

We quickly obliterate the Dark Knight, and are soon engaged by four sloops that try to stop us bringing the Bacchanalia home.Īfter dealing with them with X-TREME prejudice, we get repairs at the Bacc, and start towing her to the waypoint. Unfortunately for the pirates, not only are they weak to torpedoes, but their size means even the warsloops guns can accurately pick them off. We head southeast to our next possible location, where we get a nasty surprise.Ī large pirate heavy cutter attempting to take off with a heavily damaged tender! We quickly move to engage. Something sort of rare in this mission, as we find out. Using our towing ability, we pull them free, and they leave on their own power. Not long after, we see a fellow warsloop beached on the Isle, the Yorkshire. It's the closest and looks the least intimidating. We also are given a map showing the last known locations of the missing. For showing initiative to go and find ships at the risk of missing the McCullough current before we can get to the frontier in time, we are promoted to acting captain and are given the waypoint for all returning ships. With our map, despite Jim's protests, we are uniquely qualified for rescue work. They seem to have gotten caught in the same solar storm we did last mission, and now half their fleet is missing. Mission 4 kicks off with our humble squadron running into one of the large fleets heading off to the frontier to engage the unknown enemy. Join us next time for one of my favorite missions, as we go on search and rescue, and see more of the world of BaP, from beaches to black holes. It's probably one of my least favorite to play. It also is a fairly short mission, shorter than the last one. Sorry for this post being a bit brief, but a mix of a busy day and the fact this mission requires more hands-on approach than the last two meant there was little time for good photos. In BaP, they are used to quickly move to places, but they are seasonal, and once they're gone, you have to wait for the next big one. Currents are the same in-game as in real life, moving faster than anything around them. The McCollough current is that big wavy thing in the background of the second to last in-game picture. The post-mission journal is three pages, so I'll just post it. We quickly destroy them and restore power, and get the hell out of there.Īttacked by two more small pirate ships, we barely hold them off, but luckily reach Port Ivy and the protection of her guns before the pirates can get a hold of us. But what does spoil everything is two incoming small pirate ships headed our way. There's an approaching pirate fleet, and there is a big ass Galleon, one of a kind in game, in fact. Useful when you want to outflank and crush targets. You're given less abilities, but you can still order it to attack certain targets or where to go. I talked earlier about commanding fellow ships, and this is what happens when you select one. Needless to say, it's a bad situation to be in. Running into one can cripple or even destroy us. We're forced into an asteroid field, which brings its own dangers. Worse still, we're in a weak, larger target that's already badly damaged.
#Treasure planet battle at procyon ship size full
We are in bad shape, barely moving even at full speed. But we should be ok, it looks far off.īlown off course and barely held together, we attempt to repair to combat strength, but there's good reason to believe the sea vultures, or space vultures, will soon be upon us for an easy kill. Don't get near one, and get the hell away if you see one. Solar storms are to be avoided at all costs, they damage sails, hull, and I think crew strength.

We are told to watch for solar storms, but that shouldn't be an issue. Ready and crewed, we sail to Crescentia to deliver the pirates we captured last mission. Captain and First mate are self explanatory, but riggers help repair ships as best as they can. The larger the ship, you get more categories you get to fill. The good news is, we now can choose crewmen for our ships. But between its meh maneuverability, it's disappointing armament, and the fact that it only has one sail, which if you lose makes you a paper thin sitting duck, when even the pirate schooner has two sails, and nearly the same amount of hit points, it sucks. Why so? It's not the fault of the sloop, and in fact sloops of war are some of the neatest ships in the real world. But I have to tell you now, the warsloop is without a doubt the worst ship class in the Royal Navy. You'd be forgiven for thinking this is an upgrade. We have been given command of the warsloop RLS Endurance. It's mostly due to the fact you are thrown out of your comfort zone, where instead of hunting a single pirate in your little torpedo boat, you are thrown into command of two ships into a very difficult situation.

Mission 3 is probably one of the most difficult missions in the game.
