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Well thought out, RebelRunner. Why does everyone always want to blow up the aliens, though?
------------------ "What the people say is law. There is no honor in the Lands of Mizra." -Mizra
someone likes my ideas. i feel special. :p. lol.
------------------
Quote
Originally posted by Mizra: **Well thought out, RebelRunner. Why does everyone always want to blow up the aliens, though?
**
Yeah, let's start a protest. Fight For Alien Rights, Aliens are people too... HAHAHAHAHAHA
------------------ They'll try to kill 'em all with the FORKLIFT!
Another one borrowing from other ideas...
Second Contact
Background: Astex Mining Industries (AMI) was at the forefront of the great expansion. During the great war, they supplied raw materials to build the fleet. During the tyranny after the great war, AMI lead the exploitation of the outer colonies. They are the most hated company in rebel space, even more than the confed government. AMI's board of directors has decided that humanity in general, and AMI in particular, needs to resume expansion.
String 1: Astex Diplomacy
Player carries the Astex VP of Sales from Antares to Spica to discuss expansion plans. The VP is jailed for crimes committed during the tyranny, and the rebels send the player back with demands for reparations.
Player + 2 bounty hunters are sent to Spica to free the sales rep. On landing, the bounty hunters are captured, the player's rebel govt rating is reduced, and the effort fails. The rebels send the player back to Antares with an additional demand for ransom.
Astex sends the player to Spica with cash to ransom the VP, + an offer to share advanced mining technologies that would eliminate the need for spican miners to risk the deadly atmosphere. The rebels accept the cash and release the VP, but reject the technology and deny authorization for expansion.
String 2: Rebel expansion
On palshife, the rebel govt hears about astex' plans and decides to expand on their terms. However, the rebels do not have a jump ship (a ship capable of opening jump routes). They hire the player to obtain records of jump ships during the great war from luna.
After examining the records, the rebels hire the player to steal (disable, board, accept mission from ship making it an escort) a Confed Cruiser that had been modified for jump ship duty and is on patrol somewhere nearby.
String 3: Diplomacy by other means
Astex hires player to escort a special bulk freighter to liberty station. routine mission. On liberty station, Astex miners storm the station. Player is paid well for his silence.
Astex hires the player to escort the bulk freighter as it opens jump routes beyond the trugati asteroid belt. On the fourth jump, the player encounters a previously unseen alien ship. (implementation of this part will be tricky-- the new system could appear when the player hails the bulk freighter and accepts a mission from it, which autoaborts and sets a visbit.) On return to liberty station, a rebel fleet, with the stolen Confed Cruiser, is present but does not attack.
The rebels hire the player to lead their confed cruiser to the alien. On not seeing the alien, the rebels open some more jump routes until they find a planet with aliens on it. On return to liberty station, a confed fleet is present, fighting with the rebels.
The confeds have occupied the station and hire the player to lead them to the alien planet. On arrival, rebel ships are already there and combat ensues. On landing at the planet, an alien rep orders the rebels and confeds out of their space and threatens war.
The aliens hire the player to carry a delegation to liberty station.
A recurring mission becomes available to carry alien delegations to various human planets.
String 4: If at first you dont succeed
At Antares, Astex hires the player to carry the VP of Sales to <whatever that pirate planet in the far west of the galaxy beyond Atropos is>. A pirate group agrees to protect Astex in exchange for a cut of profits.
At Antares, Astex agrees and hires the player to escort the modified bulk freighter to that area and begin opening jump routes. You find three planets suitable for exploitation, and return to antares.
Astex hires the player to escort a space station construction team to the new planets, then return.
Astex hires the player to escort a colony ship to the new planets. On arrival at the space station, rebel ships are in the system, and on landing, the colonist/miners are detained by rebels.
The rebels hire the player to take the colonists and station crew back to Antares.
Astex hires the player to clean out the rebels, with help from the local pirates. The pirates refuse, and send the player back to antares with a demand for more money.
Astex hires the player to clean out the pirates, with help from some heavily modified freighters (100 shields, good turning, very slow speed, good recharge, 1 proton turret, 4 missile racks+40 missiles, hawk bay+2 hawks).
Astex (now operating from the conquered pirate planet) hires the player to pick up a confed commando team, and take them to the station and clean out the rebels. The confeds refuse, they are too busy with the rebel-alien situation.
Astex hires the player to defend the newly conquered pirate planet from a rebel fleet. Then Astex hires the player to escort the jump ship freighter while it opens an alternative route to the 3 new planets, and on arrival, to lead the attack on the rebels.
Astex hires the player to retrieve the colonists and station crew from antares.
A recurring mission becomes available to transfer colonists to the planets, and all comodities are available High. The planets have government Astex.
Originally posted by magicianeer: **Another one borrowing from other ideas...
That's a cool storyline.
Missions in space: Some ideas for missions from passing ships.
Police Detail: Create a merchant ship that is attacked by pirates and offers a mission paying 50K to beat off the pirates. Player does not get paid if the merchant is disabled or destroyed.
Counter-assassin: The flip side of the rebel assassination mission. A confed VIP transport hails the player, offering a reward for protecting him from an imminent assassination attempt. On acceptance, a civilian ship aligned with the rebels (a rebel sympathizer) jumps in and attacks the VIP. Player does not get paid if the VIP is killed.
Help: Some poor fellow is out of fuel and offers the player 5-10K for 1 jump worth of fuel.
Just when you need em: Warships that will actually help you: make some corvette/kestrel warships offer a mission when hailed. On acceptance, the warship becomes an escort and beats off the meanie that is attacking you. Obviously this costs money-- pays a negative amount of cash.
Rescue: This one is from EVGE: The player finds an escape pod, boards it and rescues the person. The person in the pod asks to be taken to some planet and pays 80K on arrival.
Heeey, those are some cool ideas! You should become a writer!
------------------ if it dosent doesn't squiel its not worth killing
Originally posted by rebel council: **Heeey, those are some cool ideas! You should become a writer!
you're talking about me too, right? :rolleyes: how about there is a blackhole in an unihabited system, and scientists pay you to explore it. while you explore it you get sucked in, and get to an alien galaxy. you then have to help them in lots ways, like they have pirates, a civil war, another alien race, or something like that. you then are given a device to cut the interference in this area and you find another blackhole that warps you back to the correct galaxy.
------------------ Ultimate Rebel-Rebel General who led the Confederates' Demise
Originally posted by Ultimate Rebel: **you're talking about me too, right?:rolleyes: how about there is a blackhole in an unihabited system, and scientists pay you to explore it. while you explore it you get sucked in, and get to an alien galaxy. you then have to help them in lots ways, like they have pirates, a civil war, another alien race, or something like that. you then are given a device to cut the interference in this area and you find another blackhole that warps you back to the correct galaxy.
But then due to a major miscacluation, Your entire ship is swallowed by a small dog.
It's probably too late but I have some ideas 1)rescue a person from an escape pod (made several missions like this, to throw a person off) only to have that person dump all your fuel while pirates jump into the system. 2)Rescue another escape pod and the person asks to be taken to an abandoned station orbiting a new planet. This person is part of a secret orginisation. They use black projects technology. Keep returning to them and doing rescue missions for them and they will release new tech to you (while you moon light as a confed or rebel). Like cloaks and tractor beams and tech from both major governments (and make it so you can re buy it after you switch ships I hate to lose that stuff). On top of that they can sell you highly modifed ship that you can't get elsewhere; The luxery liner (still has a weak hull but the luxery room have been stripped for massive cargo room, no armor or secondary weapons can be added but sheilds, primaries and fighter bays are doable) and the other non combat ready ship ambasitor? or something (no armor or secondary weapons but sheilds and cloaks and mild cargo space inprovements) 3) the secret organisation has discovered the existance of one or more groups of aliens and need you to discover their plans. You see the aliens for the first time (hopefully you can cloak) and wittness them attack a ship and them turn their attention to other ships allowing you to rescue the escape pod. Escort the peron back to the secret organisation who tells you the aliens are alien pirates come to start a slave trade in humans. You can help destroy the aliens too to allow alliances with Confed or Reb forces and gain access to their ships. 4) Capture a confed and/or reb ship and sell it to the seceret organisation to disect and copy. 5)Jump to newly descovered systems and escort human embassidors to alien worlds. Your success opens some new alien tech to your organisation. Now you've made your alliances clear and Confeds will see you as traitors to the human race and rebels will fear you as a possible new foe. Aliens may agree to trade but they are not your allies, they will never help you, and they alien pirates will hunt you. 6)Capture an alien ship for disection, your success allows you to buy a proto type duplicate of the alien ships and allows you to really take on the alien pirates.
------------------ ...your amazing. "No, I am better than that."
Originally posted by Mr. Moose: **
ummm, NO! (hehehehe no offense intended) i know this hasn't been around for awhile but i'll bring it back.
------------------ titan's new board click (url="http://"http://pub101.ezboard.com/btitansboard65830")here(/url) to enter
In my school the NO! thing surfaced like a month ago. It's kinda dunb but nended! (sometimes)
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I just post this stuff for fun
Background: Religous persecution, disappearing miners, a forgotton planet full of tritanium...
At Murphy's World: The space port supervisor asks the player to find a missing asteroid miner. He was last seen at liberty station. He casually informs you that other miners have vanished as well. At liberty station, the player finds nothing and returns empty handed.
At Liberty station: When (if) the player visits Liberty station again later, a strangely dressed space miner is being persued by pirates and asks the player to take him to Murphy's World. Kestrels with extra tough armor hound the player all the way to Murphy's World. On arrival at Murphy's World, the miner tells a tale about a new planet below liberty station that was settled by a reclusive group of Buddhist fundamentalists before the Great War. They only allowed miners to operate near their planet if they swore not to reveal its location. Recently the planet was overrun by pirates. The pirates systematically killed every miner that worked the asteroids near the planet. <a new system becomes visible below liberty station>
At Murphy's World: The rebels ask the player to lead a heavy patrol to the Buddhist planet and sweep the area of pirates. The player gets 4 rebel destroyer escorts and kills many extra tough corvettes and kestrels. On return to Murphy's World, the rebels note from the player's sensor records that the planet is incredibly, astoundingly, vastly rich in tritanium ore. The rebels also note that some pirates escaped, heading for confed space.
If the player lands on the planet (named "New Tibet"): Liberation In the bar, a buddhist nun begs the player to liberate them from the pirate's iron grip. A pirate guns down the nun and the player flees to his ship (only one button is presented-- the player must accept the mission). The player and his rebel escorts (if he is still on patrol) proceed to dominate the planet. On landing, the groundside pirates agree to release hostages in exchange for safe passage off the planet. The buddhists thank the player for freeing them from slavery in the pirate tritanium mines, but pay no money. The planet also pays no tribute. <I'm not sure if its possible to make a spob that pays no tribute when dominated. The defense fleet is a 10-20 extra strong corvettes and kestrels>.
At Murphy's World: Recon The rebels announce that they are assembling a fleet to aid the buddhists and exploit the tritanium. They ask the player to recon pollux for any gathering confed fleet. A confed fleet is sighted at pollux. The player returns to Murphy's World to report. <the Liberation mission is locked out by this mission-- the player will no longer be offered it after completing this mission>
At Murphy's World: If the player has done the Liberation mission: The rebels divert their fleet to meet the confeds, and hire the player to escort several freighters to New Tibet and back to Murphy's world. Arriving at New Tibet, the buddhists accept the development assistance, join the rebels, and allow the rebels to mine tritanium. On return to Murphy's World, the player hears of the glorious victory over the confeds at Pollux. The rebels pay many millions and the strangly dressed spacer promises a large statue in your honor will be built on New Tibet. ---- End of String ----
If the player has NOT done Liberation: The rebels divert most of their fleet to meet the confeds, and hire the player to liberate New Tibet from the pirates. They provide an escort of destroyers. The player dominates the planet and returns to Murphy's world.
At Murphy's World: Returning to Murphy's World, the player learns that the rebel fleet was defeated and fell back to Ahdara. The rebels hire the player to lead reinforcements to Ahdara. At Ahdara, the player kills many confed cruisers. On landing at Ahdara spaceport, the player learns that the majority of the Confed fleet slipped through the defenseless Agena system and is at New Tibet. <New Tibet is replaced by another syst, owned by confeds>
A recurring mission becomes available from the rebels to raid tritanium shipments from New Tibet. ---- End of String ----
d**n! that's a long post! :eek:
ZZZZZZZzzzzzzzZZZZZZzzzzzZZZzzzzzzZZZZZZ.whaaaa! Oh sorry! j/k
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Originally posted by rebel council: **ZZZZZZZzzzzzzzZZZZZZzzzzzZZZzzzzzzZZZZZZ.whaaaa! Oh sorry! j/k;)
it's like, yeah you're done now.
What?