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Ship: Canadeean* Baitship
Shield: 900 Weapon 1: Defence Flak Range and speed: Nearly Infinate, but damage dimimishes with range Damage: Max, 150, min, 10 Weapon 2: none Special:Time distorter. Allows time to move in irregular bursts for the Baitship, so the ship(and other friendly ships near it), to the hostile ships, seems to move at constantly changing speed. Range: Depends on energy used
------------------ The Journalist, with the latest news.
Those are some great ideas and all, but they don't really fit the plug, as we're doing a TC, which (as Patrick said before, but I don't think you saw that post) means Total Conversion, which means that absolutely everything in Ares is going to be replaced. And we've also planned that there's only one alien race, and they use older, crappier versions of ships from one of the human groups that they've captured. Sorry, but your ideas just don't fit. You could make a plug to use them, though.
Some things that Patrick and I agreed on on GR, and other people can give advice on, too:
- Twenty missions per side, with the sides that have missions being the three colonist factions, the barbarians, and the astrominers. (Total of 100 singleplayer missions.)
- Colonist faction 3 ends up surrendering to the earth forces at about mission 12, and the rest of their missions are working for the earth's military.
- The pirates steal working FTL technology from the earth forces. They know from the pirates in the Sol system that pirating earth ships is extremely hard (due to their FTL drives, they can just warp away when pirates attack), so they share the technology with the colonist factions. However, they know that it'd be easier for them if the colonist factions didn't know about each other, so they don't tell them. The two surviving colonist factions begin invading Sol (Bases of importance are in Jupiter and on its moons, in the asteroid belt, on Luna, and on earth. This is because, at any given time, half of the planets in the solar system are on the opposite side of Sol as Earth, and most of the rest are way off to the sides of where any given invasion fleet would arrive.), and realize that they both exist. They work out an agreement, and work together, combining their entire fleets and throwing them at Earth.
- The Earth's military holds back the invasion, and has a pretty small fleet left. The colonist factions start rebuilding their fleets and build up their defense stations in the final missions' epilogues.
- The astrominers work out a treaty with whatever colonist faction is in their system, and agree to help rebuild things quickly. Half of them use the FTL technology to go to the second surviving colonist faction's system and help rebuild.
- The barbarians continue to raid cities and stations in their system. Seeing as neither cities nor stations can warp, they don't care who wins the war.
- The aliens begin a bitter war with Earth. The pirates try to help them without actually getting permission, as they're afraid the aliens will try to kill them if they give them the opportunity. The aliens are grateful for the help, and realize that not all humans are the same, but are afraid of the pirates making a backstab, so they don't pursue contact. Their forces gladly fight alongside the pirates, though.
------------------ "Cleanliness is evil. Embrace the mess!"
Here's CF1's Seige Engine in it's cruise mode with missile launchers out and ready. (EDIT: whoops, CF1 not CF2) ------------------ Sign up for the Ares ladder (url="http://"http://www.AmbrosiaSW.com/webboard/Forum3/HTML/000748.html")http://www.AmbrosiaS...TML/000748.html(/url) (url="http://"http://www.magleague.com")www.magleague.com(/url) GameRanger/MagChat SN: Col. Patrick (EL)
(This message has been edited by Patrick (edited 01-11-2002).)
I sugest that you make some rift lines. Not very large ones, just barly noticable.
PS: by the way, did you get the pictures i sent you? <Edit: trying to figure out how a pic in the message>
------------------ Truth is a double edged sword, with it the ignorant newbie is beaten, with it your mistakes are exposed.
(This message has been edited by Skyfox (edited 01-30-2002).)
Some History To each race: EF- Global Republic of Earth- GRE Formed shortly following WWIII. The UN proposed a new style of democratic government under which the nations would become states in their own right, in turn governed by a senate. This became known as the One Earth policy. This was widely adopted by the weary nations of earth, who never wanted to see war again.
CF1- Syn'iena Faction- SF For many years the people who came from earth on Colony Ship#1, were at peace with the Global Republic of Earth and its policy's. The large and industrial system of Sirus provided the people a prosperous living. However, the people of Sirus were growing more and more upset at the way the GRE restricted the mining of the resources of the sirus system. A small band of militants, revolted, in a suicide attack, using small shuttles crammed with explosives, rammed into the GRE embassy vessel docked to the orbital station. The people of sirus took up arms to throw off their GRE oppressors, the GRE, tired of war, granted the people of sirus their freedom.
CF2- The Free Worlds of Jados- FWJ Named after the heroic captain Jados P. Anderson of Colony Ship#2, Who saved his crew from death by a reactor explosion.
CF3- Centurians- CNT (Mag Steelglass should do this)
B- Hodrim's Freedom Fighters- HFF Names by some of his colleges in honor of Hodrim T. Yiquson, the wealthy billionaire that bought and funded the Freedom Fighters group. Seeking to bring back the government to the uncorrupted state that it use to be.
P- National Fighters for Free Trade- NFT Angered by the high tariffs and taxes imposed on the colonies by the GRE, a group of bandits raid GRE ships with high regularity. They call themselves the National Fighters for Free Trade because they fight for trade without taxes. Or so they say... Sometimes they raid other ships just for the booty.
Quote
Whats a rift line?
PS: by the way, did you get the pictures i sent you?
Yeah, they lacked some detail, but perfectly all right for a 200x100 brief pic or a 64x64 sprite i guess.
How exactly was the GRE supposed to govern a system lightyears away without FTL travel or communications? Dont forget that only the GRE has FTL travel and only the pirates have FTL comm systems. Also, the GRE doesnt get FTL until maybe 1-2 years before the plug starts.
Well this seems a lot too clean for the barbarians that Mag and I sketched out. If they were real freedom fighters, why bother raiding and destroying random stations on the edge of CF2s system?
Well #1 this would limit them to being in Sol, when they are supposed to be in Sol, Sirus, Centauri, and CF2s system.
My versions of the histories, feel free to criticize:
EF- Global Republic of Earth- GRE After a rather out-of-hand conflict, an accidentally launched ICBM triggered a nuclear war which left much of the developed world a radioactive wasteland. The enormous economic recession caused even more damage, resulting in a global depression lasting almost a decade. The remaining nations formed a loose economic confederacy to fight the recession- the GRE. The leaders of the GRE were of course not satisfied with their weak economic power, and the sovereignty of the nations has slowly eroded over the past four centuries. The Republics ministries of Economy and Defense now control most of the power in their respective sectors and the GRE military have taken care of any holdouts to absolute GRE power. Several recent amendments to the Republic charter have had the disturbing effect of concentrating power into the hands of a privileged few...
The GRE discovers the secret of a workable FTL drive two years before the plug begins. As the Sol system has begun to suffer from overpopulation and a lack of easily accessable natural resources as well as the eroding tax base, the military leaders of the GRE hatched a plan to solve all three:
Use the ever-expanding GRE military to search down the colony ships launched over 450 years ago, the GRE will conquer the colonies, which will provide:
1. A new and larger tax base formed of the citizens of the colonies. 2. Pre-setup mining operations which were already in place in the system. 3. A place to dump the surplus citizens of the lower classes which are slowly but surely dragging the Republic down with welfare payments to the masses of people who cant find work or are unqualified to work.
CF3- Centaurian Peoples Republic- CPR The colony ship carring the CPR colonists to Centauri had an uneventful voyage and managed to survive with its human cargo intact. The resource-rich Centauri system was a godsend to the colonists.
However, there was something in their way: an alien race
Inhabiting the richest planet in the system, the Mycenians were in the CPRs way. Fourty years after the colonists arrived in the system, the Mycenians turned down a treaty that would have made them slaves to all intents and purposes. Two weeks later, CPR troops attacked Mycenia. The campaign was brutal and swift. The technology of the Mycenians was roughly eqivalent to 2001 AD Earths, far less advanced than the 22nd century technology of the CPR. The standing Mycenian forces were quickly destroyed, and the resource-rich equator of the planet was rapidly fortified against any assaults on the strip-mining operations there.
However, the Mycenians had cunning to match that of the humans, and only a decade later they, using stolen CPR technology, overran the last CPR fortification at the aptly named town of New Alamo.
The Mycenians retain a bitter hatred of the humans due to the sufferings they faced at the hands of the CPR, and a bitter and neverending war has raged across Centauri ever since.
too lazy to write any more, heh.
------------------ Sign up for the Ares ladder (url="http://"http://www.AmbrosiaSW.com/webboard/Forum3/HTML/000748.html")http://www.AmbrosiaS...TML/000748.html(/url) (url="http://"http://www.magleague.com")www.magleague.com(/url) GameRanger/MagChat SN: Col. Patrick (EL)
(quote) Whats a rift line? (/quote) A rift line is a place where the ship can open up. If this thing can change into a battle hulk, then there should be some cracks that open up to reveil the new weapons. It's just a sugestion for detail.
(quote)How exactly was the GRE supposed to govern a system lightyears away without FTL travel or communications? Dont forget that only the GRE has FTL travel and only the pirates have FTL comm systems. Also, the GRE doesnt get FTL until maybe 1-2 years before the plug starts. (/quote) Maybe i could put somthing about them being agrevated about the slowness of communication as well. unless you got anything better?
(quote)Well this seems a lot too clean for the barbarians that Mag and I sketched out. If they were real freedom fighters, why bother raiding and destroying random stations on the edge of CF2s system?(/quote)
Of course, the freedom fighters care nothing about how they achieve their goal. They will do ANYTHING to achieve their goal. They attacked those stations becuase they contained arms supplys, they don't care that there were civilians on the stations that got killed. Again, anything better will be fine with me.
(quote)Well #1 this would limit them to being in Sol, when they are supposed to be in Sol, Sirus, Centauri, and CF2s system.(/quote) Well, there were people in all systems who resented the taxes imposed by their government.(/QUOTE) Anybody think of other reasons?
For the Barbarians:
My idea for them was that they used to be a group of pirates - a very successful one. After a while, individual freighters weren't very profitable, so they began building combat-oriented fleets and sacking cities and stations. They also attack a few very large convoys, but not often.
Mycenians (I think "Centaurians" would be better, as that's how aliens are named in most things):
It's not just remembering their suffering, but they also group all humans into one group, and consider them all dangerous and warlike. When they see ships of other human groups, they attack them, as they think that they are just the same as CF3. Also, their ships are slightly worse than CF3's, as any given ship was captured a while ago, and new versions of it have come out since. We should make their graphics very similar to the graphics of CF3, but looking slightly different and older. Some of their ships have assault shuttles that can capture other ships in combat.
Astrominers (we've covered it before, but while we're doing all factions, we may as well bring it up):
Pirates love the astrominers. They have tons of valuable minerals, and ships that aren't combat oriented. The astrominers do have one class of fighter, though, to defend them, but it isn't very successful. They have tried many times to get military ships stationed near their operations to protect them, but failed. Eventually, they went on strike. Seeing as governments don't like strikes, military ships were sent out to break up the strike. Fighting broke out, and it's basically become a war. Each side has recordings that show that the other side started the fight, so nobody knows who it was.
Pirates:
I think that they are basically greedy people who want cash, and know that travelling ships carry many valuable things, and that stopping the ships and stealing all of the valuable things off of them can lead to great profit, so they have become pirates. Nothing particularly special. Besides, if they wanted free trade, raiding ships would only make trading less profitable, as some of the ships you were sending in any given trade would be hit by pirates.
(This message has been edited by Mag Steelglass (edited 01-12-2002).)
Colonist Faction 3 (6 ships): Some fast, tough ships with decent short-range weapons, and some slower, weaker ships with powerful support weapons. No cloaks for the brawlers, yes cloaks for the supporters. No warp.
Fighter: Shields: 130 Turn: 2.5 Speed: 11 Warp: 0 Energy: 600 Weapons: Pulse: BEAM TYPE 2 Range: Lepton Beam Speed: 10 Damage: 65 Guided: No Autotarget: No Rapid: 25 Ammo: ? Energy: 10 Dir range: 0 Other: none Beam: Configure for Invasion Turns it into a transport with the same stats as this, but is a transport. Since its just a fighter, instead of fully capturing a planet, it alters its occupation count by 1, like an EVAT. Special: Configure for Boarding Turns it into an EVAT with the same stats as this, but is an EVAT. It has no weapons except for the beam type 2. Seeing as it would be more effective than a standard EVAT, it alters occupation count by two, instead of one.
Tim: Shields: 80 Turn: 2 Speed: 7 Warp: 0 Energy: 600 Weapons: Pulse: None Beam: BEAM TYPE 3 Range: LRPK Speed: 1 Damage: 100 Guided: No Autotarget: No Rapid: 30 Ammo: ? Energy: 8 Dir range: 30 Other: Has a maximum speed of 20, and accelerates over time, just like lepton beams. Is indigo, and makes a bunch of indigo sparks, like the cantharan HVD weapon, when it hits stuff. Special: Cloak
Stilleto (when this dies, it makes a large, very damaging explosion): Shields: 220 Turn: 2 Speed: 9 Warp: 0 Energy: 800 Weapons: Pulse: Carrion Missile (2 ammo) (offset to the right) Range: Concussion Missile x1.25 Speed: 9 Damage: 300 Guided: Yes Autotarget: No Rapid: 100 Ammo: 2 Energy: 0 Dir range: 0 Other: Tracking is equal to concussion missile tracking. Beam: Carrion Missile (2 ammo) (offset to the left) Range: Concussion Missile x1.25 Speed: 9 Damage: 300 Guided: Yes Autotarget: No Rapid: 100 Ammo: 2 Energy: 0 Dir range: 0 Other: Tracking is equal to concussion missile tracking. Special: Cloak
Falcata: Shields: 450 Turn: 1.5 Speed: 4 Warp: 0 Energy: 800 Weapons: Pulse: Plague Missile (40 ammo) Range: Concussion Missile x1.5 Speed: 9 Damage: 355 Guided: Yes Autotarget: Yes Rapid: 120 Ammo: 40 Energy: 0 Dir range: 0 Other: Tracking is slightly worse than concussion missile tracking. Beam: Heavy Machine Gun Turret Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 23 Guided: No Autotarget: Yes Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Special: Cloak
Scimitar: Shields: 1200 Turn: 1.5 Speed: 8 Warp: 0 Energy: 1000 Weapons: Pulse: PULSE TYPE 5 Range: Fusion Pulse Speed: 15 Damage: 200 Guided: No Autotarget: No Rapid: 18 Ammo: 100 Energy: 0 Dir range: 0 Other: None Beam: Heavy Machine Gun Turret Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 23 Guided: No Autotarget: Yes Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Special: BEAM TYPE 2 Range: Lepton Beam Speed: 10 Damage: 65 Guided: No Autotarget: No Rapid: 25 Ammo: ? Energy: 10 Dir range: 0 Other: none
Claymore: Shields: 5000 Turn: 1.2 Speed: 6 Warp: 0 Energy: 2000 Weapons: Pulse: RAPID PULSE TYPE 5 Range: Fusion Pulse Speed: 15 Damage: 200 Guided: No Autotarget: No Rapid: 9 Ammo: 100 Energy: 0 Dir range: 0 Other: None Beam: BEAM TYPE 2 TURRET Range: Lepton Beam Speed: 10 Damage: 65 Guided: No Autotarget: Yes Rapid: 25 Ammo: ? Energy: 10 Dir range: 0 Other: none Special: Plague Missile (40 ammo) Range: Concussion Missile x1.5 Speed: 9 Damage: 355 Guided: Yes Autotarget: Yes Rapid: 120 Ammo: 40 Energy: 0 Dir range: 0 Other: Tracking is slightly worse than concussion missile tracking.
(This message has been edited by Mag Steelglass (edited 01-13-2002).)
Originally posted by Patrick: Here's CF1's Seige Engine in it's cruise mode with missile launchers out and ready. (EDIT: whoops, CF1 not CF2)
I think that you guys should start e-mailing each other with ideas, because this page takes an absurdly long time to load.
ATTN:Mag Steelglass: I can't use Hera because my OS is too low(8.0.8, needs 8.1 :mad: ), I am trying to upgrade, but I can't find the link on the Apple website. Oh well
(This message has been edited by The Journalist (edited 01-21-2002).)
Astrominers (9 ships): No cloaks, no warp, mining guns (object to coordinate beams), tractor beams, have to convert astrominers into transports and assault transports. Small, pansy fighers, and transports would be fast and tough but not maneuverable, while actual miners would be slow and maneuverable, with crappy guns and plenty of armor.
Patrol Fighter: Shields: 50 Turn: 2 Speed: 10 Warp: 0 Energy: 600 Weapons: Pulse: None Beam: Heavy Machine Gun Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 23 Guided: No Autotarget: No Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Special: None
Mining Drone: Shields: 100 Turn: 2.5 Speed: 5 Warp: 0 Energy: 650 Weapons: Pulse: Light Machine Gun Turret Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 9 Guided: No Autotarget: Yes Rapid: 7 Ammo: 800 Energy: 0 Dir range: 10 Other: None Beam: Laser Mining Cannon Range: half of pk beam Speed: N/A Damage: 2 Guided: N/A Autotarget: N/A Rapid: 30 Ammo: ? Energy: 5 Dir range: 0 Other: Object to coordinate static beam with an age of 20. Mines a bit, but not noticeable unless you have a bunch of these. Special: None
Light Miner: Shields: 650 Turn: 3 Speed: 4 Warp: 0 Energy: 775 Weapons: Pulse: Mining Pulse Gun Range: protopulse cannon Speed: protopulse cannon Damage: 40 Guided: No Autotarget: No Rapid: 30 Ammo: ? Energy: 10 Dir range: 0 Other: Mines decently. Beam: Light Machine Gun Turret Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 9 Guided: No Autotarget: Yes Rapid: 7 Ammo: 800 Energy: 0 Dir range: 10 Other: None Special: None
Medium Miner: Shields: 1000 Turn: 2.5 Speed: 3.5 Warp: 0 Energy: 850 Weapons: Pulse: Mining Pulse Turret Range: protopulse cannon Speed: protopulse cannon Damage: 40 Guided: No Autotarget: Yes Rapid: 30 Ammo: ? Energy: 10 Dir range: 0 Other: Mines decently. Beam: Foxfire Missiles Range: two-thirds of concussion missile Speed: 15 Damage: 15 Guided: Yes Autotarget: No Rapid: 10 Ammo: 800 Energy: 3 Dir range: 0 Other: Pretty accurate little missiles. Special: Convert to Transport Changes it into a ship with same stats, althought the turret no longer mines, and is a transport. The transports special weapon becomes an EVAT launcher, so you target it to a station an tell it to activate special to capture stations. Or we could set its arrive sequence so that it launched EVATs at stations, too. Heavy Miner: Shields: 3000 Turn: 2 Speed: 3 Warp: 0 Energy: 2000 Weapons: Pulse: Rapid Mining Pulse Turret Range: protopulse cannon Speed: protopulse cannon Damage: 40 Guided: No Autotarget: Yes Rapid: 15 Ammo: ? Energy: 10 Dir range: 0 Other: Mines decently. Beam: Rapid Foxfire Missiles Range: two-thirds of concussion missile Speed: 15 Damage: 15 Guided: Yes Autotarget: No Rapid: 5 Ammo: 800 Energy: 3 Dir range: 0 Other: Pretty accurate little missiles. Special: Tractor Beam Range: trazer beam Speed: N/A Damage: 1 Guided: N/A Autotarget: N/A Rapid: 150 Ammo: ? Energy: 30 Dir range: 0 Other: Static object to object beam, age 100. Holds the ship still, and also disables it slightly. It does damage due to the large forces being put on the ship it is targeting.
Fake Asteroid 1 (has no long-range symbol, and creates a pulse for its activation sequence with a creation action of alter owner -1 and a long range symbol that looks like its an asteroid. this uses a second asteroid sprite that looks slightly artificial): Shields: 5000 Turn: 2 Speed: 3 Warp: 0 Energy: 0 Weapons: Pulse: None Beam: Rapid Foxfire Missiles Range: two-thirds of concussion missile Speed: 15 Damage: 15 Guided: Yes Autotarget: No Rapid: 5 Ammo: 800 Energy: 3 Dir range: 0 Other: Pretty accurate little missiles. Special: None Fake Asteroid 2 (has no long-range symbol, and creates a pulse for its activation sequence with a creation action of alter owner -1 and a long range symbol that looks like its an asteroid. this uses a second asteroid sprite that looks slightly artificial): Shields: 5000 Turn: 2 Speed: 3 Warp: 0 Energy: 0 Weapons: Pulse: None Beam: Patrol Fighter Bay Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 70 Ammo: 7 Energy: 0 Dir range: N/A Other: A bay for patrol fighters. Special: None
Fake Asteroid 3 (has no long-range symbol, and creates a pulse for its activation sequence with a creation action of alter owner -1 and a long range symbol that looks like its an asteroid. this uses a second asteroid sprite that looks slightly artificial): Shields: 5000 Turn: 2 Speed: 3 Warp: 0 Energy: 0 Weapons: Pulse: None Beam: Kamikaze Alters basetype to a missile with an asteroid sprite that has the same stats, but max speed 6, and does 1500 or so damage. Special: None
Fake Asteroid 4 (has no long-range symbol, and creates a pulse for its activation sequence with a creation action of alter owner -1 and a long range symbol that looks like its an asteroid. this uses a second asteroid sprite that looks slightly artificial): Shields: 5000 Turn: 2 Speed: 3 Warp: 0 Energy: 0 Weapons: Pulse: None Beam: None Special: None
System info:
9 total
Four systems controled at start (Sol,Sirus,Proxima,Centuri)
6 systems controlled at end of story. (Sol,Sirus,Proxima,Centuri,Gamm'uri,Pulinea)
Uncontrolled systems (NSTG-1875,NSTG-1834)
System Data: Sol: .gov:Global Republic of Earth- GRE Planets:9 Mercury,Venus,Earth,Mars,Jupiter,Saturn,Urainus(sp?),Neptune,Pluto.
Sirus: .gov:Syn'iena Faction- SF Planets:3 Sirus Minor,Syn'iena,Dur'enio)
Proxima .gov:The Free Worlds of Jados- FWJ Planets:4(12 moons) Jados,Proxima Minor,Proxima Major,-----(name?)
Centuri .gov:Centaurian Axis- CA Planets:3 Alpha Centauri, Beta Centauri, Mycenia
(This message has been edited by Skyfox (edited 01-17-2002).)
Originally posted by Patrick: **However, I believe that the M:Inv team had actually talked NL into implementing a few extra actions last year into Ares, but of course since they still haven't made any levels(they have the ships in Hera though), as far as I know, nothing has happened.
**
Actually, we had the opportunity to talk him into implementing some more. But we found that we didn't actually need any more. I think we figured Alter BuildFlags could be useful, but didn't need it.
And I've started work on the UESG revamp again. I know Darkk has been playing around with POV's new features, but I don't know about working on models.
------------------ "Might I suggest that we all forget we even met each other? You're involved in politics and I in theft. I'll leave it to god to decide which one's more dishonest." -Stragen, The Sapphire Rose