Alright, in this update: our last couple characters (reminder: more volunteers welcomed) and SHOPPING! Be warned that this entry is basically just me masturbating over the equipment list.
Next update: some actual gameplay and more reasonably sized screenshots! (I'm keeping them small since all this shit is just boring text)
First of all, Torsten (I think Torsten came out fairly well. ACC was a little low but everything else was good enough that I decided to let it pass this time. I admit I'm keen to get things moving a little quicker):
Then, Destroid (pretty much the same thing. Fortunately in Destroid's case we were able to boost ACC via training although you'll note that it's still on the average side. NB 2+2+1+1 does not equal 8. I gave you one sesh each in Survival School and Special Forces to get your stats up):
Now we need to get loaded up.
Star Command has a fairly hefty equipment list - as will become clear, managing your squad's funds properly is the key to this game. There are fifty-four kinds of personal scale weapons (not including hand to hand weaponry) with a myriad of factors to consider, including weight, damage, rate of fire, reload cost, and even a couple which aren't discussed in the manual (example: Intimidation Factor. This presumably contributes to your enemies doing the bolt, which they sometimes will). Then there's 25 ship scale weapons, a variety of defensive items on both scales, and even more utility items, pretty much all of which are likely to come in handy at some point. The best thing is that nearly all of them have evocative names - you can, for example, load out your guys with Biphase Carbide Armour, 10g Rotary Mag Shotguns, and Frequency Agile Sniping Lasers (and, naturally, 1500 Microton Nuclear grenades), while sending them off to battle in your Katana class Escort which in turn is ready to roll with it's Singularity Warhead missiles and Resonant Cavity EMP cannons - not to mention an Enhanced ECM Pod and a Surface Effect Stasis Field for when the going gets tough.
Unfortunately we can't really afford most of that stuff yet so, er, yeah. First order of business is acquiring a ship. We have 90,000 credits to spend so we can only afford one of the scoutships, which statwise look like this:
Code:
DROP INITIAL MAX STARSHIP INITIAL DEFENSE MAX ARMOR ARMOR MAX
NAME SHIPS TONS TONS PRICE ARMOR BONUS MOVE COST/PT. TONS/PT. FUEL
Wasp class Scoutship 1 40 52 70800 0 30 7 5 .005 100
Hornet class Scoutship 1 42 52 57600 0 30 7 5 .005 100
Drop Ships are what you use to land on planets etc. and so are good to have if you want to do anything, really (the Co-Pilot flies them). The difference between initial tons and max tons determines, surprise surprise, how much stuff you can fit in your ship - you can exceed this if you like but your ship will lose speed rapidly the more weight you add on. Armour is essentially ship HP, and as you can see both cost money and take up weight, meaning there's something of a compromise between weaponry and defence, although shields and defensive items can redress this balance. You will be surprised to learn that fuel determines your maximum range, and it also powers any laser weapons you might have (one unit = one shot). Reloads for other weapons cost money. just like they do for personal class stuff. Defensive bonus is the penalty applied to your enemy's chance to hit you - you'll note it's fairly significant in this case. From experience, a skilled Pilot (each level of Pilot skill grants a 5% penalty to the bad guys as well) in a scoutship is well-nigh impossible to hit.
ANYWAY. I'm going to get the Hornet class in order to save money - we'll be upgrading ships as soon as possible, since ship related shenanigans were what boned me in my first try at this (details in the spoiler box), so expandability is not so important to us at this stage.
One of the later missions is you having to take on a couple of pirate corvettes/frigates/some other kind of big, imposing ship that have been making a nuisance of themselves in civilised space. I was confident since my tiny little scoutcraft was basically impossible to hit, as mentioned, and even though my weapons were barely enough to hurt, you know, anything larger than the pissiest sort of enemy ships, you can board vessels and capture them using your hitsquad.
Now, my hitsquad was nearly unkillable at this stage since I'd been spending all the money I should have been saving for upgrading my ship on totally boss equipment and training for them, so naturally I spent all my money on weapon reloads and saved my game after the mission had been given to me and flew out arrogantly to crush the interlopers.
What I didn't know: if you're fighting more than one ship at a time, you cannot board and capture any of them. I didn't know this because (a) I'd only had a cursorial read of the manual, and (b) I'd never taken on more than one of the enemy's big ships before.
You can imagine what happened - my attempts to deal with one of the frigates, after I'd read the manual and learned why I couldn't board the pricks, were utterly futile, and they couldn't even hit me, resulting in an endless stalemate. Now, as I said, when you're on a mission you can't make money from any source either so I couldn't even grind for cash to afford a better ship or weaponry. There were many FUU's that day, let me tell you.
Next, we need some weaponry, which we will buy with the 37,400 creds we have left over. Not accounting for tonnage, each ship can have six weapons, one for each hitsquad member. As you can see from the diagram here, each of our intrepid adventurers is in charge of a certain firing arc, depending on their position in the squad:
The starship combat in the original P&P game was obviously hex based. Anyway, I'm going to concentrate out firepower to the rear and right - sorry, starboard - basically so we can fire on anyone we feel the need to hoof it from. So, we'll move Bee and Torsten to positions 4 and 3, respectively, in the squad. We'll also give Yeesh a gun since he has the best To-Hit bonus
Now we'll get a few of the shittiest weapons - HyperVelocity Rockets for Torsten (since he's our primary gunner he gets the best weapon), and Gauss Cannons for Bee and Yeesh. Said guns have the following stats:
Code:
MAX WEIGHT RELOAD RELOAD HIT WEAPON
NAME DAMAGE ROF AMMO (1000 KG) WEIGHT COST BONUS COST
Hypervelocity Rocket 75 6 24 0.5 .4 60 5 1200
Gauss Cannon 50 5 inf 0.8 n/a n/a 0 2940
The Gauss Cannon gets infinite ammo but otherwise sucks shit. Hypervelocity rockets aren't bad, though, they have a good ROF and will happily chew through poorly armoured targets. For reference, the nastiest weapon has a DAM of 500 while shields are available with a protection rating of 150 (this is subtracted from the damage done, by the way. According to the manual, actual damage is likely to be 70% of the listed value, which is the maximum for the weapon in question).
So:
6 reloads for the rocket launcher and 28940 creds left to spend. We'd better armour up and grab some shields as well.
150 points worth should do it.
Shields likewise have defensive arcs. We'll plonk a Reaction Damping Field (protection 45) at the back - position 2 - since that's what we're going to be presenting to our foes and Anti-Inertial Screens (protection 30) forward (1), port (4) and starboard (3).
That leaves us with 14060 creds for personal equipment (sorry for the lack of screenshots to break up the text in this next section, by the way, but uploadering them is a pain).
First of all, let's get Maggot and Orgasm Hand Weapons. These are unusual in that they can't be sold and cost nothing, although the game won't let you just select the best one (Light Sword) for some reason. I get them Marine Assault Axes (damage 20) instead.
Next up - heavy weapons for Yeesh, Orgasm and Destroid. Orgasm gets a 10mm Rocket Rifle and 5 reloads, which leaves 8 of his 22kg allowance for armour and miscellaneous stuff. Yeesh gets a .600 Nitro Express double barrelled elephant gun, 10 reloads, and a half dozen frags, leaving him 8 kgs for armour etc. Destroid gets a 25mm Flamethrower and 3 reloads, which gives him 8 kgs weight left.
Everyone else gets a light weapon. Maggot gets a 9mm MAC-10 (yes I know) which, despite his poor marksmanship, will hopefully still allow him to do some damage given it's high ROF. Torsten gets an 11mm Automag, which is reasonably high damage, since he'll probably be able to hit something with it. Bee gets a 5.56mm AR since she (?) has good skills and a tasty to-hit bonus. Everyone gets 5 reloads.
Now - armour and miscellany, for 6764 creds. Everyone gets Antithixotropic Plastic Armour which offers 6 points of protection and only weighs 3.5 kgs. We're left with 4100 creds for other things, so first of all we'll grab some sights for our guns.
Yeesh probably doesn't want to miss with that double barrelled monstrosity of his so we'll grab him a Self Calibrating 4x Optical Sight, which offers a 15-point bonus. Orgasm, Destroid and Bee get a Laser Targeter, for ten points each. We now have 2300 creds so we'd better get Bee and Orgasm first aid kits in case of emergency, since they actually have points in Medical, which leaves us with 1460 creds. We'll sock that in the kitty though since I'm ready to START PLAYING THE FUCKING GAME. You guys probably feel the same.
EDIT: Nearly forgot, applicable weapon stats (and there's a pastebin of the full list here ):
Code:
MAX WEIGHT DAMAGE RELOAD RELOAD HIT WEAPON INTIM. WEAPON
NAME DAMAGE ROF AMMO (KG) RANGE TYPE WEIGHT COST BONUS COST FACTOR TYPE
11mm 'Automag' 15 2 8 1.5 75 1 .3 7 0 516 2 2
9mm MAC-10 SMG 11 5 30 3.5 90 1 .9 10 0 898 3 2
5.56mm Assault Rifle 13 4 30 5.5 205 1 1.5 16 0 1218 6 2
.600 Nitro Express 20 2 2 6.0 210 1 .5 3 5 1149 4 1
25mm Flame Thrower 25 1 10 6.5 30 6 3.0 35 30 1571 6 1
10 mm Rocket Rifle 19 2 10 5.8 180 7 1.5 18 10 1276 7 1
Fragmentation Grenade 25 1 1 .4 60 9 .4 40 10 40 1 4
Last order of business: we need a name for our ship. I favour the ISS BLOBERT, myself, but suggestions are welcomed. There's a 15 character limit this time.
Really the last order of business: when I come back tomorrow to update this bitch, the poll result will stand, so vote now if you're gonna.
--------------------------------------------------------------------------------------------------------------------
Azira said:
I'm guessing it's the survival school and special forces training that upped Maggot's stats, seeing as I can't spot the 54 anywhere?
Yep, it was in Speed so that got boosted by Special Forces.
Looks nice! Truth be told, I expected Pvt. Bee's intelligence to be a bit higher, but I guess that'll do. I'm gonna be a back-row attacker, I assume?
One problem with this game is that you can't split your forces and that attacks are targetted randomly within a group, so there's no such thing as a 'back row attacker.' This also means it's pants-shitting time if you spot an enemy with a rocket launcher or flamethrower (those weapons can hit more than one target when they attack. same deal with chemical weapons and explosives but as far as I recall your enemies don't use those. Flamethrowers are bad enough anyway).
If it were up to me I'd split the squad into two - Maggot and Orgasm in one group and everyone else into another. M & Or would charge while the rest of you would let rip with whatever you had to hand. Never mind though.
Sorry about the INT by the way, but because of the purely random chargen it took quite a while just to get a character with 50+ scores anyway.
I might as well scratch Pilot and Ship Repairs entirely since you and Oscar seem to have that covered (or is it possible for us to work on one task together to boost the skill level?)
If I recall correctly multiple characters can have a go at something, so sort of. Besides, it's good to have backups though in case of someone getting iced, which is quite frequent in the early game. I can't for the life of me recall if the Pilot and Co-Pilot are in any real danger though - they don't engage in personal combat of course, and I'm not sure if the game implemented crew damage in space combat (the manual doesn't mention it and I honestly can't remember. I would've reloaded a save game if it happened to me, to tell you the truth). It'd be bad if we lost the flyboys and couldn't get back to a space station but if that happens, lesson learned and reload a game I guess.