I played that game a TON. Beat it on every possible storyline. I found all the storylines including Wild Geese and Bountyhunter except the Pirate one on my own, I found that one a few months later after coming back to the game and looking up a walkthrough to see if I had missed anything.
Very enjoyable game. Sadly the replayability is kinda shot after beating all the major storylines, since it's always the same and you don't really have choices. Still, I've went back to it a few times over the years to play around a bit more. Very fun game. Kinda disappointed that their more recent 1. The price seems a bit much though, considering it's getting a bit dated. Do you like Science Fiction? I'm writing the Weaveborn Saga over on Royal Road and my website. Completed it on all storylines.
Could you head over to [Travel Stellar] in the [Travel System] system to pick it up? Our work is finished, and the first boatload of colonists is ready. Would you like to pick them up and come see the final product? If you do head over to the Deliveries Office and they'll organize everything. We have another load of colonists awaiting travel to [Return Stellar] in the [Return System] system.
The pay will be credits. If you're interested the Deliveries Office will be able to get you in touch with them. Mind you, that was nearly thirty years ago, but I never forgot that day. You smile and admit that you have indeed just made your maiden voyage, and he slaps you on the shoulder with a wide grin.
In exchange for passage he showed me the ropes, and how to get started in this crazy universe of ours. Different places have different values. You make money by buying low and selling high. Sometimes you can even buy medium and sell high, or buy low and sell medium, but, obviously, the profit margins will be lower. Over time you will start to identify trade runs. What do you think? Other outfits that are often 'must-haves' are the battery pack and the solar panels, as you can never have enough stored energy, and when you run out of energy, your solar panels quickly become a life-saver.
The first allows you to gain a better picture of the size of ships around you, the second will show you whether or not surrounding ships, planets and stations are friendly towards you or not and the last means you don't have to remember to refuel, it automatically does it for you. Be aware that the Federation government restricts a lot of outfits, either by requiring you to buy a license to get them, or by slapping a military ban on them.
Earth and the Kane Band do offer a fair range of services, but they certainly don't offer you everything. If you're willing, I could show you another planet that offers you a fair number of different outfits. There's one in just about every port throughout the universe. A lot of back-room business comes through here, and you'll find that a lot of people looking for a ship captain to help them out will tend to come here, so it isn't a bad idea to drop into one every time you land.
You can also check up on the news, and if you want to hire an escort to boost your profits on trade runs, this is the place to be. If you're into gambling, you can do that too, but myself personally, I've never put much stock in it.
Let's face it, if the establishment wasn't making money from the gambling setup they have, they wouldn't be trying to get people to put their money into it.
The more you visit, the more you'll learn. So instead of having you just ferrying me around the place, how about we get you into the combat stuff? If you want a better ship, you go and buy it, but it isn't always so straightforward. You see, ships aren't always available, what with shipping delays, and all that. So sometimes the ship you're looking for might not be around. And then you have the second-hand ships that other captains are trying to sell to you.
Be very careful of any cheap second-hand ships, as they tend to be nowhere near as good as those that are brand new. Having said that, there are some very good second-hand deals out there, ships that due to careful maintenance, and clever upgrades, are far more capable than anything you would buy 'off the shelf' so to speak, so don't discount second-hand ships altogether.
It's nearly as capable in space, and it carries more energy, which allows you to jump further, and also a fair bit more cargo and weapon space. Some require you get ahold of a license, others are only available with individual military approval.
Regardless, before you buy any ship, make sure you check out all the information on every ship you are looking at before you make your decision. We specialize in moving around small valuable cargoes like jewelry, business papers and contracts, etc. We have recently been on the look out for new pilots who would be willing to work for us.
They need someone competent and trustworthy to help them out. That's where you come in. If we succeed in making it, we can start operations here. If we don't, then we will be expelled from the Empire. Any chance I could get a lift? It turns out that he is an Auroran living in Federation space. When he told you, you looked at him somewhat skeptically, but once he explained that he was watched by the government very carefully, and had to log all his travel and movements, you can see that this might be possible.
Charengo has been living in Fed space since his House cast him out. Your limited knowledge of the Auroran lifestyle gives you enough of an idea not to question him further; these things are always a matter of honor, and best left alone. All around there is dense forest, and the undergrowth is just starting to cover a huge number of deep craters. You set down, and the sensors are going wild. As soon as you do, Charengo and his team leap out of the hatch, brandishing their weapons with gusto.
Behind them come the clients, three looking like they should be wearing brown underpants, the fourth eyeing the undergrowth intently. You cycle the hatch closed and watch.
A Cunjo suddenly breaks from the undergrowth, flying through the air to attack one of Charengo's men. At least it would have, if a rocket hadn't plowed into its chest before detonating the beast into a rapidly expanding pink vapor cloud. The public servants leap to the ground, pointing their weapons in every direction at once. Offer Text Charengo has just spent an hour guiding you to a well used landing site. Moolah, credits. The concert is to promote the band's new album, "Groove 'til You Vomit", and you don't think that you would have to groove too long before you'd bring up your lunch.
Offer Text When you walk into the bar you are mildly surprised to see Sharon Masterton chatting with Commander Krane at a table near the rear of the establishment. Krane notices you and waves you over. You can tell this by the nervous looks and constant checking over the shoulder routine. Offer Text As you wander through the shipyard looking at all the ships awaiting a prospective buyer, a man wearing an expensive tailored business suit comes over and extends his hand.
Requires Bulk capable cargo vessel. Requires Large Bulk capable cargo vessel. Requires a Charter capable vessel. The Compensation Government for these missions is based on the "Available from" location. Offer Text Almost as soon as you enter the shipyard you run into Rodney, the Sigma Shipyards representative. That ship must survive for this mission to be successful. Offer Text You spend a half hour waiting, before a message beeps on your wristcomp. You quickly run your decoder over it and scan the message.
Shard wants you to take off straight away, and meet him 'up top'. The message ends with a cryptic question, asking if you are really sure if you are ready to take on this job. You wonder what is going on. You resolve to ask Shard the first chance you get. But then, should you just message back that you have engine problems and decline to help him?
Do you take on the mission? As soon as one of them spots you they all look in your direction and make their way over. It's not very exciting, but it can be lucrative if you stick to it for long enough. Now obviously you would want to maximize your profits, so you always want to make a return journey that's profitable. Now, there is nothing on Port Kane that you can sell for much of a profit on Earth, however, you can make some money by buying the lowly priced equipment here and selling it on the planet of New England in the Wolf System, which is just one jump away from the Sol system.
All base variant Leviathans are completely defenseless, making them one of the best targets for a player who has taken up piracy. The other versions, the Armed Variant and Upgraded Engines, are both also profitable to raid. However, they carry a nasty surprise of Heavy Blaster Turret that can easily dispatch weaker vessels and the armed variant also packs a rail gun.
Combined with the lack a turret blind-spot, unlike most other Heavy Blaster Turret bearing ships, caution is required when attacking them. The damage from an exploding Leviathan leaves most small ships in the blast zone at one hit from disabled. This can be quite useful at times, particularly if you can trick a pirate into causing collateral damage to one.
It goes without saying that you should keep your own ship far away. If you can acquire one, it can be turned into a very formidable long range heavy hitter. While not great, this turns the ship into a very nasty surprise for anyone foolish enough to attack you. If you can capture the armed variant, you get to start with 3 each, heavy blaster turrets and MM railguns. If you are on good terms with the Aurorans you can add more of the railguns.
If you get all five each of the pods and weapons modifactions, you can really deck out this ship.
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