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Posted: Wed Jan 09, 2008 9:24 pm
by Monroe
Oh I remember reading that now
Posted: Thu Jan 10, 2008 2:18 am
by Blackstar the Chakat
I love how everyone is jumping in to rescue me like Mikey and...wait...he hasn't even shown full support to rescue me. Well, I guess I burned more bridges then I realized. What ever happened to leave no one behind?
Posted: Thu Jan 10, 2008 3:30 am
by Mikey
Hey, don't point fingers at me... I came to your defense during my conversation with Munro, but I'm not the skipper of this boat.
Trust me, if I am afforded the opportunity, I'll do what I can. However, I ain't throwing everything away to go all maverick for you - you did light up that bridge pretty well.
Posted: Thu Jan 10, 2008 4:33 am
by Mikey
BTW, Reliant - I hope I didn't presume too much in assuming you'd help with the rescue plan... I kind of need a second person with a cloaked ship...
Posted: Thu Jan 10, 2008 6:01 am
by Minnsky
I take it you had your talk with Minnsky, i will post as such.
Posted: Fri Jan 11, 2008 3:15 am
by Blackstar the Chakat
So, Mikey, do you have a plan for a rescue or are you still working on it?
And Rochey and Monroe, Sally was able to disable your phaser rifles by transporting the power packs. What makes you think the same can't be done with the tranquilizer mines and fire-linked system? Unless you're purposely leaving that open so that my ship can still escape if it ever lands on the Daystrom again.
Posted: Fri Jan 11, 2008 4:34 am
by Monroe
Because there are force fields around the hanger bay. And she doesn't know about the mines and other defenses.
Posted: Fri Jan 11, 2008 4:58 am
by Mikey
Hey, at least they used non-lethal toxins...
Yeah, I kind of have a relatively simple plan in place, but I'm kind of counting on help from Sally (which I think I can count on) and Retaal (which I hope I can.)
I also, thanks to Munro, have a nice idea on how to get Sharkey into mercenary life.
Nexy post will include my masterful debating skills (ha!) convincing Rochey why I should be allowed to rescue you; hopefully some or all of the actual rescue; and an interesting turn involving someone nobody thought of before. Or not - I really don't want to occupy two full pages.
Posted: Fri Jan 11, 2008 5:10 am
by Monroe
Yeah glad I could help >.>
Munro is naturally going to have a counter argument for why we should just pay 2/3 the ransom.
Posted: Fri Jan 11, 2008 10:47 am
by Reliant121
Mikey, i can help you as you need
Posted: Fri Jan 11, 2008 5:46 pm
by Sionnach Glic
Mikey wrote:Hey, at least they used non-lethal toxins...
I'm sure that's only because we couldn't find where we put the lethal ones.
These
are the two most ruthless people on the ship, you know.
Blackstar wrote:Sally was able to disable your phaser rifles by transporting the power packs. What makes you think the same can't be done with the tranquilizer mines and fire-linked system?
Well,
A) It doesn't know about them.
B) The phasers are mounted on fighters, so it'd be a tad bit dificult to transport them away.
C) It's cut off from the main computer, so it can't simply hack into the system to shut them down. And
D) There's a forcefield up. So even if it managed to stop itself from being destroyed, it'd still be trapped there.
Mikey wrote:Nexy post will include my masterful debating skills (ha!) convincing Rochey why I should be allowed to rescue you;
Good luck. You're gonna need it.
Posted: Fri Jan 11, 2008 6:14 pm
by Mikey
Well, not really. I have authorization from the captain. But, Mikey is a military man at heart, and would prefer to convince you if he could. And taking into account your pit-bull nature and unwillingness to drop a grudge, I think I can appeal to your worse nature.
Posted: Fri Jan 11, 2008 6:23 pm
by Blackstar the Chakat
to counter Rochey's arguement: There's an old saying, Fool me once shame on you, fool me twice shame on me. Notice there is no third time.
A) Should the Dream land, Sally'd scan the bay to make sure that there were no traps.
B) from my understanding, they are all fire linked to a single computer. Disable the controls and they're no more then three fighters. And if all else fails, the Dream is armed to the teeth.
C) see B
D) The fighters would have to be in the Forcefield to fire on it and like I said, could be blown up if all else fails. Forcefields don't seem to be as strong as shields, and considering the firepower of this ship.
Posted: Fri Jan 11, 2008 6:53 pm
by Sionnach Glic
A) Should the Dream land, Sally'd scan the bay to make sure that there were no traps.
By the time it's inside the bay it's already screwed. All you need to do is come in range of the slave-rigged fighter phasers and that's the end of the ship. And even if the trap is noticed, what's Sally going to do? Open fire, and lose all hope of anyone on the ship helping it? I think shooting up the shuttlebay would turn even the Captain and Mikey against helping you.
B) from my understanding, they are all fire linked to a single computer. Disable the controls and they're no more then three fighters.
How would Sally know that they were linked to a single computer? How would it even touch this computer? It could be on the other side of the ship, so physicaly shooting it is out of the question. And as it's cut off from every other system, it would take a physical connection to hack into it, which Sally doesn't have at the moment.
And if all else fails, the Dream is armed to the teeth.
Yeah, but the
Dream is still outgunned against an
Akira class cruiser. Even if it gets out of the bay, it'll be either caught in a tractor beam or blown to shreds.
D) The fighters would have to be in the Forcefield to fire on it and like I said, could be blown up if all else fails. Forcefields don't seem to be as strong as shields, and considering the firepower of this ship.
True, but leaving the
Daystrom by force will just ensure that the
Dream gets shot down, and any possible mission to save Blackstar aborted.
Keep in mind; we're expecting Blackstar hirself to be on the ship. Given that I gave specific orders to Munro to wait until you leave the ship before destroying it, as long as we don't realise there's no one on board then the ship is safe.
Simply playing along and acting passive might even work to your advantage in this situation. If we do finaly figure out that there's no one on the ship, we'd probably just assume it had been set on some sort of autopilot, and as such would be just another ship. Only Talora (and maybe Mikey) has any real knowledge of Sally.
Posted: Fri Jan 11, 2008 7:08 pm
by Blackstar the Chakat
Like I said, she'd scan the bay with her sensors and find those traps. The computer can be disabled by transporting the power sorce/connection away, or a criticle component.
Although your points are good, and much simplier then, disabling the traps and risking damage to the shuttlebay. Let's go with that.