UE Missions
UE Shipping: Recruitment
Start: A United Earth naval officer approaches you. From his uniform he appears to be with the shipping and supply department. "Ah, you must be Pilot Name," he greets you. "UE shipping has a cargo delivery which we were hoping you could do for us. Are you interested?"
Agree: Good. All you have to do is take 10 tons of food to Destination Planet in the Destination System system. This is purely a routine cargo run, nothing out of the ordinary."
End: A UE shipping officer comes over to talk to you while dockworkers are unloading the food from your ship. "UE shipping has cargo runs like this to be done all the time all over UE space. Keep on eye on the mission computers on UE worlds and there'll be some jobs for you from time to time."
Analysis: This mission is good - it helps your reputation, it gets you money, it opens up all the other missions, it gives you access to UE Shipping missions, and it can't hurt anything. Do it right away. You can get it at any UE bar.
Steallar Corp: Recruitment
Start: A woman in Stellar Corp uniform approaches you. She joins you at your table, and gets straight to the point, "Pilot Name, I'm here to offer you a job with Stellar Corp. If you pick up a shipment of luxury good from New Tokyo and take it to First Centauri for us, we'll make Stellar Corp missions available to you all across UE space. Are you interested?"
Agree: "Good. Oh, by the way, make sure you get the luxury good to First Centauri by One Month"
New Tokyo: Dockworkers load 10 tons of luxury good onto your ship.
End: A stocky Stellar Corp executive greets you as the cargo is being unloaded. "Thank you, Pilot Name. Keep an eye out; we at Stellar Corp. may have more work for you in the future."
Analysis: This mission is good - it helps your reputation, it gets you money, it gives you access to Stellar Corp missions. Do it right away, however, because you cannot meet the deadline in time w/o a 1 day jump ship (you only have a month). You can get it only at Crockett.
Frontier Express: Recruitment
Start: One of the Frontier Express captains greets you as you enter. "Captain Pilot Name, as you may know we at Frontier Express are responsible for deliveries to UE outposts on the Vonian border. The missions can be quite dangerous because of the Vonians, but they pay very well. Are you interested in doing a cargo run to Outpost Theta?"
Agree: The Vonians just began an offensive near Outpost Theta and our guys urgently need medical supplies there now. Get this shipment to them by One Month.
End: The station commander thanks you for getting the shipment to Outpost Theta on time and pays you 75,000 credits
Analysis: This mission is good - it helps your reputation, it gets you money, it gives you access to Frontier Express missions (Only in bar). Do it right away, however, because you cannot meet the deadline in time w/o a 1 day jump ship (you have one month). You can get it only at Crockett.
Rescue Voinian Defector
Start: A UE naval officer comes over to your table, but does not sit down. "Captain, a serious matter has come up and we need your help. I know you've been working for UE shipping and not the military but this is a desperate situation. Will you help us?"
Accept: The officer looks relieved. "Thank you, Captain. Apparently a Voinian is prepared to defect with some details of Voinian technology. The problem is that he is on Pax station, which the Voinian fleet is now blockading. At the same time they have launched an offensive to tie up our warships. Your mission is to rescue this Voinian from Pax and take him to Luna. We will try and get some UE ships there to help you, but be prepared to run the blockade alone."
Pax: A firefight is taking place in the docking bay between some Voinians and a group of UE soldiers who are guarding another Voinian. The latter dash for your ship, but are shot down one by one by the Voinians except for the defector who leaps aboard even as a neutron blast from the Voinian soldiers sears your ship's hull.
End: The Voinian is led away as soon as you land. A little while later another UE officer arrivers to thank you : "Pilot Name, I'm Admiral McPherson. The Voinian seems to have all the information we hoped he would, this may be a major coup. We owe you a great debt, Captain. UE naval shipyards will now be authorised to sell you UE Fighters, and we'll be sure to contact you if we need your help again." "By the way," he adds, "UE shipping apparently has an extra job for you, one of their officials will be waiting in the bar for you."
Analysis: This mission is good - it helps your reputation, it gets you money, it gives you access to the rest of the UE missions. Do it only if you are sure you want to help the UE in the Voinian war. Also, do not even try to destroy every ship above Pax... you do not have to, and it would be too difficult anyhow. Also, be sure to accept the mission offered you by the UE official.
Rescue Scoutship crew
Start: A UE lieutenant approaches you; "Captain, there may be a new threat from the Voinians - will you help us again?"
Accept: "One week ago, Outpost Alpha received a distress call from a UE Scoutship in the DSN-9418 system. They had been scouting deep into voinian territory and apparently had some important news. Before the new could be relayed the scoutship's comm systems were damaged by Voinian fire and we lost contact with them. We believe however that at least one of the scoutship's crew is still alive, as out patrols have reported that there are Voinian soldiers scouring the surface of F-9056 in the DSN-9418 system. It seems the scoutship crash-landed on F-9056. You mission is to go there and pick up the survivors."
DSN-9418: As your ship prepares to land you scan for the coded transponder frequency of the UE scoutship crewman. You pick up one signal and head in to land near it. Moments after landing you see a man run out from behind a nearby ridge and head for your ship. You open the outer airlock and soon have him aboard. "There's a Voinian patrol after me," he tells you. "My co-pilot died in the crash, get us out of here and back to Earth as fast as you can."
End: It is Admiral McPherson who greets you and the scoutship pilot when you land. He takes the pilot to one side for a moment and they exchanged a few words. Then he turns to you; "Pilot Name, it seems that the situation is even more serious than we first thought. Your next mission, if you accept it, will be extremely dangeous and you'll need all the firepower you can get. For that reason we are prepared to give you access to purchase all UE warships. Meet me in the bar when you are ready for the next stage."
Analysis: This mission is good - it helps your reputation, it gets you money, and it starts the storyline for the Dreanought missions. Also, do not even try to destroy every ship above the planet... you do not have to, and it would be too difficult anyhow. You do not need to get a new ship yet, but make sure you have a few ramscoops and fuel tanks- you need those the next mission more than anything else. However, the next mission gets you a cloaking device, and this is not transferred over pilots unless you have a special plug installed. If you want the cloaking device, get your favorite ship before you do the mission. Check and see if you can get the UE Cruiser missions before starting the next mission.
Observe Voinian Research Base
Start: "Pilot Name," begins Admiral McPherspm when you meet him in the bar, "the scoutship pilot claims to have seen a new class of Voinian warship in orbit about a Voinian world just across the border in the Isled system. Even the rumor of this is an incredibly serious situation. Pilot Name, will you investigate the pilot's claims?"
Accept:"I'm pleased to hear it, Pilot Name, and I can also now tell you that our scientists have cooked up a little something to make things easier for you - a prototype cloaking device. It drains fuel and power from other systems, so be sure to fit a fuel scoop or two to compensate. Good luck, Pilot Name."
End: On return to Earth you immediately report to Admiral McPherson with detailed sensor scans of the Voinian vessel. "Will, from these scans this ship looks formidable. Atop a heavily-armoured shell sit a wide range of sensor arrays and weapons. It has highly developed shields, stolen from us, no doubt, and carries a large number of heavy fighters and interceptors. I will call an emergency meeting immediately to discuss this. There can be no doubt that the Voinians will use this vessel against us soon. When that time comes, we will contact you."
Analysis: This mission is good - it helps your reputation, it gets you money, it gives you you first look at the Voinian Dreadnought. If you attacked it, you saw that it was a very tough ship. Do not even try to destroy it because it is way too tough. Use your cloaking device with care because your shields are drained to 0% when you activate it - though they do recharge. If you have an Azdara, your shields may be back to 100% by the time you uncloak.
Destroy Voinian Dreadnought
Start: Admiral McPherson is waiting for you in the bar. "Pilot Name, our intelligence sources indicate that the Voinians are about to make their move. It seems Voinian forces drawn from all over their empire are gathering at the Ylynn outpost. Our strategical analyses suggest that they intend another major offensive, with the dreadnought at the head of it. It's target will most likely be Earth itself!"
Accept:"What with the renegade problem it is unlikely that we can match the power of the Voinian fleet. Pilot Name, we have but one chance at averting this disaster. We are sending a battle group of four destroyers to attack the Voinian dreadnought when it arrives in the Voirk system. Your orders are to lead them, Pilot Name. Perhaps the destruction of their flagship will make the Voinians rethink their plans."
End: You return to find a celebration in progress on the station. Admiral McPherson greets you jubilantly, "It as just as we hoped, Pilot Name. After you destroyed the dreadnought the Voinians redistributed their ships across the frontier, aborting their offensive. The United Earth Government gives you it's thanks, and 2 and a half million credits." His tone becomes a little more sombre. "Of course, the Voinians may build more dreadnoughts, but we have our best ship designers working to counter that danger."
Analysis: This mission is good - it helps your reputation, it gets you money, and in it you destroy the Voinian's dreadnought - but it can be a pain. There are several tactics you could use - you can try to get a UE Crusier, which sounds to be the easiest way to beat it if you have the cash, you can use needle missiles and hope that the destroyers take it out the rest of the way, or you can use space bombs to destroy it - although they don't seem to work very well for me. Other tactics include using Emalgha or Phase weapons, not targeting any ship, or targeting a Interceptor or a UE Destroyer while attacking the dreadnought with Emalgha cannons. I suggest a combination of these strategies, but I will let you figure out how to win yourself. Note that this is your only chance to get a dreadnought (The Voinians abandon the project and their Isled outpost). You'll want to get a UE Cruiser, or some other big ship, disable the dreadnought, abort the mission, board the ship and try to capture it and use it as your own- although it makes a excellent escort (of course). If you fail, reload your pilot file and try again. If you manage to succed, please e-mail a compressed Pilot file with a unaltered Dreadnought to me.
Cargo for Paaren Station
Start: A UE shipping official greets you; "Pilot Name, the United Earth government has voted to finish building Paaren station as a research and production station for Voinian technology. To that end we would be grateful if you would take a shipment of equipment to Paaren station." Will you do so?
End: "Thank you, Pilot Name," says another UE official as the shipment is being unloaded. Expect there to be a good few more shipments needed," she continues, "there's a long way to go before the station's operational."
Mission 1: Paaren station is now looking a lot more habitable, you think as you dock. The entire interior is getting a repaint, you see, and there are many other traders bringing in supplies. A busy official does not even spare you a word as he hands you your pay.
Mission 2: There are already more changed since your last visit to the station. There is a steady flow of traffic between the station and the planet below, and the station is expanding to fill its original framework. The official who accepts your delivery asks you to move along swiftly as the single docking ring is already over-taxed.
Mission 3: Paaren station looks almost complete now, with work starting on a second docking ring. A breezily happy official informs you that Paaren statiopn will be fully operational very soon.
Analysis: This mission is good - it helps your reputation, it gets you money, and it allows you to finish the Voinian Defector missions. Also, you must finish three Mission Computer missions (Example below) before Paaren Station is complete.
Rescue Voinian Defector (again)
Start: A UE naval officer approaches your table. "Captain, we need your help again. The entire Paaren station project is in jeopardy." Will you lend your aid once more?
Accept: "The defector, whom you rescued from Pax station, was being transported to Paaren station by shuttle under utmost secrey. Somehow, the Voinians had a small fleet waiting for the shuttle U.E.S. Ipswich in the Chorca system. Our last report indicates that the shuttle pilot has managed to evade the Voinians, but that the U.E.S. Ipswich was almost crippled. Pilot Name, your mission is to rescue the defector and bring hims to safety on Knox in the Mestor system."
End: Your two passengers disembark and are hurried away under escort. One of the guards tells you that Admiral McPherson is waiting for you in the bar.
Analysis: This mission is good - it helps your reputation, it gets you money, and it is the second-to-last mission in the Paaren station string. Be sure to complete this mission- it is imperative that you have access to Voinian technology one way or another. You do not need to destroy any ships to succeed.
Transport Voinian Defector to Paaren Station
Start: Admiral McPherson meets you in the bar, offering you a glass of Saalian brandy with a look that is half-pleased and half-grim. "Pilot Name, you have been instrumental in the success of this project. Though the mysterious appearance of Voinian ships in the Chorca system worries all of us deeply, I have just received some good news : Paaren station is now fully operational! We would like you to transport the defector to the station; this time there will be a full escort!"
End: Your ship docks at the now completed second docking ring and the defector disembarks to be welcomed by the many scientists who now fill the station's halls. Thankfully you are able to sneak away from the welcomig ceremony before you are noticed.
Analysis: This mission is good - it helps your reputation, it gets you money, and it gives you access to low-tech Voinian outfits! You do not need to destroy any ships to succeed.
Investigate Description
Start: Seemingly out of nowhere, a scrap of note paper appears on your table; "AB missing. Meet 2305, 86B4 - GNT." Will you follow up on this cryptic note?
Accept: The Govenor of New Taranto is overjoyed to see you, when you meet him at 5 past 11 in shipyard 86, in quadrant 4B of New Taranto. "Captain, thank the heavens you're here. Anna Balashova, our leading warship designer, has been abducted by renegades! She set off two days ago for a shuttle for Knox, to report on her latest and greatest design. But the shuttle was attacked an boarded moments after departing by a huge renegade fleet. All we have for you is a description of the fleet's flagship. Captain, I beg of you, find Anna Balashova, her designs could wreak havoc in renegade hands."
End: Freeport would be a good place to make some investigations, you think as your ship glides into dock. A few hours and carefully placed bribes later, you receive a message. Apparently an informant is waiting for you in Freeport's bar.
Analysis: This mission is good - it helps your reputation, it gets you money, and it is the first mission in the rescuing of Anna Bolshiva mission string. You need to head to Freeport to finish this mission. Be sure to complete these missions.
Investigate System
Start: Your informant has tucked himself away in the deepest corner of this bar. You spot him quickly, however, and head over to join him. You pass him the description of the renegade ship, and he glances at it. "I guess I might know a little about a ship that looked like that. But my memory's getting a little hazy these days, y'know." You do. Will you offer the man a few credits to help restor his memory?
Accept: Well there are few Turncoats kitted out quite like that one, and it's more than my life's worth to tell ya whose that is. All I'll say is that ya should check out some goings-on in the neighbouring DSN-8584 system." With that the shifty man slips away. You decide to follow up on this information, and to pass through the system and then land on the independent world of Iothe Prime to evaluate what you will have seen.
End: The DSN-8584 system seemed far too busy with pirates for an uninhabited system. Also your scans of the surface of F-909 suggest that there may be a small settlement there. You head for the bar to consider your next move.
Analysis: This mission is good - it helps your reputation and it gives you an hint as to Anna Balashova's current location. Do not bother to destroy any ships. If you want, and still have the cloaking device, cloak and check out every ship so that you get an idea of the fleet's poweress.
Investigate Base
Start: By the time you reach to bar, you have made your decision. You will return to the DSN-8584 system, destroy the renegade vessels orbiting there, and land on F-909 and investigate the settlement. Now is the best time to decide if you will need some help to do so.
End: As you come in to land on F-909, your sensors detect weapons powering up on the planet's surface. Clearly this settlement has it's own defences. Numerous blaze cannons are soon firing at your hip, and you are forced to fire the Arada 465's weapons at the settlement with devastating results. On landing you find a few survivors in the ruins. Your interrogation of one reveals that Anna Balashova was here, but was taken away in a modified Turncoat just before you arrived. Returning to your ship you detect a hyperspace trail leading to the Riomor system, suggesting that your quarry is making for Freeport.
Analysis: This mission is good - it helps your reputation, and it is the second to last mission in the rescuing of Anna Balashova mission string. You do not need to destroy all the Kraits, but be sure to destroy every Renegade Turncoat and Helian you find there. If you have 3 Needle Launchers, 150+ Needle missiles, and a UE Fighter or better, you will not need escorts. You need to head to Freeport after you finish the mission, and you will probably have to bribe the station to let you dock.
Rescue Anna Balashova from The Nadir
Start: Your search of Freeport and the surrounding space has so far been fruitless : the ship you have been following seems not to exist. As you enter the bar a pair of unpleasant looking pirates approach you, and insist you come with them. Under the circumstances you agree.
Accept: You are led to a table in a private room around which several important-looking men sit. "Pilot Name, says one, "we are the Captains of Freeport. The ship you are hunting is the Nadir, commanded by a man who goes by the same name. We renegades do have some rules, though they are far from strict, and this Nadir has broken every one of them. He is an outcast even amongst us." "We have reason to believe," continues another, "that the Nadir has deceived you. Our sources tell us that he is likely to be raiding Iothe Prime now, hunting for technicians to build the ship design he now has. We all wish you luck, captain."
End: You are greeted on Knox by an overjoyed Admiral McPherson. "Pilot Name, the United Earth government owes you an enormous debt which we can never repay. However, I hope that 2.5 million credits deposited into your account may go someway towards recompense. Anna Balashova's designs are superb, within a few months we expect to have built the first of a new generation of warship, the UE Cruiser, completed. Yet again, Pilot Name, I thank you."
Analysis: This mission is good - it helps your reputation, it gets you money, and it is the final mission in the rescuing of Anna Balashova mission string. You need to head to Freeport to get this mission. Be sure not to destroy The Nadir until after you have rescued Anna Balashova. Because The Nadir has so many blaze cannons, it is unfeasable to attack with anything other than guided missiles and Phase cannons. I suggest you keep at a distance and pound it with needle missiles, but you may do as you please. Also, this final mission gives you access to UE Crusiers once you complete it - Congratulations!
Retrieve UE Operative
Start: A conclave of senior officers seems to have gathered at one table. One of them, seeing you, beckons you to join them. Will you?
Accept: "Pilot Name, we have a delicate mission that we think you should handle. One of our agents has acquired some valuable information from the renegade base known as Freeport. Unfortunately, he was forced to hide from renegade ships on Omm and is still grounded there. Bring him here to Knox and you will earn our gratitude."
Omm: As you leave Omm starport you look around at all the people, wondering where the agent could be hiding amongst these strange, black-cloaked monks. Suddenly one of them steps up to you and throws off his hood. "I belive you are looking for me."
End: The agent is hurried away the instant you touch down, and a lieutenant debriefs you. Once he has your report he tells you that his superiors may well have another mission for you. "They'll be waiting in the bar as usual."
Analysis: This mission is good - it helps your reputation, it gets you money, and it starts the storyline for the Needle-missile jammer missions. You do not need to destroy any ships yet, but 3 Needle Missile launchers and a full complement of Needle missiles will be very useful in the following missions.
Locate Raiding Party
Start: The UE officers are waiting for you in the bar, exactly where you left them. "Well done, Pilot Name, we feel you deserve to know exactly what information our operative had : Over the past few years we have been disturbed by the effectiveness of a new weapon the renegades have been using; the so-called 'needle launcher'. Our operative brought us the blueprints for the needle missile's guidance system, and we have already set our top scientists to work on jamming this guidance system."
Accept: "We will need to field test this new device when it is ready," he continues. "Our reports indicate that an infamous renegade band will be making a raid into UE space soon. The signs are that some of them will be raiding one of the independent sytems before they make their major strike. Find them, Pilot Name, and return here.
End: As you disembark from the Arada 465 an ensign tells you to hurry to the bar.
Analysis: This mission is good - it helps your reputation, it gets you money, and it continues the storyline for the Needle-missile jammer missions. You do not have to destroy the Raiders, but they are hard to find. You must pass through the Hatuli system twice before they will jump in.
Destroy Renegade Raiders
Start: There is only one captain waiting for you, and he stands by the bar's entrance. "Pilot Name, the raiders you found were a diversion. The renegaes are already attacking the Ariane system! One of the prototype jammers is being fitted to your ship at this very moment. The other captains an I will meet you on Telnan, if we all make it." With that he rushes off to his ship.
End: "United Earth forces will put up with this sort of attack no longer!" seethes the captain of one destroyer. "We shall meet in the bar in an hour to plan a reprisal."
Analysis: This mission is good - it helps your reputation, it gets you money, and gets you a Needle-missile jammer. You definately need either needle missiles or tons of Pursuit/Hunter missiles. You do not have to destroy the Kraits.
Attack Renegade Base
Start: "I say we strike at the Pariah system," declares one of the captains once you have gathered in the bar. "It is well-known that the worst of the renegades make their base there." There is a chorus of agreement from the other captains. Will you join them?
End: Admiral McPherson meets you at the spaceport. "You were lucky to survive such an ill-advised assult. If you were a United Earth officer I might court martial you," he says grimly. Then his expression brightens; "You are not, however, so instead I congratulate you! I think you will agree that the jammer passed it's field test with flying colours, mass production has already begun. Hopefully this will limit the renegade threat for some time to come."
Analysis: This mission is good - it helps your reputation, it gets you money, and it starts the storyline for the Needle-missile missions.and it finishes the storyline for the Needle-missile jammer missions. You need either needle missiles or tons of Pursuit/Hunter missiles for sure in this mission- probably 250 of one of them, unless you are confident you can take out several Turncoats toe-to-toe. Note that you do not have to destroy any Kraits and that the base is destroyed once the mission is complete.
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