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Originally posted by The Journalist: **Originally posted by Patrick: --------- We're making a TC, not a mod for the standard Ares scenario. --------- Huh? PLEASE stop using so many abbreviations!!!!!!!!!!!!!!!!!!!!!
Anyway: Story that could be used for several senarios:
Four years after the recapture of earth, and the forming of the Ishiman /Human Union, a border guard on patrol intercepts a weak signal. If was from a previosly unknown race, the Tekkorean, and intended for the Auds, the Sals, the Cantharan Order, the Gaitori, and and the Canadee. It is a allience request. The Auds, Cantharans, Gaitori, and Canadee have already joined.
This group is going to attempt to attack the space of Human/Ishiman, Eleejan, and Obish. All these races will be contributing ships. All planets will need to start building ships, and will congregate at the Fansi System and Proxima Centauri.
New Ship: All Forces Super Carrier. Everything about this carrier is bigger. It carries 15 fighters, and launches them faster(Special). it has both a Twinpulse and a Fullpulse(weapon 2, fire similtaneously) And, it has two cruise missle launchers (weapon 1). On this ship, the launchbay can be removed and replaced with an extra thruster, and used as a Battleship. The Battleship has a Transbolt in stead of a launchbay.**
TC = total conversion. In other words, not just a plug using the ares ships. Instead, all ships/planets/races/plot will be new. mod=modification, plugin
We're not planning on making a plug with the standard ares ships/races/gfx in other words.
------------------ 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)
(edit: 2 pages wooohoooo!)
(This message has been edited by Patrick (edited 12-29-2001).)
Some revisions patrick and I discussed on GR:
Pirates are in all systems. Before the slower-than-light colony ships were sent on their way, FTL travel had been invented, with a side-effect: the nature of the engines destroyed all living things on board. Later, one pirate group realized that a probe, when designed correctly, could withstand the forces involved and travel to other systems. They had also been developing communications for more coordinated attacks and such, so they sent probes out, with the plans for their interstellar communications devices, to the most likely places for pirate outposts in the other colonized systems. The probes were all eventually found, and the communications established. All pirate groups, from then on, freely shared technology, effective ship designs, and piracy tactics. They also worked together when the humans still on Earth invented useable FTL and spread to other systems.
The barbarians were once a pirate group, but that organization was so effective that it began aiming for bigger and bigger targets. Now it raids cities and stations, and occaisionally convoys. The barbarians let lone ships be, as they don't consider them worth the effort. Their raids are well organized and rarely fail. They've also invented cruise missiles, which are actually ships with warp drives. Upon production, they fly for their target and detonate. They are very powerful, and are often used by the barbarians for support fire during battles.
------------------ "Cleanliness is evil. Embrace the mess!"
Ok, how about this as the storyline.
Abbrevations: EF = Earth's current government CF x = colonist faction x where x is 1, 2, 3 B = barbarians of CF 2 P = pirates of CF 1 and 3 .gov= government
In the late 21st century, 4 colony ships are launched from Earth. Three survive but the fourth mysteriously disappears. The 3 remaining ships land at the home systems of CF1, CF2, and CF3 and found colonies there. All colonies as well as Earth now develop cloaking technology. This technology now allows a skillful enough captain to escape the prying eyes of the law, and allows for large-scale, organized piracy to be created in the systems of CF1 and CF3. Meanwhile, in CF2, a wealthy and ruthless man buys several dozen military-class ships and forms the B(we need a cool name for them) which proceed to run amok, sacking stations and stealing everything of value. The B slow down their raids however, and increased military forces of CF2 hold an uneasy truce with the B. As long as the B confine their raids to the Outer Rim of the CF2 system, the CF2 navy will not attempt a bloody campaign against the B to eradicate them.
CF3 troops now initiate a campaign against the alien-occupied planet in the CF3 system. The aliens who have a tech level that is about our 2001 level tech, fight back with stolen CF3 tech and manage to kick out CF3. A low-level war between the aliens and CF3 continues through the plug.
Years pass, and all three CFs and EF develop FTL technology almost simultaneously. However the slow, expensive and bulky FTL drive has a more serious flaw - any carbon-based organism aboard will die a painful death when the device is activated. EF scientists, being the best funded of the bunch, continue work on the drive, hoping to make a breakthrough to counteract it's adverse effects. The CFs abandon work in favor of new, better military tech to fight the P and B. The P of CF1 also continue work with it, and soon discover a modification that allows for near-instantaneous communication far faster than the speed of light. The P of CF1, despite their high organizational status, realise that the CF1 tech is getting better than theirs and eventually the P of CF1 will become outclassed. The P of CF1 deploy FTL probes to all 3 other systems where colony ships had been sent, using their new FTL comm system to control the probes remotely.
The probes discover the B and the CF3 pirates and contact them. The major CF3 pirate organization and the B agree to share tactics and technology with each other, and the CF1 pirates give the CF3 and the B their FTL comm system.
Pirate research is now focusing on a cloaking device that will allow the parent ship to fire and remain cloaked.
Meanwhile, the Miner's Union of CF1 goes on strike due to claimed inadequacies in the defences from P raids.
A detachment of CF1 troops is despatched to the Asteriod Belt to supress the strike.(first missions)
Meanwhile, EF scientists have finally discovered the necessary technology for a workable FTL drive. EF .gov, realising that the Sol system is running out of natural resources, decides a workable solution would be to conquer the colonies and take theirs for the EF .gov. A great fleet is built and launched to the stars, with their first target CF3.
------------------ Sign up for the Ares ladder http://www.AmbrosiaSW.com/webboard/Forum3/...TML/000748.html www.magleague.com GameRanger/MagChat SN: Col. Patrick (EL)
Sounds good, although a couple of things:
I think there should be pirates and barbarians in colonist faction 2's system. Not all pirates became barbarians. And the barbarians are supposed to have different tech and ship designs. Maybe they recieved a probe, too, but felt that they were doing fine without the help, and agreeing to the terms would only give them more competition. Also, there would be pirates in Sol that would recieve the probes.
Also, I think it'd be more interesting if Earth were to try to conquer all three colony systems at once. Because if the third group of colonists were to successfully hold of the attack, there wouldn't be much that would happen.
And lastly, I think cloaks should have already been developed before the colony ships were sent out. All four groups developing it at the same time seems a little odd.
Ok- Change the Heavy Gunship's race to Canadee. Change Super Carrier to Tekkorean. Ignore pretty much everything else. I'll have more stuff soon.
The
Originally posted by Mag Steelglass: **Sounds good, although a couple of things:
**
Okay, those all sound fine to me. also if "cloaks" wasn't a typo then the same should apply to the ftl.
Originally posted by Patrick:
(/B)
Heh. I was tired when I posted that and didn't notice the FTL thing. But yeah. The FTL tech should have been around the whole time, but nobody had any uses for it, as it killed everybody on it.
And how are these going to fit in with the story? Patrick and Mag have basically already made the story, and we wouldn't want stereotyped aliens in this plug, would we now...
Originally posted by The Journalist: **Ok- Change the Heavy Gunship's race to Canadee. Change Super Carrier to Tekkorean. Ignore pretty much everything else. I'll have more stuff soon.
The**
PS. I'd be up for testing and storywriting as well.
------------------ flargh: slank - you realize, of course, that you've just dragged about 40,000 volts of static electricity off the tip of your vacuum cleaner attachments over your CPU. -The Construct, Gameranger
wow guys, this sounds really cool, I don't want to read all of it so it gives it away but I hope you can do this all! it's kind of like the OBW of Ares.
OBW= One Big World from Ferazel's Wand is a plug-in (soon to be) made by a whole group of people working together to make the biggest world for Ferazel
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Now I suppose we oughta get working.
Goddamn, where were you all when I started the AE project?
------------------ There are only 3 kinds of people: those who can count, and those who can't.
I was there...
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BAAAAAAAAAH!
This project will come to nothing. I have foreseen it!
Good luck anyway.
btw, the best way to make a ship fire while cloaked is to set it's cloaking field primary or secondary, and have it's weapon the special function. I assume that was what you were asking about in one of the posts, might be mistaken.
(see below)
So my story isn't being used? Ok. I also asked you to make a seperate topic for this Mag.
----------------
There are only 3 kinds of people: those who can count, and those who can't.
(This message has been edited by Joveia (edited 01-05-2002).)
(This message has been edited by Joveia (edited 01-06-2002).)
I've been working on the stats for ships today and yesterday. I have the earth forces and the first colonist faction's ships done. Tell me what you folks think, and what I should change (this is very long, so beware. I apologize for the length):
Earth (10 ships): Cloaks, 10240 warp, nothing else particularly special.
Fighter: Shields: 100 Turn: 3 Speed: 8.5 Warp: 10240 Energy: 600 Weapons: Pulse: None Beam: Machine Gun Turret Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: Yes Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Special: Cloak
Gunboat: Shields: 200 Turn: 2 Speed: 6 Warp: 10240 Energy: 800 Weapons: Pulse: PULSE TYPE 1 Range: Fusion Pulse Speed: Protopulse Damage: 80 Guided: No Autotarget: No Rapid: 20 Ammo: 35 Energy: 10 Dir range: 0 Other: None Beam: Dual Linked Machine Guns Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: No Rapid: 5 Ammo: 400 Energy: 0 Dir range: 20 Other: Gunsmoke sprite looks like its firing from two places, one on each gun on the ship. This gun creates two bullets Special: Cloak
Corvette: Shields: 350 Turn: 2 Speed: 6 Warp: 10240 Energy: 1000 Weapons: Pulse: Ion Beam Range: Trazer Beam Speed: N/A Damage: 10 Guided: N/A Autotarget: Yes Rapid: 50 Ammo: -1 Energy: 30 Dir range: N/A Other: Object to Cooridnate Static Beam, age 35, disables like zerbilites Beam: Point Defense System Range: 150 Speed: N/A Damage: 2 Guided: N/A Autotarget: Yes Rapid: 20 Ammo: -1 Energy: 5 Dir range: N/A Other: Object to Object Static Beam, age 15 Special: Cloak
Assault Frigate: Shields: 650 Turn: 2.5 Speed: 5 Warp: 10240 Energy: 1500 Weapons: Pulse: TRIPLE LINKED PULSE TYPE 2 Range: Fusion Pulse Speed: Protopulse Damage: 45 Guided: No Autotarget: No Rapid: 20 Ammo: 35 Energy: 40 Dir range: 0 Other: creates two little invisible pulses that fire off to the sides, then shoot pulse type 2 pulses forwards when they expire, and also has a delay so it fires a pulse type one forwards at the same time. this is a powerful gun Beam: MISSILE LAUNCHER TYPE 1 Range: concussion missile Speed: 9 Damage: 75 Guided: Yes Autotarget: No Rapid: 35 Ammo: 200 Energy: 0 Dir range: 90 Other: more accurate than concussion missiles, but still not accurate enough to hit everything Special: Cloak
Scout Cruiser (this is the Earth scout): Shields: 900 Turn: 2 Speed: 5 Warp: 10240 Energy: 1500 Weapons: Pulse: MISSILE LAUNCHER TYPE 1 Range: concussion missile Speed: 9 Damage: 75 Guided: Yes Autotarget: No Rapid: 35 Ammo: 200 Energy: 0 Dir range: 90 Other: more accurate than concussion missiles, but still not accurate enough to hit everything Beam: BEAM TYPE 1 Range: PK Beam Speed: 15 Damage: 40 Guided: No Autotarget: No Rapid: 25 Ammo: ? Energy: 13 Dir range: 20 Other: none Special: Cloak
Heavy Cruiser: Shields: 1000 Turn: 2 Speed: 5 Warp: 10240 Energy: 1000 Weapons: Pulse: PULSE TYPE 3 Range: protopulse Speed: 9 Damage: 105 Guided: No Autotarget: No Rapid: 15 Ammo: 100 Energy: 5 Dir range: 0 Other: none Beam: RAPID BEAM TYPE 1 Range: PK Beam Speed: 15 Damage: 40 Guided: No Autotarget: No Rapid: 12 Ammo: ? Energy: 13 Dir range: 20 Other: none Special: Cloak
Carrier: Shields: 3000 Turn: 1 Speed: 2.5 Warp: 10240 Energy: 5000 Weapons: Pulse: Earth Fighter Bay 1 Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 105 Ammo: 3 Energy: 5 Dir range: 0 Other: launches earth fighters Beam: Earth Fighter Bay 2 Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 75 Ammo: 3 Energy: 5 Dir range: 0 Other: launches earth fighters. the different rapidnesses should make things spiffy. Special: Cloak
Missile Destroyer: Shields: 3500 Turn: 1.25 Speed: 4 Warp: 10240 Energy: 5000 Weapons: Pulse: MISSILE LAUNCHER TYPE 2 Range: concussion missile Speed: 10 Damage: 175 Guided: Yes Autotarget: No Rapid: 70 Ammo: 80 Energy: 0 Dir range: 0 Other: very similar to concussion missiles, although these have better accel Beam: MISSILE LAUNCHER TYPE 2 Range: concussion missile Speed: 10 Damage: 175 Guided: Yes Autotarget: No Rapid: 70 Ammo: 80 Energy: 0 Dir range: 0 Other: very similar to concussion missiles, although these have better accel Special: Cloak
Troop Carrier (transport): Shields: 900 Turn: 1 Speed: 3 Warp: 10240 Energy: 600 Weapons: Pulse: Machine Gun Turret (mounted at front) Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: Yes Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Beam: Machine Gun Turret (mounted at back) Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: Yes Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Special: Stealth Shield (weaponless transports would otherwise be nearly unstoppable. story for this is that cloaking devices do crappily when atmospheric pressure increases, often causing the transports with them to be destroyed. Stealth Shields are the same as in the factory settings, and they do fine with atmosphere.)
Assault Unit (assault transport): Shields: 900 Turn: 1 Speed: 3 Warp: 10240 Energy: 600 Weapons: Pulse: Machine Gun Turret Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: Yes Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Beam: Assault Shuttle Bay Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 75 Ammo: 4 Energy: 5 Dir range: 0 Other: Launches the assault shuttles. Only one per launch. Special: Cloak
Assault Shuttle (EVAT. they alter the occupation by three, not just one): Shields: 100 Turn: 1 Speed: 7 Warp: 0 Energy: 600 Weapons: Pulse: Machine Gun Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: No Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Beam: Point Defense System Range: 150 Speed: N/A Damage: 2 Guided: N/A Autotarget: Yes Rapid: 20 Ammo: -1 Energy: 5 Dir range: N/A Other: Object to Object Static Beam, age 15 Special: Cloak
Colonist Faction 1 (7 ships): Slow, tough ships with big short range guns and little missiles. Many of their ships have a seige mode. No to warp, yes to cloaks. They don't have a scout, as they're too slow to keep up with their enemies' moves with slow scouts and match them with slow ships. They just get their strategy set out and hope for the best.
Bomber: Shields: 200 Turn: 3 Speed: 5 Warp: 0 Energy: 600 Weapons: Pulse: Machine Gun Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: No Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Beam: Infrared Missile Launcher (100 ammo) Range: concussion missile Speed: 15 Damage: 15 Guided: Yes Autotarget: No Rapid: 15 Ammo: 100 Energy: 0 Dir range: 0 Other: Turns in the same style as atomic pulses, and has very good accel. Special: Cloak
Seige Engine (cruise mode): Shields: 650 Turn: 2 Speed: 4 Warp: 0 Energy: 700 Weapons: Pulse: Dual Infrared Missile Launcher (150 ammo) Range: concussion missile Speed: 15 Damage: 15 Guided: Yes Autotarget: No Rapid: 15 Ammo: 150 Energy: 0 Dir range: 0 Other: Turns in the same style as atomic pulses, and has very good accel. This launcher fires two missiles at once, with a small distance range. Beam: Engage Seige Mode Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 255 Ammo: ? Energy: 30 Dir range: N/A Other: Alter basetype to Seige Engine (seige mode) Special: Cloak
Seige Engine (seige mode): Shields: 1200 Turn: 4 Speed: 0 Warp: 0 Energy: 700 Weapons: Pulse: PULSE TYPE 4 Range: fusion pulse Speed: 15 Damage: 130 Guided: No Autotarget: No Rapid: 20 Ammo: 100 Energy: 0 Dir range: 0 Other: None Beam: Engage Cruise Mode Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 255 Ammo: ? Energy: 30 Dir range: N/A Other: Alter basetype to Seige Engine (cruise mode). creates a pulse with creation sequence of alter owner -1 and deals 550 damage, to reduce health accordingly. Special: Cloak
Mine Layer: Shields: 3000 Turn: 1.5 Speed: 2.5 Warp: 0 Energy: 1000 Weapons: Pulse: Long Range Machine Gun Range: double concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: No Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Beam: Deploy Mines Range: Protopulse Speed: 8 Damage: 200 per mine Guided: No Autotarget: Yes Rapid: 50 Ammo: 30 Energy: 0 Dir range: 90 Other: Fires seven pulses that look like mines and don't do anything to anything. They go in the general direction of the enemy ships, and, when they expire, create mines, which cloak. Special: Cloak
Battle Rampart (cruise mode): Shields: 5000 Turn: 1 Speed: 2 Warp: 0 Energy: 2000 Weapons: Pulse: PULSE TYPE 4 TURRET Range: fusion pulse Speed: 15 Damage: 130 Guided: No Autotarget: Yes Rapid: 20 Ammo: 100 Energy: 0 Dir range: 0 Other: None Beam: Engage Seige Mode Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 255 Ammo: ? Energy: 100 Dir range: N/A Other: Alter basetype to Seige Engine (seige mode). It also creates a pair of Gun Turrets, starting with direction 90 and dir range 180. (They have an initial velocity.) Special: Cloak
Battle Rampart (seige mode): Shields: 10000 Turn: 0 Speed: 0 Warp: 0 Energy: 2000 Weapons: Pulse: Dual Infrared Missile Launcher (300 ammo) Range: concussion missile Speed: 15 Damage: 15 Guided: Yes Autotarget: No Rapid: 15 Ammo: 300 Energy: 0 Dir range: 0 Other: Turns in the same style as atomic pulses, and has very good accel. This launcher fires two missiles at once, with a small distance range. Beam: Engage Cruise Mode Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 255 Ammo: ? Energy: 100 Dir range: N/A Other: Alter basetype to Seige Engine (cruise mode). creates a pulse with creation sequence of alter owner -1 and deals 5000 damage, to reduce health accordingly. It also destroys the gun turrets somehow. Special: Cloak
Gun Turret (static destination, very high acceleration): Shields: 650 Turn: 5 Speed: 0 Warp: 0 Energy: 2000 Weapons: Pulse: PULSE TYPE 4 Range: fusion pulse Speed: 15 Damage: 130 Guided: No Autotarget: No Rapid: 20 Ammo: 100 Energy: 0 Dir range: 0 Other: offset to the right Beam: PULSE TYPE 4 Range: fusion pulse Speed: 15 Damage: 130 Guided: No Autotarget: No Rapid: 20 Ammo: 100 Energy: 0 Dir range: 0 Other: offset to the right Special: Cloak
Mauler: Shields: 15000 Turn: 0.5 Speed: 1.5 Warp: 0 Energy: 7000 Weapons: Pulse: DUAL LONG RANGE PULSE TYPE 4 TURRET Range: protopulse Speed: 15 Damage: 130 Guided: No Autotarget: Yes Rapid: 20 Ammo:300 Energy: 0 Dir range: 0 Other: fires two pulses, with a decently small distance range Beam: Dual Infrared Missile Launcher (400 ammo) Range: concussion missile Speed: 15 Damage: 15 Guided: Yes Autotarget: No Rapid: 15 Ammo: 400 Energy: 0 Dir range: 0 Other: Turns in the same style as atomic pulses, and has very good accel. This launcher fires two missiles at once, with a small distance range. Special: Cloak
Invader (cruise mode): Shields: 2000 Turn: 2 Speed: 2.5 Warp: 0 Energy: 3000 Weapons: Pulse: EVAT Bay Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 75 Ammo: 3 Energy: 5 Dir range: 0 Other: Launches the EVATs ten at a time. Beam: Engage Seige Mode Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 255 Ammo: ? Energy: 30 Dir range: N/A Other: Alter basetype to Invader (seige mode). Special: Cloak
Invader (seige mode): Shields: 3000 Turn: 0 Speed: 0 Warp: 0 Energy: 3000 Weapons: Pulse: Transport Bay Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 75 Ammo: 3 Energy: 5 Dir range: 0 Other: Launches three transports with each launch. Beam: Engage Cruise Mode Range: N/A Speed: N/A Damage: N/A Guided: N/A Autotarget: N/A Rapid: 255 Ammo: ? Energy: 30 Dir range: N/A Other: Alter basetype to Invader (cruise mode). Special: Cloak
EVAT: The only important thing is that some of them have Infrared Missile Launcher (15 ammo), and some have machine guns. Pretty much everything else is like the Ares EVATs.
Transport: Shields: 1500 Turn: 0 Speed: 0 Warp: 0 Energy: 400 Weapons: Pulse: Ion Pulse Gun Range: fusion pulse Speed: 20 Damage: 20 Guided: No Autotarget: No Rapid: 35 Ammo: ? Energy: 20 Dir range: 90 Other: None Beam: None Special: Stealth Shield (weaponless transports would otherwise be nearly unstoppable. story for this is that cloaking devices do crappily when atmospheric pressure increases, often causing the transports with them to be destroyed. Stealth Shields are the same as in the factory settings, and they do fine with atmosphere.)
(This message has been edited by Mag Steelglass (edited 01-05-2002).)
(This message has been edited by Mag Steelglass (edited 01-06-2002).)
(This message has been edited by Mag Steelglass (edited 01-08-2002).)
(This message has been edited by Mag Steelglass (edited 01-13-2002).)
Patrick: I have got some models of these factions. Earth CF2 Pirates
Ok if i email you some pictures and have you look them over?
------------------ Truth is a double edged sword, with it the ignorant newbie is beaten, with it your mistakes are exposed.
Sure. I was already working on the Earth ships though heh. Only have the fighter done, so I hope you didn't do it already heh. Also wouldn't it be better to wait for Mag to finish the stats so we'd know how many guns to have etc. ?
Colonist Faction 2 (8 ships): Small, fast ships with plenty of long range guided weapons. Their ships are small, and their biggest ones are designed like heavy cruisers. Yes, cloak, no warp (except their biggest ships). They have nasty transports.
Interceptor: Shields: 75 Turn: 3 Speed: 10 Warp: 0 Energy: 600 Weapons: Pulse: Firefly Missile (30 ammo) Range: concussion missile Speed: 12 Damage: 35 Guided: Yes Autotarget: No Rapid: 35 Ammo: 30 Energy: 0 Dir range: 0 Other: Pretty good tracking, but not perfect. Beam: None Special: Cloak
Hunter: Shields: 85 Turn: 3 Speed: 8 Warp: 0 Energy: 600 Weapons: Pulse: Heavy Firefly Missile (20 ammo) Range: concussion missile Speed: 12 Damage: 65 Guided: Yes Autotarget: No Rapid: 50 Ammo: 20 Energy: 0 Dir range: 0 Other: Tracking is only slightly better than concussion missiles. Beam: Machine Gun Turret Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: Yes Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Special: Cloak
Missile Boat: Shields: 150 Turn: 2 Speed: 7 Warp: 0 Energy: 700 Weapons: Pulse: Heavy Firefly Missile (20 ammo) Range: concussion missile Speed: 12 Damage: 65 Guided: Yes Autotarget: No Rapid: 50 Ammo: 20 Energy: 0 Dir range: 0 Other: Tracking is only slightly better than concussion missiles. Beam: Firefly Missile (30 ammo) Range: concussion missile Speed: 12 Damage: 35 Guided: Yes Autotarget: No Rapid: 35 Ammo: 30 Energy: 0 Dir range: 0 Other: Pretty good tracking, but not perfect. Special: Cloak
Support Unit (thinks it is much weaker than it is, so its running from most things): Shields: 220 Turn: 2 Speed: 5 Warp: 0 Energy: 800 Weapons: Pulse: Neutron Pulse Gun Range: atomic pulse gun Speed: 7.5 Damage: 300 Guided: Yes Autotarget: Yes Rapid: 120 Ammo: ? Energy: 30 Dir range: 20 Other: Just like a different version of an atomic pulse. Beam: Machine Gun Turret Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: Yes Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Special: Cloak
Nuclear Delivery System (NDS): Shields: 220 Turn: 2 Speed: 5 Warp: 0 Energy: 900 Weapons: Pulse: Nuclear Missile Launcher Range: 2x atomic pulse gun Speed: 9 Damage: N/A Guided: Yes Autotarget: No Rapid: 300 Ammo: 2 Energy: 0 Dir range: 0 Other: Makes a large explosion, which can collide with ships, and does 100 damage per tick. Nukes are also unusually tough (about 600 health), and have bad tracking, though we could give them weapons that theyd think were autotarget and had range, and would cause them to destruct, so theyd be able to explode near enemy ships if they missed. Beam: Machine Gun Turret Range: two-thirds of concussive pellet gun Speed: concussive pellet gun Damage: 15 Guided: No Autotarget: Yes Rapid: 5 Ammo: 400 Energy: 0 Dir range: 10 Other: None Special: Cloak
War Cruiser (this is their scout): Shields: 1000 Turn: 2 Speed: 6 Warp: 5120 Energy: 1000 Weapons: Pulse: Pounder Missile Launcher (50 ammo) Range: concussion missile Speed: 10 Damage: 240 Guided: Yes Autotarget: No Rapid: 70 Ammo: 50 Energy: 0 Dir range: 30 Other: Tracking is the same as concussion missiles. 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 Ground Assault Transport: Shields: 1200 Turn: 2 Speed: 7.5 Warp: 0 Energy: 1000 Weapons: Pulse: 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: Cloak
Marine Transport (EVAT. Alters occupation count by five): Shields: 1200 Turn: 2 Speed: 7.5 Warp: 0 Energy: 1000 Weapons: Pulse: 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: Cloak
Some ideas...
Plug names: The Space Beyond
Mission names: First Blood International Affairs Project: Doomsday War is Hell A Shadow has Fallen Rendevuz With Destiny Against all odds... ...We must Prevail... ...And in the Darkest of Nights... ...Our Nation Shall Prove it's Worth Techaphobia Into the Asteroids Trial of Fire When all Else Fails Operation Quasar Asking for Trouble Operation Lightning War
Faction names: EF- Global Republic of Earth CF1- Syn'iena Faction CF2- The Free Worlds of Jados B- Hodrim's Freedom Fighters P- National Fighters for Free Trade
I think we should probably make CF3 be from Centauri. Oh, and references to songs can make pretty good level names, if we run out (which we most likely will).