EV Webstory OOC Discussion

Quote

Originally posted by Unreal Centipede:
**"Done the ship is done!" - Unreal
Unreal looks at his ship. the best ship in the universe right now. He christens it the N.C.S.S. Firey Falcon. The sheild generators are up and running and the fighters are on line(robotic). He heads out toward new antiqua with a few captured Escourt caryers hollowed out to be like a bulk freighters. 10 'Escourt freighters' Full of Nitro and antimatter head to Ngc 4565.

**

I assume you meant NGC-1027. NGC-1027 is where New Antigua is. Either that or you mean NGC-5465(the system that i am blockadeing and destroying anything that enters without sending a message ahead of them -and is friendly-)

Beeblebrox, why are you sending another fleet into NGC-1027? Den'Zar will wipe you accross the galaxy with a fleet that small. I assume you meant to send that fleet to NGC-5465(the only system that links to NGC-1027. otherwise known as the blockaded system)

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Insanity has its advantages

Quote

Originally posted by U.E. Admiral:
**I assume you meant NGC-1027. NGC-1027 is where New Antigua is. Either that or you mean NGC-5465(the system that i am blockadeing and destroying anything that enters without sending a message ahead of them -and is friendly-)

Beeblebrox, why are you sending another fleet into NGC-1027? Den'Zar will wipe you accross the galaxy with a fleet that small. I assume you meant to send that fleet to NGC-5465(the only system that links to NGC-1027. otherwise known as the blockaded system)

**

Yes. I am sending it to the 'blockaded system'.

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Vote 1 for Zaphod Beeblebrox- The only presidential candidate with two heads, three arms and a personality as nice as your Mum

Quote

Originally posted by Beeblebrox:
**(To Aaron)
(The only known source of Tritanium is on
(Spica.)
(We already have many people mining from it,
(and you must only mine in boundaries selected by us.)
(Other than that, you have full rights.)
(I am sending 2 Bulk Freighters full of space mines.)
(These will protect the 'blockaded system' from Den'Zar.)
(May Den"Zar die a long and painful death.)
(END)

**

I am afraid you're mistaken. Spica is rebellion space. As said in the game:
"All sources of tritanium have been researved by the confederation for their cruiser upgrade."
That suggests that there are several places to get tritanium including inside Confederate space.

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Insanity has its advantages

Carno, there would be no reason for a freighter of colonists to enter the NGC-5465 system. None at all. For one, it is widly known by now that i am blockading you so no one in their right minds would try and go to you. The only possible reason for a light frieghter to enter NGC-5465 is to supply you with something. Not to mention according to your posts they would be destroyed the moment they entered the system, slamming into bombs, fuel, and debrie. Your post is highly improbable.

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Insanity has its advantages

(This message has been edited by U.E. Admiral (edited 11-05-2002).)

Quote

Originally posted by U.E. Admiral:
**

Quote

Originally posted by Beeblebrox:
**(To Aaron)
(The only known source of Tritanium is on
(Spica.)
(We already have many people mining from it,
(and you must only mine in boundaries selected by us.)
(Other than that, you have full rights.)
(I am sending 2 Bulk Freighters full of space mines.)
(These will protect the 'blockaded system' from Den'Zar.)
(May Den"Zar die a long and painful death.)
(END)

**

I am afraid you're mistaken. Spica is rebellion space. As said in the game:
"All sources of tritanium have been researved by the confederation for their cruiser upgrade."
That suggests that there are several places to get tritanium including inside Confederate space.

**

Damn, damn, damn, damn, damn! So do you know where they are?

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Vote 1 for Zaphod Beeblebrox- The only presidential candidate with two heads, three arms and a personality as nice as your Mum

I have no doubt that it is found in asteroids. It may also be present on some planets. Astex without a doubt supplies the Confederation with about 60% of it's supply. As always, there is a place where something valuable has not been discovered yet.

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Insanity has its advantages

Jadzian Warstation
Speed: 25
Accel: Terrible
Turn: Very Good
Shields: 500
Armor: 15,000
Guns: 1,000
Turrets: 10,000
Space: 1,000
Cargo: 8,000
Fuel: 2000
Standard Weapons:
500 Neutron Blasters
1,000 Disrupter Beams
8,000 Disrupter Turrets
Shipyard + 5 Ships per post (provided there is sufficant metel etc...)
Outfitter + 10 Reloads per post
Refueling Area + 20 Refuelings per post
200 Nuke Launchers + 5,000 ammo
----
Because it is a Joint Station with the Confederation, Beeblebrox can make use of it's shipyards and outfitter etc(as long as he doesnt use Jadzian property to build his ships ;).
----
Jadzian Battleship
Speed: 300
Accel: 350
Turn: Good
Shields: 2,500
Armor: 750
Guns: 25
Turrets: 15
Space: 300
Cargo: 130
Fuel: 1200
Standard Weapons:
2 Disrupter Beams
10 Disrupter Turrets
15 Disrupter Cannons
5 Torpedo Tubes + 120 ammo
36 Nuke Racks + 200 ammo
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Insanity has its advantages

(This message has been edited by U.E. Admiral (edited 11-09-2002).)

Paranoid: You can not have cloaking devices. They are not publicly sold. There is no way that you can fit that many bombs on a Kestrel. Take a few off(i suggest starting a pilot and outfit a kestrel as you said. So you know just how many of things you can have and what you have access to or not).

Speaker for the dead: You can not post as if you are controling the Rebellion. In webstories a player or two are assigned a government to posts as.

Both of you: Please post here what government you want to be, your fleet, statistics, the whole 9 yards. Someone will come and approve/disapprove of it. Once you are approved you may make your first post.

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Insanity has its advantages

Sorry didn't see this page previously, I've never joined a webstory before.
Govt: Independent
Syst: None at present
Fleet:
18 Rapiers
35 Lightnings
3 Modified Argosys
2 Armored Light Freighters
2 Kestrels (Outfitted with modified Space Bombs)
Flagship: Doomsday
Included outfits: 5 Proton cannons, 2 Proton turrets, 2 Shield boosters, 4 Shield Battery, 1 Space Bomb launcher, 40 modified Space Bombs, RCS upgrade, Engine upgrade, Thrust Upgrade.
All pilots are trained for infiltration, and Industrial sabatoge.
Ship modifications:
Kestrel: 30 modified Space Bombs, 1 Shield booster, 2 Shield batterys, .
Armored Freighter: 5 modified Space Bombs, 2 Shield batterys, 2 layers of Durasteel RCS upgrade, Engine upgrade, Thrust Upgrade.
Modified Argosy: 25 modified Space Bombs, RCS upgrade, Engine upgrade, Thrust Upgrade.
Weapon modifications: Space bombs: Equipped with remote detonation.

Income: From raiding 300,000 and private engagements.
Bank: 3 million

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"Paranoia is Life"

Quote

Originally posted by Paranoid:
**Sorry didn't see this page previously, I've never joined a webstory before.
Govt: Independent
Syst: None at present
Fleet:
18 Rapiers
35 Lightnings
3 Modified Argosys
2 Armored Light Freighters
2 Kestrels (Outfitted with modified Space Bombs)
Flagship: Doomsday
Included outfits: 5 Proton cannons, 2 Proton turrets, 2 Shield boosters, 4 Shield Battery, 1 Space Bomb launcher, 40 modified Space Bombs, RCS upgrade, Engine upgrade, Thrust Upgrade.
All pilots are trained for infiltration, and Industrial sabatoge.
Ship modifications:
Kestrel: 30 modified Space Bombs, 1 Shield booster, 2 Shield batterys, .
Armored Freighter: 5 modified Space Bombs, 2 Shield batterys, 2 layers of Durasteel RCS upgrade, Engine upgrade, Thrust Upgrade.
Modified Argosy: 25 modified Space Bombs, RCS upgrade, Engine upgrade, Thrust Upgrade.
Weapon modifications: Space bombs: Equipped with remote detonation.

Income: From raiding 300,000 and private engagements.
Bank: 3 million

**

That sounds good to me. From what i can see and remember all those ship modifications are possible... Shipcount is perfect for a new player... You are doing very well for your first time.
And before i forget again:

😄 🙂 😛 Welcome to the Boards 😛 🙂 😄

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Insanity has its advantages

I was just wondering If you guys had space for another member in your web story I've read it (well most of It( I lied 2.5 pages) and it is really Interesting and I hope I know all of the rules 😕 . So here are my sats.
Fleet:
5 bulk frighters
10 light freighters
5 Argosys
2 Luxury Liners
30 lightnings (escorts)
5 Rapiers
Flagship(Kestrel):
Speed enhancers (all of them), 50 tons (cargo mass for passengers) of luxery equipment. Passenger license, Cargo hauling license, 5 tons (Cargo mass) of security equpment (for passengers and my use), one industrail sized swivel chair, One high class computer system, one parakeet, 2 proton turrets, 1 torp. launcher 25 torps, one lightning bay, 2 llightnings, 10 escape pods, one restraunt, and other passenger neccesities.
Income:
Passenger delivery: 100,000 per post
Tours: 250,000 per post
Cargo: 175,000 per post
Special deliveries: 50,000
Total Income: 575,000 per post
Expenses:
Fuel: 10,000 per post
Maintianence: 25,000
Food: 5,000
Total expences: 40,000
Total Income: 535,000
Gov: Guild of traders

If this is wrong or bad or whatnot tell me :redface:

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Are we sad because it
rains or does it rain
because we are sad.

uhm i would say to cut your income a bit. A planet doesnt generate that much income! I will leave it to carno to complain about it(that seems to be his specialty).

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Insanity has its advantages

To anyone who knows:
Speaking of planetary income.
What would the income for Apollo be?

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"Paranoia is Life"

Quote

Originally posted by Paranoid:
**To anyone who knows:
Speaking of planetary income.
What would the income for Apollo be?

**

500,000. All stellers generate 500,000 last i knew.

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Insanity has its advantages

I would like to propose a new government. I'm not quite sure how it would work or anything as this webstory is somewhat, developed as things are right now. Those of you who have actually played EV as the Confeds would know where my nick comes from most likely. In the Confederate thread there are two missions to destroy a Rebel Munitions convoy from the Jericon Corporation. I would like to be in charge of the Jericon Corporation. The missions in EV originated from Dune and Ruby, so I would assume that the Jericon Corporation has a plant in each place (or near each place) and a central administration place. Not long ago I actually worked on the plot for a plugin that expanded JeriCorp. In it the background was that JeriCorp was a company that supplied the most advanced tech in the galaxy to the highest bidder. So in essence they didn't work for just the Rebellion, but the Confeds, Pirates, whoever felt like paying the most. Also in my plot I came up with the idea that the main headquarters would not actually be a planet. It would be a mobile space station made out of a giant asteroid that would inhabit one of the systems along the east side of the map. How does this sound to everyone? If it sounds good for a start I will draw up some specifics and other stuff.

Also, is there one consolidated list of all the different technologies and ships that are currently available?

-J

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"Being a Mac user is like being a Navy Seal: a small, elite group of people with access to the most sophisticated technology in the world, who everyone calls on to get the really tough jobs done quickly and efficiently."

Quote

Originally posted by Jericon:
**< snip>
**

it sounds good to me! Let's just see what all the other players think as well.

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Vote 1 for Zaphod Beeblebrox- No one can escape Beeblebrox!

Well, your proposal sounds fair enough. Do give out the specifics. No there is not a list of current outfits available. If you just read the OOC and IC threads you will know about all the weapons developed.

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Insanity has its advantages

Quote

Originally posted by U.E. Admiral:
**Well, your proposal sounds fair enough. Do give out the specifics. No there is not a list of current outfits available. If you just read the OOC and IC threads you will know about all the weapons developed.

**

By specifics I mean what fleets I have and what they consist of, as well as income and the like. I do like the idea, however, of not actually disclosing where the factories and headquarters are. And when I said before about selling items to the highest bidder, I meant sell them, not the designs. Kinda that captive audience thing. I also need to come up with some of this "best in the galaxy tech" to start selling to people. That is also one concern I have. The tech I design may seem powerful for the price, but do remember that that will just be the price to manufacture it. Now how much I will charge for it.

After all, I picture Jon West (aka Jericon) the CEO of JeriCorp to be part Smart Business man, part Mobster, part Pirate and Part arms dealer. Thing is no one wants to touch him otherwise their enemy gets his tech :).

I'll begin to draw this stuff up later today after I get a chance to make a simple database (for myself) of all the new techs and such so I can determine what to use and so on. I also wish there was a good reference for EV out there somewhere. Something with all the stats on the ships and such (original ships). If anyone knows of one, let me know. See Unfortunately I don't have classic on here so it makes playing EV difficult.

-J

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"Being a Mac user is like being a Navy Seal: a small, elite group of people with access to the most sophisticated technology in the world, who everyone calls on to get the really tough jobs done quickly and efficiently."

??Originally posted by Jericon:
** <snip>
**(/QUOTE)

You're in luck. I simple email is all that is needed to get any info you need. 😉 I am a great reference. Fanaticism has it's advantages too 😉

Carno, you never said anything about blocking their transmissions. What makes you think they wouldnt send a readout of your defenses to warn others of entering the system?

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Insanity has its advantages

(This message has been edited by U.E. Admiral (edited 11-14-2002).)

Okay... I said I would come up with stats and stuff, so here it is. Now when reading the stats keep a few things in mind:

1. JeriCorp has the galaxy's most advanced tech.
2. JeriCorp gov ships ARE NOT FOR SALE to anyone but JeriCorp
3. The Prices listed are what it costs JeriCorp to make the ships and weapons, not what they sell it to others for.
4. Don't just look at the stats, read the descriptions.
5. When it comes to the specs, if you want to compare go to (url="http://"http://homepage.mac.com/jericon/webstory/ships.html")http://homepage.mac....tory/ships.html(/url) and weapons.html

Here are the Techs:

Polaron Swivel Cannon

The Polaron Swivel cannon is the primary weapon on most of the Fighters that the Jericon Corporation uses. The Weapon is slightly faster than the Proton cannon, and has a slightly longer range, as well as more damage. It, however, is slightly more in accurate, and does quite a bit more damage.

Speed: 900
Reload: 30
Duration: 35
Inaccuracy 8 degrees
Guidance: Front swivel
Ammo: Unlimited
Quantity: no limit
Damage 37.5/40.5
Mass: 6 Tons
Cost: 15,000

Polaron Turret

The Polaron turret consists of 3 polaron Cannons on a turreted base. Mounting the cannons makes them more accurate, but they also have shorter range

Speed: 900
Reload: 10
Duration: 30
Inaccuracy 6 degrees
Guidance: Full Turret
Ammo: Unlimited
Quantity: no limit
Damage 37.5/40.5
Mass: 25 Tons
Cost: 60,000

Quantam Torpedo

The Quantam Torpedo is a huge step forward in torpedo technology. It contains the quidance of the missile, as well as it's speed, with the damage higher than the conventional torpedo. The Quantam Torpedo also has a range that is inbetween that of the conventional torpedo and the Missile. The main downside to the Quantam torpedo, however, is that it has a significantly limited amount of Ammunition. The Launcher itself stores the ammo, so it has a limit of 30 torpedos per launcher. No more can be added through any method.

Speed: 850
Reload: 100
Duration: 400
Inaccuracy None
Guidance: Smart Homing
Ammo: 30 Per launcher, included in weight of launcher
Quantity: no limit
Damage 325/400
Mass: 30 Tons
Cost (Launcher): 75,000
Cost (Torpedo): 5,000

EM Torpedo

The EM torpedo uses old technology in a new way to do major damage. The EM Torpedo is an electrically charged torpedo that slowly moves towards it's target, and as it collides with the shields of the target, the charge releases which causes the shield generators to overload. Because of this, however, the EM Torpedo does very little damage to armor. Like the Quantam Torpedo, the ammo for the EM Torpedo is stored in the launcher, giving the launcher a limit of 20 torpedos. The EM Torpedo uses a new tracking system that is not found on any other device, making it immune to Sensor interferance as well as flares and asteroids. JeriCorp has been researching how this homing method can be Jammed and have yet to find a way to do so.

Speed: 500
Reload: 200
Duration: 1000
Inaccuracy None
Guidance: Special Homing
Ammo: 20 Per launcher, included in weight of launcher
Quantity: no limit
Damage 200/900
Mass: 50 Tons
Cost (Launcher): 500,000
Cost (Torpedo): 25,000

Locust Light Fighter Bay

The Locust light fighter bay is a bay that is used to repair, equip and launch up to 5 Locust Light Fighters. It launches them at a speed between that of the Confederate Patrol ship bay and a Manta Bay. This bay IS NOT purchasable nor it is sellable. This bay is only available on ships that it is to be built into standard.

Locust Light Fighter Slow Bay

This bay is the same as the standard Locust Bay, only it launches the fighters half as fast. This, however, is because the bay holds 10 fighters. This bay is only currently fitted on the JeriCorp "Cheshire Cat" Transport. The Bay allows the fighters to be launched under the Cheshire Cloak.

Cheshire Cloaking Device

The Cheshire Cloaking Device is a very unique cloak that has simply one purpose. To keep anyone from finding out where JeriCorp munitions convoys are headed. The Cloak has the ability to cloak not only the ship with the cloak, but any ships that are nearby. The cloak also can be engaged before leaving hyperspace, so that the ship is never visible to the eye or to sensors while it is in any system. This cloak does have it's downside though. It slows all ships that are under it's power to half of the speed of the slowest ship. Considering that the only ships that are equiped with the Cheshire are the Cheshire Cat Transports, this makes the fleet extremely slow. This cloak also would cloak non friendly ships that come within it's area. For this reason, JeriCorp trading fleets usually leave hyperspace far from the planets in any system and usually travel around the edge of the system before reentering hyperspace. This cloak is not for sale and can only be equipped on the Cheshire Cat Transports.

Now for the ships. I have 5 ships.

JeriCorp Locust Light Fighter

The Locust Light Fighter is designed for short range escort/defense and Carrier based operations. The lack of armor and a hyperdrive (and it's associated fuel) allow the fighter to be very fast and maneuverable. The fighter is designed to participate in swarming attacks using only their swivel polaron cannons. These fighters are deadly in groups, but rather vulnerable on their own.

Speed: 400 AU
Accel: 400
Turn: 175 Degrees/sec
Shields: 40u
Charge: .45u/sec
Armor: None
Guns: 4
Turrets: 0
Space: 0 Tons
Cargo: 0 Tons
Fuel: 0 Jumps
Crew: 1
Cost: 400,000

Weapons: 4 Polaron Swivel Cannons

JeriCorp Stinger Assault Boat

The Stinger Assault Boat is designed for Convoy escort and patrol of JeriCorp areas. The ship is fast and maneuverable. This is at the cost of armor and cargo space, though. The Stinger has both Polaron Turrets and cannons as well as Quantam Torpedos.

Speed: 300 AU
Accel: 275
Turn: 105 Degrees/sec
Shields: 250u
Charge: .35u/sec
Armor: 20u
Guns: 5
Turrets: 2
Space: 20 Tons
Cargo: 10 Tons
Fuel: 6 Jumps
Crew: 45
Cost: 4,000,000

Weapons: 3 Polaron Swivel Cannons, 2 Polaron Turrets, 2 Quantam Torpedo Launchers with 60 Quantam Torpedos.

JeriCorp Hornet Cruiser

The Hornet is the Bruiser of the JeriCorp Forces. It is fast and maneuverable for it's size, but this, like the Stinger and Locust, is at the cost of armor. It has 10 Locust fighters and also has special Docking ports to allow 2 Stinger Assault Boats to dock with it. It comes with Polaron Turrets and Quantam Torpedos Standard as well.

Speed: 275 AU
Accel: 275
Turn: 90 Degrees/sec
Shields: 1300u
Charge: .85u/sec
Armor: 75u
Guns: 6
Turrets: 4
Space: 60 Tons
Cargo: 35 Tons
Fuel: 6 Jumps
Crew: 1492
Cost: 12,500,000

Weapons: 4 Polaron Turrets, 3 Quantam Torpedo Launchers with 90 Quantam Torpedos, 2 Locust Bays with 10 Locust Fighters, 2 Stinger Docks with 2 Stingers.

JeriCorp Flagship

Only 2 flagships are rumored to exist. The JeriCorp Flagship takes all of the best tech that the JeriCorp Has and puts it to use. This includes the EM Torpedo which rips through shieds but does little damage to armor. The flagship also has it's own fleet of fighters, including 20 Locusts and 4 Stingers. Anyone who has ever attempted to stand up to a JeriCorp Flagship has died. And anyone that a JeriCorp Flagship has been sent after has been killed. This proves that no one should ever cross JeriCorp.

Speed: 325 AU
Accel: 150
Turn: 120 Degrees/sec
Shields: 3000u
Charge: 3u/sec
Armor: 1000u
Guns: 20
Turrets: 20
Space: 300 Tons
Cargo: 100 Tons
Fuel: 12 Jumps
Crew: 4729
Cost: 23,000,000

Weapons: 15 Polaron Turrets, 5 Quantam Torpedo Launchers with 150 Quantam Torpedos, 1 EM Torpedo Launcher with 20 EM Torpedos, 4 Locust Bays with 20 Locusts, 4 Stinger Docks with 4 Stingers.

JeriCorp Cheshire Cat Transport

The Cheshire Cat Transport is how JeriCorp does most of it's business. It gains it's name from the special cloak device that it employs. The Cheshire Cloak cloaks the ship and any ships near it. The ship has rather low shields and armor, but you will never fine one by itself. It has it's own compliment of 10 Locust Fighters and is usually accompanied by several Stingers or Hornets. One advantage that the Cheshire Cat does have is that it's shields recharge incredibly fast. If the shields are at 1 (0 takes a while to repair the shield generators) it would take only 10 seconds for the shields to fully recharge.

Speed: 150 AU
Accel: 75
Turn: 30 Degrees/sec
Shields: 50u
Charge: 5u/sec
Armor: 10u
Guns: 0
Turrets: 2
Space: 20 Tons
Cargo: 2500 Tons
Fuel: 12 Jumps
Crew: 45
Cost: 5,000,000

Weapons: 2 Polaron Turrets, 1 Slow Locust Bay with 10 Locust Light Fighters, 1 Cheshire Cloak

Whew... that's it. Rather in depth don't you think ;). I would rather not disclose the stats on the JeriCorp HQ Space Station. If the admins want me to, I will disclose it to them over e-mail. Once I get this stuff approved I will say what my fleet consists of and I will start offering some tech up for sale (as well as begin researching more)

-J

(edit-changed name of Wasp to Locust (cause they 'Swarm' when they attack ;)))

(This message has been edited by Jericon (edited 11-19-2002).)