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-CONTACT – A FUCKEN CONTACT!

-Get to the shields, I’ll keep the weapons primed. We’ll take their weapon systems out.

-WE’RE DEAD, WE’RE FUCKEN DEAD! MAXIM WAS LUCKY ENOUGH TO BE SHOT IN THE FACE! IT’S VACUUM FOR US!

-Nathan. Calm down. It’s unmanned. Focus on keeping the shields charged and we’ll make it out of here still.

-I FU- I alright. Fucken alright. Shields nominal, missile incoming.

Artiom felt the ship quake as the missile’s blast tore a hole in their shield. With the shield upgrades they’d picked up it must have been a warhead more powerful than any Federation standard ship to ship missile. Fleeing from an enemy fleet and then meeting this monster hulk. An AI from a long dead civilization patrolling the nebula endlessly, for all time.  The odds had never been tipped in their favor from the start – but this- what the fuck?

His fingers tapped the console keys with focused frenzy. Ion blasters first, disable shields, then blast their weapon system. Disable their lasers and those goddamned payloads of death. Nathan was doing a good job with keeping the shields up. They were taking hull damage at a steady rate, but at least the shield generator was recharging quick enough to ward off any critical damage. They might still make it. They just had to manage their power levels carefully.  Cut the power to the medbay, feed power to the weapon systems. Artiom was one with the machine. The movement of his hands churned out red, flashing destruction from the bow of his ship. He was a god. His Kestrel’s laser beams cut a deep swath into the rogue AI’s hull and its weapon systems powered down. 

-Their weapon systems are down, Nathan. We’re taking out their shields.

-Roger!

Gotta be quick. Don’t let it repair itself. Get to work. Artiom keeps his focus primed, feeding a continuous stream of weapons fire on the enemy ship. They’re gonna make it out. One final laser blast. The weapon recharges for what seems like an eternity. Just five seconds more and we’ll turn the AI into space dust. Four. Soon. Three. A flashing light. What is happening? Two, the AI’s missile bay fires. One. Our hull can take it. Zero. Fire. The laser cuts another deep swath into the AI ship causing a chain reaction of explosions inside. 

-Nathan, brace yourself!

The missile hits the starboard hull. Everything around Artiom is flashing red. 

-ARTIOM, FIRE! FIRE!

-I’ve bloody GOT IT NATHAN! Get the extinguisher, go GO!

-Med bay on fire, we have to put it out!

Nathan and Artiom arrive at the medbay with fire extinguishers in hand. The whole room is ablaze. With the training engraved into their bones they quickly seal themselves into the shield bay. Artiom presses wildly at the console venting out the air from the burning compartments. When he looks back to Nathan he notices the streak of red painting a line on the wall down towards where he Nathan is sitting. Something sharp is jutting out from his chest.

-My mum used to tell me about the stars.. They’re souls from …

Nathan’s voice trails off as the last breath leaves his lungs. Artiom is gutted. It doesn’t matter though, there’s shipwide damage that must be repaired. If he waits too long the enemy fleet catches up and they get him, and the information they’re carrying. Artiom starts the repairs. There used to be three of them on the ship but now there’s only him. He spends hours fixing consoles, restoring the power grid, getting the systems back to a somewhat operational state. Last is the weapons bay. Just as he is about to have balanced the power output of the lasers he sees a flashing red message. As an explosion rocks the aft section of the ship he lets out a sigh. Fire. Again with the fucking fires. He runs into the oxygen plant and sees that it’s ablaze. It’s inactive state meaning life support is down, meanwhile the ship is taking catastrophic damage from fire. He must vent the fires. Vent the fires, in the oxygen plant, while there is no life-support. Shit. In the adjacent room to the life-support section he starts the process. Vent air, just enough for the flames to die out. Not too much or there will be no air for him. 

The ship sighs as air is vented out into the dark void of space. Artiom rushes in as soon as the fires have died down and starts his repairs. After some time he starts feeling more strained. Tired. He feels like it’s time to have some rest. Just a tiny little bit of rest he tells himself. He sits down on the floor and looks at a picture of a woman. He can’t quite recall who it is, but it makes him feel safe somehow. 

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Last night I made my debut as Fleet Commander(Henceforth known as FC)

I felt a bit nervous and uncomfortable at the prospect of leading ships for the first time, and I really didn’t feel like I was ready yet. Having lost the bulk of our veterans of the last few months the CEO position was thrust on me rather promptly. Either way, it’s sink or swim, and I gave swimming a try. Albeit with lead weights on my feet and hands, it felt like.

For the roam we had nine participants. For RPSH that is unusual, and it made me quite happy. The fleet was compromised of mostly new people, with perhaps 3 people with over 10 million skill points. This means we had a lot of tech 1 frigates, and not much deeps. Considering it was my debut, that was fine. I wouldn’t have wanted to take out battlecruisers only to have them whelp at the entry system into nul-sec.

As soon as the fleet was assembled we left our high-sec jumpoff point Jarizza. We headed through our old home in Asabona to Sendaya. From Sendaya we jumped into Doril, which is the first system in Curse.  Curse is known for being a real shithole of death. From all the nul-sec areas I have been in, Curse is the most inhospitable. There are Dramiels everywhere, and most of them are very good due to the fact that there are Dramiels everywhere. You don’t go into Curse just for the lulz, if you do, you die. Which is sort of what we did.

As soon as we jumped into Curse, I had my scout go check out our out-gate. As we were holding the gate a HAC, otherwise known as heavy assault cruiser jumped in. It was a Muninn and from zooming inon it I could see it had 720 artillery. So I ordered everyone to burn and tackle it. Burning is basically engaging your afterburners or microwardrives(typically mwds in the case of burning) and barreling towards the target, tackling is getting close enough to warp disrupt or scramble it.

As I was about to shout “Engage at an angle”, I got hit by the arties first volley which took my shields, my armor and put me deep into hull. The issue was that I had clikcked approach and engaged the MWD. This means that I was heading straight toward the ship which means I have 0 transversal velocity to the enemy ship. Which means that the artillery cannons can get a clean hit on me. As soon as I got hit I tried getting my transversal up, but it was too late and the ship’s drones popped me.

At this point we had, hurr hurr, point on the ship and the fleet was engaged. Our Blackbird which is a ship that can ECM jam and make ships unable to lock had been forced to warp out due to him being the first one to be engaged, and thus we couldn’t prevent the Munnin from sending drones on us. This lead to two frigates dying, after which I called a disengage.

Tails behind our legs we fled, went back to Asabona, reshipped and went back to Doril. Once in Doril we had gangs of 20 moving about. So I left FCing to my previous scout as I was gonna check the two outsystems of Doril and see if we could safely pass through. The reason I did this was that I was in an interceptor, which means that I am quicker than the normal frigates and  ought to be able to get way. The first system was camped, so I jumped back into Doril.

When I jumped into the second system I noticed it was camped by a fleet of 10+. As soon as they saw my gate flash they put up warp disruptor bubble, a bubble that basicaly prevents warpdrives within its area of effect, which made me unable to warp away to safety. I tried burning out of the bubble to warp to the sun, and then try to get safe, but alas they had sebod people on the gate which meant I got instalocked, scrammbed, and popped. Even my pod.

A Dramiel was the one to put the most damage on me. Oh Curse.

After that I gave command to the previous scout and told him to get everyone home.

When we headed back to reship we almost popped a Taranis, which would have been neat. Other than that I consider the roam a succesful debut. At least I didn’t whelp the whole fleet, eh!

As of Friday I may be rebooting this blog. I will in lieue of the old game blog format start writing this as a diary of sorts.

I will, as it stands right now, be taking over the helm of RPSH in EVE and become the corp’s new CEO. Thus this blog will be the place where I jot down what I learn, and also where I chronicle the various fleet fails that will occuer.

BobHound

So once again I lost interest.

To remedy this I am looking for co-writers for the blog. An effort to make this into a community type blog thing where great minds meet and discuss the important things in life. Namely games.

So, interested in writing about games once in a while to keep this blog from becoming a refuge for scavengers(the goddamned spam!) and dust devils?

Still not feeling swell. Tired and having a hard time eating food. But here come some first impressions of Call of Duty: Black Ops.

I have only had the time to play the first level on singleplayer. And boy is the first level shit. If the rest of the game is gonna be anything like this, it’s bad. The first level starts you off as a Black Ops operative on a mission to kill Fidel Castro. So after a pointless semi-level before the first level you end up in Fidel’s mansion with the intent to kill him. The action I’ve had so far is pretty bad. It’s the standard CoD stuff, except it seems to lack weight. Maybe it’s because you’re in the most uninteresting place ever, killing the most uninteresting non-descript soldiers, ever.

The first level comes off as chaotic and confusing. Confusing because I once died for having strayed too far from my buddies, apparently. I was doing what I thought was rational. Crouching down behind cover. But they wanted me to follow, apparently. And it wasn’t like they it was made immediately obvious that i had to follow them. I assumed I had to follow them, but I also assumed they would be going in a methodical rate, waiting to kill some baddies. So I thought I was doing alright, until I suddenly dropped dead. Not because I was shot, but because the game required me to follow or die. It seems like a totally new way to force the game into the cinematic linearity, without it even being in a suitably awesome spot. It’s also weird, because the spot in which I auto-died was a place where the most logical thing to do since there was gunfire fucking everywhere, was to take cover and shoot some people first. In my opinion, that is. Seems counterintuitive to kill you for things like that. At least give me a goddamned warning first!

Another gripe is that the first level was brown and chaotic. Everything was brown so when the enemies ran around it was hard to follow them. And since there was shooting and grenades all over the place it soon became just a brown blur of things happening. Nothing at all like the crisp action of the previous games. Or well. I must say, what I loved in the previous games were mostly the SAS stuff.

Either way. It’s Call of Duty Modern Warfare, but just not as good.

Gonna try to stop being a moron from now on. Having been on the equivalent of purgatory in the form of teacher training I decided to take some r&r to recuperate. Post coming tomorrow(hopefully god damnit!).

Topics this week are:

  • Fallout New Vegas and why I prefer it over Fallout 3
  • Fable 3 and why I think it’s a cozy game while suffering from a case of the mainstreaming.

There’s also a piece about Blizzard that’s brewing in my head. Look at this in preparation for the coming sentence. Only the first few seconds.

I want to talk about Blizzard. And how I hate them. I intend for it to be a more analytical piece on how Blizzard hasn’t created any original content since the dawn of time. I am of course speaking about IPs, although you could argue that nothing they’ve made so far has been original since they’ve always been standing on the shoulders of giants and then honing those ideas in their own products. Which is true for almost all companies. But Blizzard being one of those studios one expects a little more. Futile hopes, certainly, but hopes none the less.

For tomorrow! Ta!

 

(Woops! Almost forgot it’s Sunday! Not too late yet!)

8th of Lignite, 1058 Age of Myths

A few days ago Kol Tusungerush locked himself in the workshop. He had fallen to the craftsman’s inspiration. He was quite adamantly demanding that we deliver turtle shells and some sort of bones for him to work on. His vision was clear, and though Ekol the bookkeeper assured him that we had no such bones in storage he stubbornly refused to leave the workshop until items had been delivered to him.

We  decided to be wary and hope he settled down. This being an expedition into pacified lands we did not bring any weapon experts who could put him in place and have him face dwarven judgement for his foolish behaviour. This inaction proved to be Kol’s undoing as he yesterday broke out of the workshop and tipped over Amos’ lama. Amos was upset over this, but not quite as upset att Kol seemed to be. He was acting very erratic and constantly spoke to himself about some form of bone carving to appease whatever delusion that was tormenting him.

9th of Lignite, 1058 Age of Myth

Narm the carpenter tripped over Kol as he was bringing wood into the carpentry earlier today. This was a most unsightly event as the  whole debacle that ensued took several minutes to resolve before work resumed.

When one cog in the machinery malfunctions, so does the rest. Several parts of our meticulously planned tasks for the day were put on hold while waiting for Narm’s products. Why do we have plans when they cannot be adhered to anyways? A corpse is only a corpse. No amount of emotions is going bring it back. I resolved the situation as quickly as possible by ordering Errok the farmer to drag the corpse out to the dump. Wouldn’t want to spread any miasma around. And I also suspect he is slacking off while the crops need no tending. I know how much he hates the garbage dump and the smell of rotten turtle.  Serves him right.

Oh well, at least now we’ll have the materials the next time someone is in danger of going insane over needing to carve in a pile of bones.

Edit 1: This one is also before the sunday post, so it’s bound to be a little odd. Well, it serves to be some further instruction in how the game works:

Expedition four. Also known as the one where Kol went mad after having locked himself in the craft workshop.

This time playing Dwarf Fortress with the wiki tabbed down in the background I came prepared to answer most questions that could arise. Having already whetted my appetite and eager to come back for more I set off immediately. The fourth expedition came equipped with miners, masons, craftsmen, carpenters, cooks, etc. Most of the dwarves doubled in a couple of roles. It would be needed to set up the initial settlement.

Having been around the ropes for a bit I sorted out all the woodcutting and plant gathering immediately. I let the miners dig their way into the mountain and make the first part of the settlement. On the left in the above image is the masonry and the soon to be smelter. The smelter will not be operational until quite some time into the game, due to lack of charcoal and furnace operators. But it was there at least. An affirmation of this settlement’s determination to not vanish. Immediately to the right of the cavern entrance is a storage zone. It was designated to store rocks like the storage space to the right. When the miners dig their way into the mines they leave rocks behind that the other lazy jobless dwarves can haul off to some storage area or for the garbage pit. Having a craftsworkshop just above the stone storage unit means the dwarf responsible for the workshop can get materials quickly for his work.

After getting production rolling I needed somewhere to store all the finished goods. When the trade caravans came rolling in in Autumn I would need to be able to trade stuff for an anvil to get my metalsmith making some armor and preparing a militia. With the need for storage of various things I built a warehouse by the expedition cart. Which is also the place where the lama hangs out. The warehouse had a food storage and kitchen attached to it. These would later be destroyed to move all storage into the mountain. Our dwarves wouldn’t want no thieves to come and steal all their stone cups. The roaming elephants could also prove to be a problem. Having only one dwarf able to wield an axe with the intention to kill could be highly problematic if the elephants decided to stampede through the outer settlement.

Having finally made the settlement somewhat self-supporting there were a need for fresh blood. A furnace operator would be swell. And well, other kinds of people would be great. Finally some people came.. Among others a dwarf named Kol Tsungerush

*remember, this post was written before the gravy*

*having already posted the Sunday post, this one in its pre-written state might be a bit redundant, so might even the next post be so I’ll post it tomorrowtoday aswell.*

Expedition Two, also known as the one with the wrong people in the right place.

So, this time I came equipped with the knowledge of how to assign skill points to the dwarves. While this is all swell and dandy, I didn’t actually know what I’d be needing. This is how it went. Seven dwarves. One lama. And one War Dog.

The expedition had one miner, a cook, a trapper, a mason, a carpenter, a woodsman and a farmer. This time I resorted to the in-game tutorial for hints on how to make them work. It’s a bit wonky in the beginning. There are a ton of keys you need to be aware of. You have to designate areas for cutting wood, gather plants, mine, etc. It’s all pretty shady in the beginning, but you get the hang of it fairly soon. So, it wasn’t long before my woodsman stopped loitering by the cart and finally decided to do something! My miner started picking out the first little burrow. It was pretty awesome.

With the wood I had gathered I made a house too! I made it into a carpentry. That’s where the carpenter dwarf would endlessly toil  at making beds and doors for the burrow. I now know, though, that the building lacked a roof. Sure was lucky no rain came during the second expedition.

With the carpentry in gear I had started to get some beds and other necessities going. So I could finally start making my burrow inhabitable! I also made some new workshops. And of course craftworkshop. That damned craftworkshop. After I started construction of it I realised that I actually needed a craftsman to finish it. I didn’t know it at the time, but you can assign a dwarf to do anything, really. It’s just that they’ll suck at it without training. But I didn’t know it so I thought it was all over. This expedition was doomed to fail. So I abandoned it. I tweaked my seven dwarf lineup. And soon a third expedition was on its way. This expedition left the designated site immediately after arriving. But the forurth one…

I just remembered I had a blog.  Since starting the dreariness of a 9-5 job I kind of forgot that I had one. Anyways, since Håkan asked I shall here present som thoughts on E3.

First of all, as I noted earlier, E3 came as something of a shocker this year. I’m not one to note down dates in press-releases, so I didn’t actually know the exact kick-off for the E3, but I had a vague recollection of June. So E3 crept up on me, kind of like a bad rash which feels real nice to scratch. Yes, that’s how I’d describe E3 this year. Like a rash. You don’t always keep in mind it’s there, but sometimes you just check in on it and give it something of a scratch, and it feels good. I poked my head in to the E3 coverage every once in a while and it was an alright scratch. While there were no releases that blew me away, it wasn’t wholly disappointing either. It never is in fact, it’s just that usually E3 brings awaited footage of games you have been waiting on for a LONG time, or some new spectacular IP reveals.

This year’s E3 brought details on motion gaming. Kinect and Move. Both useleless concepts in my opinion. Just as I feel the motion controls for the Wii are useless. My favourite Wii game, Monster Hunter 3 as you might recall, is shite with the motion controls and calls for the use of the Classic Controller Pro. Hence more of it seems like a waste of time. On some level I don’t really view this motion fad as gaming at its core. It’s something else.. something dark and horrible. And I do hope it’s just a fad. Because I really don’t want to be playing my fps games on Kinect. Nor do I want to play my racing games(not that I play any) holding on to a make-believe steering wheel rather than a bulky expensive store bought steering wheel that I can actually show off to my friends. The make-believe steering wheel also has no second-hand value, so you can’t sell it off when you’re in need of your dope.

Highlights then. A bit of talk about the upcoming X-Com game. I dig that. And some gameplay vids(which were leaked) of Deus Ex: Human Revolution, the game that started this blog. It looks true to the original Deus Ex so my excitement has been refuelled. And just generally a lot of games that look cool. Metal Gear Rising, for example. With Peace Walker being the last game in the Snake canon of the series it seems fitting to put Raiden at the helm again. This time him subbing for Dante. DMC and Bayonetta being the sort of games I generally don’t play for their, I don’t know.. japaneseness, Metal Gear Rising looks to improve on the concept with another sort of japaneseness that I quite like. Cutting people in half never looked so good.

Blizzcon ought to be soon too right? Hopefully we’ll see that goddamned new IP they promised us last year.