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Re: Fractured
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 03 May 2015 06:32 PM |
The fall of the Terran Federation happened quietly. Relatively speaking, anyway. In some places there were intense battles, suicide runs against space docks, and the occasional ground invasion. But for the most part, people accepted a change of government, from the Terran Federation to the Allied Coalition very quickly.
Most who stayed loyal to the Federation were destroyed. A few were captured, and their ships turned over to loyal Coalition captains. But some, a small number, managed to escape and meet up at Omega Point, a deep space staging area known only to the top admirals, who passed it on to any loyal captains they could find. All of those admirals are now dead, and despite our best efforts, Omega Point is most likely compromised. Coalition forces will be arriving shortly, and we have to be gone before then.
Good luck, captains.
[SYNOPSIS]
In the space age, the faction you are loyal to, the Terran Federation, has suffered a revolt and has been taken over in a coup by the Allied Coalition. The fighting was brief, and now most Federation forces are in hiding or prisoners of the Coalition. You are one of the loyal Federation captains who managed to escape the fighting. You must come together, and lead the charge to drive through the Coalition and salvage whatever is left of the Federation.
The fighting will be intense. Unknown factors may come in to play, and nobody knows what the Coalition has in store, or even exactly what their numbers are. Scavengers and pirates will be running rampant, taking advantage of the chaos to take what pickings they can for themselves. The Coalition itself will oppose you every step of the way.
Good luck, you will need it.
[MECHANICS]
This roleplay will be a boss-fights style roleplay. You will come up against enemy fleets, and have to destroy them. The enemies will get stronger, stronger than you can become naturally. So you must salvage parts from destroyed enemies, and install them on your own ship to become stronger.
There are four types of missions. PRIMARY missions, which everyone participates in and advances the plot. There are OPTIONAL missions, which are voluntary to participate in, have weaker enemies, may unlock more missions, including secret bosses, and possibly other effects. Then there are ASSET missions, which will provide an advantage to a Primary mission or sometimes a secret boss in some way, or bring in a new player. And finally BOSS missions, which will pit the players against a very powerful foe, either the sector boss or, if found, a secret boss.
Combat works like this: You post your action, and I post the reaction. There is STANDARD ATTACK, which uses your stats to deal damage to the enemy, DEFENSE, which halves damage against you for that round but prevents you from attacking, and of course, SPECIAL ABILITIES, which can have varying effects.
There are multiple ships in an enemy fleet, just like there are multiple in the player fleet. Each ship has to be destroyed or otherwise neutralized. Using weapons and special attacks will lower the enemy's shields, armor, and hull, and when the hull reaches 0, the ship is destroyed. Alternately, some special weapons and abilities will lower a ship's crew count, and if the crew reaches 0, the ship is neutralized. Neutralized ships give more salvage and experience than destroyed ships.
There are three forms of defense, or hit points: SHIELDS, ARMOR, and HULL. Shields cover the entire ship and are the first line of defense. They will absorb all damage from every direction, but are usually weaker than armor. Armor is the strongest form of defense, but is one-directional. There are front, right, left, and back armor areas, and each will absorb damage from that direction. But once armor in any area reaches 0, any damage going through that area will reach the hull. You can maneuver to present less-damaged armor to the enemy, though it may restrict use of some weapons. And finally, Hull is the core of a ship. It is the weakest line of defense, but the most essential. If your hull reaches 0, your ship breaks up.
EXPERIENCE is given in two forms: Battle experience, which you gain just by participating in a battle, and Kill experience, which you gain by destroying enemies. Participants of a lower level receive a small increase in their battle experience for every enemy destroyed that they did not kill themselves, to keep things fair.
Your ship, its enhancements, and its upgrades determine your stats and special abilities.
If you don't want to read through all the pages, you can PM me for a list of available starting ship classes and enhancements. Or you can PM me with a suggestion for a new type of ship, and if I like it, you can be the first to have a ship of that type and I *might* give you something special if it's a really good idea.
And finally, to the subject of dying. I know you love your character, and would hate to lose them and all their valuable XP, upgrades, etc., so I won't make you have to watch that. No, everyone gets out in an escape pod because they're awesome like that, while the ship fragments into chunks. You can continue, but you will be out for the rest of that battle and out for the next one, while you get to safety, salvage, and repair your ship.
[STARTING STUFF]
Here are some basic ship types and enhancements to get people started. Again, you can PM me for a full list once we're into the RP and all the newer stuff is buried underneath mountains of pages that you don't want to read, or you can PM me suggesting a new ship type.
-ships
CRUISER: A balanced ship type, with a slight focus on defense. Large, but can be upgraded to fit a wide variety of roles. Its structure allows for a good mix of weapons and armor, with space left for utility and other support stuff. ATTACK 5 / DEFENSE 6 / UTILITY 4 (please note that the above is not stats, only a generalized rating)
DESTROYER: An attack focused ship type, with many ways to upgrade it offensively. However, aside from shields it is hard to armor, and is best supported by other ships acting as shields. While its smaller size prevents the fitting of huge weapons, it can easily mount and unleash a volley of powerful weapons that can tear through an enemy ship. ATTACK 8 / DEFENSE 2 / UTILITY 5
CORVETTE: Somewhat similar to the destroyer, it is a utility and defense focused ship type instead of attack focused. While it definitely can't take the beating of a cruiser, a corvette working in tandem with a destroyer or other offense-focused ship is a force to be reckoned with. ATTACK 3 / DEFENSE 5 / UTILITY 7
DREADNOUGHT: Easily the largest type of ship remaining in the Federation arsenal, it sacrifices almost all utility ability for some of the best weapons and armor possible. An excellent front-liner, the dreadnought can both take and dish out punishment. ATTACK 7 / DEFENSE 7 / UTILITY 1
BATTLESHIP: An adaptable ship type, it is a bit smaller than the dreadnought and able to take a beating, but has the capacity to give the opponent that beating right back. One of the only ship types able to fit the huge megacannons, the battleship can easily adapt to any scenario. ATTACK 6 / DEFENSE 5 / UTILITY 4
CARRIER: Another large ship type, it focuses more on support than front line combat. Able to field squadrons of fighters, bombers, and interceptors, as well as long ranged missile launchers, the carrier provides offensive and utility support from the back line. ATTACK 6 / DEFENSE 3 / UTILITY 6
-enhancements
OFFENSE: A boost to the ship's weapons and other offensive capabilities.
DEFENSE: A boost to the ship's shields, armor, and other defensive capabilities.
UTILITY: A basic, all-around boost to the ship's utility systems.
SUPPORT: Focusing on healing and shielding other allies, a good all-around choice for a support ship.
REPAIR: Passive, active, and targeted repair systems help your ship and others stay in the fight longer.
BOOST: Provides a short boost to all systems during a battle. Needs to recharge though, so at most it can be used twice in a very long battle.
TACTICS: Focusing on using tactics to win a battle, has different bonuses for each ship type.
HANGAR: Able to carry one or more squadrons of fighters, depending on ship size.
[RULES]
1: No godmodding, metagaming, perfect characters, etc.
2: Listen to the admins. Like me, they can accept characters, do battles, provide missions, etc. I'll name them as they come, and I'll pick the people who I can trust and who are dedicated to this roleplay.
3: Remember, I post the results, not you. Detailed posts are nice and all, and I encourage them, but don't be like "I watch as the guns fire their deadly payload, hitting an enemy ship and blowing it apart." Same goes for stats, upgrades, and similar, I decide what you get and what it does.
4: Death is not permanent, and the stat decreases that follow are not either if you can attain the parts needed to fully repair your ship. Do not complain about it.
5: If you are inactive for 48 hours without giving a clear reason, you will be put on the shield line for primary missions in permanent defense mode. Basically, you'll be helping your allies by being a big meat shield. After a week of inactivity with no given reason, your character will be put on hold and will not appear until when/if you come back.
6: No flamewars. If any happen, the characters of anyone involved could be in danger of... consequences. Take it to PMs if you really have an issue, or ask an admin or myself to mediate.
7: As much as I'm sure you'd like to be an alien, humans only. This is the Terran Federation, and is almost entirely made up of humans. In very rare cases, an alien might be an officer on a ship, but discrimination against alien races runs pretty deep and none have been given a command of their own.
8: If you have any other questions about things, please don't hesitate to PM me.
Now without further ado, the character sheet!
[CHARACTER SHEET]
Name: Age: Gender: Appearance(optional): Ship type: Enhancements(choose 2): Bio(optional): Other:
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| 03 May 2015 06:35 PM |
Marked, may I use Subject 77 the android?
Also, what is the artillery ship? |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 03 May 2015 06:36 PM |
...You can use a cyborg(human with mechanical parts), sure, but look to rule 7. The Federation wouldn't let a robot command a ship any more than they would an alien.
And the artillery ship is the Carrier. |
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| 03 May 2015 06:44 PM |
Name: Subject 77 Age: 35 Gender: Male Appearance: A cyborg in cyan military gear. Type: Corvette Enhancements: Both Utilities, or Utility and Defense Other: Say Conditionally Accepted if I can't have both Utilities. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 03 May 2015 06:46 PM |
| Change the name and you're good. And no, you can't have two Utility enhancements, so I'll put you down for Utility and Defense. |
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| 03 May 2015 06:51 PM |
Name: Raymond McSilver
I'll change the appearance too.
Appearance: Ray is an American man with blond hair and blue eyes. Ray wears green military gear. |
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ihatemlp4
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| Joined: 29 Mar 2014 |
| Total Posts: 3309 |
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| 03 May 2015 06:54 PM |
"7: As much as I'm sure you'd like to be an alien, humans only. This is the Terran Federation, and is almost entirely made up of humans. In very rare cases, an alien might be an officer on a ship, but discrimination against alien races runs pretty deep and none have been given a command of their own."
YOU SAID WE'D BE ABLE TO PLAY AS ALIENS! SCREW YOU OP |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 03 May 2015 06:56 PM |
"YOU SAID WE'D BE ABLE TO PLAY AS ALIENS!"
I said nothing of the sort. You should go back and re-read all the posts I made, and you will find that I made no mention of players being aliens. |
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| 03 May 2015 06:58 PM |
Name: James "Sigma" Hammers (may or may not be related to my character from fleeting light?) Age: 25 Gender: M Appearance(optional): 5'11" with black, shaggy hair and blue eyes, with a medium build. Caucasian. He usually likes wearing a full body armor with a helmet covering his face, though, so yeah. To get an idea of the armor, it resembles a Dead Space security RIG, with a few minor changes to patterns on it. Ship type: Battleship Enhancements(choose 2): Tactics and Defense Bio(optional): Had he not been obsessed over ships in his younger years, James wouldn't have become the captain he is. He studied all the pros and cons of any ship he could find, whether it may have been marine or the space kind. Whatever the case, he has helped in a few battles, and he doesn't seem to be stopping. Other: brb double checking rules |
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ihatemlp4
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| Joined: 29 Mar 2014 |
| Total Posts: 3309 |
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| 03 May 2015 07:06 PM |
| Very well.... will post a CS later |
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| 03 May 2015 07:07 PM |
I'm going to change my Enhancements before I'm accepted.
Offense and Defense. |
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| 03 May 2015 07:43 PM |
Name:Raymond Troy Age: 30 Gender: M Appearance(optional): Standing in at 5'8 he has a stocky type of build. He is a Caucasian skinned and has blonde wavy hair. He has green eyes and strong jaws. He wears the Terran Foundation uniform. Ship type: Cruiser Enhancements(choose 2): Offense and Defense. Bio(optional): no thx. Other: n/a.
Everything is coming up Mill House! |
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birm123
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| Joined: 06 Oct 2012 |
| Total Posts: 16942 |
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| 03 May 2015 08:15 PM |
can i be sith
I want to be your favorite hello, and your hardest goodbye... |
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| 03 May 2015 08:50 PM |
Name: Leo Xi Age: 32 Gender: Male Appearance(optional): Leo is part asian and mexican. He comes from a half-asian father from Japan, and a half-mexican mother . Skin deep, Leo's like his father with white skin, like most asians from China His eyes are of green colar and take on an oval shape apperance. His face is lied flat, and his long black hair, that reached down to his shoulders can sometimes get in the way of normal routine . He is 5'4 and weighs 132 pounds. His usall wear when he wants to get comfortable is an old orange haiwain t-shirt with trees in the background and "PARADISE" printed on it. This is rare, however as he usually wears a rusty plate of armour and goggles protecting his eyes at all times. Ship type: Destroyer Enhancements(choose 2): Defense, Repair Bio(optional): N/A Other:
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 03 May 2015 08:57 PM |
No birm, sorry, no sith.
And everyone else, I'm accepting and giving stats and abilities for your characters now. |
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birm123
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| Joined: 06 Oct 2012 |
| Total Posts: 16942 |
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| 03 May 2015 09:02 PM |
can i at least have a cool sword
I want to be your favorite hello, and your hardest goodbye... |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 03 May 2015 09:27 PM |
| Sure? You'd probably never get to show it off though. |
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birm123
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| Joined: 06 Oct 2012 |
| Total Posts: 16942 |
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| 03 May 2015 09:31 PM |
ill make my cs when the pain im experiencing has stopped enough to allow me to think without crying in pain
I want to be your favorite hello, and your hardest goodbye... |
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| 03 May 2015 09:47 PM |
[CHARACTER SHEET]
Name: Butch Flanders
Age: 37
Gender: Male
Appearance(optional): Once big, broad and strong, time and experience has aged the once great Butch Flanders. 6'4, but about 6'2 as he now carries a slight slouch with a broad, heavy-set build, his muscles still strong yet now has some fat and is on the verge of developing a mild gut. His crew cut hair is black, with a few greying hairs on the side and his dark bushy mustache has a slight grey tinge to the ends of it. He has emerald green eyes and a square head, along with a fairly big nose.
Ship type: Juggernaut
Enhancements(choose 2): Defense and Repair (possibly Tactics, but i do not know what that entails for my ship type, so if im allowed info on it shoot, PM if you cant say it on thread)
Bio(optional): Not really feeling it but general gist is once a famed war hero who was an accomplished ace fighter pilot and squadron leader but eventually went up in rank enough to begin commandeering his own warship and still uses fighter pilots as apart of his battle tactics due to his extensive knowledge of them compared to everything else.
Other: |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 03 May 2015 10:17 PM |
Raymond McSilver accepted as the first captain.
Ship type: Corvette; Offense and Defense enhancements.
Corvette guns #1 through #6, Improved Corvette Light Guns. Damage rating 330 total. 6 guns able to fire frontwards, 4 able to fire right, 4 able to fire left, 6 able to fire backwards.
Improved Corvette Armor, defense rating 350.
Improved Corvette Shield, defense rating 350.
Hull defense of 150. Ship systems at 100%.
SPECIAL ABILITY: Shielding support; Drains 50 defense rating of the Corvette's shields to transfer 100 defense rating to a friendly target's shields. Cannot go over the shield defense rating cap. Weakens damage rating by half for that round.
SPECIAL ABILITY: Repair Beam; Prevents firing for one round to repair the armor of a friendly ship. Can only be used at close range however, and cannot repair destroyed armor or systems.
SPECIAL ABILITY: Overwhelming shot; Overcharges all guns and fires them in one volley. Extra charge does increased damage to enemy shields, other weapon types may do more or less damage to shields and armor.
SPECIAL ABILITY: Reinforce; Braces armor plating, letting it absorb extra damage for that round. Functions like standard defense, halving damage taken and preventing attack for that round.
--- James Hammers accepted.
Ship type: Battleship; Tactics and Defense enhancements.
Battleship Primary Cannon, Battleship guns #1 through #10, Standard Battleship Medium Guns. Damage rating 750 total. Primary cannon and 8 guns able to fire frontwards, 5 guns able to fire right, 5 guns able to fire left, 8 guns able to fire backwards.
Improved Battleship armor, defense rating 500.
Improved Battleship shields, defense rating 300.
Hull defense of 200. Ship systems at 100%.
SPECIAL ABILITY: Charged Shot; Prevents all other weapons from firing for that round in favor of charging up the primary cannon for one extremely powerful shot. Doubles damage rating of primary cannon for that round.
SPECIAL ABILITY: Merge Shields; Expands the shield sphere, halving its value but adding in half the shield value of all other ships within range, and covering all other ships within range. Lasts for up to 2 rounds(can be ended early), and the Battleship's shields absorb all damage taken when retracted.
SPECIAL ABILITY: Reinforce; Braces armor plating, letting it absorb extra damage for that round. Functions like standard defense, halving damage taken and preventing attack for that round.
--- Raymond Troy is accepted.
Ship type: Cruiser; Offense and Defense enhancements.
Cruiser guns #1 through #10, Improved Cruiser Medium Guns. Damage rating 650 total. 10 guns able to fire frontwards, 6 able to fire right, 6 able to fire left, 8 able to fire backwards.
Improved Cruiser armor, defense rating 600.
Improved Cruiser shields, defense rating 400.
Hull defense of 200. Ship systems at 100%.
SPECIAL ABILITY: Switchout; Divert weapons power to shields or divert shield power to weapons. Decreases shield rating by half to increase damage rating by half, or decreases damage rating by half to increase shield rating by half for one round. Specify which effect when activating.
SPECIAL ABILITY: EMP Launch; Launches an Electromagnetic Pulse bomb at an enemy ship. When it detonates, it reduces enemy damage rating by half and severely damages their shields.
SPECIAL ABILITY: Reinforce; Braces armor plating, letting it absorb extra damage for that round. Functions like standard defense, halving damage taken and preventing attack for that round.
--- Leo Xi is accepted.
Ship type: Destroyer; Defense and Repair enhancements.
Destroyer guns #1 through #12, Standard Destroyer Heavy Guns. Damage Rating 960 total. 10 guns able to fire frontwards, 5 able to fire right, 5 able to fire left, 6 able to fire backwards.
Improved Destroyer armor, defense rating 200.
Improved Destroyer shields, defense rating 300.
Hull defense of 100. Ship systems at 100%.
SPECIAL ABILITY: Overcharge; Fires overcharged volleys for 3 rounds. Damage rating is increased by half for the first volley, doubled for the second, and a increased by a fourth for the third. Drains half the current shields for each volley.
SPECIAL ABILITY: Evasive Maneuvers; Increases the power to the engines, allowing for the dodging of shots. Functions like standard defense, halving damage taken and preventing attack for up to 2 rounds.
SPECIAL ABILITY: Nanobots; Repairs armor over time, and regenerates the shields faster than normal in passive mode. In active mode, repairs a portion of the total armor and brings shields up to full if they are operational, or to half strength if they are down.
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| 03 May 2015 10:31 PM |
| I'll use Max and Lloyd later. |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 03 May 2015 10:43 PM |
Gavin sent me a PM requesting a new ship type named Juggernaut. I've looked it over and it has been accepted.
JUGGERNAUT: A huge, slow fortress only slightly smaller than a Dreadnought. Heavily armored ship with heavy, high-damage low-fire rate guns, it also carries a squadron of fighters. ATTACK 4 / DEFENSE 9 / UTILITY 2
In that case...
Butch Flanders is accepted.
Ship type: Juggernaut; Defense and Repair enhancements.
Juggernaut guns #1 through #8, Standard Juggernaut Burst Guns. Damage Rating 800 total. 7 guns able to fire frontwards, 5 able to fire right, 5 able to fire left, 7 able to fire backwards. SPECIAL: Juggernaut guns can only fire at full strength every other round, otherwise they fire at half damage rating.
Improved Juggernaut armor, defense rating 800.
Improved Juggernaut shields, defense rating 500.
Hull defense of 250. Ship systems at 100%.
SPECIAL ABILITY: Shield Surge; Recharges shields to full strength instantly. Functions like standard defense, halving damage taken and preventing attack for that round.
SPECIAL ABILITY: Emergency Bulkheads; Change 50 hull into 100 armor, or changes 100 armor into 50 hull. Specify which effect when activating. Functions like standard defense, halving damage taken and preventing attack for that round. |
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| 03 May 2015 10:52 PM |
Emergency Bulkheads is a little confusing, the changing hull to armor is nice but wouldn't the only time you need to bulk up your hull if your armor is gone? so like would it only work if im low on armor and wanna bulk the hull up, which would just destroy my armor anyway
unless im just being goofy and dunno what going down |
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LNG257
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| Joined: 13 Jun 2012 |
| Total Posts: 11767 |
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| 03 May 2015 10:56 PM |
| Due to its slow speed, Emergency Bulkheads might be good if, say, your front and side armor is down and only your back armor remains. The enemy, in front or to the side of you, can easily pour fire into your hull and you have to take time to turn to get your back armor to face them. Emergency Bulkheads lets you get some time, at the cost of some of that armor. |
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