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    Thread: Pirate Plot - SPOILERS!! (Work in Progress)

    1. #1
      Moderator Support Loriel's Avatar
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      Default Pirate Plot - SPOILERS!! (Work in Progress)

      This is the a walkthrough for the early stages of the Pirate Plot.

      Unfortunately I have been unable to finish Part 5, so have abandoned the Plot about half way through.


      Title: X Marks the Spot
      Synopsis: spoiler: You are contacted by Anne Bonny (familiar name to those who know their Pirate lore), inviting you to help her in a "slightly dubious venture".

      Difficulty: spoiler: Unknown
      Ship Advised: spoiler: Initially a TP
      Adverse Effects: spoiler: Unknown
      Reward: spoiler: Unknown
      How to find: spoiler: You should receive a message inviting you to visit Anne Bonny, Pirate Mercenary Leader, at the Axis Pirate Base in Vow of Allegiance. I think the qualifying condition is being in a Pirate sector, and having Pirate reputation of at least 4 (Master) - I received the invitation after killing a couple of Xenon corvettes in a Pirate sector, which resulted in my promotion from level three to four in Pirate reputation. This invitation is recorded in the normal message log, not the mission log.
      Overview: spoiler: Unknown

      Part 1 spoiler: Press Gang
      As you approach your destination spoiler: the Pirate Base in Vow of Allegiance you will see the familiar blue book icon displayed by it. spoiler: When you dock and talk to Anne Bonny, she asks you to help in kidnapping a scientist from Terran Space, by providing the transport - this will need a TP with space for at least six - Anne, four mercenaries, and the target scientist.
      Your destination is the Terran Space Dock in Entry Point, the kidnap follows much the same theme as a "rescue" mission in the main plot of Terran Conflict - even Anne Bonny's voice fits that scenario. As you chase down the six escaping space suits you start to panic as five Terran Secuity Ships (M4) turn red, combat commences, and missile trails can be seen criss-crossing the sky. Fortunately their aim seems to be appalling, and you can quietly chase down the spacesuits without interruption - scientist first, then Anne Bonny, then the four mercenaries. Then return to base - Pirate Base, Vow of Allegiance.
      Reward for this stage - 5 Spaceweed and 3 Spacefuel.
      Then wait for the next stage - so I will return to shooting at Kha'ak invasion fleets in Boron sectors for a while.
      I don't think this episode has any impact on your Terran reputation, though if you get lured into shooting at Terran ships that might change.


      Part 2 spoiler: Trade Off
      spoiler: After about 30 minutes you receive a message asking you to return. I suspect it's 30 minutes from leaving the sector, not 30 minutes from completing stage 1.
      The blue book icon greets you as you return again, but Anne Bonny's further explanation has another hint of deja vu. In order to reactivate a rediscovered inactive jumpgate, large quantities of material are required.
      Fortunately this time the list isn't so extravagant, and payment is promised: 1,000 microchips, 1,500 quantum tubes and 2,000 computer components, for just over 24 million credits. This would probably leave you with a small profit if you could buy them at average price on the open market, but would take a considerable time to collect, so it's probably time to go into production (and you'll need it anyway, when you start building your own ships).
      When you finally deliver the last of the required supplies, you receive the promised 24 million credits, are thanked and sent away with the indication that you might be called on again if needed.


      Part 3 spoiler: Stand and Deliver
      spoiler: After a while (probably about half an hour) your help is requested again - report to Anne Bonny at the Axis Pirate Base in Vow of Allegiance.
      On arrival there (the blue book icon flying overhead being an encouraging sign that you are on the right path), Ann Bonny explains that the next requirements are 300 units of teladianium panelling and 300 units of construction equipment. Neither is available on the open market, but can be found on convoys in Terran space - perhaps the captains could be persuaded to make it available... Your initial task is to await contact from a spy, Trali La, with details of such convoys.
      You might wonder why Ann Bonny doesn't have somebody in her own organisation with the appropriate skills for this task.
      The mission assessment displayed for this stage is "Hard".
      After a few minutes, and periodically thereafter as needed, you receive notification of a suitable convoy, and can attack it and attempt to collect the spoils. Beware of certain Terran sectors, where framerate can be significantly lowered if your hardware isn't up to the task (like mine) and select your targets accordingly.
      My first target was a convoy of 3 freighters, escorted by a Katana and various smaller ships. Unfortunately this required me to fire a shot for the first time (previously I had delegated this task to my subordinates), but the attack was fairly successful - 83 units of one of the desired wares, one bailed freighter, one bailed Katana, a couple of angry police ships (and consequently a removed Advanced Sat in the sector) and a small drop in my Terran rep (something like 6@5 to 5@99). Not sure where the smaller escort ships went, as they weren't added to my kill list - perhaps they just lost heart and went home when the Katana bailed. There was a promise that attempts would be made to arrange a diversion, but I saw no sign of it. The proceeds of the raid were all successfully extracted from the sector and I then waited for another suitable convoy to attack.
      Subsequent convoys were similar, though no more captured Katanas. The Terrans became distinctly upset with these actions, which isn't really surprising. On those occasions when I destroyed the entire convoy, the escort promptly lost interest and went home.
      The only suggestion I have to minimise the loss of Terran standing is that (with the benefit of hindsight) I think it would have been worth scanning the ships, to ascertain which ones had worthwhile cargoes, despite the "illegal" nature of such scans.
      Whilst my freighter loaded with the desired goods made its way to the Pirate Base in Vow of Allegiance, I made a start on improving my Terran standing, through missions and trading.


      Part 4 spoiler: Taken for a Ride
      spoiler: Shortly after delivering the material to the Pirate Base you are called back for a couple of taxi rides.
      The first one requires you to provide a Terran ship, and to deliver the Terran scientist from Part 1 to a Space Fuel Distillery in Unlucky Decisions in said ship, for onward delivery back to the Terrans. Fairly straightforward. One of the rare delivery missions where you don't actually have to be in the ship making the delivery, but you will need to be nearby, to communicate with the station and also to identify the right station (there are two of the same name).
      The second one is a bit more challenging - pick up a hacker (Pavel Petrov) from the Pirate Base in the adjacent sector, Backhand Deals, then deliver him to the Pirate Base in Vow of Allegiance. Unfortunately he needs to pick up some chips from the Argon Trading Station in Sirius III - where he's rather unpopular. This unpopularity becomes apparent whenever you enter an Argon sector - about 10 (very hostile) Argon Police heavy fighters drop in to meet you, and repeat that all the way to Vow of Allegiance. Fortunately when you have dropped him off there the Argon Police lose interest in you.
      Solution is probably to use a fast M5 all the way (but beware of missiles).
      Difficulty is displayed as "Average", which is probably a reasonable assessment.

      Part 5 spoiler: Going in Blind
      spoiler: Regrettably this section proved to be unplayable for my style and ability, so this walkthrough will proceed no further.
      spoiler: About an hour later you receive another call from Anne Bonny - the Gate is sort of working, but there's a problem with it, and your help is needed.
      Apparently ships which have explored the sector beyond the gate haven't returned - except unmanned ones. You volunteer to explore. You are to "watch the back" of Anne Bonny, who is to try to find traces of the lost ships. She flies a Marauder called the Revenge, which has a speed of 174 mps making your choice of ship difficult - too slow or too weak?
      The sector proves to be full of hazards - rapidly spawning Kha'ak clusters, very poor visibility, numerous small asteroids, and numerous navigation problems (e.g. the "move to position" command no longer works. A Boreas failed for me - the Kha'ak slowly wore away its shields, and there was no option to jump out to recharge them. Therefore I tried in a Kestrel.
      You are asked to explore independently, and report back to Anne - but even when you find the ships, you don't appear to have any opportunity to relay this information to Anne. If/when you encounter her again, she will ask you to destroy the derelict ship (without specifying which one). I was flying an unarmed Kestrel at the time - I exited the sector, acquired guns, returned, but could not find the derelict ship to destroy (no quest marker, although the log contained coordinates for all 4 ships the lack of "move to" command made it impossible for me to find them again).
      The difficulty assessment started at "Easy", rose to "Average". All I can say is that I found it considerably harder than that.


      Part 6 spoiler: Stand Off

      Part 7 spoiler: Search Party

      Part 8 spoiler: Pay Off


      Loriel

      Last edited by Loriel; 03-02-2013 at 10:59 PM. Reason: Abandoned

    2. #2
      TXU Jr. Member shameless creature's Avatar
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      I just did Mission 5, and I agree that it is a bit hard to fathom what it is about at first, but it's quite easy once you've figured it out. The "average" mission rating certainly fits.

      spoiler: First of all, there is no need to keep up with Anne's M6 during the mission. Feel free to use a slow capital ship.

      After entering the sector, Anne suggests that you and her look around independently. You can either fly around a bit or stay near the gate, it doesn't really matter. A little later, Anne will radio you to meet her at a certain set of coordinates, near the center of the sector. Upon arriving at the location and talking to her again, she will order you to destroy the derelict ship, an M2 Polacca, right beside her. You cannot target this ship on your HUD, so you have to aim and shoot manually (in case that you use an M1 or M2, get into a turret and destroy it). Upon its destruction, the derelict ship will drop a data cube, which you have to collect. Do not use the cargo transporter extension, fly through the loot to pick it up instead.

      Afterwards, Anne will order you to destroy the three other derelict ships in the sector, and to collect a data cube from each of them subsequently. Anne will lead you towards each of the three ships, however, their locations are very close to each other and you can probably even spot them without Anne's help. Yet again, collect all of the data cubes by flying through them, do not use the cargo transporter extension. Following the collection of the 4th and final data cube, Anne will order you to fly back through the gate and dock at the pirate base on the other side to meet her, which will complete the mission.

      Some further advice / things to look out for:
      - I used an M2+ Olympos for this mission, and the only significant shield damage I sustained was caused by ramming / destroying a lot of asteroids just behind the gate on my way to the center of the sector. The Khaak fighters did not pose any threat to my shields.
      - The derelict ships are capitals, so you need to bring some firepower to destroy them. A scout is unsuitable for the task, an M6 will probably have a hard time against the Khaak fighters. Use an M7 or preferably an M2, an M2+ is a pain to navigate through the asteroid field.
      - On my first attempt to play the mission, Anne's ship rammed an asteroid right after passing through the gate and got stuck in it (the ship is indestructible, hull strength will not drop below 93%). This broke the mission and I had to load a save.


      Last edited by shameless creature; 03-02-2013 at 10:45 PM.

    3. #3
      Moderator Support Loriel's Avatar
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      Thanks for the response.

      Some of it I had discovered for myself, but that still leaves me in a position where I don't think I can make any more progress in the plot. Whether because my navigation skills aren't up to the task, or because I have completed some parts of Part 5 out of order, I have been unable to finish Part 5.

      I don't think that situation is likely to change, so it's unlikely I will ever proceed any further with this walkthrough - please consider it "Abandoned", I have changed the introduction accordingly.

      If anybody else would like to write a walkthrough for this plot, please go ahead.

      Loriel


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      TXU Sr. Member insolent1's Avatar
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      spoiler: For part 5 I used a Boreas and didn't have major issues and I forgot to swap over my military shields so it was tough but doable. I would recommend a shield charger and military barrier shields if you have them, you only really need the beta flak so you can spam the shield charger. It might actually be a good idea to ditch the PPC and switch to CIG for this mission also lasertowers would be handy to distract the clusters and use dragonflies on the kha'ak fighters since they have no turret.
      I spent most of my time in external view and was able to make out the derelict ships in the distance by constantly looking around.

      For part 3 there is no need to destroy any ships, all you have to do is shoot the shields down of the TS's till they take some hull damage and they will instantly drop their freight, I did this mission in an Angel and didn't go near the escorts I just focused on the TS's and once they dropped their freight I left the sector and sent a TL in to pick up the stuff, I lost about 30% of 1 rank of reputation and didn't even anger the local police.
      Also the pirates diversion worked at least 3 times for me and was very cool....nice bit of scripting


      Last edited by insolent1; 04-02-2013 at 02:32 AM.

    5. #5
      Moderator Support Loriel's Avatar
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      Quote Originally Posted by insolent1 View Post
      spoiler: For part 5 I used a Boreas and didn't have major issues and I forgot to swap over my military shields so it was tough but doable. I would recommend a shield charger and military barrier shields if you have them, you only really need the beta flak so you can spam the shield charger. It might actually be a good idea to ditch the PPC and switch to CIG for this mission.
      I spent most of my time in external view and was able to make out the derelict ships in the distance by constantly looking around.
      spoiler: Subsequent experience suggests either a Colossus (with extra flak) or Olympus (more flak and more shields) would be better options than Boreas, but it's probably do-able with Boreas. I think my Boreas problems were mainly from excessive speed through the asteroids.
      I did spot the ships fairly easily first time into the sector, from conventional internal view - they appeared as silhouettes against a bright patch in the sky. Unfortunately it wasn't so easy on subsequent visits.
      However, my main problem was in doing it initially with a Kestrel (unarmed), having to go out for a more combat-worthy ship, and being unable to return to the right spot.

      spoiler: For part 3 there is no need to destroy any ships, all you have to do is shoot the shields down of the TS's till they take some hull damage and they will instantly drop their freight, I did this mission in an Angel and didn't go near the escorts I just focused on the TS's and once they dropped their freight I left the sector and sent a TL in to pick up the stuff, I lost about 30% of 1 rank of reputation and didn't even anger the local police.
      Also the pirates diversion worked at least 3 times for me and was very cool....nice bit of scripting
      spoiler: I don't think I saw the diversion at all. My problem was probably that combat was too successful with my first convoy - freighter and Katana bailed, and significant drop of one of the desired wares, with minimal hit to reputation (apart from a couple of angry police ships). I tried to repeat that with subsequent convoys, instead of looking for alternatives, and lost a lot of reputation (down to docking only in border sectors I think).

      Loriel


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      TXU Full Member zazie's Avatar
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      I found this thread searching for Spoilers concerning parts 6-8, apparently no-one has finished that plot ?

      From my own experience (2.0) I can tell that I did Mission 5 in a fast M3 (Pirate Chimera Raider, Top-Speed 228 m/s; two M-shield bays) - without reading any spoilers before and at second run. spoiler: The Kha'ak spawned close to my ship in the first part of the mission but disappeared quickly when I got out of their range. After picking up the first data cube, the Kha'ak remained in sector and were getting after me. I did some longer turns away from the derelict ships, turned around (heavily using the Turbo-mode => >300 m/s), shot at the ships to get the other data cubes. The Revenge (Anne's ship) helped a lot after I had led the Kha'ak-swarm into range of the Marauder's weapons.


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      TXU New Member cdk's Avatar
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      Just to get this completed. Maybe there are still some people out there playing this great game...
      My Version is 2.2r, difficulty setting: Easy.

      Addition to Part 5

      You can use every ship which spoiler: is able to destroy the derelicts and to survive some collisions with the asteroids in the haze - M6 or higher is suitable. Try to keep up with The Revenge. If it departs more than ~5km you loose scanner contact but this is no problem. Try to follow its engine glow by visual flight. Zooming in and out with the F2-Camera can help you pervading the interstellar fog. When she stops implement her instructions, destroy those ships and catch the data containers.

      The trick in Sector X is not to bother with the Khaak. Most of them just want to play - if you're not hitting them they won't hit you! So deactivate your turrets and try to combat only those ones manually which shoot at you (which just might have been activated by Anne's fire). The others will disappear frequently without harming anything.

      Anyways my most profitable run was with my M7 Khaak Frigate and all turrets at fire. In the end there were about 10 abandoned Khaak M5, M4 and M3 to collect with my M1 Hoshi (turrets off) in a second pass.



      Part 6 - Stand Off

      Some time later Anne reappears and requests you to visit Vow of Alliance again because there's something going on with the terrans. Go there and follow her.

      spoiler: So I jumped in with a M1 Hoshi, switched to a docked M5 Discoverer to keep pace with her and let the Hoshi follow. Suddenly she stops and you watch some terran marines approaching the gate. Now your task is to eliminate these marines while she takes care of their ship. No Problem with the Discoverer. Act at full speed, alter your course occasionally and with a little luck the enemy fighters won't hit you.
      But no reason to panic. Just wait for a while and watch the battle parties fighting each other. If you stay away from the battlefield no one will harm you. This means less enemies and a another couple of abandoned ships to collect later. Even less marines to neutralize because some of them will also fall victim to the battle, what doesn't matter in this case (?).

      After having taken out the last of the 10 marines their troop transporter, a M6, becomes your target. Somewhat less than perfect for the Discoverer, but before it comes into reach all the terran ships jump away and the job is done.


      Another way of benefitting from that situation is trying to spoiler: capture one of the M2 Osakas. I used my M7M R for that, but any other missile frigate will do either way. First of all I waited and watched the battle to figure out which of the big ships will survive - and then I attacked it in the usual way with missiles, torpedos and finally entering pods. In the end I owned an M2 Osaka with 100% hull. The whole plot doesn't offer a more valuable reward than that.
      Big disadvantage: My terran rank dropped from 6@3 to -4@1. Even worse than my Yaki reputation LOL. From now on every terran anything was painted red, so I discarded that version.
      Also there was a problem with continuing the plot. Suddenly the last objective marine vanished before I could kill him. Maybe this can be avoided by retrying with another timing - but I didn't, according to the gigantic reputation loss...


      Continuing with the plot. Since none of you realized exactly what happened there you now have to examine the gate in your space suit. So have a short space walk, return to your ship and talk with Anne again. She explaines that the gate is missing some crystals now and asks you to wait until she contacts you later.

      spoiler: This takes just a couple of minutes. Now you have to aquire some of these missing crystals in order to repair the broken jump gate. Therefore Anne sends you to the pirate base in Backhand Deals where a Teladi is awaiting you - the required fee of 10M credits is transferred to your bank account.
      Also you will need a ship for XL cargo. Get a TS, go there and expect a Teladi who - surprise - has changed his mind and rose the price for the crystals. So haggle for the best price possible and get back to Vow, delivering your cargo to the local pirate base. Mission complied.


      Last edited by cdk; 27-11-2014 at 03:39 PM.

    8. #8
      TXU New Member cdk's Avatar
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      Part 7 - Search Party

      Two hours later you should meet Anne again at Gate X in Vow of Allegiance. The gate is fixed rough-and-ready and Anne could extract some target cooordinates off the collected data containers which she wants to examine now. Go along with her to that point.

      spoiler: When reaching her coordinates you find a derelict M2+ Kyoto, the reason why the Terrans where interested in that sector, and she decides to get it towed out of there. Since Anne's not very skilful with that she asks you to undertake this job.
      If your ship has no tractor beam loaded she ejects one for you (but this option seems not to work if you've got an own tractor beam aboard - the plot never recognizes that you collected it...).
      If your ship isn't able to mount a tractor beam she offers to swap your ships. This is what I did when I arrived with the Medusa in another run.

      Once again - leave the Khaak in peace (= set turrets to mere missile defend). There are only some unique ones which attack you. Fight only these and *never* touch a cluster because this would result in a real problem for your shields. While towing the Kyoto I had to stop the convoy (with the M2 remained connected) for one or two times to get rid of some aggressive M3 and M4 Khaak fighters.


      spoiler: When towing the Kyoto out of there dont't use the opposite side of the jump gate in order to avoid the asteroid field - in this case the Kyoto won't follow you through. After reaching the other side and being stopped automatically (the usual behaviour of the game when towing objects through gates) accelerate gentle to not much more than ~40m/s to avoid losing the beam to the M2.

      At this point I experienced very different behaviours of the game during my multiple passes of this chapter. In one case I couldn't reestablish the tractor beam once it was lost, in the other case it was no problem. At one time the Kyoto came to life (getting a scanner object and moving by its own engines) instantly after reaching Vow, at the other time it seemed to do that never. Although I towed it really close to the pirate base the plot didn't notice it until I left my ship and "attacked" it with the repair laser. And this way the plot continued too.
      Either way the lower speed towing helped to move it where I wanted it to be - the pirate base.


      spoiler: In the first run, when I choosed the straight course with the M6 Springblossom I ended up first with the message that I'll stay in touch with Anne and next with the message that the gate blew up. I think that should have happened vice versa and so I decided to try the chapter in another way - this time with a M3 Pirat Medusa Hauler in exchange for The Revenge.
      To be true this decision was accompanied by some strategical thoughts: Can I somehow get in permanent possession of The Revenge? This overtuned Marauder is the worlds fastest M6 - ideal for my everyday jobs! Or could I even grab the Kyoto for myself?
      Too bad I couldn't implement either, not by "legally" following the plot, but nevertheless it was the most promisingly run (messages came in the expected order) and so I saved this (permanently) when reaching Vow. Now I still had to dock at the base and re-exchange the ships.


      After fulfilling your duties this chapter ends and Anne leaves you without a concrete appointment.


      Part 8 - Pay Off

      Half an hour later Anne contacts you again by radio for the pay off. Go and see her at the pirate base in Vow. spoiler: She tells you that they succeeded in reverse engineering th Kyoto and offers you the blueprints - for half the price, but this is still about 140M Cr. Do you want this? Do you need this? It's your decision.

      I made up my mind to load an old savegame instead. The one I mentioned above when I had towed the Kyoto back, sitting in Anne's Revenge, and will keep this special M6 as my special reward. If I might not like it anymore one day I (hopefully) still can complete this plot by giving it back and then think about the Kyoto plans one more time...


      Last edited by cdk; 27-11-2014 at 03:54 PM.

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