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-Space: Warfare- (Military Sim RP)

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zoozooba444 is not online. zoozooba444
Top 100 Poster
Joined: 18 Feb 2008
Total Posts: 40176
19 Aug 2011 04:04 PM
Welcome to the Arhai Galaxy. The most militarized and contested zone in the universe. Many factions wish to control and seize its power for their own reasons and to achieve their own personal goals, but first they must crush and neutralize the opposition...or agree on a alliance only to backstab them when their needs are met. Anyway...thats for you to decide because there is only one goal and one goal only...to destroy your opponents by any means necessary.

Now comes the TL:DR bit
Information

There are multiple planets in the Arhai Galaxy, you may start on ONE of them and it can be any you choose

Alpha colony

Rodaari
Size: Large
Terrain: Wetlands
Atmosphere: Damp and humid.
Regions: Torruga, Dalis, Hyados, Euas, Osa.

Sullorwai
Size: Medium
Terrain: Deserts/savannah.
Atmosphere: Dry and arid
Regions: Era, Actia, Ebar, Toldus.

Dantican
Size: Medium
Terrain: Rainforest, Mountainous around poles
Atmosphere: Damp and cold
Regions: Horas, Mogun, Salrai, Demetos, Acrid

Yalidor
Size: Small
Terrain: Forest/ Mountainos.
Atmosphere: Dry and windy.
Regions: Boswo, Shua, Modlus, Cretar, Mho Dular.

Beta Colony

Varon
Size: Small
Terrain: Jungle/ rainforest
Atmosphere: Damp and hot
Regions: Fora, Tocla, Dodai, tato

Ryydok
Size: Large
Terrain: Ocean/Islands
Atmosphere: Windy and Dry
Regions: Drack Platform, Pholas Platform, Kantons Platform, Madalia

Tunpilar
Size Medium
Terrain: Rocky/ Mountains
Atmosphere: Dry and Windy
Regions: Mata, Frolsa, Uan Tibor, Pajla

Delta colony

Tranpac
Size: Extremly large
Terrain: Barren
Atmosphere: Cloudy and wet/
Regions: Coantus.

Gasvum
Size: Small
Terrain: Desert, Rocky around the poles
Atmosphere: Dry and windy
Regions: Jasp, Whanda, Verurk, Noam

Tylus
Size: Medium
Terrain: Mountainous
Atmoshphere: Wet and windy
Regions: Atulos, Gannsburk, Yautulo, Mao, Fiatal.
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You may start on one of these...you will control all the Utilities and regions that this has to offer, just choose one and i will tell you more details about that chosen region, now for buildings and Utilities.

Citys: Pretty self explanatory, here you may find recruits for your military and use propaganda to widen your influence. Bigger the city..the more people...dhuy.

Spaceport: This will be a docking station for your military space vessels, you must upgrade them if you wish to store more craft. The most you can store at the start is 3 medium vessels.

Airport: This is for your Air fleet, bombers, fighters and transport craft will be stored and launched from these. Upgrade them to store more craft. Unupgraded the most you can store is 10 fighters, 3 bombers and 2 transport.

Docks: For your Seaborne vessels, these only work on rivers, lakes or seas that lead out into an ocean. Upgrade to store more vessels. The most you can store is 1 aircraft carrier, 2 battleships, 4 frigates and 6 patrol boats.

Barracks: Here your troops will be stored and tasked for military action and also produces, upgrade to store more troops and equipment and produce units faster. The most troops you can store at the first level is 100.

Mine: These mines may contain anything from iron...to titanium. They will eventually run dry and become useless, but for the time you own them you will get their resources. These cannot be upgraded.

Factories: Factories can only produce one type of mechanical unit at a time, upgrading these will decrease the time it takes to produce them.
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These are the things that will already be scattered around, although you can build extra ones, apart for cities and mines.

Buildables

HQ/Command post: You need to place your HQ somewhere secure, it can be on any region on your HOME PLANET..not anywhere else. Command posts are stationed on captured planets and moons, if your HQ is destroyed your army will be in disarray and be confused, reducing their effectiveness. Same with command posts but not to a worse extent.

Missile Silos: You need these to fire any type of payload. They are expensive to build but you can launch an infinite amount of missiles, if you have them of course.

Radar Arrays: These will detect stealth aircraft and ships from a distance, allowing you to mount an appropriate counter attack, upgrade to increase distance.

Bunker: These serve as more secure barracks, although they cant hold as many troops and equipment. Invulnerable to most ground and air attacks for a time.

Research centre: Build these to find and build bigger and badder weapons and buildings, upgrade to decrease research time.

There will be more as you research
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Units
These act as your pawns on a chessboard...move them about as you please...although note they have their weaknesses and strengths.

Ground
_Infantry_.
Foot soldier: Good offence, Medium defence, effective in large groups.
Sniper: Good offence, bad defence, effective if backed up by other ground troops.
Grenadier: Medium Offence, Good defence, good against large groups of troops and light vehicles.
Medic: Bad offence, medium defence, heal other units if close by.
Commando: Excellent offence, bad defence, work solo and are good to recon places before sending in masses of troops
Spec ops: Medium offence, Medium defence, if certain conditions are met these troops are deadly.
_Light vehicles_
Troop transport: Carries 8 infantry units, little armour, quick.
Humvee jeep: Carries 6 infantry, medium armour, average speed, either has MG or grenade turret.
APC: Carries 5 infantry, heavy armour, slow, has a mounted turret.
_Heavy vehicles_
Light tank: Medium armour, medium speed, small cannon and Mg turret.
Heavy tank: Heavy armour, Slow, large cannon and MG turret, if upgraded it gets smoke concealer and missile barrage.
_Other_
Mobile SAM: Light armour, Slow, Excellent against slow moving aircraft.
Jammer truck: Enemy troops are significantly slowed, bombers have reduced targeting.
Mobile hospital: All ground units get a significant health boost.

_Air_
Fighter jet: Medium armour, Extremely fast, good for hit and run attacks.
Bomber: Heavy armour, Medium speed, good for carpet bombings and breaking up advancing units.
Cargo plane: carries 12 infantry and 2 light vehicles. Medium armour, Medium speed.
Gunship: Medium armour, Slow speed, 5 different mounted weapons, good against ground units.
Transport dropship: Carries 10 infantry troops, medium armour, slow.
Jammer plane: Low armour, Slow speed, reduces bombing accuracy and fighter jets, more mobile that jammer trucks.

_Sea_
Patrol boat: Medium armour, Slow, 3 mounted turrets, good for mounting Sea to ground invasions.
Frigate: carries 20 infantry, Slow, Medium armour, 4 mounted turrets.
Battleship: Carries 30 infantry, 1 light vehicle, 1 heavy vehicle. 5 mounted turrets, slow, heavy armour.
Aircraft carrier: Acts as mobile airport, Carries 3 fighter jet, 1 bomber, 1 gunship. Slow, Heavy armour, no mounted weapons.
Transport ship: SLow, Medium armour, Carries 60 infantry, 5 light vehicles, 1 heavy vehicle. No mounted weapons.

_Space_
Sparrow class: Carries 20 infantry, 1 light vehicle, medium armour, medium speed, 2 mounted turrets.
Hawk class: Carries 40 infantry, 3 light vehicles, 1 heavy vehicle, heavy armour, slow speed, 5 mounted turrets.
Eagle class: Carries 50 infantry, 5 light vehicles, 2 heavy, heavy armour, slow speed, 6 mounted turrets.
Albatross class: Carries 70 infantry, 7 light vehicles, 4 heavy, Heavy armour, extremely slow, 1 mounted repeater turret.
Titan class: Carries 90 infantry, 10 light vehicles, 5 heavy vehicles, Extremely heavy armour, Extremely slow, no mounted weapons.

Resources
You need resources to build different buildings, units and utilities.

People: You can gain these from cities, if you have a captured one you will have a steady flow of troops, if you use Propaganda you will gain a significant amount.

Steel: Used for building vehicles, buildings and small amounts in space ships.

Titanium: Used for space ship hulls and some airborne craft.

Methane: Used as fuel in this galaxy, found deep underground on most planets.

Dactium: A element used for space ships and some land vehicles.

Todium: Used as fuel in space ship hyper drives, hard to find.

Uranium: Used in missiles of various sorts.

Unit/building Costs:
Spaceport- 200 steel, 10 titanium.
Airport-120 steel
Docks: 110 Steel
Barracks: 140 Steel
Factories: 50 steel, 5 titanium, 10 methane each turn.
HQ/Command post: Free first time, 300 steel, 50 titanium to rebuild/replace.
Missile silos: 170 steel, 20 titanium, 30 methane.
Radar arrays: 200 steel, 10 titanium
Bunker: 320 steel, 70 titanium
Research centre: 170 steel.
_Units_
Infantry units don't cost anything except 1 person for each troop produced
Troop transport: 5 steel, 2 methane.
Humvee: 3 steel, 3 methane
APC: 7 steel, 1 titanium, 4 methane.
Light tank: 2 steel, 1 titanium, 5 methane
Heavy tank: 7 steel, 1 titanium, 1 dactium, 5 methane
Mobile SAM: 5 steel, 5 methane
Jammer truck: 3 steel, 2 titanium, 4 methane
Mobile hospital: 3 steel, 1 titanium, 7 methane.

Fighter jet: 6 steel, 2 titanium, 5 methane
Bomber: 10 steel, 3 titanium, 10 methane
Cargo plane: 12 steel, 3 titanium, 11 methane
Gunship: 11 steel, 3 titanium, 10 methane
Transport dropship: 8 steel, 2 titanium, 2 Dactium, 12 methane
Jammer plane: 5 steel, 1 titanium, 10 methane

Patrol boat: 10 steel, 2 titanium, 15 methane
Frigate: 19 steel, 6 titanium, 20 methane
Battleship: 27 steel, 9 titanium, 27 methane
Aircraft carrier: 35 steel, 10 titanium, 30 methane
Transport ship: 20 steel, 5 titanium, 23 methane.

Sparrow class: 30 steel, 15 titanium, 10 dactium, 15 todium.
Hawk class: 40 steel, 20 titanium, 15 dactium, 20 todium
Eagle class: 50 steel, 30 titanium, 25 cadtium, 30 todium
Albatross class: 70 steel, 40 titanium, 40 dactium, 40 todium
Titan class: 120 steel, 60 titanium, 60 dactium, 50 todium
--------------------------------------------------------------------------------------------
Moving troops:
Moving troops is easy, just tell me where they want to go and they will go, depending on the distance they will take a varying amount of time to reach it, if you load them into ground transport (Providing you have enough) they will get their quicker, and if their in a air transport then it will be considerably quicker. Boat transport is only available over water. You can move troops to any item you own, weather it be a city, docks, missile silo and even other troops if the situation demands it

Attacking/Defending: Say if you own a city and its being attacked by hostiles, you have 20 foot soldiers and 1 light tank and they have 15 foot soldiers, 1 light tank and 1 humvee. Its more likely that the attacking part will win because they have more support, but the defending party get +1 territory bonus..that means there defence for all their troops has gone up slightly meaning they may get an edge over the competition. I will be randomizing battles so its not guaranteed you will win if you have the more troops, although your chances will be elevated.

Alliances and war declaration: If you want to propose and alliance to someone, just ask them. If they accept you may share technology, resources and even troops with one another, be aware that either party can attack the other at any time so make sure you trust them before giving them everything. Either party may break the alliance any time but must give back half of what they received..so you cant just hoard things from other people. A war declaration is basically what it says, you have engaged in combat with the opposing force.


Following me so far?
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Intercepting: You can intercept most ground, Air, Sea and spacecraft. If the enemy are on the move you can choose to send units out to intercept them before they reach their target city. Keep in mind they can only move so fast and may not even reach in time.

Assassinating: You may assassinate the leader of an enemy force, this may only be done if the HQ is destroyed you may secretly place him in another city, if the enemy catch wind of this they may send a SPEC OPS team to eliminate him, if this is completed successfully the army will loose morale and fall behind drastically.

Winning and loosing: The aim of this is to eliminate your opponents and grab every area you can. To win you must do multiple things.
All of these conditions must be met.

.You must have eliminated the enemies HQ and command posts
.You must have killed their leader
.They cant own any territories
.All their barracks, Docks, Airports and spaceports must be destroyed or captured.


So actually playing this, you have to PM me your moves, i will then collaborate all the moves together and post on this thread at the end of a 'Turn'. A turn consits of 3 Phases.

Phase 1. Movement: You may move troops or units to any area you wish, although this may take a number of turns to reach.
Phase 2. Attacking: If your troops are within a certain proximity to an enemy controlled area, you may launch an attack if you have the troop power.
Phase 3: Upgrading and Abilities: Use this turn to upgrade units or buildings but also use abilities which i will talk about next.

Abilities:
Propaganda: Use this to gain a large amount of troops for your army on certain cities, if you use this well enough if that city is attacked, the citizens may even arm themselves and fight back against the invaders without you commanding them.

Missiles: If you have them stockpiled you can send them off to a target, the missile depending on what it is will completely destroy a city or multiple ones if in the blast radius.

Spys: You have to research these, but they are used to see where enemy forces are and find hidden buildings or armour.

Ion cannon: You have to research these. They act similar to a missile in the fact that they destroy cities, you can only use this once per 5 turns and they can be shot down by space units.

Diplomacy: This is where you make alliances..trades or even declare war.

Building: Pretty obvious, if you have the resources you can build buildings and change what factories or barracks produce.

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Xilirite is not online. Xilirite
Joined: 31 Oct 2009
Total Posts: 6995
19 Aug 2011 04:13 PM
Hello Textwall.
I'll join in an hour when I'm finish reading everything.
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