Difference between revisions of "Talk:Worlds Collide"
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In the Guristas/Angel Cartel variant, there is a gate in the final room back to the War Zone (Entry Pocket). I added this detail in that variant page, but have no other reference for the other variants to confirm this also exists in them. I assume it does, but am not certain, and so have not updated the other pages. [[User:Dannl|Dannl]] ([[User talk:Dannl|talk]]) 00:33, 26 August 2024 (UTC) | In the Guristas/Angel Cartel variant, there is a gate in the final room back to the War Zone (Entry Pocket). I added this detail in that variant page, but have no other reference for the other variants to confirm this also exists in them. I assume it does, but am not certain, and so have not updated the other pages. [[User:Dannl|Dannl]] ([[User talk:Dannl|talk]]) 00:33, 26 August 2024 (UTC) | ||
: The level 1 Angel Cartel & Sansha's Nation version already had that gate. So it is quite likely that the Blood Raiders & Angel Cartel version will also have it. I added structure tables analogous to the Angel Cartel & Sansha's Nation version. I am wondering now if the Guristas Pirates & Angel Cartel version also has the outpost/watchtower structures in the Warzone and the Damaged Heron (container) in the Research Outpost pocket -- [[User:Evon R'al|Evon R'all]] ([[User talk:Evon R'al|talk]]) 08:18, 26 August 2024 (UTC) | : The level 1 Angel Cartel & Sansha's Nation version already had that gate. So it is quite likely that the Blood Raiders & Angel Cartel version will also have it. I added structure tables analogous to the Angel Cartel & Sansha's Nation version. I am wondering now if the Guristas Pirates & Angel Cartel version also has the outpost/watchtower structures in the Warzone and the Damaged Heron (container) in the Research Outpost pocket -- [[User:Evon R'al|Evon R'all]] ([[User talk:Evon R'al|talk]]) 08:18, 26 August 2024 (UTC) | ||
+ | |||
+ | Sepentis and Bloodraiders variant? Looking at it right now. Seems unlikely that it's new, but equally unlikely that nobody ever encountered it before. I'll take notes and some screenshots. Original research! | ||
+ | |||
+ | [[User:Dannl|Dannl]] ([[User talk:Dannl|talk]]) 22:19, 29 September 2024 (UTC) | ||
+ | |||
+ | First note: | ||
+ | Briefing: | ||
+ | Although the Serpentis Corporation usually has a firm grip over the criminal strata in our system, the Blood Raiders have been poking their ugly nose in here of late-- which is perfectly fine with us. In fact, watching the two outlawed organizations duke it out is one of my favorite pastimes. If we're lucky, it will give both sides a good bruising, which will only work in our favor. | ||
+ | Of course, there's also bad news. An InterBus ship traveling to <System> got caught in the middle of one of the pirate warzones. The ship was damaged beyond repair and can neither warp out nor navigate away from the crossfire. Your task is to rescue the ship's crew. Please retrieve them before any more harm is done; they're already scared out of their minds. The faster you get this done, the better. | ||
+ | |||
+ | Oh, and before you leave I'd like to give you a word of advice. When you venture into this particular deadspace area, the warpgates are not locked, which gives you the chance to avoid most of the conflict, if you're not up to the fight. However, I'm told only frigate and destroyer-class ships can activate the first gate. | ||
+ | |||
+ | Good luck. | ||
+ | Objective: | ||
+ | |||
+ | Rescue the stranded crewmembers from the damaged ship in the third room of this deadspace complex [it will appear in your overview with the bracket of a spawn container]. The acceleration gates are not locked, hence clearing the pirates in the first two rooms is not required. | ||
+ | |||
+ | |||
+ | |||
+ | Six minable Veldspar asteroids in Serpentis base pocket, but no asteroids in Blood Raiders base pocket. | ||
+ | Six minable Veldspar asteroids in (Serpentis) research base pocket. | ||
+ | |||
+ | Serpentis Research base (final room): | ||
+ | |||
+ | Corpii Follower x3 | ||
+ | Corpii Diviner | ||
+ | Corpii Upholder x2 | ||
+ | Coreli Infantry x1 | ||
+ | Corpii Herald x2 | ||
+ | Safeguard x2 | ||
+ | |||
+ | Structures. | ||
+ | Research Outpost | ||
+ | Freight Pad | ||
+ | Deadspace Particle Accelerator | ||
+ | |||
+ | Mix of structures and ships appear to match the equivalent section in the existing level 1 BR mission variant. | ||
+ | |||
+ | I have screenshots of various parts of the mission, if desired can publish them. | ||
+ | |||
+ | [[User:Dannl|Dannl]] ([[User talk:Dannl|talk]]) 01:12, 30 September 2024 (UTC) |
Latest revision as of 01:12, 30 September 2024
Return gate
In the Guristas/Angel Cartel variant, there is a gate in the final room back to the War Zone (Entry Pocket). I added this detail in that variant page, but have no other reference for the other variants to confirm this also exists in them. I assume it does, but am not certain, and so have not updated the other pages. Dannl (talk) 00:33, 26 August 2024 (UTC)
- The level 1 Angel Cartel & Sansha's Nation version already had that gate. So it is quite likely that the Blood Raiders & Angel Cartel version will also have it. I added structure tables analogous to the Angel Cartel & Sansha's Nation version. I am wondering now if the Guristas Pirates & Angel Cartel version also has the outpost/watchtower structures in the Warzone and the Damaged Heron (container) in the Research Outpost pocket -- Evon R'all (talk) 08:18, 26 August 2024 (UTC)
Sepentis and Bloodraiders variant? Looking at it right now. Seems unlikely that it's new, but equally unlikely that nobody ever encountered it before. I'll take notes and some screenshots. Original research!
Dannl (talk) 22:19, 29 September 2024 (UTC)
First note: Briefing: Although the Serpentis Corporation usually has a firm grip over the criminal strata in our system, the Blood Raiders have been poking their ugly nose in here of late-- which is perfectly fine with us. In fact, watching the two outlawed organizations duke it out is one of my favorite pastimes. If we're lucky, it will give both sides a good bruising, which will only work in our favor. Of course, there's also bad news. An InterBus ship traveling to <System> got caught in the middle of one of the pirate warzones. The ship was damaged beyond repair and can neither warp out nor navigate away from the crossfire. Your task is to rescue the ship's crew. Please retrieve them before any more harm is done; they're already scared out of their minds. The faster you get this done, the better.
Oh, and before you leave I'd like to give you a word of advice. When you venture into this particular deadspace area, the warpgates are not locked, which gives you the chance to avoid most of the conflict, if you're not up to the fight. However, I'm told only frigate and destroyer-class ships can activate the first gate.
Good luck. Objective:
Rescue the stranded crewmembers from the damaged ship in the third room of this deadspace complex [it will appear in your overview with the bracket of a spawn container]. The acceleration gates are not locked, hence clearing the pirates in the first two rooms is not required.
Six minable Veldspar asteroids in Serpentis base pocket, but no asteroids in Blood Raiders base pocket. Six minable Veldspar asteroids in (Serpentis) research base pocket.
Serpentis Research base (final room):
Corpii Follower x3 Corpii Diviner Corpii Upholder x2 Coreli Infantry x1 Corpii Herald x2 Safeguard x2
Structures. Research Outpost Freight Pad Deadspace Particle Accelerator
Mix of structures and ships appear to match the equivalent section in the existing level 1 BR mission variant.
I have screenshots of various parts of the mission, if desired can publish them.