The Mod Journal (
spaceshipit) wrote in
driftfleet_ooc2016-03-13 10:55 pm
The Maldua and Drifting Week
Just as it’s starting to look like Atroma’s “associates” are never going to show up, the Starlight’s registries are updated with information on the arrival of a new ship! The HS Maldua will be in orbit for a short time, and all passengers bearing cargo are welcome to visit...
THE HS MALDUA.
Just as the Marsiva is changing course and beginning to pull away from the Starlight, the HS Maldua comes into view. Its arrival isn’t hard to miss, given its massive size and its immediate resemblance to the other host-ship that all passengers are already very familiar with.
Much like the Marsiva, this host-ship is enormous and looks something like a mostly-featureless egg. However, it's not quite as sleek and menacing black, and seems to be lacking an accompanying fleet. The Maldua is all on her lonesome, waiting for her promised cargo.
GOING INSIDE.
Passengers won’t have long to visit, given that the Marsiva is steadily leaving Starlight's orbit and heading into deeper space--they will have a short window to decide who should try to deliver the cargo, or whether the cargo should be delivered at all!
The Maldua can be approached by either ship or shuttle. Upon approach, any ship that has some amount of gumball cargo on board will be hailed via transmission and greeted by a flat, digital voice, announcing that they have permission to dock. Any ship without gumballs on board, for whatever reason, will not be hailed or acknowledged, and will not be allowed to enter the Maldua. In either case, the Maldua will not send or respond to any other messages.
The Maldua's docking bay is a huge, open, shiny room. Like the exterior, the insides of the ship shares a similar design and color scheme to that of the Marsiva. Multiple ships and shuttles can dock at one time, and passengers may wander freely through the space, though they will not be able to leave the bay itself. Large doors leading to other parts of the ship are sealed tight, and no scanning or passenger abilities seem to be able to reach beyond them.
THE HELPERS.
Soon after a ship is parked, the Helpers will arrive. From tubes set in the walls, several pods roll out into the room and unfold into mechanical assistants once they’ve reached the floor. They stand about five feet in height and are fairly simple in design, made primarily from some transparent shell that houses brassy, clicking circuitry.
These Helpers say nothing, but automatically set about assisting crews in moving boxes of cargo out of their ships. They are fairly polite as far as speechless robots go (they will not take anything if passengers tell them not to, and will cease action if the passengers seem hostile toward them), but will not interact with passengers outside of helping with the removal and stacking of cargo.
The Helpers seem rather oblivious to most stimuli, and will accept the cargo in whatever amount and state that it is being delivered in. Whether the crates are in perfect condition or have been half-looted and mangled beyond recognition, the Helpers dutifully haul it all out of the ships and stack it lovingly off to the side in the docking bay.
CAN WE BREAK IT?
In the event that a passenger doesn't feel like following every rule and gets a little rowdy, there is some amount of trouble they can get away with.
If passengers try to break down any doors in the cargo bay, or cause other damage to the ship itself, they will get about as far as they would have with the Marsiva. Wall and floor panels can be wrecked, and surface fixtures can be destroyed, but they will not be able to get through the tightly-packed tangle of mechanics and metal on the other side. Whatever alloys make up the doors and the foundation walls of the ship are pretty much indestructible.
The Helpers, however, are another story entirely. Despite the strength they exhibit in picking up and hauling cargo, they're actually a little delicate in construction. It doesn't take much force to wreck one, and they immediately power down when any tampering or damage is inflicted upon them. Even simply attempting to keep a Helper immobile or removing it from the Maldua will cause it to permanently power down. Aside from attempting to walk quickly away from violence, they exhibit no other defense mechanisms.
Still-functioning Helpers will stop what they're doing to attempt to retrieve their powered-down or broken brethren, and pull them off to the side to presumably be fixed or reactivated once the rest have fulfilled their jobs. If passengers hang around long enough, they will get to see the functioning Helpers return to their wrecked brothers once all cargo has been removed from present ships. This is so that they can begin folding them (or whatever is left of them) back into pod-shape, so that they can be shoved back into the tubes from whence they came.
And as always, free to ask in the QUESTIONS comment below if anyone wants to try something that isn't covered here.
DRIFTING WEEK.
Soon, the Marsiva will pull far enough away from the Maldua that the various distance warnings will start to sound from within any ship straggling behind--meaning that everyone has to leave, whether they want to or not.
Regardless of whether they visited the Maldua (and in spite of how much trouble they may have caused there), all ships can carry on and follow after the Marsiva without issue. Once the Fleet leaves the range of the Starlight, passengers will find that there is no longer a lock on their accounts! Unfortunately, the only place to shop and resupply for the next week will be the standard basic waystations found in almost every other part of space thus far. The Marsiva seems to be taking the Fleet away from high-traffic space again, so the way stations will be rather unpopulated, though passengers may find a few assorted traders and troublemakers along the way.
And as far as the rewards (and fines) that Atroma had promised (and threatened), there doesn't seem to be any strange activity on anyone's accounts just yet. Maybe the deal will just take some time to process...? Or maybe Atroma wasn’t being honest about their “agreement” at all...
Whatever the case is, you’ll find out next week! From the 14th to the 20th, the Drift Fleet will be out in open space again. A mingle post will go up shortly for optional interactions on the Maldua, but aside from that, players are welcome to catch up with their crews, mingle on the waystations, or discuss the aftermath (or lack thereof) of the events on the Maldua.
THE HS MALDUA.
Just as the Marsiva is changing course and beginning to pull away from the Starlight, the HS Maldua comes into view. Its arrival isn’t hard to miss, given its massive size and its immediate resemblance to the other host-ship that all passengers are already very familiar with.
Much like the Marsiva, this host-ship is enormous and looks something like a mostly-featureless egg. However, it's not quite as sleek and menacing black, and seems to be lacking an accompanying fleet. The Maldua is all on her lonesome, waiting for her promised cargo.
GOING INSIDE.
Passengers won’t have long to visit, given that the Marsiva is steadily leaving Starlight's orbit and heading into deeper space--they will have a short window to decide who should try to deliver the cargo, or whether the cargo should be delivered at all!
The Maldua can be approached by either ship or shuttle. Upon approach, any ship that has some amount of gumball cargo on board will be hailed via transmission and greeted by a flat, digital voice, announcing that they have permission to dock. Any ship without gumballs on board, for whatever reason, will not be hailed or acknowledged, and will not be allowed to enter the Maldua. In either case, the Maldua will not send or respond to any other messages.
The Maldua's docking bay is a huge, open, shiny room. Like the exterior, the insides of the ship shares a similar design and color scheme to that of the Marsiva. Multiple ships and shuttles can dock at one time, and passengers may wander freely through the space, though they will not be able to leave the bay itself. Large doors leading to other parts of the ship are sealed tight, and no scanning or passenger abilities seem to be able to reach beyond them.
THE HELPERS.
Soon after a ship is parked, the Helpers will arrive. From tubes set in the walls, several pods roll out into the room and unfold into mechanical assistants once they’ve reached the floor. They stand about five feet in height and are fairly simple in design, made primarily from some transparent shell that houses brassy, clicking circuitry.
These Helpers say nothing, but automatically set about assisting crews in moving boxes of cargo out of their ships. They are fairly polite as far as speechless robots go (they will not take anything if passengers tell them not to, and will cease action if the passengers seem hostile toward them), but will not interact with passengers outside of helping with the removal and stacking of cargo.
The Helpers seem rather oblivious to most stimuli, and will accept the cargo in whatever amount and state that it is being delivered in. Whether the crates are in perfect condition or have been half-looted and mangled beyond recognition, the Helpers dutifully haul it all out of the ships and stack it lovingly off to the side in the docking bay.
CAN WE BREAK IT?
In the event that a passenger doesn't feel like following every rule and gets a little rowdy, there is some amount of trouble they can get away with.
If passengers try to break down any doors in the cargo bay, or cause other damage to the ship itself, they will get about as far as they would have with the Marsiva. Wall and floor panels can be wrecked, and surface fixtures can be destroyed, but they will not be able to get through the tightly-packed tangle of mechanics and metal on the other side. Whatever alloys make up the doors and the foundation walls of the ship are pretty much indestructible.
The Helpers, however, are another story entirely. Despite the strength they exhibit in picking up and hauling cargo, they're actually a little delicate in construction. It doesn't take much force to wreck one, and they immediately power down when any tampering or damage is inflicted upon them. Even simply attempting to keep a Helper immobile or removing it from the Maldua will cause it to permanently power down. Aside from attempting to walk quickly away from violence, they exhibit no other defense mechanisms.
Still-functioning Helpers will stop what they're doing to attempt to retrieve their powered-down or broken brethren, and pull them off to the side to presumably be fixed or reactivated once the rest have fulfilled their jobs. If passengers hang around long enough, they will get to see the functioning Helpers return to their wrecked brothers once all cargo has been removed from present ships. This is so that they can begin folding them (or whatever is left of them) back into pod-shape, so that they can be shoved back into the tubes from whence they came.
And as always, free to ask in the QUESTIONS comment below if anyone wants to try something that isn't covered here.
DRIFTING WEEK.
Soon, the Marsiva will pull far enough away from the Maldua that the various distance warnings will start to sound from within any ship straggling behind--meaning that everyone has to leave, whether they want to or not.
Regardless of whether they visited the Maldua (and in spite of how much trouble they may have caused there), all ships can carry on and follow after the Marsiva without issue. Once the Fleet leaves the range of the Starlight, passengers will find that there is no longer a lock on their accounts! Unfortunately, the only place to shop and resupply for the next week will be the standard basic waystations found in almost every other part of space thus far. The Marsiva seems to be taking the Fleet away from high-traffic space again, so the way stations will be rather unpopulated, though passengers may find a few assorted traders and troublemakers along the way.
And as far as the rewards (and fines) that Atroma had promised (and threatened), there doesn't seem to be any strange activity on anyone's accounts just yet. Maybe the deal will just take some time to process...? Or maybe Atroma wasn’t being honest about their “agreement” at all...
Whatever the case is, you’ll find out next week! From the 14th to the 20th, the Drift Fleet will be out in open space again. A mingle post will go up shortly for optional interactions on the Maldua, but aside from that, players are welcome to catch up with their crews, mingle on the waystations, or discuss the aftermath (or lack thereof) of the events on the Maldua.

QUESTIONS?
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Secondary question: if someone accidentally stows away on the Maldua due to plain distracted too-much-curiosity, do they just blip back onto their ship at some point?
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(OOCly I totally +1 this question and think it's beautiful tho)
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Also we totes gave them the gumballs they still gotta pay us.
Or they'll pay us with the robot, that works too. Robots are the same as money, right?
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And yes, if anyone hangs around on the Maldua (or any other place that isn't a fleet ship) they will be teleported home once the Marsiva gets too far away.
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They won't be able to be revived, however. Inside, they're all delicate parts that are more like extremely fine clockwork than a computer system. There are very high-tech connections and receptors in there, but however they receive power and process commands will always be a mystery... since it doesn't seem to be present in their bodies.
So, the thief will end up with a fancy set of junk parts! Not of much use on their own, but feel free to repurpose the parts however you want.
...If your crewmates don't clobber you first, anyway~
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Who knows how that will affect the supposed rewards/fines, however.
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However, the crates are being stacked in the cargo bay, and pretty much left there--at least for the duration that the Marsiva is still within range. So, if someone is hiding in a crate, they will be there until the Marsiva gets far enough out of range that they're teleported back to their own ship.
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And by people I mean Allen.
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.....Is it gonna be a toaster that fries eggs simultaneously?
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Also? Pancakes. Don't ask how. It just can.
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Okay you win this time Sokka. This time.
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So, he's really left with more of a complicated puppet than a real self-contained robot, if that makes any sense.
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