Mission 1: The Prisoner

Discussion in 'Games Run By CPA Members' started by turgy22, Mar 21, 2006.

  1. BigBlue Magic Jones

    I think killing the hostiles is a bad idea... I still like the idea of having our own hostages... we might even be able to offer a trade for the prisoner... especially since we also control one of their ships to bargain with as well... Since this ship doesn't appear to be capable of long distance flight (*or is it *), I don't think it has worth to keep...

    We could send it crashing to the surface as a diversion, then land our ship where we want close to the compound to extricate our quarry... and continue to keep the hostiles as bargaining chips in case we need them...

    Since Train can speak hostile, we could pilot their ship escorting ours to the surface as if they'd taken it...

    (I'm making the thinkers out to be *peaceful*, but realistic... I am trying to be the ying for my warrior captains yang... :D )

    (* You said earlier that rogues could understand Hostile, not speak it... *)
  2. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    Hey, I'm all for fighting (if I get your drift right) but I'd like the odds to be better :)

    I think the problem with setting the patrol craft to land is that they'd investigate what craft the patrol craft was supposed to check out (I mean, I *think* that's how it works - kinda like a police car, they always check in with Central Command to let them know what's going on in case they DO get into trouble). I like the idea of just setting it to cruise and/or let it adrift it space...
  3. turgy22 Nothing Special

    Good point. You're not a thinker for nothing. I messed up earlier and let train speak to the Hostile waiting onboard the shuttle in Hostile, so I'm going to switch it so that Rogues can speak Hostile, but they still have bad accents. It worked earlier because of simulated static over the communicator.

    So basically two questions at this point:
    1) Are you keeping Hostile captives? If so, then how many?
    2) What are you doing with the patrol shuttle? It does not have long-distance capabilities.
  4. train The Wildcard!!!...

    "just let me slit their throats captain... Pleeeeeaaasssseeee...."
  5. BigBlue Magic Jones

    Train, are you a psychopath? What do you have against these hostiles? And if we can use them as a bargaining chip, like say if you get caught or something, then they are worth a lot more alive than dead....

    Oversoul, I don't know if Skrath has any more useful info or not, but maybe you could check him out and revive him?

    Spidey, given all the variables... I think we should try our best to evade detection and land close to the rogue encampment, have this shuttle on autopilot set to crash, perhaps 5K further south than the hostile encampment hoping to draw out some of the hostiles from there to investigate. Maybe we can get more aid from the rogue encampment where they are sure to want to get more of themselves out. Take a force with them down to the hostiles and see about freeing as many prisoners as possible (of course with Skrath's brother included)... Aim High.... :D
  6. turgy22 Nothing Special

    Just to clarify, BigBlue, there is not a "rogue encampment". There is a colony on the planet where Skrath's brother was taken. It's mostly populated by Rogues, but there are sure to be a significant number of Hostiles living there as well.

    If you're trying to visualize what most of these colonies are going to be like, think along the lines of Mos Eisley from Star Wars, except not such a wide variety of aliens. So in this case, the colony is probably around 30% Hostile, 70% Rogue if it is an accurate representation of the entire planet's population. The compound is separate from the colony and you know almost nothing about it.

    My point is that if you want to visit the colony, only train and Skrath can go, as everyone else would be immediately identified as a threat. Also remember that in general, Rogues are thieves, are not very trustworthy, and will be looking out for their own best interests first. You'll want to keep that in mind if you intend to work with them.
  7. Oversoul The Tentacled One

    Well I suppose it is my job and all. Can I tie him up too?

    *Checks on Skrath.*
  8. BigBlue Magic Jones

    I'm trying to find motivation here then for me to help them... if rogues are only interested in helping themselves, and the hostiles are only interested in killing anything not a hostile.... why should I bother trying to help anyone? it isn't for 20K credits we most likely will never see... my interest is in making the universe a better place... and I'm being told that is not possible here... I'm starting to feel even more trapped...
  9. train The Wildcard!!!...

    I'm not a psychopath... but the event would probably include us trying to bargain... and the hostiles killing us and their own...

    I don't see the use in keeping them at all...
  10. BigBlue Magic Jones

    And I don't see the use of pointless killing... so I guess we'll have to agree to disagree and the captain can decide...

    (* And I don't mean to imply that "train" is a psychopath... ;) I'm talking about the rogue "train"... I think you are right in that they won't bargain, but my idealistic pacifistic thinker wants to try... As a player, I am feeling trapped by the game's rigidness, typically I find the world has more grey areas than ideals would suggest... *)
  11. train The Wildcard!!!...

    I totally understand and like how you are playing the character...

    But my character would have a little hate in him towards hostiles also... so maybe it fits me right...
  12. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    All right, time to make some executive decisions...

    No killing of the prisoners. One, we might be able to use them as leverage somehow and two, it's dishonorable to kill a helpless foe. So Oversoul can tie them up.

    BigBlue's plan sounds the best. But if a crash will draw unnecessary attention, let's just set it on autopilot to orbit the planet. We'll try to land as best near the colony near the jungle so we can use it to cover the ship. Sound good?

    ** I'd like to get some yeas or nays from the group before actually proceeding with the plan, turgy
  13. train The Wildcard!!!...


    but when they wake, they will report us, and it will probably be "on...'
  14. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    Nono, we keep the prisoners with us... let the patrol craft drift empty...
  15. turgy22 Nothing Special

    I'm sorry that the game's so rigid. I set it up that way and for this mission so you would know what to expect. I think it's good to have predefined "bad guys" that you will need to fight and know that you must fight. That way while you're playing, you won't try to talk to them every time just to have them shoot you in the face.

    I like to think that dealing with Skrath leads to more of that grey area. He needs you, but you obviously can't completely trust him. And, yes, you are doing this for the money. You're basically a crew of mercenaries (think A-Team) and you need these missions to earn a living.

    Moving on...

    Oversoul inspects Skrath and revives him.

    Spiderman and Melkor pull the unconscious Hostile from his shuttle onto your ship. Oversoul then binds them together back-to-back in the ship's Medical Facility, using the tow cable.

    The crew then assumes their standard positions on the ship and prepare for landing. The ship comes down in a small clearing about 1km southeast of the Hostile compound. Dense jungle surrounds you and it is unlikely that your ship will be detected by planetary scans.
  16. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    ** Geez, that was easy... maybe we were thinking too hard

    BB, can you do a scan of the surrounding area?
  17. BigBlue Magic Jones

    (* As a "seasoned" gamer... I guess I expected more trouble... :) *)

    Scanning Captain...

    (* Turgy22, what are the capabilities of my scans? I suppose I'm tainted by far too much Star Trek... I am hoping to determine a good estimate for population inside the complex... how large it is... energy sources... those sorts of things. Also, how does the portable computer work? is it like a science tricorder, does it simply access the ship remotely, or does it do both? *)
  18. turgy22 Nothing Special

    Hmmm... I kind of intended the scanners to work mostly from long-range and gather general information - powerful, but not precise. I'll try to apply that concept to how it would work at a much closer distance.
    As far as the portable console, it's not like a tricorder at all. It's more like a laptop computer. You can use it to access the ship remotely or hack into enemy systems.

    A scan of the surrounding area shows that the jungle is brimming with life. Various warm and cold-blooded lifeforms are around your location in all directions. The compound is detected approximately 1km northwest from your current location, but your initial scan is blocked by some sort of shielding.
    BigBlue adjusts the scanners to focus in and attempt to bypass the shielding of the compound. The scanners show that the total area of the compound is about 60m North-South by 50m East-West. This area is surrounded by a metallic wall 10m high. (See attached picture. Red blotches indicate signs of life.)
    Within the compound are four large buildings. The largest (1), a two-story building, is located in the center of the compound and has two other buildings adjacent to its south side. One of these buildings (3) is also two-stories tall, the other (2) is one level. A fourth building (4) is located in the northwest corner of the compound. This building is also one level. Two smaller objects (5) are located side-by-side in the northeast corner of the compound. You suspect that these are vehicles of some sort. Finally, there is a very small object (6) towards the north-center of the compound, but you can't speculate as to what that might be.
    The scanners cannot resolve specific numbers of life forms, but the highest concentration is easily in Building 1. You project there are anywhere from 50 - 100 people in there. Building 3 has the next highest signs of life, which you estimate around 10. Building 2 and 4 only have 1-2 people each. There are also a smattering of lifeforms at various locations outside the buildings.

    Attached Files:

  19. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    "train, please pump Skrath for more info about any knowledge he might have about this place."
  20. BigBlue Magic Jones

    Well, that's as detailed as I'd expect from a scan...

    What about energy? can I detect say where power is coming from?

    Perhaps we should attempt to milk our hostages for info as well? Isolate them from one another, try to play them against each other with information we already know and can infer...

    Oh, and I hate to bring this up now... but before we get involved in any sort of trouble... do we have a chain of command? in case something happens to you captain?

    And Turgy, is there any way I can make a secure channel on these communicators? Thanks... Also try to use the ones from the hostiles to monitor their communications? (Damn, I need a universal translator... at least to allow me to understand....) :)

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