Training IF someone try raiding. Forgot that part?

Eh, isn't that line separate from the if clause? The large number of commas has confused me.

It seems though like something that would happen either way.


A. No Combat, they've got time to train while just patrolling.
B. Combat, they've got live combat XP.

So... It seems like something that makes sense either way.
 
Eh, isn't that line separate from the if clause? The large number of commas has confused me.
No. And it seemed pretty clear to me, even if that was a bit long indeed.

Still, it is nice pay, and if there is anybody that is trying their luck in raiding, that'll be more pay for you and your team, not to mention that you'll have your rookies get some valuable experience.

Veterancy rules were also clear about how to become more experienced.
 
[X] Freelance, Pirate Hunting

It's funny how no one says anything about an entirely male team.

People might joke about it being a sausage fest, but there is no hint of impropriety, and I assure you, there would be people commenting if this was a quest of 'play Krystal' or another female character and then every pilot we hired was male, which is the actual equivalent situation.
 
It'd be just Fox's luck for all the male pilots to keep biting it and the female pilots being the only ones with staying power.
 
We're already breaking out the jokes?

And sadly, we no longer can do anything about it for now. We already need to get a science vessel next and the rest really should act as a buffer for payments until we start making a positive income.

Maybe we can hope for good luck cleaning up space a bit next, but we'll really have to move elsewhere for better-paying jobs soon. Breaking even is not enough.
 
We're already breaking out the jokes?

And sadly, we no longer can do anything about it for now. We already need to get a science vessel next and the rest really should act as a buffer for payments until we start making a positive income.

Maybe we can hope for good luck cleaning up space a bit next, but we'll really have to move elsewhere for better-paying jobs soon. Breaking even is not enough.
Actually each jobs takes 3 days so we get two a week which makes the income look better
 
Well move on later, after a couple rank ups for our newbs.

And actions take two days, not 3, or any other number.
 
Well move on later, after a couple rank ups for our newbs.
Sadly, the market may not agree with those plans. Look back: How many jobs involve a fight again?

The rest of the galaxy is not hostile per default to us but sadly, Corneria is hardly the best place for combat jobs with the fleet around since, you know, their HQ is there. And if we want to expand our operations like getting a ground/boarding force, we'll need more than a mere 100-300, maybe 500 at most, income per week.
 
While there seem to be a clear winner in terms of job choice, votes are going to be open for a while until I catch up in book keeping, materials gathering/developing, and defining even more mechanics that will be important in the near future.
 
[x] Patrol Cornerian Space

I know it's legit but the doing the Freelance pirate hunting job with out a way to capture the guy strikes me as an slightly more positively worded assassination contract and that doesn't sit right with me.
 
Let's talk about Carrier combat mechanics, shall we?

In any combat scenario, carriers and ships with any sort of hanger and small craft within those hangers can deploy said small craft during combat and recall them back into the hangers at any time. When used properly, this could be a very powerful ability that can turn the tide of battles.

At the beginning of a battle or combat scenario, all ships carrying small-craft can deploy up to three squads immediately for immediate use and action, with sizes only limited to the overall commander's leadership skill and the leadership value of the units that makes up the squad. With additional upgrades to a ship's system beyond the baseline, more squads can be deployed at the beginning. However, such systems and ships either rare, expensive, or both.

During combat, a single new squad can be deployed from the carrier. This newly deployed squad will defend the ship for that round. In a way, that means that the newly deployed and the carrier will temporary form a "super-squad" of sorts, with leadership values exceeding what was normal for only that round. Afterward, the deployed squad will separate from the carrier and then the squad will be free to act independently. Again, with additional upgrades to a ship's system beyond the baseline, more squads can be deployed at one time. Deployment will count as an extreme range ability that will go first in a confrontation exchange, as explained here.

During combat, whole squads can be recalled back into a carrier, as long as the carrier has space in the hangers. There is no restriction in the number of squads that can be recalled, but the squads do have to retreat into the same carriers they were deployed from originally, unless they are adopted into a new carrier if their original one is destroyed for any reason. Squads can be recalled to protect weakened squads, rearm them, repair them, or to replenish their numbers. This will be useful for extending their longevity, although keep in mind that they will not be available for relaunch for up to four turns. This refreshing period can be hastened with upgrades to the ship's systems. Retreating will be done at the end of a round after all other squads performed their combat actions.

Note that dedicated carriers have special systems that makes them more effective in carrier combat. They might have some of those upgrades in place, or they may have other abilities, active or passive, that will make themselves and their deployed squads more effective. More will be revealed when you actually find some carriers.

EDIT:
And if you need a refresher on what counts as small craft, they are units with leadership values of, at most, 1. This, for the most part, also correlates to how much hanger space they take up. Here is a list of types that counts as small craft, sorted by leadership values:

0.10:

Light Robotic Fighter
Scout Probes
Small Mining and Salvaging Drone
Small Repair Drone
Communications Drone

0.25:

Medium Robotic Fighter
Radar Drone
Medium Mining and Salvaging Drone
Medium Repair Drone
Basic Drone Surveyor
Light Defense Satellite

0.50:

Heavy Robotic Fighter
Drone Bombers
Large Mining and Salvaging Drone
Large Repair Drone
Enhanced Drone Surveyor
Medium Defense Satellite
*CLASSIFIED*

1:

Fighter
Interceptor
Passenger Shuttle, Small
Small Cargo Ship
Heavy Defense Satellite
Gunboats
Corvettes (NOTE: due to their size, they require two units of hanger space instead of one)
Small Science Vessel
Small Mining Ship
Mobile Battle Suits
*CLASSIFIED*
 
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Come to think of it, while we have loot rolls for stuff we didn't wreck too badly, there is also the possibility to find stuff not wrecked at all that may not have deployed, that we could take to use or sell...
 
Speaking of selling, selling loot and other unneeded/unwanted ships and equipment can be done during the buying/hiring periods during the week. The process can be an instantaneous process like buying/hiring if you sell to the local wholesale dealers at a price they offers, although you will be selling at a significant discount. Alternatively, you can put the items up for sale and wait a couple of days (one action turn) for the buyers to come on in. Then you can either accept or deny offers. Takes longer, but more profitable this way.
 
Since I was hearing about it a couple times here recently, I'll talk about Boarding Action next:

Typically, the only way to capture and take an enemy ship of space station for yourself is to get yourself some troopers and deliver them to the enemy's vessels or structures. There, the troopers will do battle with the enemy's troopers, crew and security system with the objective of the complete elimination of all of the enemy personnel and systems and seize control of the target.

Capturing ships will only work on ships of a minimum size. Therefore, a ship must have a minimum leadership value of 2 in order to be captured. Anything less would have to be destroyed.

To commence with boarding action, you need personnel to board and capture ships with. This means that you will have to hire troopers to do the job. You could use pilots to do the job, but they are more expensive and typically less effective than troopers overall.

After you got the troopers, you need the means to send them over to the enemy's ships and stations. There are two primary methods to do so. The safer of the two options is to use special boarding teleporters to teleport troopers onto the enemy's vessels. To use these teleporters, first, the target enemy vessel must not have any shields left. That means you need to use your fleet to deplete their shields first before you can send over troops. Then, once the shields are down, then the ship will teleport the troopers to the target as a special ability. This ability counts as a very short range ability in terms of a confrontation exchange, as explained here.

Shuttles are purpose built ships with these teleporters and quite a bit of space for trooper transport built in them. You can also install these teleporters into another ship as a system upgrade and then use said ship as a shuttle, but keep in mind that while commencing the boarding action, the boarding ship can not shoot, deploy small craft, or do any other special ability, so it might be a bit vulnerable while it is trying to beam troops aboard.

An alternative, though bloodier, method is to outfit the troopers with jet-packs (available from equipment purchases) and to fly them over to the enemy vessel or station with said jet-packs. Again, it will be a very short range ability and the target's shields must be down first before you can board the target. The difference is that the boarding craft can do other things while the troopers are flying over like deploying squads from its hanger or attacking anything. And you do not need special teleporters to do this action, so this is a plus. However, when I said bloodier option, I really mean it. Flying around in a middle of space combat with nothing but your personal armor to protect you is dangerous to the troopers and expect a portion of them to die before making it to the ship. Generic troopers will die first in this manner before named troopers will. But this might be a cheaper option if you are too poor to afford shuttles or teleporters...

Once the troopers are on board, combat will ensure in a similar manner, mechanics-wise, as space combat, but with all of the combatants of either side forming a single unit. The boarding parties will first target the security systems and troopers first before the actual crew will be harmed. Once the enemy crew start to die off, expect the enemy ship to start suffering combat penalties, but still able to attack. At any time, you can resume attacking the target ship while boarding is underway, although it is generally not recommended unless there is a good reason to do so. Maybe the boarding action is about to fail and you still need to destroy the ship? Who knows.

Boarding and capturing ships and stations is hard, dangerous, and quite deadly work. Expect great loss of life whenever such things happen, but that is why trooper salaries and hiring fees are relatively cheap. Big rewards await you if you manage to capture the enemy ship, for you get the ship and any cargo it will be carrying as a reward. If the ship was carrying small craft in its hangers at the time of capture, you'll get those too.

Once the target is captured, it will remain idle until the end of battle. During battle, you can still attack it, and the enemy could attack it as well, although they will be a lot more interested in attacking active enemy ships before attempting to take back their property or destroying it.

At the end of battle, if the captured ship is still intact, you have some options on what to do with it if you are far away from civilization and deep in space. First of all, you could transfer any and all valuables onto the ships with cargo space and just demolishing the captured ship right then and there. Alternatively, you could pilot or tow the captured ship back to civilization where it will be added to your fleet automatically for additional use or sale. If the you are near civilization at the end of the battle, the latter of the options will be done automatically.

⚠ WARNING:
Beware that while you can capture enemy ships, the enemy can and will try to capture your ships too, including the Great Fox. If the Great Fox is captured, you will only have a few turns to take her back before the enemy will escape with her or just destroy her on the spot. If either of those two outcomes happen, the the quest will end in a failure. Note that if the Great Fox was captured and you took her back, expect to lose some property (like spare equipment or unlaunched ships) and a need to repair the damage.

In addition, if Fox McCloud dies during boarding action (either on the offense or defense), the quest will end as well. Hopefully, you will not let that happen...

This is a long write up, so if you have any questions, please ask, and I will clear things up with you.
 
We still don't get the ships if we can't remove the crew, though?
Correct, a ship without engines is still dangerous if it still has weapons and means of calling for help, even with engines disabled. Trying to tow a enemy ship without clearing the crew will only result in another expensive repair bill for Great Fox repairs and a very big mess.

Plus, if there is still a crew on board, they can just repair the engines.
 
I suppose that depend on the ship size. If we atually blow out the propulsion, good damn luck repairing that.

Still, if a job request 'alive' and we can just force the ship to crash land, calling in the requester could always be an option if it's possible, like if it's the fleet that requested the capture.
 
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