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Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 10:05 am
by Error
I had a thought, while reading an LP on the Bay12 forum. So I decided to run a... different succession game.

- - -
That was... exciting. You managed to overthrow that bloody tightfisted Captain who had been holding back the booze. Now? Well, now your new commander, Lengas, has distributed the booze and said that you can get back to proper piracy.

In short, this is kind of a collective story; I throw plot points at you, you decide on courses of action, I act them out and report the result. This will be a space pirate adventure in KSP.

Each of you gets to captain one of the ships listed below.

The Crew:
Spoiler:
Xenonaut: The heavy hitter of the fleet. Torpedo bays, laser cannon, MG turrets, healthy dose of armour, the works. She moves and turns slow, but that's offset by her toughness. Captain: Jolter

Valkyrie: The lightest of the ships. A fightercraft, essentially; two torpedoes, two Vulcan cannon. She's quick and nimble; the only atmosphere-capable ship in your fleet. Captain: DeadlyMiddie

Mauler: The sniper boat. Two torpedoes, a laser, and decent speed and maneuvering. Hits at long range with the laser, and packs a serious punch, but better not get close unless you've a deathwish. Captain: Jax

Wraith: The big gun. The only ship mounting the dreadnought-grade cannon, this ship is an all-rounder on speed and armour. Tends to get sicced on larger enemies. Capain: Blasreius

Thrasher: Brawler. Gets close and cuts loose with a frankly ridiculous number of MGTs and Vulcans. Not the best-defended, but not the least. Captain TBD.

Spectre: Stealth craft. Four torpedoes, one MGT. She can run dark for a time, and excels at recconassaince and "boom and zoom" ops. Incredibly fragile. Fairly fast; using the main drives, however, nulls the stealth systems. Captain: Hawkes

Sh'tuule: An unarmed transport used to ferry supplies. Attached to strike groups to drag the loot home. Drone ship.

Dreadnought: the fleet command ship. Big, slow, but can tank anything short of a fleet-wide alpha strike. Currently under repair from the mutiny; captained by Lengas.
Your story beguns in orbit of the Mun. Your dreadnought's warp drive is badly damaged, and her armour needs serious work. Lengas has decided to deploy your group to take a convoy or two, grab some much-needed supplies.

Fleet Wallet: 2,400kr.

Upgrades:
Spoiler:
Enhanced Thrusters: You go faster, but without an incrase in fuel consumption. 5,000kr.
SPEAR Torpedoes: A pair of light nuclear torpedoes. 2km range; 900m detonation sphere. 12,000kr.
ARGUS Sensor Array: Spot targets anywhere in the same sphere of influence. 3500kr.
Aegis Ablative Armour: An extra armour layer, with enhanced strength. May affect speed and maneuvering. 8600kr.
RAZOR Power Core: Radiothermal power system. Reduces laser charging time. 3200kr.
Mk. III Warp Computer: Reduces warp-jump calculation time. 1000kr.
SPEAR-ER Torpedoes: Two long-range nuclear torpedoes. 16,000kr.
To apply-

Name:
Captain of:
Personality profile:
Role within the fleet:

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 11:30 am
by Error
Some notes.

-Torpedoes are irreplaceable without a dockyard, which you do not have (yet).
-MGTs are 50-caliber anti-fighter and anti-corvette guns.
-Dreadnought cannon are essentially ghe turret of a modern MBT, strapped onto a spaceship.
-Lasers are just that; requiring MIND BLOWING amounts of power, but even short bursts wreck just about anything.

-Roleplay; you can, if you want, act out your responses and such to the situations that arise.
-I enact things after you all have reached a general consensus on what to do.
-Expendables aren't used unless you specifically say you want to fire them.

-I use manual targeting, so as to prevent cockpits exploding; you're rescued after battles, if the Pirate Fleet won.
-Torpedoes are homing; a little iffy, but powerful.


The System:

-Moho is mostly left alone, due to the thermal stress it puts on ships.

-Eve is used to slingshot (for the plebs without warp drives), and as a radioactives refueling point.
--Gilly is left alone. Useless ball of fluff.

-Kerbin is mostly feudal; pirates can operate here, but expect government and other pirates to agress.
--Mun is a pirates' neutral zone.
--Minmus is a refuelling station for government ships; you probably want to avoid this.

-Duna is an independent nation; heavy on the antipiracy works.
--Ike is a monitoring station.

-Dres is used as a navigational beacon and rest stop.

-Jool is mostly lawless; epect both pirates and guarded convoys.
--Laythe is independent and open to pirates; they often broker deals.
--Tylo is left alone, nobody wants to bother with it.
--Vall is a tourist and cargo stopover; frequented by smugglers.
--Bop and Pol are used as navigation beacons and occasionally host pirate bases.

-Eeloo is the refuge point; pirates, smugglers, and the shadier side of the law show up here to escape governments and make deals. Hard to warp to, due to the eccentric orbit, so jump calculations are slower.

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 11:32 am
by Tell
Umm.... Why is this in the Gaming section and not in the RP section?

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 11:37 am
by Error
KSP.

But I could move it.

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 12:23 pm
by DeadlyMiddie
Name: DeadlyMiddie
Captain of: Valkyrie
Personality profile: Unstable
Role within the fleet: Escort, Fast Attack, Procurer

Are there docking ports on any ships? A fighter wouldn't be able to go interplanetary without a carrier.

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 12:26 pm
by Error
The fighter has a short-range warp drive; dragged between SoIs by one of the larger ships.

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 12:28 pm
by Vinyl
Name: Blasreius.
Captaining: Wraith
Personality: Eccentric, petty, loves big explosions.
Role: Secondary command, carrier.

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 12:30 pm
by Error
Welcome aboard. One or two more and we can start.

Probably first operation: capturing a freighter convoy, or nabbing cargo from a station.

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 2:27 pm
by Professor Fenway
Can I mix it up and be a bounty hunter? Can be hired by gov't or pirates or whoever, depending on who pays more?

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 2:28 pm
by Error
If you like.

Character then, and what ship specs / overall look you'd want, please?

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 2:56 pm
by DeadlyMiddie
What mods? I'm assuming we need KMP.

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 3:03 pm
by Vinyl
DeadlyMiddie wrote:What mods? I'm assuming we need KMP.
Error's the one playing the game, we just tell him what to do.

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 3:06 pm
by Julo
Name: Jolter
Captain of: Xenonaut
Personality profile: Cold and calculating, has a passion for poetry.
Role within the fleet: A trader, responsible for the protection of the Sh'tuule and the finances,

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 3:07 pm
by Error
I find KMP... exceptionally flaky.

And you lot RP out your stuff, I just do the actual fights (no videos, but screenshots.)

Also, while Lengas is managing repairs, you'll need someone to command your ops.


Welcome, Julo.

Re: Mutiny on the Dreadnought

Posted: Sun Jul 27, 2014 4:25 pm
by Professor Fenway
Name: Fenway Galaxa
Captain of: The Executor (pronounced ex-e-q-ter, not an ex-e-cut-er.)
Personality profile: Fenway is relatively cold, exceptionally heartless, and only in it for money and status. He does not pick sides, nor does he hold favorites; for the right price, he'll go after anyone or anything.
Role within the fleet: Independent Bounty Hunter


The Executor is a ship designed personally by Fenway. Classified as a heavy fighter with stolen experimental tech; namely the two Railguns.

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