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AAR Required - 10/25/2009 11:53:57 PM   
JudgeDredd


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I'll do it.

Having played the demo a fair bit and realising there was a wee gem here, I decided to purchase it.
I’m doing this AAR just to give an overview of the game so people can see the inner workings. It may be helpful.

Faction Selection
I decided to go with the Syndicate. I fancy being a bit of a Pirate today.





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RE: AAR Required - 10/25/2009 11:54:32 PM   
JudgeDredd


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Player Selection
Next I chose my player. Only 3 available, regardless of the selected faction. Name is Jar Scrag – finest pirate in the galaxy!





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RE: AAR Required - 10/25/2009 11:56:41 PM   
JudgeDredd


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Profession Selection
Ok – so I chose Pirate. You can see the Combat Abilities, Non Combat Abilities and starting ship in the pic

The other professions are
Trader
Combat Abilities – Taunt, Flee, Focused Shield
Non Combat Abilities – Trader
Starting Ship – Orion II Shuttle

Combat Trader
Combat Abilities – Taunt, Discipline, Focused Shield
Non Combat Abilities – Trader
Starting Ship – Starwolf Fighter

Mercenary
Combat Abilities – Taunt, Discipline, Focus Beam
Non Combat Abilities – Tracking
Starting Ship – Sabre Fighter

Bounty Hunter
Combat Abilities – Taunt, Discipline, Tractor Beam
Non Combat Abilities – Tracking
Starting Ship – Sabre Fighter

Smuggler
Combat Abilities – Taunt, Flee, Focused Shield
Non Combat Abilities – Syndicate
Starting Ship – Starwolf Fighter


Explained - numbers in brackets are Action Points required to activate the action
Taunt (1) – Decreases the hit chance of the enemy
Flee (5) – a small chance to escape ship to ship combat
Focused Shield (2) – 50% damage is compensated by a special shield configuration
Discipline (1) – Gives a much higher chance of hitting the enemy ship
Focus Beam (2) – Energy from guns is focused into a stronger single beam but with a smaller hit chance
Tractor Beam (2) – Pulls enemy closer and reduces chance of escaping

Trader – Aware of prices of many goods in far away systems
Tracking – Increases the number of ships displayed on the ship sensor
Syndicate – As a member you are aware of the locations of secret pirate hideouts





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RE: AAR Required - 10/25/2009 11:57:49 PM   
JudgeDredd


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Name of the Game
Get money and buy bigger ships or make upgrades




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RE: AAR Required - 10/25/2009 11:59:39 PM   
JudgeDredd


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Turn 1
Up at the top left, I see the date and any new information coming through, some of which may prove helpful.

Down the bottom from left to right (these will be shown in more detail as I use them
Ship Picture - Picture of the ship and the Shield status which you can right click for more info
Planetary Button – shows the Planetary Interface (can also be accessed by double clicking planet)
Info Button - shows information on the planet
Trading Button - shows the Trading window
Missions Button - shows the missions available on the planet
Sensors Button – shows the ship sensors and displays any ships in the area
Galaxy Button – displays the galaxy map
Game Options screen
Player Picture - a picture of my character which you can right click on to get more information

I see I start at Moscow Prime with 10,000 credits. Lets see what’s here before I whizz off to nab the “secret data”. Double clicking on the planet (or clicking the Planetary Button) gives me the planetary interface.





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RE: AAR Required - 10/26/2009 12:00:33 AM   
JudgeDredd


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Turn 1
As you can see, there are options here





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RE: AAR Required - 10/26/2009 12:01:14 AM   
JudgeDredd


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Turn 1
Visit Governor
This gives me an audience with the governor. From here I can ask for a mission (the same as clicking the Mission Button), ask for an amnesty (greyed out – I guess because I’ve done nothing wrong), view the status of my ship (same as right clicking the Ship Picture) and view details about me (same as clicking the Player Picture)





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RE: AAR Required - 10/26/2009 12:01:57 AM   
JudgeDredd


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Turn 1
Visit Bank
I’m allowed to take out a small loan or larger loan, buy War Bonds (Buying War bonds looks risky – too risky really at -6% to 2% return???) and sell any war bonds I have.





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RE: AAR Required - 10/26/2009 12:02:38 AM   
JudgeDredd


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Turn 1
Buy a New Ship
This lists all the available ships. Unfortunately I have no money, so nothing to see here today!





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RE: AAR Required - 10/26/2009 12:03:20 AM   
JudgeDredd


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Turn 1
Buy New Ship Equipment
Here I can see my ship and the various pieces of equipment. For a cost, I am able to upgrade these parts. Some increase AP usage but enhance your ships abilities

Again, not enough money so nothing here. Well, some of the upgrades are under 10,000 credits, but nothing for me just now




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RE: AAR Required - 10/26/2009 12:04:36 AM   
JudgeDredd


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Turn 1
Visit Spaceport Bar
Here I can order a drink, hire a crew member or retire.

Ordering a drink does nothing…or not yet anyway. I’m just told I spend all day in the bar enjoying life
Hire a crew member allows me to hire members to travel with me for a cost. My ship does not allow for more than one person though, so no hiring today
And I don’t have the inclination to retire yet, so I’ll leave





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RE: AAR Required - 10/26/2009 12:05:16 AM   
JudgeDredd


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Turn 1
Selecting a Mission
Ok – I need to earn money, so before I depart to grab the “Secret Data”, I’ll see what’s around…

I think I’ll take the Patrol New Moscow one for 3,079 credits. I expect I’ll meet some resistance on my way! So I have to fly between Moscow Prime, Molotow and Gameris. Doddle and money in the bank.





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RE: AAR Required - 10/26/2009 12:06:00 AM   
JudgeDredd


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Turn 1
Off I Go
Luckily, I’m already at my first nav point! Bonus. So I fly to pick up the Secret Data. Turns out if I keep it, it’s illegal and I presume I can get in trouble, otherwise I can delete it! Well…I am a Pirate, so I would keep it. Clicking on “Keep (Illegal)” displays a window which tells me I don’t have the necessary spy equipment upgrade, so can’t keep it….so onwards to my second Nav point – Molotow





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RE: AAR Required - 10/26/2009 12:06:53 AM   
JudgeDredd


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The next two turns didn't see any action...

Turn 2
To Molotow
Flew to my second Nav Point and met no resistance, so – onwards to Gameris

Turn 3
To Gameris
Flew to Gameris without any trouble…so managed a cool 3,000+ credits for nothing really. Kewl!

I'll leave it there. It's late and work tomorrow!

< Message edited by JudgeDredd -- 10/26/2009 10:31:36 PM >

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RE: AAR Required - 10/26/2009 6:35:51 PM   
Texashawk

 

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This looks neat. I think, based on this AAR, I will pick it up. Kind of reminds me of 'Weird Worlds', actually, or 'Space Rangers'. I liked both of those games, so.... Thank you for doing this AAR!! I think it will help fence-sitters like me.

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RE: AAR Required - 10/27/2009 12:07:49 AM   
JudgeDredd


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Thx Texashawk.

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RE: AAR Required - 10/27/2009 12:08:39 AM   
JudgeDredd


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Turn 4
Saw an “artifcat” floating in the system, so went to investigate

It’s an Alien Artifcat. I decided to gift it to the Government for fame…





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RE: AAR Required - 10/27/2009 12:09:20 AM   
JudgeDredd


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Turn 5
Off to Moscow Prime to see what missions await me…

I’ve chosen a Transport mission. I’ll be away some time as I have to transport 200 units of Jewellery – and being as I only have a small capacity cargo hold…it’ll take awhile. I can’t upgrade my cargo hold to 60 yet, as that costs 22000 credits and I only have 13000

I simply go back and forth from planets buying jewellery and selling it at the place I need to sell it (in this case Petersburg).





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RE: AAR Required - 10/27/2009 12:09:57 AM   
JudgeDredd


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Turn 5
So I open up the Trade Screen by clicking the Trade Button. I see there are 32 units of Jewellery, so I’ll buy them all and sell them at Petersburg…then I will continue round the planets buying and selling until I’ve sold the 200 at Petersburg.

Turns out I can only buy 19 because of the cost. I need to make sure I sell for a profit, or I’ll be buying less next time!!

It could be worth taking a loan out from the bank…but not yet – must resist debt!





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RE: AAR Required - 10/27/2009 12:10:22 AM   
JudgeDredd


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Turn 6
I flew to Petersburg only to find it was 664 credits (I bought it for 665!!) Oh well! Sold 19 and trying for more.

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RE: AAR Required - 10/27/2009 12:10:56 AM   
JudgeDredd


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Turn 7
On my way to Gameris, I’ve run into some trouble!





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RE: AAR Required - 10/27/2009 12:11:41 AM   
JudgeDredd


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Turn 7
This is the start of the combat screen.

Top left highlighted in white, you can see the “sensor” showing reinforcements. These will move closer to the left as battle commences and will eventually get to me and help out
You can see the two ships
The number of APs remaining are circled red
Their shield status are circled blue.
The Fire Guns button is highlighted pink (1AP)
The Fire Missile button is highlighted yellow (4APs)
The Activate ECM is highlighted green (2APs)
My special abilities are highlighted orange and, from left to right…
Ships Special Ability (3APs) – in my case Evasion Computer – makes me and my enemy harder to hit (I’m confused by that!!)
Discipline (1AP)– Next gun salvo will have a higher chance of hitting
Flee (5APs) – Small chance of escaping the enemy
Tractor Beam (2APs)– Pulls the enemy ship and interrupts it’s attempt to flee





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RE: AAR Required - 10/27/2009 12:12:16 AM   
JudgeDredd


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Turn 7
So I have selected my Discipline special ability and this will help my salvos hit. Unfortunately, it costs 1AP and 2APs to fire, so I can only use it once. So I will activate it now and fire a missile (4APs) using all 5APs up.

The logic here is I get my missile away and use my Discipline…my discipline will stay until the next round, so it won’t be lost. This way I get to use all my APs and hopefully the enemy ship will be forced to use ECM (2APs)

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RE: AAR Required - 10/27/2009 12:12:55 AM   
JudgeDredd


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Turn 7
I activated my Discipline and fired my missile and therefore used all 5APs. The enemy ship immediately took it’s turn and activated ECM, evading my missile. It then activated it’s Taunt discipline which affects my accuracy, and fired at me.

It’s now my turn again. As you can see from the shields, there is no damage to either ship.

Highlighted in yellow you can see my discipline is still waiting to be used. Highlighted in orange at the bottom you can see my missile is greyed out and won’t come back for a few turns. I think there is an upgrade to the missiles which allows a faster reload (not sure).

Highlighted in green at the top right, you can see the enemy Taunt it activated.





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RE: AAR Required - 10/27/2009 12:13:36 AM   
JudgeDredd


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Turn 7
My first salvo hit the enemy ship. I then immediately activated my Discipline again for a more accurate salvo and fired again. All APs were used (2 for firing, 1 for activating the Discipline and 2 for firing again) and the enemy ship took it’s turn.

Here the enemy ship fired a Missile (highlighted in red). Highlighted in yellow is the damage to the shields I did with my first salvo.





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RE: AAR Required - 10/27/2009 12:14:06 AM   
JudgeDredd


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Turn 7
I activated ECM at a cost of 2APs and the enemy missile was fooled. I then activated my discipline for a cost of 1AP and fired a salvo for a cost of 2APs. The salvo missed!

The enemy fired back but did not hit. It only fired back once, which is strange. I came across this ship in the demo, and it fired back more than it is at present!

Also you can see highlighted in orange is the enemy’s Taunt. I’m not sure if this is a new taunt or whether it was activated last battle.

Highlighted in white the reinforcements don’t seem to be in any rush!





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RE: AAR Required - 10/27/2009 12:14:41 AM   
JudgeDredd


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Turn 7
Ok – some more here….

Highlighted in red up the top right, I’ve activated my Discipline for 1AP and fired a missile for 4APs.

Highlighted in white you can see my reinforcements moving to the left – getting closer to the battle.

My missile is highlighted in yellow and the highlighted number in green next to it is the number of turns until impact (it’s 3 when you fire, it shows two now because after my APs were used, the enemy took it’s turn).

Highlighted in blue is the damage done by my second last fired salvo in the previous turn. The damage is indicative of the two hits I’ve scored so far.

For the enemies part, they have used all their APs on ECM (which did not work as my missile is still visible), and Taunting me and activating it’s Discipline (highlighted in pink at the top right)





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RE: AAR Required - 10/27/2009 12:15:11 AM   
JudgeDredd


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Turn 7
My Discipline was active from the last round, so I fired a salvo (2APs) and hit. I then activated my Discipline again (1AP) and fired a salvo again (2APs) scoring another hit and using all my APs. As you can see highlighted in red, the enemy shield is being reduced.

For the enemies part, he fired a salvo (had the Discipline on from before) and scored a hit. He then tried to ECM, but the missile is still on track. He may be lucky next turn…there is only 1 turn left before the missile strikes.





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RE: AAR Required - 10/27/2009 12:16:12 AM   
JudgeDredd


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Turn 7
I activated my Discipline (1AP) and fired (2APs), scoring a hit. I then fired again (2APs) and hit again.

The enemy ship used ECM and thwarted my missile!! It then fired and missed me.





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RE: AAR Required - 10/27/2009 12:16:56 AM   
JudgeDredd


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Turn 7
I activated my Discipline (1AP) and fired, scoring another hit. I then fired again and hit again. As you can see, the enemy ships shields are quite low now.

My reinforcements have arrived – a bit like the cavalry!

The enemy ship has fired a missile at me. I now have two options…use ECM, or go for the kill. If I manage to kill the ship, the missile will be thwarted anyway.





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