Department of Starship Design (Trek-ish)

What's the ETA on repairs?

As for a plan, let's let the shuttles do the salvage. We should see any warships before they can show up and let the shuttles cloak. 2 Probes down the passages that don't have any known hostile ships. It's clear that the hornets are starting to swarm so I want to get out of the area. Since we are moving in this direction, we might as well keep going.

[X]Plan: Steady as she goes
-[X] Launch additional probes (Passage F, Passage H)
-[X] Retask to a different location (B4)
-[X] Make no changes to current Shuttle tasking.
-[X] Maintain course

I believe maintaining course means we go northeast and run into hostiles. Just one exclamation mark, but we might want to rethink that.

Gimme one sec to write up a vote.
 
[X]Plan: Steady as she goes

hey Mechanis, I have a slight suggestion, but after we are done with this portion of the quest, we go back to ship building, and then enter the next segment like this; it may be a good idea to keep it a lot shorter than this portion of the quest has turned out to be. Like this is a great idea combining ship design with a section where we play as the ship, but it could do with being a lot shorter is all in my opinion. 🤷‍♀️
 
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[X]Plan: Run Away From Our Problems
-[X] Launch additional probe (Location A1)
-[X] Abort mission
-[X] Change course to Ancient Anchorage Wreckage
 
[X]Plan: Steady as she goes

hey Mechanis, I have a slight suggestion, but after we are done with this portion of the quest, we go back to ship building, and then enter the next segment like this; it may be a good idea to keep it a lot shorter than this portion of the quest has turned out to be. Like this is a great idea combining ship design with a section where we play as the ship, but it could do with being a lot shorter is all in my opinion. 🤷‍♀️
Oh yes, the next planned Event is *considerably* simpler/shorter. And there's a great whack of design to do before it even comes up; heh.
(It probably doesn't help that there was a tiny* bit of schedule slip in the middle there.)
But yes, most future Events should be over more quickly, though their consequences may not be.

*HAHAHAHAHAHA-
 
I believe maintaining course means we go northeast and run into hostiles. Just one exclamation mark, but we might want to rethink that.

Gimme one sec to write up a vote.
We are headed to the Industrial Station Wreckage, where are shuttles are. Our cloak works, so if we need to we can just hide and move off in whatever direction. I'm thinking more to the east, but that's what the probes are for.

It feels like the enemy are trying to surround us, which is why I just want to pick a direction and keep moving.
 
I wanted to get a vote out and then I was reminded today I had two updates I have been postponing.

Don't take three 200 level classes when every teacher believes in 6 hours of work per class minimum while working part time! It.. uh.. can wreck your spare time. c.c

ETA:
[X]Plan: Steady as she goes
 
[X]Plan: Steady as she goes

hey Mechanis, I have a slight suggestion, but after we are done with this portion of the quest, we go back to ship building, and then enter the next segment like this; it may be a good idea to keep it a lot shorter than this portion of the quest has turned out to be. Like this is a great idea combining ship design with a section where we play as the ship, but it could do with being a lot shorter is all in my opinion. 🤷‍♀️
Nah I love reading this part it also shows advantages and flaws in our designs being throughly field tested and also tasty looting there are few and far between good or any star trek fan fiction of any sort
 
[X]Plan: Steady as she goes
-[X] Launch additional probes (Passage F, Passage H)
-[X] Retask to a different location (B4)
-[X] Make no changes to current Shuttle tasking.
-[X] Maintain course

I pretty much concur with the idea that we keep going on course, we send a shuttle team ahead to scout/strip B4, and then we press on through either F or H. It's clear the hostiles are trying to hem us in. Due east is the only direction we haven't ran into a patrol yet, and I'm not that worried of running over a single patrol so long as we can be pretty confident that gets us out of the net.

If they're splitting up to try and cover all the exits, it's entirely possible a single detachment is small enough for us to feasibly overwhelm quickly. It's not like anyone's fought our ship and lived so it's doubtful they have any real idea of what they're dealing with.
 
[X]Plan: Steady as she goes
-[X] Launch additional probes (Passage F, Passage H)
-[X] Retask to a different location (B4)
-[X] Make no changes to current Shuttle tasking.
-[X] Maintain course
 
  • I think we should stop using probes - they reveal our continued existence
  • It looks like we're being encircled (though this may just be limited data / seeing only nearby ships)
  • The best chance to escape encirclement looks to be map-east, towards B4 and passages F/H

[X] Plan: Going Ghost
-[X] Probes
--[X] Do not launch additional probes
--[X] All probes within sensor radius, self destruct / steer into nebula walls
-[X] Shuttles
--[X] Abort launch to B2
--[X] One shuttle each, scout passages F and H
--[X] Finish current salvage mission.
-[X] Ship
--[X] Change course towards B4/F/H
 
The Paths of Medusa, Part II: Marzak, Chief of Chiefs, Arrival.
TLDR version:
REINFORCEMENTS HAVE ARRIVED.
*Boss music plays*

[X]Plan: Steady as she goes
-[X] Launch additional probes (Passage F, Passage H) Canceled due to hostile arrival
-[X] Retask to a different location (B4)
-[X] Make no changes to current Shuttle tasking.
-[X] Maintain course

It is fortunate that the ship's sensors have been fully repaired, and no further exterior work need be done, at least for the moment.

Because sensors detect not handfuls but dozens of ships, dropping out of warp. Several within the ship's location: no fewer than four Battlecruisers in two pairs, each attended by a flock of over a dozen gunships; three aggressive, clawlike five-point wings for one pair, and a flock of six three-strong chevrons for the other.

The enemy has arrived, in force.​

Marzak Stormrider, Chief of Chiefs, Fourth-Lord of the Fifth Realm, beheld ruin and failure.

He gave but one order:
"Find them."

Disobedience was unthinkable.
There were, after all, so many fates far worse than mere death.​

Current map data:
  • ALERT. MASSIVE NUMBER OF HOSTILE SHIPS DROPPING FROM HIGH WARP.

Probes
Current Taskings said:
  • Explore Passage A
  • Explore Passage B
  • Explore Passage D1
  • Explore Passage D2
  • Scout Location B2
  • Conduct detailed scans for hidden passage
[ ] Launch additional probes (Write-in number & destination)
[ ] Do not launch additional probes
You cannot launch additional probes given the current situation.

Shuttles
Current Taskings said:

[ ] Recall shuttle mission (2x). [Highly recommended]
[ ] Make no changes to current Shuttle tasking.

Ship
Current Status said:
Alert One, Silent Running
[ ] Evade!
-go "North"
-go "South"
-go "East"
-go "West"


you may now panic.

This lot was supposed to trickle in as steadily escalating sizes and frequency, but then the dice decided that they hate you and dropped them all at once. So congratulations, Marzak managed to get them to arrive both ahead of schedule, and in massively overwhelming numbers!
Mechanis threw 2 4-faced dice. Reason: The Cloudkeepers Total: 6
4 4 2 2
Mechanis threw 2 4-faced dice. Reason: The Gatebarrers Total: 6
2 2 4 4
Mechanis threw 3 6-faced dice. Reason: Rangers of the Clouds Total: 13
5 5 3 3 5 5
Mechanis threw 3 6-faced dice. Reason: Seekers of the Foe Total: 13
4 4 6 6 3 3
Mechanis threw 3 6-faced dice. Reason: Guardians of the Paths Total: 11
4 4 3 3 4 4
Mechanis threw 3 6-faced dice. Reason: Hunters in the Night Total: 12
5 5 2 2 5 5
Mechanis threw 3 8-faced dice. Reason: The Watchers at the Gates Total: 18
8 8 5 5 5 5
Mechanis threw 3 8-faced dice. Reason: The Rulers of Ember and Ash Total: 11
2 2 7 7 2 2
Mechanis threw 3 8-faced dice. Reason: To Stand Upon the Bridge Total: 15
2 2 8 8 5 5
Mechanis threw 3 8-faced dice. Reason: The Kings of Ruin and Dust Total: 12
2 2 3 3 7 7
Mechanis threw 3 8-faced dice. Reason: The Way is Shut Total: 10
6 6 2 2 2 2
Mechanis threw 2 10-faced dice. Reason: Scions of Armageddon's Wake Total: 9
1 1 8 8
Mechanis threw 2 10-faced dice. Reason: Lords of the Dying Light Total: 14
5 5 9 9
Mechanis threw 2 10-faced dice. Reason: Upon the Thrones of Rubble Total: 16
8 8 8 8
Mechanis threw 4 20-faced dice. Reason: Marzak, Chief of Chiefs Total: 40
2 2 3 3 16 16 19 19
 
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The only real option looks to be heading North, East has us potentially run into 2 converging battle groups with a third on our tail, North seems to at most have that picket force that detected our probes and the group sitting right on top of us. It seems in hindsight SW was the only truly 'safe' path, but there's little point quibbling about that when we need to go.

We could alternatively head South, but that has it's own risks. The Subspace Jammer force may try and head South- but there's almost no enemy presence in the West we can see so they could be just as likely to head to the Ancient Anchorage there than veer South where there's minimal objects of interest.

With any luck they'll start contracting around the East of the map as that's where all our probes are- and given how inferior the enemy's sensors seem to be, they might not be able to detect that those are probes at a distance.

[] Like a bat outta hell
-[ ] Recall shuttle mission (2x)
-[] Evade (North)
 
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[X] Running to Down Under
-[X] Recall shuttle mission (2x)
-[X] Evade (South)

South has the fewest fleets and the only place they're strong is the sub space jammer. We've got a passage out in the southwest.
 
[X] Like a bat outta hell
-[X] Recall shuttle mission (2x)
-[X] Evade (North)

I'm fine with heading south, but I dislike how easily the Subspace jammer fleet could cut that route off.
 
[X] No time to wait
-[X] Make no changes to current Shuttle tasking.
-[X] Evade (North)

I assume we have to wait for those shuttles to return so...
 
The C1 area has enough passages for us to dodge around a bit, and only one small force in the way. North to C1afety!

[X] Like a bat outta hell
-[X] Recall shuttle mission (2x)
-[X] Evade (North)

Also, let's not abandon the shuttles. Loose shuttles are capturable shuttles. Captured shuttle crews are interrogateable crews. For the near-medium future, our nation's best defense against these guys is secrecy.
 
[X] Like a bat outta hell

[X] No time to wait
-[X] Make no changes to current Shuttle tasking.
-[X] Evade (North)

I assume we have to wait for those shuttles to return so...
We really need to recall them, see below for citation. We can't leave them behind, and if we send them off to B2 recovering them is going to be hard.

all shuttles must be recovered before leaving the nebula—you will not leave the crews behind!
 
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We could alternatively head South, but that has it's own risks. The Subspace Jammer force may try and head South- but there's almost no enemy presence in the West we can see so they could be just as likely to head to the Ancient Anchorage there than veer South where there's minimal objects of interest.

South has the fewest fleets and the only place they're strong is the sub space jammer. We've got a passage out in the southwest.

The main reason that I vote north was the jammer fleet seems to be the main enemy fleet. I feel it's the one to have the highest chance of sensors that can be used to find us. Our enemies have proven that they are not stupid or unable to adapt. If the enemy somehow doesn't secure Warp Booster 1 I'd like to hit that to get out of here. I'm assuming they will secure it, so scouting out the G areas seems like our best bet.
 
The Paths of Medusa, Part II: Endgame I
[X] Like a bat outta hell
-[X] Recall shuttle mission (2x)
-[X] Evade (North)
Probe Interrupt (2 for 1 Special)

Before the ship can proceed more than halfway across the current bubble, two of the probes sent out earlier report to the ship. One has found another hidden research station; this in the direction of the current heading.

The other, however, has found an exit, a conical widening of a passage through which open space can be seen—effectively in the opposite direction, past the destroyed jamming array.

This is a difficult choice—the station offers a safe place to enact further repairs, easily regroup with the recalled shuttles, and plan, but would effectively cede initiative to the locals, allowing them time to do as they please.

Alternatively, making best speed for the exit, and ordering the shuttles to do the same, will give the local forces minimal time to act, but minimal is not none. But once out of the clouds, it will be nigh impossible for the cloak to be penetrated by brute force, and the ship will be able to easily escape as soon as final repairs to the Warp drive—delayed by battle damage but still nearly complete—are finished.


[ ] Head for the research station
[ ] Reverse course, best speed for the exit!
Mechanis threw 15 6-faced dice. Reason: Imperaxe Immortal Total: 59
4 4 4 4 4 4 5 5 2 2 1 1 6 6 2 2 3 3 3 3 6 6 4 4 3 3 6 6 6 6
Mechanis threw 6 20-faced dice. Reason: Marzak, Chief of Chiefs Total: 51
8 8 16 16 13 13 1 1 10 10 3 3
Mechanis threw 4 20-faced dice. Reason: Aqyr T'Fen, First Seeker Total: 40
16 16 6 6 1 1 17 17
 
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Now this is a hard choice. Repairs in a hidden area sounds good, as does extra loot. But just getting the hell out now is ALSO good and may prevent them from blocking the exit.

I feel we've pushed our luck enough. Time to try to escape.

[X] Reverse course, best speed for the exit!
 
Fun fact, this actually wasn't garunteed- Marzak tried to jam your comms, but flubbed the roll nearly as hard as his abilities allow him to flub things, to the point where the result was "all future attempts automatically fail".
 
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