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 Space wreck: OOC, Interest check, planning

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Tyranzilla
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PostSubject: Space wreck: OOC, Interest check, planning   Thu 18 Apr 2013, 6:46 pm

Note: I am not abandoning DC V, this is simply another project meant for the more serious empire builder kind of role player. We'll still strive for maximum insanity though.

Ahem.

*Dramatic narrator voice and star wars style text scroll*

The Year is 109876, and the Galaxy is in a state of total war and carnage. Factions from various universes have long settled in and torn this galaxy apart in the bloody fury of eternal conflict. The meshing of several universe's contradicting laws of physics has resulted in a chaotic mess of a galaxy that has known only war for over a hundred thousand years. Whole armies fight and annihilate one another, diplomacy being only a means to give breathing time between wars.

Great Empires and Republics have risen and fallen, but much of the cosmos remains devoid of "civilization" being claimed by the destructive forces of creatures such as the Orks, Chaos, the Yuuzhan Vong, the Tyranids, the Neogi, the Seraphim, the Clans, Pirates, the Anunakki and their Zomdie slaves, and more nefarious powers who have turned these wastelands into warzones.

The great protectors of civilization have been pushed to their breaking points and now engage in cold war with one another, hostilities usually only held back by lack of shared borders. More selfish nations have abandoned even this pretense of civility and engage in total war with one another that have cost the lives of untold trillions.

Forget Warhammer 40k, this is Space Wreck.

Rules:

1: Your FTL Drives will be replaced by the Wreck'em Mk 10(Typical star wars hyperdrive in all aspects so roughly 10 million c). This will be enforced on Factions whose STL Drives are their FTL; Its hand waved. IF your FTL Communications rely on your Drive, you will be offered a star war's hyperspace communicator instead until you rediscover your old FTL system. This is to balance factions with massive gaps in FTL speed (Otherwise super zippy universes like Star Wars or Metroid would shit over slowpokes like 40k and Star Trek) You can research improvements.


2: Planet Crackers are allowed, but your initial fleet can't bring anything more than Exterminatus/Glassing/Base Delta Zero equivalent stuff, want your Death Stars? Build them!


3: No time fuckery of any type ever. This opens up way too many headaches.


4: No Von-Nuemanning (unless you research it). Starship Production is going to be roughly balanced across the Board for everybody (barring research), so certain races typically accused of VN can be brought. Standard build rates is a shipyard can make as much "ship" as it's length per turn, And be aware you may run out of people ready to run these things unless you have factions with lots of A.I or ghost pilots or what not. Manufacturing for ground based equipment (tanks, uniforms, guns, armor, etc) is unaffected and proceeds at normal rates. Ships may only be built at shipyards and only shipyards can build ship yards.

5: No God-Modding, or continuing to refute a GM decision on a matter after the discussion is over: bad things happens.

6. No Permanent Invincibility Techs, like Sun crusher armor. Temporary invincibility stuff like the Iron curtain is fine, but don't abuse it.


Outside of Player to Player/NPC Leader Interactions, There will be turns for Actions like research, expansion, and combat against the NPC factions, at One month IC/Per stragetic Turn. Usually a Stragetic turn will happen once a week, schedule willing.

Factions

All Players are allowed up to three factions to Command (no mixing and matching with exceptions for Phi levels!) from any particular verse as long as the general firepower has planet busting being something needing superweapons or less. These will be Outside Universe (aka vanilla) versions, you will not be taking control of the Space Wreck Factions(And these will typically have plenty of differences compared the Factions you know and love, changed due to constant fighting). All Players will have to use Established Ship classes, No Modification outside of fancy Paintjobs (want 'em? Make 'em!). And Yes Two players can have the Same Faction.(EX: Two IOM players)


Unless of course, You have nuts of adamantium and pick an established Universe that doesn’t have Interstellar Starships, like CnC, Ace Combat, Iron Sky, BF 2124, ETC. You will be allowed to build a few ship classes from scratch. These Ships must be Built From Technologies available to your Faction. Fighter Craft will just be Space Upgraded Versions of fighters you currently use(Think a Space Version of a F-22). Also Some of the Rules for More Technologically advanced Factions are Relaxed, You can have technologies from another faction, or even Universe of similar state; as long as it ‘Fits’ with your theme.

For Example, If you were to Pick the Moon Nazis of Iron Sky, You could get some various Nazi goodies from other Fictional Universes, Like some of the Nazi Zombies Gear like Teleporters, Ray guns, and Wunderwaffe’s.

Again, just to Be Clear, This Option is if you have Balls of Steel. Even if you were to get a pretty competent ground force out of this that could potentially threaten Alpha level forces, you are at the Bottom of the Space Totem Pole. I recommend this only to Players who either know how to effectively use these forces/are experienced and ready to face anything, or those who are Bat-Shit Insane and have a Masochistic Attitude.

Attempts at abusing game mechanics or quirks of your universe to punch above your weight class without informing me first is...frowned upon.

Super-Capital: Battleships, Dreadnoughts, Super star destroyers etc.
Capital Ships: Star Destroyers, Cruisers, Trek Cruisers.
Escorts: Corvettes, Frigates,
Note, as such the numbers are relative to tier.
Extra note, Vehicles and Aircraft include crews and support crews.
Extra Extra Note: While conforming to a general rule of Supcap=5km+ Cap=1.5-5km and Escort>1.5km would be nice it's not necessary.

Chosen faction must be approved.

Alpha level: Examples; Necrons, Halo Forerunners, Metroid Factions
Alpha Level gets 15 Super-Capital Ship , 45 Capital Ships, 135 Escorts.
1,000,000,000 Troops, 10’000'000 Elite Troops (Space marines and other high end infantry), 10’000'000 Vehicles, 10’000'000 Aircraft
250’000 Superheavies (Baneblades, Scarabs, Titans, and other giant ass ground pounding death machines go here)
2500"powerful" (super duper elites like Jedi or Chapter masters who typically command armies and named heroes also go here)

Beta level: Examples, Imperium of Man, Galactic Empire, Eldar
Beta level gets 30 Super-Capital Ships, 90 Capital Ships, 270 Escorts
20,000’000'000 Troops, 20’000'000 Elite Troops, 20’000'000 Vehicles, 20'000’000 Aircraft
500’000 Superheavies
5’000 "powerful"

Gamma level: Orks, Tau, CIS, Old Republic
Tier C gets 60 Super-Capital Ships, 180 Capital Ships, 540 Escorts
40’000’000'000 Troops, 40’000'000 Elite Troops, 40’000'000 Vehicles, 40'000’000 Aircraft
1'000'000 Superheavies
10'000 Powerful

Delta Level: Star Trek Races, Mass Effect, Modern Halo
Delta level gets 120 Super-Capital Ships, 360 Capital Ships, 1080 Escorts
80’000'000'000 Troops, 80’000'000 Elite Troops, 80’000'000 Vehicles, 80'000’000 Aircraft
2'000’000 Superheavies
20’000 Powerful


Phi level: Moon Nazis, Command And Conquer GDI, Ace Combat Series.
Phi level: gets 240 Super-Capital Ships, 720 Capital Ships, and 2160 Escorts.
160’000’000’000 Troops, 160’000’000 Elite Troops, 160’000’000 Vehicles, 160’000’000 Aircraft
10’000’000 Superheavies
50’000 Powerful

(Why does phi break the double up rule? Because when your transports are going to go down like wet tissue paper you'll be needing more)

Sufficient Transport ships loaded with colonists; Dependent on ships sizes and transportation methods.(Typically cyrostasis for civies) These ships will not be armed with anything more powerful than PD turrets. They will also be carrying the gear to set up a number of proper colonies(Space and ground), factories, and an orbital basic shipyard, with the ships being dismantled and used for the building of these Facilities. 1/5 will remain after Colonization is complete, to use as Supply Line transports.

Sufficient Assault and Carrier Transports to load the excess ground forces and Aerospace craft; These are slightly more armoured than the Transports, with better Point Defense, but a couple of frigates can gut these things, and like you regular transports, should be kept out of harms way.


Civilians: 50 billion for Alpha level, 100 Billion for Beta Level, 200 Billion for Gamma Level, 400 Billion for Delta level, And 1 trillion For Phi level.

Note: Do I really care if your chosen faction can't really have that much manpower? Nope.


Your Goals


What are you Here for? To Simplify things for you, and to make sure you have a concrete goal in mind, pick one of the Following.

Fight For JUSTICE: This isn’t War, this is a Rescue Mission. You are here to Save the Galaxy. Your Forces will probably go to the nearest ‘Good’ Faction and join up with them, aiding them in the Fight for Peace and to restore order to the Galaxy. You will be Taking Orders from them, and they will provide a place for your People to go. Or you can set up shop in the vast areas the various vile factions have set up in; liberating systems and sectors from the forces of Chaos and others. Example Factions: The Republic, Craftworld Eldar, Tau, UFP, GDI, Ace Combat

Fight For KILLMURDERDEATH: You’re here for one thing, The Carnage of War. What Lands you take, what Prisoners you enslave, what loot you loot, they are meaningless as long as you get to fight. And That will happen by joining up with the various warbands that rampage across the Galaxy or going out on your own. Example Factions: Orks, Chaos, Dark Eldar


Fight For EMPIRE: You Fight for your People, any Alliances you make with the Natives of Space Wreck are to help you grow and expand. You are Here To Rule; it is your Manifest Destiny, and you will get it at any cost. Even if Peace comes before you can Take over the entire galaxy, it is alright; it simply gives you more time to build your forces. Example Factions: Necrons, Imperium of Man, Galactic Empire, Moon Nazis.

Yourself

To Lead your forces into this New Universe, you need to be a Powerful Leader. Jedi, Sith, Bounty Hunters, Jean Luc Picard, Final bosses, Chapter Masters, Primarchs. But of course, this fucked up place will be one step ahead of you in this department, and there will be counters out there; whether they be equivalent figures, or making you the target of a concentrated orbital bombardment, don’t plan on getting cocky.

Alliances

While your Initial Forces will be Briefed and Prepared for this great undertaking, you may be finding your initial forces…small in the scale of things. But what are you to do? Join forces of course! If you wish, the dickish gods that recruited you can let you Join up with other Invading Forces. This has many benefits, it could get you tech and weapons that would take a while to create/steal from elsewhere, and a larger population to work with, as well as make choosing Research Projects much easier as you can afford to specialize knowing your comrades will take care of other Areas of concern. It can also lead to political strife and drama and needing to bail their asses out. If you choose to Form an Alliance, there are a few rules to it.

1. They must be similar; As in you could actually see them Allying if they actually met each other in such circumstances. The Imperium and Galactic Empire for example, is an excellent Pairing. Space Israel and Space Nazis on the other hand…

2. Your Forces will have Received Five Years of Sim Training with each other. There is no Tech Trading, but this is merely to establish Camaraderie amongst them.

3. Tech Traiding and Teching Up; it’s a massive undertaking to establish and equip forces. If say the Forerunners buddied up to the Nazis, it would take a few years to produce enough equipment for the Nazi Infantry to use. Less so for closer levels or those with massive industrial capacity.

For Example, If I did not have the solemn duty of GM, and were instead a Player, I would Probably Use the following.

The Imperial Crusade.
Imperium Of Man: Beta Level
Leader: Lord Solar GM McFancypants.
Goal: Fight For EMPIRE.

Super Capital Class: 10 Emperor Class Battleships, 5 Retribution Class Battleships, 5 Apocalypse Class Battleships, 5 Oberon Class Battleships, 5 Space Marine Battle Barge.

Capital Class: 20 Mars Class Battle cruisers, 10 Overlord Class Battle Cruisers, 10 Armageddon Class Battle Cruisers, 10 Lunar Cruisers, 20 Gothic Class Cruisers, 20 Space Marine Strike Cruisers.

Escort Class: 30 Sword Class Frigates, 30 Firestorm Class Frigates, 30 Cobra Class Destroyers, 30 Hunter Class Destroyer, 30 Gladius Class Frigate, 30 Nova Class Frigates

Troops: 20'000’000’000 Imperial Guardsmen, Primarily Cadian and Catachan Regiments

Elite Troops: 100,000 Space Marines(Fifty Whole Chapters, Various Companies from other Chapters), 2,500,000 Adeptus Soritias, 2,500,000 Inquistorial Storm Troopers, 14,900,000 Adeptus Mechanicus Skitari

Vehicles: 4,000,000 Tanks, 6,000,000 Artillery Pieces/SPG/AAA, 10,000,000 Transports(Chimera, Rhinos, ETC)

Aircraft: 6,000,000 Space Fighters and Bombers(Fury‘s and star hawks), 6,000,000 Aerospace Fighters and Bombers(Thunderbolts and Marauder bombers), 8,000,000 Gunships/Transports(Valkyries, Stormravens, Thunderhawks)

Superheavies: 400,000 Baneblades, 50,000 Warhound Scout Titans, 35,000 Reaver Titans, 10,000 Warlord Titans, 5,000 Emperor Titans.

Powerfuls: 4,000 Psykers(Sanctioned, Astropaths), Space Marine Captains, Librarians, and Chaptermasters, 100 Deathwatch Marines, 50 Greyknights, Several Inquisitors and their Retinues, a few IG generals.

Transports: Sufficent Universe Class Mass Conveyors.



Doesn’t look too nice does it? But it will have to do; I’ll get to the individual colored splotches in a moment, but first to the grid, and what it generally means. Each Grid square should be considered a ‘Sector’(Despite not complying with any established sector measurement including the Space Wreck fluff). Each sector has a ‘sector capital’ and the surrounding systems. Typically the Sector capitals is the most heavily developed planet/system in the sector, and thanks to the near universal PDA access in Space Wreck, most worlds turned to Agriculture for trade; so consider the rest of the systems in any one sector to either be empty or filled with lightly defended agri-worlds with a few large cities. Taking the sector captial, and the rest of the sector will capitulate in relatively short order, either by force or their willing surrender.

If you want to start above or investigate a specific named world from one of the primary sci-fi’s used for Space Wreck, please ask the GM, and he will decide whether it is/can be found in Space Wreck(Note: slight chance that said system is nothing like you expect it to be.)
You Must pick a sector, and you will be deposited at the EDGE of the Sector Capital System.


Also for each faction there will be systems of note, these sector capitals will be different, usually by being fortress systems, Dedicated Shipyards, Research worlds, and finally faction capitals. THESE WORLDS ARE HEAVILY DEFENDED. Your forces will be inadequate for taking and holding these worlds for more than one strategic turn, as the Native counter assault will typically be fairly heavy handed in these. Consider an alliance with another player if you plan on assaulting a Research world, three or more for a Fortress system, Shipyard, or a Capital. These may vary from faction to faction.

Empty=Bad lands, Worlds here are quite sparse, with generally little of value here. However gribblies can be found here, and the Ur-didact likes to stash his secret projects around in this area as it's out of the way. Yor patrols can also be found towards the galactic north, while the martians seek to expand through this relatively uncontested space.

Uncolored=Wastelands: Here be the royal clusterfuck, Orks, the Flood, Chaos, Clans, Wraith, Tyranids, Zerg, Sins of a Solar Empire Pirates, Reapers, Private military companies, the Shadow Mirror, and more lay claim to this royal shithouse. That being said there are valuable worlds here and taking them has the benefit of not pissing off a major empire.

White=Forerunner/Eldar/Chozo Alliance. United by the common cause of upholding some form of order, the Forerunners and Eldar have been pushed back recently by recent Chaos offensives, but are starting to recover and return with interest.

Orange=Martian (Mars Attacks, Battle los angeles, Chitauri, Skyline, Battleships, District 9, War of the worlds, Independence day etc) Conglomerate: A once proud and vast empire now reduced to a sector or two by being unlucky enough to be caught between the Space Pirates/Nod/Drenginlegions and the Confederacy/Soviet/Vasari Union. There is still strength in their lands, but they certainly can't see it.

Yellow=Space Pirate/Nod/Drengin legions: A large, powerful, and angry empire hellbent on achieving dominance, these highly belligerent razers of worlds have few allies, but their sheer strength has allowed them to push forward and onwards. Their technology has few equals in the stars.

Purple=Confederacy/Vasari/Soviet Union: A communist union that has long fought it's neighbor to the south in bloody total war. Pushing aside the Martian Conglomerate to constantly get at it's eternal foe, the death toll in this brutal slugging match is beyond imagining.

Green=Necron Triarchy: Currently in a civil war between rebels leaded by Triarch Szarekh "the silent king" and those loyal to the C'tan, the once greatest foe of the Forerunner/Chozo/Eldar Alliance currently seems divided, although with their technology they certainly aren't weak.

Blue with red stripes=Allied Galactic Federal Republican Initiative; an alliance of the Allied Nations, the Galactic Federation, the Old Republic, and the Global Defensive initiative, this long standing champion of peace and prosperity is locked in a brutal war with the nefarious Helghan/Nazi/Ceph/X-com alien/Covenant Pact that continues to this very day.

Teal=Ur-Didact forerunners: Break aways from the peace dedicated alliance, these speciesist Forerunners currently supply arms and technology to two major headaches of the Galaxy, the Helgan/Nazi/Ceph/Covenant Pact and the Yor Collective.

Purple with yellow borders=Helghan/Nazi/Ceph/X-com alien/Covenant Pact: An ironfisted fascist oligarchy, this mighty power, while containing less territory than the AGFRI is quite capable of standing toe to toe with them due to Ur-didact assistance, more concentrated industrial ability, fanatacism, and sheer mean.

Dark blue borders=Yor collective, a highly reclusive conclave of machines, these robots have been prodded forth from their dwellings in the northern part of the Galaxy, unveiling their dreadfully advanced technology and alliance with the Ur-didact to wage war on the squishy organics.

Light blue with green borders=Scrin/Yuri/Decepticon/Geth Dominion: Rather isolationist and fond of experimentation, nobody is quite sure what goes on here, only that Space Wreck's version of Earth is found here, now covered by Tiberium.

Systems of note: I'll get to these when the game starts, as they're all a rather bit too defended for us to go attacking until you've built up a nice Empire.

Turn Layout


The Strategic Turn Order.

To make things go a bit smoothly, here is a basic layout for the Stragetic turns(a one month Period)

Intellegence Orders: Scouting out systems in the beginning, and Spying latter on; this is for getting valuable intel on your enemies(And maybe your 'Friends' or Subjects). Also where you focus your Counter-Intel forces. Typical first turn order I suspect would be sending forces to investigate those systems 'closest' to you; or the systems within a 1,000 LY radius. If there are any particular things or systems of note, you will be notified.

Millitary Orders: With your intelligence, you should probably invade said systems, securing them for colonization and subjugating them. This basically saves on micro-management like trying to fight for every single god damn system, which would be tedious. If there are problem areas or campaigns, you'll be notified. Also, makes for good policing orders if slaves/subjects become unruly. Typical First turn order would probably be securing a hundred LY radius around your HQ System; your starting forces should be sufficent for this in most cases.

Research Orders: With the battles and intel, you'll probably have some new loot to reverse engineer, or perhaps you'll have to upgrade your weapon systems to deal with more powerful enemies. Or maybe you want a fancy new ship class, or even the iconic superweapons that these games spawn. You Get Five Research Slots; no exceptions

Procedures for Special Projects: Bringing up the new ships classes or Superweapons, perhaps you want to keep such a thing a secret until it's ready to unleash on your foes? To keep players from asspulling some OP superweapon, or players coutner Asspulling, you'll have to make it slightly more known. Simply give said Project a cool name, like Project Indigo or somesuch, and PM me the Details of said project. The Update results will be PM'd to you, while the IC thread will simply be given a [Data Redacted] result. Of course, other powers may be able to get spies into the project to learn about it; which may reveal information in the IC.

Building Orders: Colonies will basically auto set up, just point how many people where you want em; your starting kit should have plenty of Civies and supplies for your starting system and any systems you conquer first strat turn; unless you want that many on one world. The Colonies will basically auto produce supplies for your forces and do some basic recruiting unless otherwise noted. This area is primarilly for ships, or focusing production on one thing or another.(Such as higher recruiting) Your starting Shipyards will have five 5+ Km slots, ten 2.5 Km Slots, and twenty 1.25km slots with things like shuttles, fighters, bombers, and mecha getting auto produced. The slots will build as many ships as can fit into them(a 2.5 KM slot will build 2 1.5km ships). Special Projects, once out of the design stage, will be simply given a % of how complete it is.

Diplomacy: Any particular efforts you want the diplomats you have to do, like try to convince systems you find to join your empire, or buttering up the larger powers.

Tactical turns: More typical RPing. No limit here.

Players and Alliances:

None...yet...


Last edited by Russiaball on Fri 19 Apr 2013, 4:43 pm; edited 1 time in total
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Thu 18 Apr 2013, 8:58 pm

I am very interested. Even though I'm a bad rper, I would totally use a faction from the Ace Combat universe.

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[15:54:42] Crim : goddammit why do people have to be so complicated WHY CAN'T YOU ALL JUST HAVE PRESET DIALOGUE.

[15:55:01] Crim : SO THAT I CAN LOAD AN AUTOSAVE AND GET THE MOST FAVORABLE OUTCOME FOR EVERYBODY.
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Thu 18 Apr 2013, 10:29 pm

I'd like to join but I can't think of a good universe to rip off and it seems really complicated. :(

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PostSubject: Re: Space wreck: OOC, Interest check, planning   Fri 19 Apr 2013, 12:31 am

MoonlightDreams wrote:
I'd like to join but I can't think of a good universe to rip off and it seems really complicated. :(
I'll walk you through it, don't worry.
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Sat 20 Apr 2013, 11:02 am

Russiaball wrote:
MoonlightDreams wrote:
I'd like to join but I can't think of a good universe to rip off and it seems really complicated. :(
I'll walk you through it, don't worry.
Ok then.

So, what should I do to start out? Am I allowed to play as the Mooninites?

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PostSubject: Re: Space wreck: OOC, Interest check, planning   Sat 20 Apr 2013, 1:12 pm

Hmm, I'm honestly torn between the CIS, and the Ace Combat universe.

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Quote :
[15:54:42] Crim : goddammit why do people have to be so complicated WHY CAN'T YOU ALL JUST HAVE PRESET DIALOGUE.

[15:55:01] Crim : SO THAT I CAN LOAD AN AUTOSAVE AND GET THE MOST FAVORABLE OUTCOME FOR EVERYBODY.
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Sat 20 Apr 2013, 10:08 pm

MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
I'd like to join but I can't think of a good universe to rip off and it seems really complicated. :(
I'll walk you through it, don't worry.
Ok then.

So, what should I do to start out? Am I allowed to play as the Mooninites?
Sure.
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Sat 20 Apr 2013, 11:39 pm

Russiaball wrote:
MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
I'd like to join but I can't think of a good universe to rip off and it seems really complicated. :(
I'll walk you through it, don't worry.
Ok then.

So, what should I do to start out? Am I allowed to play as the Mooninites?
Sure.
Cool. Now I have an army of two tricky-but-inept Atari people who like to flip people off. Where do I go from there?

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PostSubject: Re: Space wreck: OOC, Interest check, planning   Sun 21 Apr 2013, 12:45 am

MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
I'd like to join but I can't think of a good universe to rip off and it seems really complicated. :(
I'll walk you through it, don't worry.
Ok then.

So, what should I do to start out? Am I allowed to play as the Mooninites?
Sure.
Cool. Now I have an army of two tricky-but-inept Atari people who like to flip people off. Where do I go from there?

Divide their units into the categories presented and slot them in.
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Sun 21 Apr 2013, 11:38 am

Can I use the Cybrans?

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PostSubject: Re: Space wreck: OOC, Interest check, planning   Sun 21 Apr 2013, 12:49 pm

Lonestar The Shining One wrote:
Can I use the Cybrans?
Sure! I'm partial to SupCom myself. (Second game? What is this second game you speak of?)
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Sun 21 Apr 2013, 1:29 pm

Russiaball wrote:
MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
I'd like to join but I can't think of a good universe to rip off and it seems really complicated. :(
I'll walk you through it, don't worry.
Ok then.

So, what should I do to start out? Am I allowed to play as the Mooninites?
Sure.
Cool. Now I have an army of two tricky-but-inept Atari people who like to flip people off. Where do I go from there?

Divide their units into the categories presented and slot them in.
Umm, they've got a single spaceship with seemingly minor combat capabilities. Where does that fit in?

I'm getting into a troublesome spot, I know it...

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PostSubject: Re: Space wreck: OOC, Interest check, planning   Sun 21 Apr 2013, 3:12 pm

SupCom was the shit, man. Now that I think about it, I might use the TEC from Sins of a solar Empire.

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Quote :
[15:54:42] Crim : goddammit why do people have to be so complicated WHY CAN'T YOU ALL JUST HAVE PRESET DIALOGUE.

[15:55:01] Crim : SO THAT I CAN LOAD AN AUTOSAVE AND GET THE MOST FAVORABLE OUTCOME FOR EVERYBODY.
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Sun 21 Apr 2013, 4:20 pm

Russiaball wrote:
Lonestar The Shining One wrote:
Can I use the Cybrans?
Sure! I'm partial to SupCom myself. (Second game? What is this second game you speak of?)

There was never a Supcom 2. Only C&C with Supcom units.

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PostSubject: Re: Space wreck: OOC, Interest check, planning   Mon 22 Apr 2013, 1:04 pm

Lonestar The Shining One wrote:
Russiaball wrote:
Lonestar The Shining One wrote:
Can I use the Cybrans?
Sure! I'm partial to SupCom myself. (Second game? What is this second game you speak of?)

There was never a Supcom 2. Only C&C with Supcom units.
Don't disgrace C&C by associating it with the nonexistent Supcom sequel.

MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
I'd like to join but I can't think of a good universe to rip off and it seems really complicated. :(
I'll walk you through it, don't worry.
Ok then.

So, what should I do to start out? Am I allowed to play as the Mooninites?
Sure.
Cool. Now I have an army of two tricky-but-inept Atari people who like to flip people off. Where do I go from there?

Divide their units into the categories presented and slot them in.
Umm, they've got a single spaceship with seemingly minor combat capabilities. Where does that fit in?

I'm getting into a troublesome spot, I know it...
I suppose if they're short on quantifiable ships you can make up your own or create stats for shown ships that lack much in the way of feats or specs to tell us what they can do.
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Mon 22 Apr 2013, 4:57 pm

MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
I'd like to join but I can't think of a good universe to rip off and it seems really complicated. :(
I'll walk you through it, don't worry.
Ok then.

So, what should I do to start out? Am I allowed to play as the Mooninites?
Sure.
Cool. Now I have an army of two tricky-but-inept Atari people who like to flip people off. Where do I go from there?

Divide their units into the categories presented and slot them in.
Umm, they've got a single spaceship with seemingly minor combat capabilities. Where does that fit in?

I'm getting into a troublesome spot, I know it...
I suppose if they're short on quantifiable ships you can make up your own or create stats for shown ships that lack much in the way of feats or specs to tell us what they can do.[/quote]Well they do have the Quad Laser. Takes forever to hit anything (it moves at like 1 inch a second), but very powerful. Also they can prank call people and flip them off. How do I translate that into stats?

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PostSubject: Re: Space wreck: OOC, Interest check, planning   Tue 23 Apr 2013, 2:00 am

Sounds tier deltaish.
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Tue 23 Apr 2013, 2:52 am

Hah wah... I... My mind is hurting like...

I so want to join this, but the OP really does just hurt my head...
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Tue 23 Apr 2013, 9:14 am

LegionOfShadows wrote:
Hah wah... I... My mind is hurting like...

I so want to join this, but the OP really does just hurt my head...
What needs explaining?
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Tue 23 Apr 2013, 2:01 pm

OK, let's try this...

Mooninites
ATHF: Delta Level
Leader: Ignignokt
Goal: Fight For EMPIRE. (Of the moon!)

OK, so how do everything else?

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PostSubject: Re: Space wreck: OOC, Interest check, planning   Tue 23 Apr 2013, 2:40 pm

MoonlightDreams wrote:
OK, let's try this...

Mooninites
ATHF: Delta Level
Leader: Ignignokt
Goal: Fight For EMPIRE. (Of the moon!)

OK, so how do everything else?

Take up ground and space units and divide them up into the relevant categories. If you're lacking in them, make up your own.

Try to elaborate on your goals and what your leader is like.

Also don't forget to pick a starting point on the grid.
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PostSubject: Re: Space wreck: OOC, Interest check, planning   Tue 23 Apr 2013, 3:18 pm

Russiaball wrote:
MoonlightDreams wrote:
OK, let's try this...

Mooninites
ATHF: Delta Level
Leader: Ignignokt
Goal: Fight For EMPIRE. (Of the moon!)

OK, so how do everything else?

Take up ground and space units and divide them up into the relevant categories. If you're lacking in them, make up your own.
See, this is where I'm having problems. It's not that I have too few ships, it's making the fleet itself (Although 1 ship is probably not enough...). The leader's personality has already been sought out, and their mission is mostly just causing mischief in the name of the Moon or something (wait, wrong show...).

My starting point is K8 on whatever there is of the Moon or something.

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PostSubject: Re: Space wreck: OOC, Interest check, planning   Wed 24 Apr 2013, 2:05 am

MoonlightDreams wrote:
Russiaball wrote:
MoonlightDreams wrote:
OK, let's try this...

Mooninites
ATHF: Delta Level
Leader: Ignignokt
Goal: Fight For EMPIRE. (Of the moon!)

OK, so how do everything else?

Take up ground and space units and divide them up into the relevant categories. If you're lacking in them, make up your own.
See, this is where I'm having problems. It's not that I have too few ships, it's making the fleet itself (Although 1 ship is probably not enough...). The leader's personality has already been sought out, and their mission is mostly just causing mischief in the name of the Moon or something (wait, wrong show...).

My starting point is K8 on whatever there is of the Moon or something.

You can make up ship classes, just give us general length, number of weapons (and categories I.E anti-capship, anti-fighter, medium, that sort of thing) shape, crew capacity, strike craft (fighter/bomber/transports) capacity, armor, shielding, and all that good stuff.
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