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Having trouble with some missions
N00B to the boards!
I have encountered 2 missions I cannot complete:
In the first, I'm supposed to get cargo from a disabled ship and get it to Outpost Rai. However, by the time I reach the system the disabled ship is in, there is not enough time to complete the mission, and in fact, I usually lose just as I enter the ship's system. I'm not stopping along the way either- I have the 2 fuel scoops and the fuel pods.
In the second, I'm leading the assault on Pariah. Each time I've tried this mission, even after MORE THAN AN HOUR of killing ships alongside the UE Destroyers, and emptying all of my secondary weapons, I cannot clear the system of renegades. Just as I get to the last Helian or Turncoat, I hear the familiar "WHOOSH" of launching Kraits. Inevitably, I either get overrun by Kraits, or I accidentally ping a Destroyer with fire from a turret, so they turn on me.
Minirant: THOSE DESTROYERS ARE TICKING ME OFF! They have poor target selection ("Lets get that Krait!" while letting a Turncoat fly right through them) and once you ping them, you can't apologize to get them off of you! :mad:
Any hints or suggestions?
Welcome to the boards!
I haven't played in a while, but I'm guessing the problem with first mission you mentioned could be that your ship might take two or three days to complete a hyperspace jump, when you only have time for one-day jumps.
So, two questions:
1. What are you flying?
2. Do you have any plug-ins that might be messing with said missions?
-Syn
This post has been edited by Synesthesia : 01 February 2005 - 05:04 PM
As for the Pariah mission, it is a Renegade system so they will tend to keep flying in. The mission only requires you to kill the ships for the mission. It's been way too long but I think that was usually 8 Turncoats. You don't even have to kill all the fighters, but it's kind of impossible not to in 1.0.2, huh :).
You can also bribe the planet while you're there and land, then it remembers how many you had killed when you take off again, so if you take off and there are no Turncoats about then you should have killed them all.
Thanks for responding!
@Synesthesia:
1)I'm flying a Crescent Warship, a recent upgrade from a Lazira. The Gamera is pretty well equipped. I hadn't noticed the length of time for jumps before this mission. Do smaller ships jump more quickly, or is there an upgrade I'm missing to cut jump time? (The ship already has the Engine and Thruster Upgrades)
2)I have no plug ins or customizations of any kind. Since you bring it up...what are some good ones (for Mac) and where do I look?
@MartinNZ
Hadn't thought of the bribe trick...worth a try! As for the # of ships, I can't tell which are which. They don't have any particular distinguishing characteristics, like names. However, after I make my first dozen or so, I might be forced to use that trick.
Someone elsewhere reminded me to use the retarget button to help take out the Kraits with minimal difficulty. That alone should save me some damage and time.
There is no upgrade to cut jump time, as far as my knowledge goes. I do know that heavier and larger ships jump more slowly(just look at the dates before and after a jump). Light fighters and aradas would take only a day to jump, while your Crescent Warship would probably take three. No doubt that's why you can't complete the mission in time. You need a smaller ship.
And as for plugs, I really don't know. I rarely use them. I'm sure others here could recommend some gooders, though.
Yeah, ships under 100 tons jump in 1 day, ships up to 200 tons jump in 2 days, and ships over that take 3 days. A Crescent Warship takes 2 or 3 (can't remember), but the mission in question definitely requires a ship that only takes 1 day per jump.
(Edit) Just saw your question about plug-ins. It's a common question found in lots of posts around, but I'd personally recommend the Frozen Heart, Femme Fatale (the sequel to FH), and F-25. I've heard great things about Reign of the Voinians. (/Edit)
This post has been edited by Firebird : 02 February 2005 - 11:33 AM
Thanks, everyone!
Well-I'm not going to downgrade my ship for 1 mission or so. I love The Gamera! I guess I'll have to play a different pilot to play that mission.
Anyway- all the suggestions helped me get past the assault on Pariah!
Now I'm trying to figure out an ideal weapons configuration for The Gamera. I don't do so well with fighters, so I ditched those in favor of Needle & Pursuit Missiles, and I'm running 2 phase turrets and 2 Voinan Cannons. I knew that some of the gun ranges varied, and that missiles had different warhead sizes, but I never realized that the guns had different damaging characteristics. No wonder I'm struggling so much against the Voinans!
OK, having trouble again!
I'm supposed to investigate & disable the armaments of a "Strange Object" for the Izgadra, but when I arrive in Calb, it looks like a shuttle and I can't board it or anything.
I take one shot at it, and my escorts blow it to kingdom come.
Any suggestions?
Dannyalcatraz, on Feb 5 2005, 01:08 PM, said:
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Tell your escorts to hold position- default key V. You dont have to board it, just disable it. Everything in this mission hints to that, I think you just havent read carefully enough. The mission name is Disable Strange Astereoid. The Brief text hints at if you read carefully: ..."You are to approach this artifact, cripple any systems it may have, and then leave it adrift for our further investigation. Then return here." The ShipGoal (what you actually have to do) is 1, Disable. So... tap the Space Bar, then watch the damage it got. Tap again. Repeat until its target brackets turn gray for disabled. Mission accomplished. (Man, it makes me think of Command & Conquer when I say that... :D)
By the way, if you're confused about why it shows up as a shuttle, the StrangeAsteroid plug-in changes it to what it actually was meant to be.