you a better assurance that no maneuvering remains in place… for a price. Also note that docking mechanics do NOT apply to ships with a single crewman or certain smaller bombers; the general rule is that if there’s not room to walk around then only the salvage mechanic can apply to it. You need a crewed ship to board in the first place and you can only board crewed ships which are larger than your own (in crew size.) Combat Once a ship has successfully tractored in a target vessel, it will dock at a pre-determined location on the hull (ie, you will always dock at one of the same doors on the Constellation.) There will be a 30-second period where the attacking player cuts open the target’s door. The defender can use that time to set up to fire back. Think an interactive recreation of the opening scene of Star Wars, with the Rebels nervously waiting to defend the corvette from Stormtroopers. Players will have access to a variety of upgrades to help/hinder boarding operations. Armored space suits, hand scanners, explosives, more powerful (or functionally different) weapons and so on will be available to players on both sides of the equations. Defending players will have upgrade options that can help put the battle in their favor: a self destruct process, a dead man’s switch, automated miniguns they can position in the cockpit and so on. It’s going to be a challenge to get onboard a targeted ship successfully, one that you’ll need to work with your friends to accomplish. Finally, the cost to recover a boarded ship will ultimately be high. Since you’ve disabled and otherwise crippled it in battle (and cut into the hull to board) you must conduct repairs in deep space if you wish to keep the hull rather than simply looting it… during which the ship is in danger of being boarded by a third party. Boarding parties should plan to carry an advance repair bot with them or to suffer the difficulty of flying in a depressurized cockpit (limited life support time, less responsive controls.) Finally, only one ship can be flown at once: you will need to work with a partner if you wish to keep a boarded ship and your own craft.
  14. PART 1 (Original story can be found on The Exchange Forums) **Hades System** A man grumbles as he crawls into his pilot chair. His breath leaving a puff cloud where he exhales. The air is rigid and cold, near freezing. Before him he can see the dew on the forward window. The leather in the seat he just rested in groans and complains as he gets comfortable. Majority of the ships systems are in standby. The hole ship is dark. Stale air has become a common thing on this trip. The only lights in the ship are from the steady blinking power indicators on the various screens. As the man settles into his chair he begins to light up his screens. Navigation, Computer Control, Weapons, Sensors, System Status, communication. All of the screens light up, slowly, as if they are complaining of the cold just like the chair. Before him the darkest sky stretches out. His screens finish their power up, he looks down to read the System Status. Status report... Power levels minimal. Auto-Pilot is still on course. Weapons are offline (Administrativly) Sensors are on passive. Life Support...Minimal. The man smiles as he rubs his beard. He can feel the dew on his beard as he passes over it with his fingers. Nothing seems to bother him at the moment. Not even the Vanduul Carrier that he has been shadowing. His oxygen supply is running extreamly low as the man had to utilize rigged thrusters that emitted no power upon use. In doing so, he had to hook up a gas based thruster system. This "rigged" system was allowing him to remain unnoticed for days. It also kept him within meters of the hull of the carrier above him. The Carrier that the man was shadowing wasn't a normal Vanduul Carrier. This one had gotten it's ass kicked, and from the looks of the damage from as close as the man was, a Huge ass kicking. Massive tearing from explosions were all over the port side of the vessel. The entire carrier was riddled with pocket craters from missle impacts. Plasma burns were scaring the vessel every couple of meters. He could see the forward end of the carrier coming closer. The enterance to the main hanger bay was within sight. Finally after 3 days of shadowing the carrier the man has come to the conclusion that it is deserted. Powering up systems Lights came on, and the sounds of his engine comeing to life was a pleasent one, expecialy now that he can feel the heat from the life support system encase his cold body and warm up his chair. He smiles before he pushes the throttle forward, sending his ship toward a damaged hanger bay. - to be continued...
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