X3TC Blogs (Page 1)

X3TC » A bit of a Balancing Act

Posted by RandomTank on Thursday 11th July, 2013 | Comment 0 comments

I was throwing ideas against the wall the other day about X3TC and AP, and one that's been bugging me for a while now is how useless most of the M4 class is compared to the M3's, the M3's are simply better, and only a tad slower! So here'e my idea for a bit of an overhaul....

It should be changed so M4 = Workhorse civilian ship/defense fighter; M4+ = Interceptor; M3 = Fighter-Bomber; M3+ = Tank. I’ll explain how I would like this done, firstly with weapons:

The PAC, PRG and PBE should be dedicated Interceptor weapons, as they are all generally low damage per shot, high ROF and high bullet speed. The PAC should be the hard hitter of the 3; doing the highest hull damage (400 instead of 140), highest shield damage (1200 is good), lowest ROF (310rpm is good), slowest speed (700m/s is good), much less energy usage (-66% of what is now). The PRG should be in the middle; decent hull damage (200 instead of 70) decent shield damage (800 instead of 680), decent ROF (400 is good), high speed (1560 is good), much less energy usage (-66% of what is now). The PBE should be the fast, super anti shield but burst weapon; low hull damage (35 is good), low shield damage (800 instead of 950), highest ROF (1150 is good), highest speed (2500-3000m/s instead of 7000), use more energy (+100% the usage), but any ship that can take it has much increased energy regen, to allow it to do bursts.

The HEPT, EBC and FBL should be dedicated Fighter/Bomber weapons, they are generally high damage per shot, low to med ROF and low bullet speed. The FBL should be the hard hitter of the 3; doing the highest hull damage (800 instead of 470), highest shield damage (3000 instead of 2800), lowest ROF (220 instead of 190), lowest speed (400m/s instead of 370), less energy usage (same as HEPT). The HEPT should be in the middle; good hull damage (550 instead of 330), good shield damage (2000 is good), decent ROF (300 instead of 280), low speed (450m/s instead of 430), slight increase in energy usage (+20%). The EBC should be the fastest with no real energy usage; lowest hull damage (250 instead of 210), lowest shield damage (1500 instead of 1200), highest ROF (400 is good), fastest bullet speed (550m/s instead of 600), almost no energy usage, no change needed.
Now for the ships:

M3+: Have a general speed decrease but shield increase, maybe a bit of agility decrease too, make each one similar stats to their race’s bomber, maybe worse. Cargo space should stay about the same, but maybe Boron and Teladi ones can carry XL; Generators should be upped to about 10000J with 250j regen minimum. They should only have a rear turret if the Race’s basic M3 does, and the front turret should upped to 2 guns, but also should able to takes CIG’s, IPG’s or ISR’s depending on race (I know). This change would make them a bit sluggish, but also very powerful; making them a very good escort (especially a few mounted in a TM) for a convoy and also make them the deadliest ship that you can mount in a Carrier.

M3: Stats should be generally kept the same, maybe a few shield increase so no M3 has 1 25mJ. The main differences are that Argon, Boron, Teladi and Split use the HEPT; Argon, Teladi, Split and Paranid use the EBC; Paranid and Teladi use the FBL; Another big difference is that M3’s can’t mount PRG’s or PBE’s, as they are interceptor only weapons, though they can use the PAC. This is meant so that M3’s are great at killing each other, freighters and capitol ships in large numbers, but interceptors will wreck them as the M3’s struggle to hit them; they are designed for anti-capitol, not anti-fighter
M4+: Have a big speed increase (minimum of 200 m/s, the Asp heading towards 300), some shield increases (so that 25mj is the smallest shield health), round off the generators so that they are all between 3500J and 5000J, an agility increase, and a cargo bay decrease so that they can only carry their shields, weapons and a select few missiles; they’re fighters, not traders; they should also cost more, minimum 1.5 mill. Everyone uses the PAC; Argon, Boron and Teladi use the PRG; Split and Paranid use the PBE. M4+’s can’t mount HEPT’s, FBL’s or EBC’s. This makes it so they are very good at taking out M4’s, each other and M3’s, but really struggle against M6’s, as they are designed for anti-fighter, not anti-capitol.

M4: Not many changes, a shield increase so no M4 has 1 5mJ, have same weapons as interceptors, but most importantly they (in a lot of cases) have double the cargo space; I thought this because they have smaller shield and weapon generator, but similar sized engines and most are physically the same/similar size to their M3 brethren. This makes them a basic fighter, they guard the Fighter-Bombers from other fighters, and they have a similar speed to the M3’s, but have the anti-fighter weaponry to kill the enemy’s fighters as the M3’s can’t effectively; they can also be used as fast traders or civilian ships with the now larger cargo bays. The Vanguard versions of each type should have a considerably better combat ability, and should basically work as another type of Interceptor for each race.

All these changes would result in M3’s not being just simply better than an M4, that now they have different uses, and similar costs. You would now have to have a balance the amount of Interceptors, Fighters and Fighter-bombers stored in your Carriers; if you have too many M3’s they will get overwhelmed by your enemy’s Interceptors, and you lose your fighter cover = Death; or if you have too many M4’s, you’ll kill their fighters, but won’t be able to kill their Cruisers as the M4’s don’t do enough damage, which = Death. Just adds a bit more fleet co-ordinance, rather than just M3 spam. I spose you could do all this with a bit of fumbling around with the game code, could even make a 'Fake Patch' mod out of it, so then if you don't agree with it, don't use it; but I, at least, think this kinda needs doing.

X3TC » My Burgeoning Fleet

Posted by RandomTank on Tuesday 2nd July, 2013 | Comment 1 comments

After a bit of sorting, selling and stealing, my ship list is looking a lot more manageable; there is still about 50 TS's that need repairing and selling, but now all the excess fighters have gone, been put into wings or stored away for the PHQ.

I now have my Shrike outfitted as an RRF Destroyer that packs quite a punch, but it also has Red Wing mounted in it, which comprises of 5 Nova Raiders toting 4 HEPT and 4 PRG each, allowing for quite flexible usage; but I also keep my X-Shuttle in its hanger for personal use. My main ship though is my Panther, equipped to be a Carrier/Cruiser with plenty of ISR, CIG and FAA, and it carries Gold and Silver Wing in its hangers; Gold Wing being 10 Solano's all equipped with 6 Mass Drivers and 50 crates of ammo each, which functions as a heavy interceptor wing; and Silver wing being 5 #deca.cefa's equipped with 4 PM/AM Launchers, 10 crates of ammo, and 2 EMPC's in the turret each, which functions as a light bomber wing. I also have 3 Blastclaw Prototypes as a Combat-Salvage squad, and a couple of personal use ships including my favourite fighter, a Venti named 'Total Annihilation' with 6 EBC and 4 PRG. I recently added an escort for my Panther in the shape of 2 Heavy Dragons, equipped with 8 ISR on the front and a choice of 4 ISR or 4 PBG on the turret (I have the SMART turrets mod), and are set up to follow my every jump.

I finally got a chance the other day give my small fleet a proper combat test; I was in my Panther and had traveled to Zyarth's Dominion as I was buying the second Heavy Dragon and had spotted an abandoned Ranger (which sell for 3.7 mill fully repaired!) on 87% hull health; when I was there I found a Hold Position and Xenon Sector Patrol missions paying 1.2 mill and 2 mill respectively, so I took both to roll in the money. Immediately a Xenon Strike Force, consisting of a Q, 2 P's, 3 L's and a few M's and N's jumped in the South gate. As I was by the East gate, and felt like I was going to be a bit overwhelmed, I jumped my Shrike in by the South gate, and then jumped there myself; as soon as I jumped in I found that my Shrike had already killed a P, and had launched Red Wing which were now destroying the L's and the other P. I launched Gold Wing to intercept the M's and N's, and then switched to the Shrike, just to be staring down the nose of the Q. He had already been receiving fire from my GC's, but now he got a punch of charged IBL fire right to the face, and with the combined fire of my IBL's and Red Wing's HEPTs, he died very swiftly! I got a message thanking me for my efforts and a payment of 3.6 mill, not bad for 30 seconds of combat!

I switched back to my Panther and checked the map to see that my Sat had spotted that 2 Q's, 3 P's, 5 L's, a few M's and large contingent of N's had jumped in not far from the Trading Port; though the Q's has split and were heading in 2 different directions. I checked both Q's and found that one was slightly under-shielded with 3.2GJ, so I flew an intercept course. The 3 P's had overtaken the under-shielded Q, so I sent Silver Wing to do what they do best; with 20 energy saving CIGS (PM/AML) they quickly annihilated all 3 P's with only 10% Shield loss between them, I was very impressed! As I closed to 10km from the under-shielded Q, I let off 3 Firestorms, and as they closed, I launched about 10-15 Wasps to spam his turrets; 3 successful hits later and the Q was on 4% shields and my CIG's were ripping into him, resulting in a large explosion.

Because Red Wing had started scrapping with the L's, and my Shrike was lagging behind due to it's slow speed, It was only me and my fighters to kill the other Q, which still had quite a few N's and M's around it, so I decided to leave Silver Wing behind (as they are a bit badly shielded and can't kill any fast fighters) and just engage with Gold Wing and my Panther; I ordered Gold Wing to attack, and all of them immediately went for the Q. Thinking that their Mass Drivers would be like Pea Shooters to something that big, you can imagine my surprise when they proceeded to tear it a superfluous new bee-hind!! They then mopped up the remaining fighters, leaving me only a couple of N's to snipe with my Disruptors! I got message giving me another 3.5 mill, and a big relationship boost with the Split. With a grand total of about 7.2 mill rewards + another 6 mill from the abandoned fighters, Ranger and all the loot; and not a single casualty or repair needed, that was a really good day for my Credit Account, and a fantastic try-out session for my fleet, all I can say is I'm impressed!

X3TC » Too much.... Stuff!!

Posted by RandomTank on Tuesday 18th June, 2013 | Comment 4 comments

Been playing a TC save for a while now, an I now officially have more ships than I know what to do with...
Lets start the list shall we? I have:
A Panther, fully equipped, needs more fighters for escort (uses the Nova Raiders);
A Shrike, fully equipped, needs fighter escort;
A Cobra, partially equipped (needs hammers), needs more marines (10 4 star)
A Griffon, needs equipping (has nothing useful), needs fighter escort;
A Gannet, needs equipping (has nothing, may sell), has no marines;
A Carrack, needs equipping (has nothing, may sell);
A Minotaur, needs equipping (has nothing, may sell);
M6 & M8
A Skiron, fully equipped, no marines;
A Pirate Osprey, needs equipping (has nothing, may sell), no marines;
A TLS, fully equipped, no marines;
A Vidar, needs equipping, no marines;
A Hades, fully equipped;
A Claymore, partially equipped;
A Chimera, empty
6 Blastclaw Protos, 2 combat ready (PBG, PRG, PAC), 4 empty
3 Blastclaws, all empty
11 Pirate Novas, all empty
2 Pirate Falcon Vanguards, all empty
3 Pirate Falcons, all empty
A Pirate Eclipse, empty
A Perseus, combat ready (HEPT, PBE, PAC)
A Barracuda Raider, empty
5 Nova Raiders, Red wing (HEPT, PRG)
A Venti, combat ready (EBC, PRG)
X shuttle, combat ready (EMPC, PBE)
A Cutlass, combat ready
2 Scimitars, combat ready
A #deca.cefa, empty
A Falcon Sentinel, empty
A Nova Proto, empty
6 Pirate Busters, 3 as fast tenders, 3 empty
2 Pirate Buzzards, all empty
A Pirate Scorpion, empty
A Pirate Buzzard Vanguard, empty
A Pericles, empty
11 Solanos, 10 in Gold wing (MD), 1 combat ready (MD, PRG)
A Elite, combat ready (PAC)
A Eurus, combat ready (PRG, ION)
5 #deca.deafs, all empty
A Kite Vanguard, empty
A Mjollnir, empty
A Kestrel, combat ready
A Rapier, combat ready
A Pirate Harrier, empty
A Advanced Discoverer, combat ready
A Advanced Jaguar, empty
A Elephant, fully equipped, full fighter wing (uses the Solanos)
A Mammoth, partially equipped, needs fighter escort;
3 Toucans (marine storage)
4 Hermes', all empty
2 Mantas, all empty
2 Iguana Vanguards, all combat ready, boarding transports;
A Express Hauler, empty
2 Scabbards, fully equipped, 10 crap marines in each
A Chokaro, fully equipped, full fighter wing;
A Zephyrus, fully equipped, (mobile repair station, I have marine repairs script)
About 25 working on stations, storage, jump traders and UT's
About 60 needing repairs, probably selling too, but can't transport or repair them...

There is probably more, and I'll add it as I go along. I just sold over 60 M5s, so now I have more M7s then M5s. Storing and equipping those fighters is pretty daunting, as my universe has a shortage of Hammers, HEPTs and EBC ammo (I have 500 boxes, total), and I'm not set up to make my own, I only have 30 mill, and not much sector defence. Storing the TS' is a logistical nightmare, as I can't really move them because they travel at about 10-20m/s, and I can't transport them because I need an Aran, yet most of my marines are in training (~40% done), so can't cap one yet. I'm horrified every time I look at my Property Owned list because there is just huge amounts of injured freighters and unequipped fighters. I really want a squadron of either 5 #deca.cefas or deafs with 4 PM/AML and ammo to use as a sort of bomber squadron. I also plan to have a squad of 5 Falcon Haulers as a salvage/heavy attack squadron (all with EBC's)

X3TC » Way of the Gun Chapter 5

Posted by Kirlack on Tuesday 23rd April, 2013 | Comment 1 comments

Chapter 4

Chapter 5: Back in the saddle

    Aww, mate! I swear, if I ever give up my life o' crime I'm movin' up here with these boys. They sure can party! I even got the pleasure of some post alchohol fun! Man, I love my job.

    So, I started the day by kicking lover boy outta bed, grabbin' a shower and eatin' breakfast with my mercs. Daye Bro, the cocky frakker I was thinkin' about shootin' a couple nights back, is one of the ten still on the Metatron, and I've banned 'em all from carryin' weapons in the common cabin in case their poker games turn ugly again. I might have to sit in myself one night and see how much cred I can take offa them. Heh.

    Once I was all set I climbed back into Tendencies cockpit and made the jump down to Acquisition. I'm hopin' I can find a hacker or two down here that'll get me some access at the Loomanck's stations. After a bit o' searchin' I do find one at the 1Mj shield fab who's willin' to net me dockin' rights at the Rehabilitation Facility fer a hundred grand or so, so I wire him his money and jump down there. There's a certain Mamba I wanna try to collect.

    I'm figurin' my Skate can take a knock from a SQUASH mine or 2, but I still creep over to the ship at a measly 46m/s. It seems that my caution is unjustified though as there's not a single boom or bang on the way in, and I finally pull up just over 100 metres from the M3. A quick scan reveals the bare minimum of gear aboard, but there's a prize amongst it. Two PBEs. Nice! I might have to take Creed out fer another run later on and give 'em a whirl.

    So I claim the ship and beam across my jumpdrive ready to bounce her back to homebase, only there's a problem. It seems that in my haste to get down here and bag this here Mamba I've neglected to bring enough energy for either of us to get out safely.

    Bollocks. Note to self, plan ahead, or at the very least make better plans. Frak's sake.

    So I give the 5 cells in my hold to the Mamba and leave it there fer now. I'm gonna have to pick a safe route back to the south gate and then bounce the ship in for an injection of cells from Tools. I thought I was picking the exact same line I'd followed to collect the Mamba, but I must have drifted somewhat cos I managed to set off a mine. Only the one though, but the explosion was big enough to singe me and the Mamba! If I'd tried this in Small Fry yesterday I don't think I'd be here to tell ya about it.

    With the ship secured and jumped to the gate I call Tools in to top it up with cells and send them both back to Aladna Hill. Since I'm now without a jumpdrive I'm gonna make my way up to Legend's Home the old fashioned way to pick up another one. So I start creepin' north, pickin' fights with the occasional passin' weapons dealer, includin' a Paranid flyin' a Medusa, but none o' them bail. Shame really, especially the Medusa. That woulda been a nice addition to my li'l fleet.

    I slip through the gate into Ceo's Doubt 'n' keep headin' north into New Income. The first thing I notice when I hit the sector is a load of nav beacons leadin' off to the north west. Curious as to what they're fer I bank to port and start followin' 'em. A few moments later and I've noticed what looks like a pirate base way off to the south west. Keen to see if they've got any work I head on over, and find a Teladi pirate with a job offer.

    Great Trench eh? Hopin' that my mark's will be Boron I set off the way I've just come, back though Ceo's Doubt and then west into Boron turf. The first thing I notice when I drop through the gate is the Military Outpost all but directly ahead of me. That's just bound to mean trouble. Then I spy my four marks. My four Teladi marks. Frakkin' hell. That's gonna put a dent in my rep with the lizards.

    Meh. So be it. So I start creeping across the sector towards 'em, tryin' to fight the feelin' that somethin' ain't right. My flight path is set to take me right over the military base, and as I'm gettin' close to it the reasons fer me feelin' somethin' weren't right became painfully apparent.

    They're not payin' me any attention at the moment though, so I carry on quietly up to my marks and start layin' into 'em. A few moments later and I get a mission complete message, and one of my targets has bailed! Given how close I am to that Ray and it's escorts though I think I'll leave that Vulture Hauler here, and make my way back towards New Income with my 770k cred.

    Now, I knew this job was gonna cost me some standin' with the Teladi, but I wasn't expectin' to lose core sector access into the deal. Bugger. Luckily for me the folks in Ceo's need somebody to patrol the system lookin' fer Xenon. I'd rather fight livin' targets, but I need to get the locals back on an even keel, and...well, money's money so I take the contract. There's a single P backed up by a small wing o' Ns. Stickin' with my usual practice I close on the P first, launching a disruptor and a hurricane missile at two of the Ns as they pass me.

    Ps are insanely agile fer an M6 and this one's no exception, but it's only got the one turret, so I slip in under it's belly and flay off the 400 Mj o' shieldin' with PRG fire, then switch to EBCs to quickly finish it off. By the time I caught up with the last 2 Ns they were busy nippin' at energy freighters down by the SPPs, and a quick burst o' PRG rounds reduce 'em both to atoms. With the job done I get paid and the lizards now consider me once again a 'Company Helper'.

    That seems to get me back in everyone's good graces, as moments later I'm offered over 400k to defend one o' the local flower farms from a bunch o' pirates. Really? Couldn't they have sent Yaki or a band o' rampagin' Boron or somethin? I've just gotten reasonably square with the clans. Frak it, they're here now and I'm wantin' to get paid fer killin' 'em, so I slide in under the Osprey, lock 'n' shred.

    Ya know it's funny. A few days ago all I could lock 'n' shred was a couple o' M5s. Now it's gettin' to be a regular thing with M6. So by the time I catch up with Ferret I should be well practiced.

    With the Osprey down I banjo the Nova and then watch as the Harrier impacts the station at full throttle. That completes the mission, I get paid again and take a huge boost to my Teladi rep. I think that'll do me nicely fer now, so I head back into New Income to finish following those nav beacons. Ah! Another gate eh? The last unknown sector I looked at had some interestin' occupants, so let's see what this'n has in store.

    Nothin'. Frak all. Just a bunch o' asteroids in the southern half o' the system. And a gate to Montalaar...hang on. This must be the unkown sector that connects to the Montalaar east gate! It's prob'ly a good job I didn't duck in here when I first found that gate, cos I reckon the bounty hunters woulda been on me in no time, and there's not much cover in here.

    So. I make my way up through Montalaar and Light o' Heart and finally dock at the tradin' station in Aladna Hill. Whilst I've been killin' and robbin' folks Small Fry's been plottin' a route back down here from Two Grand that doesn't take it across hostile Xenon sectors, and my Discoverer has been followin' behind it at a safe distance. I even managed to bag a few Mass Drivers from the military outpost in Rhonkar's Fire, meanin' Creed will be a force to be reckoned with when I get back out into the trade lanes. Before I can get back into the Mamba's cockpit though I need to strip all the gear currently aboard Tendencies and put it back into storage. That's the one major issue in splittin' my flight time between a Boron fighter and a Split one. There's just too many good weapons for both that aren't compatible with the other.

    In the end I settle on the 2 PBEs, a pair of HEPTs, 2 Mass Drivers and 2 EBCs. That ought to give me plenty o' options fer some general piratin', and a few choice missiles to lob at anythin' nasty should keep anyone lookin' to hurt me at length. With Creed all set up I undock and head out into Hatikvah's to find some marks.

    My first target's a Paranid weapon dealer carryin' a bunch o' MD ammo, which'll come in handy. So we negotiate until he's dropped the lot, and I call in Tools to collect. Then I spot an under armed and under shielded Falcon with a Boron pilot and take a pop at him. Awww yeah. As that makes it's way back to Aladna Hill I beat on another Paranid weapons dealer in a bid to claim the mobile drillin' lasers he's got in his hold. He takes a bit o' convincin', but thanks to my PBE diplomacy he soon coughs up. Whilst Tools is gettin' busy pickin' that lot up I spot a Boron with not only another load of Mass Driver ammo, but also a bunch o' PRGs!

    Suffice to say that a li'l more PBE diplomacy was enough to get me the goods.

    After that it's lookin' like the sector's dryin' up, so I push on into Nopileos', where it soon becomes apparent that today's the day I stock up on MD ammo. Seems like everyone 'n' their dog are carryin' the stuff! One Paranid was carryin' over 5 and a half thousand energy cells 'n' all, so Tools was busy jumpin' back 'n' forth collectin' all o' my swag. I even managed to force a Barracuda pilot to bail. Ya know, I like Nopileos', it's always so good to me.

    I finally slip across the gate into Danna's Chance, where I get an offer from a hacker to net me dockin' rights at the Brennan's pirate base. Sweet! Eager to see whether the rumours I've heard are true and the mercs there are generally awesome, I commit five more of my boys to some trainin' and bounce The Metatron down to meet me. Only I've forgotten somethin'. Somethin' kinda important. Bet you already spotted it, aye?

    Lasertowers. 5 o' them, all clustered around the base. That's gonna make dockin' kind o' difficult now ain't it? Not bein' one to shy away from a challenge though, I give it a shot. Pilotin' Metatron between two 'roids to give me some cover keeps a lot o' beams from hittin' me, but I've still had my shields knocked down to just 10% by the time I was close enough to make use o' the dockin' computer. That was too frakkin' close. Hopefully gettin' out o' here will be a mite easier'n gettin' in. Still, I do manage to bag myself 5 more mercs to add to my roster. With a full band o' 20 now at my disposal I'm in dire need o' a second TP.

    I give my shields a bit o' time to recharge and then undock, instantly preppin' the jumpdrive fer a bounce to the the west gate, but oddly enough none o' the lasertowers fire on me whilst I'm idlin' next to the base, and then the drive kicked in and I was 20 klicks away. I quickly call Creed in and swap back to it, sendin' Metatron back to Acquisition so that my next cash injection can get some more o' my boys in trainin'.

    In the meantime I go back to piratin', keepin' to the trade lane between the south 'n' west gates so as to give yon lasertowers no reason to be shootin' at me. It's not long before I've bagged a Demeter from a passin' Paranid, but after that the sector's kind o' quiet so I push on into Split Fire. As I'm checkin' out the sector map lookin' fer targets I spot a weapon dealer comin' up outta the south gate, and make a bee-line fer him to peek in his hold. Nice, a brace o' CIGs and a smatterin' o' HEPTs! Once again PBE diplomacy proves too much for the pilot to argue with, and he coughs up the lot. Whilst Tools faffs around trying to pick some o' that up I spot this feller and we negotiate fer ownership o' those 1Mj shields. I pick 'em up myself though, and send Tools back to base. Why?

    Cos this lot showed up.

    Yeah. That'd be two seperate Thresher battlegroups. I'm guessin' they either got business with Family Rhy, or they've taken a sudden and intense dislike to the Paranid. I'm just about to start piratin' again as the second moves down to the south gate, when a third battlegroup drops through the northern. Right. That's me done fer the day. When your primary targets start lobbing trios o' M7s in your direction, and you're runnin' on 50 Mj o' shieldin', it's time to pack up and grab a beer.

    I make my way back towards Aladna Hill, managin' to bag another Ion disruptor from a passin' Boron, and another Demeter in Danna's Chance. I forsee a weldin' session in my near future. I think tomorrow I'm gonna make a solid effort to make Yohandris his moolah, and bag another TP. For today though...well, I'm pretty much skint.


    'Assassin's Creed' – Mamba
    Fully Tuned
    2x 25 Mj Shield
    2x PBE
    2x HEPT
    2x MD
    2x EBC

    'Violent Tendencies' – Skate
    'Tools o' the Trade' – Caiman
    'Small Fry' - Octopus
    'The Metatron' – Hermes


    Demeter x2

    Demeter Super Freighter – Storage
    Demeter Super Freighter XL – Storage

    195, 766 Credits

X3TC » Way of the Gun Chapter 4

Posted by Kirlack on Monday 15th April, 2013 | Comment 1 comments


Chapter 4: Gone Fishin'

    Decided to take the day off from my regular 'kill 'n' steal' methods and do some scoutin' today. Before I called it a night yesterday I sent 'Small Fry', my little Octopus, off to Company Pride for some shields and software, and got it tuned all the way to max. Whilst she was busy getting fitted out I fixed up the Caiman as well and sent Creed off to OTAS for a couple more shields to get her ship-shape. I had an interestin' run in with one o' my mercs last night as well. Cocky frakker was a hair's breadth from gettin' shot. That said, if Yohandris hadn't been on my case askin' fer the money I owe him whilst I was outside patchin' Tools' hull I'd likely have been in a better mood...

    Anyway. I got Small Fry all kitted out fer scoutin' duties and whilst she was on her way back I spent a bit o' time on the public net, lookin' at ancient Earth history of all things. I'd been thinkin' about a name fer the Hermes, and when I was searchin' it came up that an ancient culture referred to Hermes as the' messenger of the gods'. Further searchin' turned up 'the voice of God' which in turn led me to 'The Metatron'. Soon as I read that I knew I'd found a name fer my TP. Considerin' what I've got planned fer it I think the name's rather fittin'.

    So, once my little scout had gotten back I called it a night, didn't even have a drink. I gotta tell ya, it was nice to wake up this mornin' without a hangover. I skipped breakfast and took a quick shower while my five mercs were eatin' theirs, then headed up to the fighter bay to sort out what I can take with me aboard the Octopus. She's speedy at 427m/s, but the cargo bay's a poxy 15 units, and nothin' bigger'n S class cargo. With her maximum shields, a whoppin' 2Mj, plus 4 IREs fer, ya know, 'emergencies', and there was only 9 units left. So I decided to top her up with mosquitoes to be on the safe side, which sadly means I've had to leave my gun behind. I'm not happy about it, but needs must.

    Out into the trade lanes I head west into Hatikvah's Faith and then south into Clarity's End. It's Paranid turf so I'm gonna need to be on my toes, but it's only a border sector, so secdef should be light, and since I'm only passin' through hopefully not quick enough to catch me. Along the way I send all my captured fighters from yesterday, the 2 Makos, the Scorpion and the Pegasus, down to the Light o' Heart shipyard...


...fer sale It's not a lot, but it puts me one step closer to the money I need to pay off Yohandris, assumin' I don't spend it all. I've still got four days to get him his money, so I'm none too worried if I finish the day with less'n I started.

    Once I'm through Clarity's into Third Redemption I swing north and slip through the gate into Gunne's Crusade. A lone pirate sector between Boron and Paranid turf it'll be a sweet hunting ground, and there's plenty o' asteroids fer me to hide in. I don't have the tools to even try right now though, so I map the system and slide back through the south gate, then across Redemption and into Perdition's End. It's all quiet until I'm reachin' the south gate, then a pirate


...Carrack and his escorts turn up. They're not hostile to me though, so thinkin' I've successfully squared my rep with the clans I blaze into Desecrated Skies.


Oh. Maybe not quite squared yet then? Bollocks.

    I cut 'em all a wide berth and scout the south and east gates while they're busy takin' on the trade lanes and finally slip through the gate into Moo-Kye's Revenge. Halfway to the north gate I spot a Paranid


Deimos and his escorts and cut them a wide berth 'n' all. How come all the heavy hardware comes out while I'm in a frakkin' scout eh? Not that I'd pick a fight with a Deimos in Tendencies o' course.

    Eventually they move far enough south that I can head on into Mi Ton's Refuge where I find a pirate Rehabilitation Facility. It's flaggin' hostile, but at least I know there's one here. I also know that beyond the north gate lies Loomanckstrat's Legacy...and a fierce clan of psychos. Why psychos?

    One word. Minefield. The Loomanck's clan are well known fer leavin' a whole bunch o' SQUASH mines throughout the sector. Considerin' my shieldin' on Small Fry I have to admit I'm kinda nervous about crossin' the event horizon, but I'm gonna have to risk it.

    As soon as I'm into the system I pick up an abandoned Mamba


on my scanner. It's a ways off amongst the 'roids, but there's no way in hell I'm gonna try fer it in the Octopus. Cos, ya know...minefield. Yeah. So, instead I make a note of it's position and move north to pick up the gate, then back down to the south gate and across the sector lookin' fer the east gate, which leads me through to Spaceweed Grove.

    Grove shows up a few interestin' stations between the west 'n' north gates, then I'm on into Acquisition Repository, where I spot a Paranid tech trader who's en route to the pirate base in the sector. I don't know where the base is, so I follow behind him, all the way up past the north gate and


way off to the east.

    Sweet! I think that's far enough off the beaten path fer me to start training my mercs. As I'm on the approach I notice there's a hacker offerin'


his services so I make use o' him and get access to one of the nearby Rehab bases. I'm hopin' it's the one in Mi Ton's that he's hacked, so checkin' back through sector maps I'm pleased to find I got the right one!


That'll be handy in the future. Fer now though I dock at the base and call in The Metatron. I wasn't gonna hire any more mercs just yet, but there were a few decent ones available, so I made some dodgy deals, under the table like.

    No, not that kind o' deal. What kinda girl d'you take me for! Cheeky frakker.

    So, now up to ten mercs


I decide to leave my TP here fer a bit whilst I push north, through the Teladi sectors around Ianamus Zura, up into Eighteen Billion. The west gate here leads into a Xenon sector, and I'm not sure about Small Fry's ability to survive a hostile encounter with the machines. That doesn't stop me from tryin' though.


    There's 3 Qs loiterin' between the gates, and they got plenty o' other traffic to worry about, so I dip below the ecliptic and cut 'em all a wide berth. A few hair raisin' minutes later and I'm through the gate into Scale Plate Green. A quick scout of the system and then I head north,scout PTNI and make fer the east gate and the unknown sector beyond it. When I cross the event horizon I notice a few stations off in the distance, and am pleased to discover another pirate base


amongst them. They've got some decent mercs fer hire 'n' all, so I commit five of my guys to some training courses at the Acquisition base and bounce Metatron up here to pick up some more crew. I can't afford to put any more in training just yet though, and I'm already gonna need a second TP. I wonder if the Duke would mind me takin' a pop at some o' his?

    I decide to grab a quick drink at the bar on the pirate base and bump into a Boron who desperately wants someone to


kill the pirate that killed his partner. The mark's up in Patriarch's Keep, meanin' I'll have to jump gate to gate to reach him in time, but fer almost 2 million cred I wasn't about to say no. As I undock Small Fry from the station I order Tendencies to jump up here and meet me. Whilst we're hurtling towards each other for me to change ship I jump Tools up here as well, to bring me some spare energy.

    Once I'm comfortably back in the Skate's cockpit I jump to the PTNI west gate, spin 180 degrees and slide through to Profit Centre Alpha. Repeatin' the exercise gets me swiftly into Two Grand, then as I'm travelling down the jump tunnel ready to hit Patriarch's Keep I get a message tellin' me my mark's gotten himself killed by somebody else.


    Grrr. Sons o' frakkin' bitches....

    Right then. Another quick 180 and I'm back into Two Grand, where the local heavy weapons fab is


under duress and wantin' somebody such as myself to cover their collective asses. I'm gonna need a reasonable rep with the Teladi somewhere down the line anyway, and I need the money, so I accept the job. At first it looks like there's just a pirate Osprey for me to contend with, but then


his mates show up.

    Bollocks. That ain't gonna do my rep with the clans any good.

    I let the M5s shoot past on their way to the station whilst I close on the Osprey, and take out the Buster on the approach with a silkworm missile. Seconds later and I started strafin' and rollin' to avoid the HEPT and CIG fire the M6 was spittin' in my direction, and opened up on her belly with my PRGs. We traded blows fer a fair while but I was landin' a helluva lot more shots'n she was, and as her shields dropped I switch to my EBCs and started puttin' rounds through her hull. I took a few more hits tryin to stay on top o' her, and if I'd been flyin' Creed that prob'ly woulda been all she wrote, but I won the day with 27% of Tendencies shields intact. Aar!

    Sluggin' it out with the Osprey has given some o' the M5s a chance to burn 'emselves up in the station shields, or get lost in the super structure, so there's only three left as I head in. I loose a disruptor missile at one and take him out, burn the second with my PRGs and hit the third so hard


he bails! Now that's got some potential. Small Fry has been pretty good fer gettin' me this far, but I hate travellin' so light I can't even carry a pistol. The Discoverer's a lot slower, but it can carry M class cargo, which includes passengers, triplex scanner and a jumpdrive!

    So she gets patched up and sent off to dock at the local trading station while I make the jump back to the pirate base off PTNI. It's been


a long day runnin' around and I fancy a drink. I've got most o' what I need docked at the base anyway, so I think I'm gonna spend the night here and tomorrow I'll see about retrievin' that Mamba down in Loomanckstrat's Legacy.


    'Violent Tendencies' – Skate
    Fully tuned
    3x 25 Mj Shield
    4x PRG
    4x EBC
    2x PAC

    'Assassin's Creed' – Mamba
    'Tools o' the Trade' – Caiman
    'Small Fry' - Octopus
    'The Metatron' – Hermes

    Demeter Super Freighter – Storage
    Demeter Super Freighter XL – Storage
    1,095,992 Credits

Chapter 5

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