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Story: Diary of a Privateer

Diary of a Privateer

I lean back on my stool hardly needing to fain drunkenness. I have lost count of how many little red drinks I've consumed while the crew enjoyed various recreational activities in the above rooms. The conversation I am eavesdropping on appears to be between a small group of civvies - you know, all suits and fake smiles while thinking of you as nothing more than space scum - and a ship's captain. The captain they are dealing with is green - both metaphorically and in this case literally. Still, they come to some sort of agreement as drinks are finally being lifted and personal communicators being used.


It was not difficult to follow greenie back to his ship - a typical Halo Tramp Hauler. You see them often enough. A detailed scan rarely reveals anything other than metals. Honestly, no self-respecting pirate would bother with them. By the time you have boarded it, patched it, re-registered it to prevent the local police, also know cheerfully known as the Halo Execution Fleet from vapourising it first time you casually try to do a bit of trading with it.


Knowing that all efficiently managed cargo runs grind to a halt the minute they involve civvies and now with the details of the Tramp, I have time to wimble back to the bar, down a few more of the little red drinks (wonder what they are made from) and wait for the crew to finish whatever or whoever they were doing. Just a quick drop by the local pharmaceutical out-door and back to the ship - Bernie's Harlot - Privateer. Yeah, I know, shit name but I won her in a bet and I'm certain it pisses the previous owner off no end.


A few hours later and the crew, some rubbing arms where they have taken shots and few rubbing other parts more surreptitiously, have taken their stations and are firing up the engines. This is only to be a short flight, just beyond orbit.


It's more than two days later and all this time we have been sitting here with our asses hanging out. If we are the salmon to the Tramp's fly, then there are quite a few sharks in the surrounding waters.


What makes it more dangerous is that we have not been idle while just beyond the orbit. First of all we have put a blockade on the world and listed the Tramp as an enemy. This gives us a much better chance of spotting it leaving orbit. Next is the ingenious bit - I ordered the uninstalling of virtually all the missile launchers. Crazy eh? Like I said about ass hanging out. You see anybody can blow up a crappy Tramp Hauler - but there's little profit in this and all my hard work discovering it will be for nothing. No, you see the real art in privateering is to take the sugar lump, not the hand that feeds.


So here we sit and wait - the crew getting more nervy and continually monitoring the scan logs just to see if anything has picked us up and is even now passing our details on to a shark.


Suddenly the sensors ping (OK, so something a bit more technical happens, but you get the idea) as the image of a Tramp Hauler leaving orbit quickly resolves. The crew fly into action, the Tramp is slow and we engage, quickly cutting down the intervening distance. The lone missile launcher is readied and silence fills the bridge.


The still fuzzy image of the Tramp appears to split into two... the larger one, moving directly away from us after altering course, the second, smaller object coming in roughly our direction. Beyond all odds, it looks like the Tramp has suddenly accelerated and is gaining distance on us - there is no way we are going to catch her. But then, as you have no doubt surmised, that was never my intent!


As any captain knows, by booting something out of the back of a ship really fast, you give yourself a boost forwards. It's a simple application of good ol' third law of motion or as it is known in the trade 'Dump cargo and flee'.


I give the orders to reinstall the launchers and start picking up all that beautiful cargo.
Here's the thing - by letting him get away and making sure that my nervous crew was in no position to launch a full broadside, I ensure three things - first, that we don't blow up the Tramp and all the cargo inside and second, that greenie can go about his affairs counting his blessings he is not sucking vacuum. No doubt, given time he will be picking up another cargo load and with any luck we will be there to relieve him of it. Finally, but most importantly, so some cargo got dumped - no need to send in the Execution Fleet to deal with a pirate menace. Everyone's a winner - well, I am anyway, and that's my business
.


Be seeing yah!



Key Features in the Story  [Recruit]

Flag of Convenience

In this story, the protagonist flies the Privateer flag of convenience. This allows him to attack anybody in Dark Space (in this story, the protagonist is a naval officer). This flag can even be used by Trainees. It is more than sufficient for Halo as all systems are classed as Dark Space. More details on Flags of Convenience can be found in the rules and in the next issue of Intergalactic News.


Boarding

If you can attack a position (have a naval officer and are not restricted by affiliation relations), you can also board it. Boarding is more convenient as it occurs during the order run. This means that you can move, attempt to board then move again. It is also a lot more dangerous when dealing with freighters as they may well have a reasonable complement of crew - all of whom will fire on your boarding party. In this story the protagonists decides against it.


Halo Tramp Haulers

These are None-Player-Characters (NPC's), i.e. run by the computer. They move between populated worlds selling their cargo and purchasing from the list of planetary sales. They will invariably 'drop cargo and flee' rather than stand and fight. As the ships are not particularly good, their value is in their cargo. The art is to get it while keeping the gravy train rolling. They are flagged as Freelancer (FRE). Be careful though as it is possible that FRE ships may possibly be owned by other players. They tend to spend long periods of time in orbit while their captains negotiate deals on the surface. The danger of attacking them while in orbit is that there could easily be other positions that will defend FRE.


Picking up Debris

Look at the battle report closely and if a position has 'dumped cargo and fled', there will be reference to the spawned debris field. This will contain whatever was chucked out of the back of the ship. Use the order 'pick up item type' 'any' with a large number before moving away. If you have a spare freighter nearby it might even be worth using this one instead, especially if it has more cargo space.


Local Trade Goods

Local trade goods, also known as uniques are an important part of trade in the game. Unlike ubiquitous trade goods such as food and luxuries, they have a point of origin. Their value is proportional to the distance from origin. This can be up to 16x their original value. A typical Tramp Freighter can hold around 1,500mu's of local luxuries and can therefore be worth more than twenty thousand stellars to the right buyer.


Obviously it is up to you whether you stockpile them somewhere (create a cargo dump in an out of the way location) or sell them on immediately.

 
News
Is open for business...
 
***** Inter Galactic News *****

*** Videtis quantum scelus contra rem publicam vobis nuntiatum sit? ***

The Flagritz Empire is no more! The Flagritz Republic is reborn! Quick on the heel of the collapse of the Empire, the Fessin caste declared a new era of foreign and economic policy with a rapid withdrawal behind the Black Gate.

The new ecologically-friendly Prime Minister Kayxaer, asked for patience as “economic” reforms were undertaken. It remains to be seen whether there will be any price to pay for the dramatic changes being made by the reclusive Flagritzi or whether it will all be sunshine and rainbows going forward.

Inside this issue of the SSS: * Large at Large * &etc

 
***** Inter Galactic News *****

*** Bravo for Freedom ***

Naplian Forces have attacked three human pirate outposts in the Morroglyph system. A spokesperson for Naplia HQ told the press that the plucky duct-tape loving free people would continue their war against slavers and pirates in their home periphery.

One salty Naplian libertarian told the SSS, “The people of the Naplian Home Periphery are sick and tired of human criminals coming here just because their homeworld is an overcrowded hell. It’s time for them to go back home.”

Inside this issue of the SSS: * Igor of Fang and Horns * Admiral Loves Dick Turpin * &etc

 
***** Inter Galactic News *****

.What is It?
..a wOrmhOle?.
…No.. worse..
….the KANG singularity!…
…..It pulls us IN…..
……lOOks sO familiar……
…….yet so strange…….
……..what is……..
………that?……..

*** Flagritz Liberalise Economy ***

In good news for all the galaxy the Flagritzi have vowed to liberate all slaves across their Empire. Furthermore, the hectapods have given up eating other sentient species; taking up a strict diet of veganism and soy chai lattes. Sales of turtle neck sweaters and Forbidden Fruit laptops have skyrocketed.

The news was cautiously welcomed by the benevolent Felini Tyranny who looked forward to reducing the War phase of their daily Nap-Lick-Nap-War-Nap-Eat-Sleep cycle to a perfunctory forty winks.

Inside this issue of the SSS: * Baron Womble * A Short History of the DPP * &etc

 
***** Inter Galactic News *****

*** Empire Strikes: Solo ***

A massive fleet of some 1600 warships, including large numbers of super-heavy capital 300 and 400 hullers, attacked the DEN in the Solo system, catching them with their metaphorical pants down. The DEN gate platform and some two hundred DEN freighters were subject to antimatter missiles amongst other high tech ordinance.

Jack the lad, Viceroy of the Empire, claimed a victory for freedom and the Imperial (right of) way leaving the sullen Dewiek unusually unresponsive.

With DOM platforms firing on CIA ships, will the IMP now demand the DOM add them to the Do Not Fire lists as well? And what exactly is the nature of the DOM and DEN alliance in light of the sustained attack from the Empire? And will the DEN’s alien friends stand idly by as the Empire fleet camps in the vital gate system of Solo? How will the DEN retaliate for this action or are they ready to roll over and have their bellies rubbed?

All this remains unknown. All that is certain is the “feel good” factor across the DTR has increased, with citizens reassured that for some time yet, they may continue in their slumber with the easy assurance that their number is not coming up anytime soon.

Inside this issue of the SSS: * New BHD Guy * DOM Statement * &etc

 
***** Inter Galactic News *****

*** To Ur Is Dewiek ***

Dewiek forces had a hefty smackdown against the mysterious living ships known as the T’Cath (TCA). Seven adult TCA 400 hull capital ships, each firing eight of their notorious plasma cannons, were killed by a DEN and DOM fleet of some 700 ships.

Of the minimal losses suffered by the DEN / DOM, one-eyed Magnus and Nevets Motnhap of the FEL were amongst the dead.

Inside this issue of the SSS: * Caribbean Congo Continues * Ur Witness Report * * Hive Briefing * &etc

 
***** Inter Galactic News *****

*** The Long Quiet Season ***

Listen…
There’s no sound of anger or of annoyance,
There’re neither cruisers racing on the jump lanes
Nor there jump lanes for them to race on,
There’re neither monks chanting on the battlegrounds
Nor bells calling us to the True One.
There’s neither the lightning cracking of the sky
Nor the persistent Naplians pattering on my roof.
There’s no Dewiek arm in arm to admire the magnificent view
There’re no war drums to feed Human ears
Nor Hive sirens to steal the boredom away
There’s no unfamiliar wing creeping underneath the Falconian sun
Nor floods to enshroud the Aquaphid grounds
The land lies lonely out here
On this lazy summer’s day
There’s no pollution to poison the airs of Inversion
Nor forests to give them life
All I hear is the hushing sound of the wind
Assisting the sand to fall into beautiful undulations.

Whilst we’ve been away: * Operation Giantslayer * Naplian Liberation * Back in the DTTR * &etc

 
***** Inter Galactic News *****

*** Falconians Saved ***

The Imperials have cunningly saved the Falconian Republic from being consumed by the Dewiek Elder Nation and at no small cost to the DEN either. Whilst the new pro tem Consul crowed about the “victory”, all former FCN systems besides Acropolis have been taken over by the two warring Empires - Human and Flagritz.

Was it all worth it? For the IMP / GTT it clearly was, for the movement of a few hundred thousand troops is surely nothing to the cost they endured trying to and failing to knock the DEN out of Solo after the fact. The FCN now plucked off most of their navy and wider assets are a tiny nothing of their former self. The DEN may have resorted to some dirty namecalling but can the costs endured to save an enfeebled FCN have really been worth it? Time will tell.

Inside this issue of the SSS: * INDignation * FELicitous Caribbean * Nah Plan for Naplia * Mercs Trouble DEN * &etc

 
***** Inter Galactic News *****

*** Acropolis Now ***

The IMP and GTT have brought peace and stability to Acropolis.

 
***** Inter Galactic News *****

*** Goodbye Falconians ***

The galaxy bid farewell to the Falconian Republic as the Human Empire subsumed them into their expanding territories. This marks the second death of an alien civilisation at the hands of the IMP / GTT in recent years. Like the extinguishing of the nearby Ulians, no voices of opposition could be heard from other quarters. This marks a long-period of appeasement by the Detinus Republic and Dewiek Elder Nation.

Inside this issue of the SSS: * DOMination * &etc

 

Free Ship when you sign-up
Complete missions for in game rewards
Control everything, up to an entire empire
Dedicated human moderators
Player and Moderator driven plotlines
Discover new worlds to explore, exploit & colonise
Over 20 years of content development
Persistent Browser-Based Game (PBBG)

I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
-Zigic