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Unread 9 Oct 2003, 10:11   #1
flapjack
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Join Date: Jan 2001
Posts: 2,257
flapjack is infamous around these parts
space frontier, rise of earth

Space frontier, rise of earth plays about 3000 years from now, humanity moved to space in the year 2200, the first FTL hyperdrives where built and tested, between the year 2250 and 3000 humanity was prosperring, colonies had arrizen hundreds of lightyears from earth, but in the year 3001, the first year of the third millenium, disaster struck, an unknown alien race was encountered, just outside of a colonised system, 2 frigate class vessels where dispatched to investigate the vessel, they where never heard of again, 2 days after the colony stopped sending communications a small inspection fleet arrived, 5 frigates and 2 destroyers, only 2 frigates managed to get away from the enemy armada that had assembled around the planet.

They brought the news of a vicious alien race with ships the size of small moons and weapons capable of ripping a destroyer apart with a single shot, earth rushed to develop a new weapon to stop this alien menace as it spread across the star charts and they approached earth, the losses now at 1 full colony a day.

then a new type of dreadnought was built, there wasn't time to test it tough, because with the speed they aliens where moving they would arrive at earth within days, the full remaining fleet was assembled around earth and waited, hoping that whatever the new weapon the scientists where building on the moon would be enough to stop the aliens.

3 days they waited before the aliens entered the Sol system and ravaged the pluto colony, the fleet did nothing to stop them.

another day went by before the aliens moved towards mars, the earth fleet moved too, they moved to intercept, because the scientists said they needed just a few more hours to finish their device, the fleet fought bravely but by a battlegroup of 5 enemy battleships they where getting ripped to shreds.

Just as all hope of victory had been lost the Luna defense project payed off, the weapon worked and across the vast distance seperating earth from mars it struck, gutting an enemy battleship with a single hit, aliens immediatly made a run towards earth, but before they could arrive the weapon fired again and again a battleship was destroyed, cut ribbons as if made out of paper.

then the earth defense fleet realised they had not yet lost the fight and they fought brilliantly, with more bravery and strength then anybody could have ever tought possible, and they succeeded because they destroyed an entire battleship with their attacks and slowed the alien fleet down enough for the Luna project to fire once more, the last remaining alien vessel ran and another age of properity began, an age that ended brutally 10 years ago when the aliens reappeared, but this time humanity was prepared for them, this time they knew what was coming, for 10 years the war raged on, untill a human battleship loaded with anti-matter warheads got within firing range of the enemy homeworld.

now humanity faces death again, but this time from within, the outer colonies have built fleets and are ready to defend themselves, the earth defense fleet has been battered and damaged by the alien war and a civil war is about to break out.

the colonies have split into 4 factions:

the miner confederation:
the miner confederation fight for freedom, they wish to seperate themselves from earth and come under their own rule, they are however quite friendly towards earth and full scale war is not likely to erupt between the miners and earth, however they are already at war with the other 3 groups, they live of trade, trading minerals for food with earth

the confederation of free planets:
they are trying to conquer all others, they are at war with all other factions and deem that they are the best group, they are constantly attacking others and trying to take over planets with force, they have the biggest fleet, but poor tactics keep them from achieving their goals

the freethinkers society:
a mysterious group with only a few colonies and ships, this group is rumoured to have contact with the remaining aliens and possibly even harboring these aliens, tough they have the smallest fleet they never seem to lose a fight, they however fight only in defense and barely ever attack others, except if it is to reclaim what they say is theirs.

the Nixon corperation:
a corperation grown huge, they had a monopoly in the science and mineral industries untill they lost a large part of their colonies to the miner confederation, the Nixon corperation is well armed and trained and will stop at nothing to gain profit

and of course, the old earth republic:
the republic refuses to aknowledge the other colony's freedom, tough they are currently in trade with both the nixon corp and the miners they are on the other side constantly attacking the confederation of free planets, the freethinkers society is to them a much smaller and unimportant problem because the freethinkers are not aggresive and only a small group of colonies
__________________
IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence
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Unread 9 Oct 2003, 10:15   #2
flapjack
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Join Date: Jan 2001
Posts: 2,257
flapjack is infamous around these parts
Re: space frontier, rise of earth

after choosing a group you will have to outfit your operation, you can also choose to go freelance and not choose a group at all, but this will mean only low paying jobs will be availble to you at the start

people who want to choose the freethinkers society will find that i will only allow a limited number of people to choose that group and people who want to choose the confederation (of free planets) will have to realise that they will be at war with every other faction

you will have 50,000 credits to buy your first ship and equipment, the lists containing information on the subject will be posted soon after this 1
__________________
IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence
flapjack is offline   Reply With Quote
Unread 9 Oct 2003, 10:16   #3
flapjack
crashed computer
 
Join Date: Jan 2001
Posts: 2,257
flapjack is infamous around these parts
Re: space frontier, rise of earth

Basic hulls: basic hulls are just that, they are a ships outer hull, often with some armor already attached and serve to hold all your other components, if you hull is destroyed everyone on the ship dies unless that person can get himself into an escape pod, all ships have a basic sensor system (unless otherwise specified) a basic computer system and a basic cargo loading system

Scout class Corvette: scout class corvettes where designed to be fast, maneuverable and have good sensors, because of this scout class corvettes come fitted with an improved sensor array
cost: 5000cr
standard armor: minimal
hull strength: minimal
maneuverability rating: extreme
acceleration rating: extreme
engine mounts: 1
armor mounts: 0
shield mounts: 1
turret mounts: 4
external mounts: 4
additional mounts: 4
cargo capacity: 1 cargo bay, 250 tonnes

bomber class corvette: a major step up from the standard bombers, these ships can be equipped with an FTL drive and are the first real attack vessels
cost: 5000cr
standard armor: minimal
hull strength: extremely low
maneuverability rating: extremely high
acceleration rating: extreme
engine mounts: 1
armor mounts: 1
shield mounts: 1
turret mounts: 6, all in a forward linear configuration, all weapons installed point forward only
external mounts: 4
additional mounts: 2
cargo capacity: 1 cargo bay, 250 tonnes

gunnery class gunship: the only true gunship, the gunnery is a highly advanced vessel that features many more guns then any corvette without making the ship a lot bigger or less maneuverable.
Cost: 10000cr
standard armor: extremely low
hull strength: very low
maneuverability rating: extremely high
acceleration rating: extremely high
engine mounts: 1
armor mounts: 1
shield mounts: 2
turret mounts: 8
external mounts: 6
additional mounts: 2
cargo capacity: 2 cargo bays, 250 tonnes each

light merchant class: a much mingled group of different ship types, all modified for the same work, to haul cargo, these ships are extremely large compared to most other kinds of ships for their weapons, but are also much sturdier then previous ships
cost: 5000cr
standard armor: low
hull strength: low
maneuverability rating: low
acceleration rating: low
engine mounts: 2
armor mounts: 0
shield mounts: 0
turret mounts: 4
external mounts: 2
additional mounts: 2
cargo capacity: 5 cargo bays, 500 tonnes each

armed light merchant: these light merchants where modified to work in slightly more dangerous situations, they feature minor upgrades in weapon and shield capacity tough they lose some of their precious cargo capacity in return
cost: 7500cr
standard armor: medium-low
hull strength: medium-low
maneuverability rating: low
acceleration rating: low
engine mounts: 2
armor mounts: 0
shield mounts: 2
turret mounts: 6
external mounts: 4
additional mounts: 2
cargo capacity: 4 cargo bays, 500 tonnes each

light frigate: the light frigate class is the smallest of the combat oriented capital class ships, tough medium personell transports are smaller but still capital class ships they feature no weapons or shields
cost: 15000cr
standard armor: low
hull strength: low
maneuverability rating: very high
acceleration rating: very high
engine mounts: 2
armor mounts: 1
shield mounts: 3
turret mounts: 12
external mounts: 6
additional mounts: 6
cargo capacity: 1 cargo bay, 500 tonnes

medium frigate: the more normal kind of frigate, these are primarily used for hunting pirates, destroying fighters and border patrol duties where there speed and reasonable armaments allow them to replace larger vessels and patrol very large areas
cost: 20000cr
standard armor: medium-low
hull strength: medium-low
maneuverability rating: high
acceleration rating: high
engine mounts: 2
armor mounts: 1
shield mounts: 4
turret mounts: 14
external mounts: 8
additional mounts: 8
cargo capacity: 3 cargo bays, 250 tonnes each

heavy frigate: designed when the frigates started losing their abilities because pirates became better armed and fighters finally got shields, these frigates, tough based on the same chassis, carry far superior weapons and can deal much more of a punishment to your enemy then the original frigates could
cost: 25000cr
armor rating: medium-low
hull strength: medium-low
maneuverability rating: high
acceleration rating: high
engine mounts: 3
armor mounts: 1
shield mounts: 4
turret mounts: 16
external mounts: 12
additional mounts: 12
cargo capacity: 2 cargo bays, 500 tonnes each

frigate leader: the frigate leader was designed when entire squadrons of frigates where flying around reasonably unsupported, for its role the frigate leader is fitted with a standard fleet command system, which makes commanding a fleet much easier, heavy armor and shields, to survive attacks and an improved sensor array, to allow it see much more then normal frigates
cost: 35000cr
armor rating: medium
hull strength: medium
maneuverability rating: medium-high
acceleration rating: medium-high
engine mounts: 3
armor mounts: 2
shield mounts: 6
turret mounts: 16
external mounts: 12
additional mounts: 12
cargo capacity: 2 cargo bays, 500 tonnes each

light destroyer: the entire destroyer class of ships is dedicated to delivering punishing amounts of fire, volley after volley, into enemy capital ships, destroyers are most effective when escorted by other ships, capable of taking out small ships such as fighters
cost: 35000cr
armor rating: medium-low
hull strength: medium
maneuverability rating: medium
acceleration rating: medium
engine mounts: 3
armor mounts: 1
shield mounts: 6
turret mounts: 20, of which 8 are in a spinal mount and must be used together
external mounts: 14
additional mounts: 10
cargo capacity: 1 cargo bay, 750 tonnes

warfrigate: the warfrigate was designed to support destroyer class vessels, for this duty it has been outfitted with an advanced targetting array and a large number of turret mounts.
Cost: 40000cr
armor rating: medium-low
hull strength: medium
maneuverability rating: medium-high
acceleration rating: medium-high
engine mounts: 3
armor mounts: 1
shield mounts: 6
turret mounts: 18, advanced targetting array makes all light weapons 25% more effective
external mounts: 12
additional mounts: 12
cargo capacity: 3 cargo bays, 500 tonnes

medium destroyer: simply a larger version of the original destroyer design, however the flaws of the destroyer are much more apparent on this vessel, because of that it has 50% less chance to hit ships smaller then itself
cost: 50000cr
armor rating: medium
hull strength: medium
maneuverability rating: medium-low
acceleration rating: medium
engine mounts: 3
armor mounts: 1
shield mounts: 8
turret mounts: 24, 8 of which are in a spinal mount and must be used together
external mounts: 16
additional mounts: 12
cargo capacity: 2 cargo bays, 750 tonnes each

science ship: the science ships where build with scientific exploration in mind, as such they come standard with improved sensors, advanced laboratories, long range transporters and EMP shielding
cost: 30000cr
armor rating: low
hull strength: low
maneuverability rating: high
acceleration rating: very high
engine mounts: 2
armor mounts: 1
shield mounts: 4, EMP shielding installed standard
turret mounts: 12
external mounts: 6
additional mounts: 16, 50% of all additional mounts that are used, must be used for science systems
cargo capacity: 2 cargo bays, 750 tonnes each, 1 contained cargo bay, 250 tonnes

ramming frigate: the ramming frigate is a very recent design, originally intended for moving large asteroids closer to processing facilities, they feature a heavily reinforced bow section which severly reduces damage from ramming, they also come equipped with a ramming shield, grappling system and fusion carver, they earned their name when a small mining team encountered a pirate attack, standard orders would have all non-combat ships retreat to the safety of the fleet-carrier assigned to the group, but 1 of the ramming frigate crews took it upon themselves to ignore those orders, knowing that their group would not be able to hold up against the pirates and be forced to make a run for it from a highly valuable belt of asteroids, thus they moved their ship into a ramming position with the enemy carrier and ran their plasma drives at over 150% maximum capacity, the pirates who had not counted on an attack from a non-combat vessel was caught completely by surprise and the original impact is estimated to have hit the engineering room broadside, probably severely damaging the ships engines which immediatly failed and burned out, the ramming frigate then effortly pushed the carrier into a belt of extremely fast moving asteroids where the carrier was quickly destroyed by numerous asteroid impacts
cost: 25000cr
standard armor strength: high
hull strength: medium, takes no damage from ramming equal sized or smaller ships
maneuverability rating: high
acceleration rating: extreme
engine mounts: 4
armor mounts: 1
shield mounts: 4, ramming shields installed
turret mounts: 6, fusion carver installed, electro-grappling installed, may only install light weapons
external mounts: 4
additional mounts: 4
cargo capacity: 2 cargo bays, 250 tonnes each

cloaked intelligence ship: the cloaked intelligence ship is designed primarily around a cloaking device and stealth generator, the vessel comes standard with a twin cool-fusion drive, cloaking device, stealth system, advanced sensor system, particle scanning array, wave detector array, phase detector array, deflector dish and a phased computer system
cost: 50000cr
standard armor strength: none
hull strength: minimal
maneuverability rating: flies like a brick
acceleration rating: virtually zero
engine mounts: 2 (filled by cool-fusion drives)
armor mounts: 0
shield mounts: 2
turret mounts: 4
external mounts: none
additional mounts: 4
cargo capacity: 1 cargo bay, 250 tonnes
__________________
IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence

Last edited by flapjack; 11 Oct 2003 at 20:15.
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Unread 9 Oct 2003, 10:39   #4
flapjack
crashed computer
 
Join Date: Jan 2001
Posts: 2,257
flapjack is infamous around these parts
Re: space frontier, rise of earth

Engines: engines are the core of your ship, they provide energy and thrust, without energy your ship will lie dead in space and without thrust you will not be able to move, take care of your engines for they are the pumps that provides you with fuel, all engines require engine slot unless otherwise stated

Chemical burn thruster: the original thruster used for space exploration, burns a mixture of a hydrogen and oxygen to produce thrust and uses the generated heat to produce energy
cost: 100cr
energy output: 100e (e=units of energy)
thrust output: very low
maximum speed: very low

ion thruster: the ion thruster array uses a small nuclear reactor to generate power and uses part of that power to accelerate ions in the thruster, this is what provides thrust for an ion thruster array, they use very little fuel and can achieve very high speeds, however their thrust output is minimal
cost: 150cr
energy output: 250e
thrust output: minimal
maximum speed: high

fusion thruster: the fusion thruster produces energy by fusing atoms together, the resulting energy is converted partially into energy and partially into thrust by releasing the created super high speed atoms trough the thrusters
cost: 250cr
energy output: 400e
thrust output: medium
maximum speed: medium

plasma drive: the plasma drive uses super-high energy plasma to thrust the ship about, can also be used as a weapon by venting drive plasma trough the vents on your ship, shrouding your ship in high-energy plasma which will burn off the shields and hulls of enemy vessels in no-time, also features the 'afterburner' system, which allows you to run the drive at 150% capacity for a short amount of time
cost: 500cr
energy output: 400e
thrust output: large, huge with afterburners
maximum speed: medium

cold fusion thruster: the cold fusion thruster is actually an ion thruster with a cold fusion reactor instead of the normal fission reactor, it thus provides a little bit more thrust and a lot more energy
cost: 400cr
energy output: 600e
thrust output: very low
maximum speed: high

zero-point thruster: by literally ripping atoms apart this thruster creates immense amounts of power, it is highly experimental and might fail at any time, it provides thrust by expelling the sub-atomic particles through the thrusters
cost: 1000cr
energy output: 1000e
thrust output: medium
maximum speed: extreme

FTL drives: another basic requirement for anybody that want to travel outside the starting solar system, these drives vary in abilities and power massively, but unless otherwise noted they all use only 1 additional slot

hyperdrive: the first FTL drive ever used was a hyperdrive, reliable and very low on energy use these slow drives push a ship into compressed space, allowing it to travel at much higher speeds
cost: 100cr
energy use: 100e when active, charges instantly and thus has no standby setting

warp drive: another basic FTL drive, the warp drive is vastly superior in speed to the hyperdrive, but features 2 large warp nacelles hanging out of the ship, for 100cr extra a retracting mechanism can be installed to allow the warp naccelles to retract to within the safety of the ship, which is a slow procedure tough.
Cost: 250cr (100cr extra for retracting system if installed)
energy use: 100e when active, 25e for standby, takes 30 seconds to charge from offline state, may not be set for standby if the warp nacelles are retracted.

LDS drive: the LDS drive stands for Linear Displacement System, it displaces objects in a straight line from their starting point, the LDS drive has a medium speed but cannot be used if you're anywhere near a gravity source, ships equipped with an LDS drive may attempt to traverse jumppoints and unstable wormholes without the normal penalties
cost: 400cr
energy use: 50e when active, 10e for standby, takes about 10 seconds to charge from offline state.

Transwarp drive: original experiments with transwarp drives always failed, this transwarp drive is highly experimental and has a 50% chance of failing when it is used
cost: 500cr
energy use: 50e when active, 25e for standby and produces 50e when offline

linear drive: like surfing in space, linear drives are hard to use but very fast, they can also be used as a weapon by firing a 'wave' of energy at a target, experimental, may stall if not used properly, leaving you dead in space
cost: 1000cr
energy use: none when active, no standby system, works by catching a 'wave' of interstellar energy, power up time depends on the area and on your luck

fold space drive: folds space around the user, allows you to nearly instantly travel from any 1 point to any other point, highly experimental, very slow to charge, cannot be set for standby, may not be used in gravity wells, remains open for 1 minute, which means your opponent could try and chase you
cost: 10000cr
energy use: 250e when active, no standby, takes 5 minutes to charge from offline state
mounts used: 4 additional mounts are needed for this drive
__________________
IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence

Last edited by flapjack; 10 Oct 2003 at 21:43.
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Unread 9 Oct 2003, 11:01   #5
flapjack
crashed computer
 
Join Date: Jan 2001
Posts: 2,257
flapjack is infamous around these parts
Re: space frontier, rise of earth

Armor: armor is plated onto your hull, you may only have 2 types of armor at any time and every unit of armor takes up 1 armor slot.

Extra hull: simply sets an extra layer of materials on your hull, the most basic kind of armor, it provides limited protection from enemy weapons fire
cost: 100cr

basic hull armor: a layer of highly resistant material is placed onto your hull in the same way the extra hull is placed, however this type of armor is much more resistant to enemy fire
cost: 200cr

titanium hull plating: placed onto the hull and welded shut, the titanium hull plating severely reduces the chance of hull breaches but only moderately absorbs damages
cost: 400cr

tritanium hull plating: tritanium is a very sturdy material, it will severely reduce the chance of hull breaches and partially absorb enemy weapons fire
cost: 500cr

reactive hull armor: called reactive because it 'reacts' to impacts on the hull by diffusing the damage away from your hull, this armor will take all damage until it is completely burned off the affected section, this is armor cannot be repaired, only replaced
cost: 800cr

advanced reactive hull armor: use more advanced methods of reacting to enemy fire it takes far less damage then the normal reactive armor and can thus absorb far more of a punishment
cost: 1200cr

polarized hull armor: providing and excellent method of protecting your precious hull from energy weapons the polarized hull armor provides only a meagure defense against kinetic based weapons and can easily be damaged by them
cost: 500cr
energy use: 10e

shields: a shield projects a field of energy, particles or uses other methods of deflecting incoming fire, shields can often be reactivated when token down and regenerate themselves after taking damage, they however unlike armor always use energy, shields are normally divided into 6 quadrants, being up, down, port, starboard, front and back, these will take damage separately and energy can normally be freely transferred about them.

light shield: the light provides only meagure protection from enemy weapons, but it is cheap and small and thus often used for smaller ships
cost: 100cr
mounts used: 1 shield mount
energy use: 5e

medium shield: the bigger brother to the light shield, the medium shield provides a lot more protection then a light shield can, but is also larger and more energy hungry
cost: 200cr
mounts used: 2 shield mounts
energy use: 10e

heavy shield: the biggest of the standard array of shields, this shield provides adequate protection from all kinds of damage and may even deflect parts of it
cost: 500cr
mounts used: 4 shield mounts
energy use: 20e

deflector shield: the deflector shield will deflect damage according to it's status, a deflector shield at 100% will deflect all incoming fire back to its owner, tough it will still take damage itself normally, deflector shields do not have quadrants but are overall more powerfull, this means that it doesn't matter where on the shield you takes hits, it will go off the same shield, it however also means that if you take a lot of damage in 1 direction the shield might buckly and fail completely
cost: 250cr
mounts used: 1 shield mount
energy use: 10e

ramming shields: reduces damage from all ramming attacks by 90%, cannot be token down and does not take damage from 'normal' weapons, extremely effective when ramming other ships
cost: 1500cr
mounts used: 2 shield mounts
energy use: 15e

energy shield: designed to stop energy weapons completely, this shield takes only 10% damage from energy weapons but stops them completely, it however does nothing against kinetic weapons but does take damage from them, beware.
Cost: 500cr
mounts used: 2 shield mounts
energy use: 15e

kinetic deflector shield: the exact opposite of the energy shield, it completely stops all kinetic weapons but does nothing against energy weapons
cost: 500cr
mounts used: 2 shield mounts
energy use: 5e

particle shield: a shield that uses charged particles to disperse and absorb all kinds of damage, this shield provides a good grade of protection against all kinds of damage and may be boosted up to 200% in 1 direction at the cost of the other directions
cost: 1000cr
mounts used: 4 shield mounts
energy use: 25e

phased particle shield: a more powerfull version of the particle shield, this shield also uses more mounts, energy and costs more
cost: 1500cr
mounts used: 6 shield mounts
energy use: 50e
__________________
IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence

Last edited by flapjack; 10 Oct 2003 at 21:38.
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Unread 9 Oct 2003, 11:38   #6
flapjack
crashed computer
 
Join Date: Jan 2001
Posts: 2,257
flapjack is infamous around these parts
Re: space frontier, rise of earth

Energy weapons: energy weapons use energy, they are also stopped easily by energy shields and polarized armor, on the other hand some of the most powerfull weapons availble are energy weapons

light weapons: light weapons are just that, fast tracking and often fast firing weapons that do little damage to targets

phaser II: the Phaser II is the lighest beam weapon in the game, it is very fast tracking and fires reasonably fast, don't count on it penetrating anything more then a basic hull tough
cost: 100cr
mounts used: 1 turret mount.
Energy use: 1e

Phaser III: the phaser III is the Phaser II's bigger brother, it tracks equally fast but fires slower and does more damage
cost: 250cr
mounts used: 1 turret mount
energy use: 2e

Phaser IV: the phaser IV is on the edge between light and medium weapons and tracks a lot slower then the other light weapons, it fires about as fast as the Phaser III but does a lot more damage.
Cost: 500cr
mounts used: 2 turret mounts
energy use: 5e

light energy cannon: the only energy cannon at the moment, it fires bolts of pure energy at its target, it rarely misses and does reasonable damage, the only drawback is the high energy useage
cost: 500cr
mounts used: 1 turret mount
energy use: 5e

pulse phaser turret: the pulse phaser is a rapid fire phaser variant that does about the same amount of damage as a phaser III, but fires much, much faster then the Phaser III
cost: 500cr
mounts used: 2 turret mounts
energy use: 1e per shot

point-defense phaser: the point-defense phaser is a small, fast firing but extremely weak phaser weapon designed for taking down enemy weapons fire, its shots are extremely precise and it rarely misses, it may however not be installed on destroyer class vessels
cost: 250cr
mounts used: 2 PD phasers for 1 turret mount
energy use: 1e per projectile shot down

medium weapons: medium weapons are all-round weapon systems, featuring a little bit of just about every type of weapon

Phaser VI: the Phaser VI is the next step up from the phaser IV, the Phaser V which was inbetween has stopped being used due to the rate of fire issues and rapid burning of phaser crystals
cost: 600cr
mounts used: 2 turret mounts
energy use: 5e

light bolt cannon: while called light, there isn't anything light about the bolt cannon, hurling off devastating bolts of electricity at its targets the light bolt cannon is a weapon to be feared, it does massive damage to shields and systems, but doesn't damage hulls
cost: 1000cr
mounts used: 1 turret mount.
Energy use: 10e

plasma cannon: the plasma cannon fires bolts of high energy plasma at its target, the weapon is however somewhat unstable and the bolts tend to go off before reaching their intending target, making this weapon best at flak use, it fires fairly quickly tough
cost: 1500cr
mounts used: 1 turret or external mount.
Energy use: 5e

Phaser VII: the Phaser VII is best known as a heavy weapon, but by current standards it just falls under that category, this weapon is 1 to be wary off as it can do heavy damage to small ships and large ships alike
cost: 2000cr
mounts used: 3 turret mounts
energy use:15e

light ion beam cannon: the ion beam cannon is a weapon of mass destruction, the light ion beam cannon can only be mounted on frigates or above, it can only be used as a turret on destroyers or above
cost: 2500cr
mounts used: 6 turret mounts
energy use: 25e

heavy weapons: heavy weapons are normally slow firing weapons that are incapable of targetting fast moving craft, however that can do massive damages if they hit

Phaser VIII: the Phaser VIII is the 1 to heaviest phaser weapon in the game and worthy of the name heavy weapon, it can fire several times per minute and tough it does the least damage off all heavy weapons it is still dangerous, even to fast and maneuverable craft.
Cost: 2000cr
mounts used: 4 turret mounts
energy use: 20e

advanced ion beam cannon: the advanced ion beam cannon can be used as anything, ranging from a light to a heavy weapon, it is generally used as a heavy weapon tough and is thus in this category, all ships can mount an advanced ion beam cannon.
Cost: 2500cr
mounts used: 4 turret mounts
energy use: 25e

medium ion cannon: the medium ion cannon is a weapon to behold, capable of ripping frigates to shreds in seconds and putting holes through destroyers, this fearsome weapon can only be mounted in light destroyers or above in a spinal mount, or on light cruisers or above on turret mounts.
Cost: 5000cr
mounts used: 8 turret mounts
energy use: 50e

special weapons: special weapons are various is design and usage, some are considered superweapons, while others are relatively normal things that aren't much use when used as normal weapons

fusion carver: the fusion carver is a weapon of reasonably high power, though extremely short range, used by asteroid haulers to cut asteroids into more usable portions for processing
cost: 500cr
mounts used: 2 turret mounts, forward only, extremely short range
energy use: 10e

electro-grappler: the electro-grappler uses a combination of electro-magnets and powerfull EM fields to grapple onto an enemy ship and disturb its working, doesn't do any damage but is extremely usefull in combination with the fusion carver
cost: 500cr
mounts used: 2 turret mounts
energy use: 5e

Kinetic weapons: kinetic weapons use projectiles of 1 kind or another to damage and/or destroy the enemy, they are most effective against enemy ship's hulls and use only little to no energy

light massdriver: a light weapon and 1 of the few light kinetic weapons, massdrivers throw large amounts of small projectiles into their opponents and are best used again fast moved targets such as fighters and corvettes
cost: 250cr
mounts used: 1 turret or 1 external mount.

light missile launcher: the light missile launcher fires small, guided or unguided, self propelled missiles, it is small and cheap but carries only 8 missiles which it can fire off 1 post
cost: 250cr, reloads cost 100cr
mounts used: 1 external mount
ammo: 8 missiles per launcher and reload.

Medium missile launcher: larger version of the light missile launcher, carries only 4 missiles
cost: 500cr, reloads cost 250cr
mounts used: 2 external mounts
ammo: 4 missiles per launcher, reloads have 8 (so you can reload twice with 1 reload)

heavy missile launcher: larger version of the above 2, missiles are too slow to hit fast targets such as fighters, carries 4 missiles
cost: 1000cr, 500cr for reloads
mounts used: 4 external mounts
ammo: 4 missiles per launcher and reload.

Torpedo launcher: fires unguided highly explosive torpedoes, carries 4 torpedoes but may only fire 1 per post
cost: 1000cr, 100cr for reloads
mounts used: 1 external mount.
Ammo: 4 torpedoes per launcher and reload.

Photon torpedo launcher: much more powerfull version of the torpedo launcher.
Cost: 2500cr, 250cr for reloads
mounts used: 2 external mounts
ammo: 4 torpedoes per launcher and reload.

Chaos torpedo: the only real superweapon at the moment, the chaos torpedo causes massive dimensional disruptions at the target location, doing severe damage and possibly penetrating shields, use with caution, launcher is 1 time use and must be replaced after launching
cost: 15000cr
mounts used: 6 external mounts
ammo: 1 shot only
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Last edited by flapjack; 10 Oct 2003 at 21:28.
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Unread 9 Oct 2003, 11:43   #7
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Re: space frontier, rise of earth

fighters may used as well by the following rules (untill i can put up some predesigned ones, fighters may use only light and kinetic weapons, fighters may NEVER use super weapons)

light fighter: 4 to an external mount
cost: 1000cr
engine mounts: 1
armor mounts: 1
shield mounts: 0
turret mounts: 2
external mounts: 2
additional mounts: 0

medium fighters: 2 to an external mount
cost:2500cr
engine mounts: 1
armor mounts: 1
shield mounts: 1
turret mounts: 4
external mounts: 2
additional mounts: 1

heavy fighters: 1 to an external mount
cost: 5000cr
engine mounts: 1
armor mounts: 1
shield mounts: 2
turret mounts: 6
external mounts: 4
additional mounts: 2

bombers: 1 to an external mount, may use medium weapons and advanced ion cannons
cost: 7500cr
engine mounts: 2
armor mounts: 1
shield mounts: 4
turret mounts: 6
external mounts: 6
additional mounts: 0
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<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
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Unread 10 Oct 2003, 10:33   #8
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Re: space frontier, rise of earth

Additional systems: as their name indicates the additional systems go into additional mounts, extra engines, FTL drives and many other such systems also go into the additional mounts and additional mounts can be used to harbor all kinds of equipment, ranging from weapons to shields and armor

sensors: sensors are the eyes and ears of a ship, without sensors you won't even know what's in front of your ship, every ship comes with a basic sensor system, which tough very weak is reliable

basic sensor system: the basic sensor system, it features a number of sensors spread across your hull and it comes free with every ship
cost: completely free

improved sensor system: featuring a much larger array of sensors and using slightly more sophisticated sensors the improved sensor system is slightly less reliable in combat situations, but has a much larger range and much better chance of detecting objects, comes free with some hulls
cost: 100cr, some hulls get this system for free
mounts used: 1 additional mount, hulls that have this system standard do not lose additional mounts for it

advanced sensor system: the most powerfull of the basic sensor systems. The advanced sensor system is highly reliable like all sensor systems but much better then the basic and improved systems
cost: 500cr
mounts used: 1 additional mount
energy use: 1e

particle scanning array: the particle scanning array is used primarily in nebula's, it has a very low resolution, but it is the only sensor system that can scan inside nebula's, allowing you to detect ambushes or ambush others yourself
cost: 1000cr
mounts used: 1 additional mount
energy use: 1e

wave scanning array: this active scanning system sends out waves of energy which reflect on shields and hulls of other ships, the system has a very high range and resolution, but alerts all ship scanned with it of your presence and location
cost: 1000cr
mounts used: 1 additional mount, 1 external mount for the emitter
energy use: 2e

wave detector array: essentially a wave scanning array without the emitter system, this scanning array has a very high range and reasonable resolution, it doesn't alert others of your presence and position tough
cost: 1000cr
mounts used: 1 additional mount.

Phase detector array: the phase detector array can measure tiny variances in energy emissions, subspace structure and other such factors, it can also scan through solid objects such as planets (tough not trough radioactive objects such as suns or radioactive asteroids), it has the biggest range of all scanners and a reasonable resolution
cost: 2500cr
mounts used: 2 additional mounts

tachyon scanning array: using large tachyon accelerators and detectors the tachyon scanning array can detect cloaked vessels almost 100% of the time, it has a short range and terrible resolution but is the best solution to cloaked vessels jumping you from nowhere.
Cost: 2500cr
mounts used: 2 additional mounts
energy use: 5e

blast sounder array: featuring an array of small torpedo tubes this system can be used to detect ships at extreme range under any circumstances, often used by starbases that are near or in nebula's combined with a particle scanning array, it can also be used in combination with normal torpedo launchers and makes a devastating threat to cloaked ships or ships hiding nebula by firing off the modern version of dept charges
cost: 5000cr, 100cr for torpedo reloads
mounts used: 2 additional and 2 external mounts
ammo: 50 mini-torpedoes, 10 per reload.

Deflector dish: improves the abilities of your current sensor system(s) by 50%
cost: 500cr
mounts used: 1 additional mount.

Computer upgrades: the computer system makes life easier for you and your crew, better computers will improve shield strength, decrease energy usage, etc.

basic computer system: the most basic of computers, a basic computer system comes free with every ship hull
cost: free

improved computer system: by decreasing the size of the various parts of the computer, the improved computer is equal in size to the basic computer and a complete replacement of it, it is 25% faster and reduces the chance of engine failure by 10%, it also increases the range of sensors and weapons by 5% and the chance to detect cloaked vessels by 5%
cost: 250cr
mounts used: none, this replaces the basic computer system.
Energy usage: 1e

advanced computer system: another upgrade of the improved computer system, this computer upgrade replaces the basic or improved computer system with an even more powerfull version, it increases sensor and weapons range by 10% and the chance to detect cloaked vessels by 5%, it also reduces the chance of engine failure by 15% but is not noticeably faster then the improved computer system.
Cost: 1000cr
mounts used: none, this replaces the basic or improved computer system.
Energy usage: 2e

photon computer system: this computer uses light to transfer data at a lightning quick rate, it can either replace the current computer system or be used as an add-on, it is 50% faster then the basic computer system, increases shield strength by 5%, increases sensor and weapons range by 15% and reduces the chance of engine failure by 25%
cost: 2500cr
mounts used: 1 additional mount when used as add-on, otherwise replaces the original computer.
Energy usage: 5e

phased computer system: by using phasing technique this computer can process twice as much data as the advanced computer system. It is 150% faster then a basic computer, reduces chance of engine failure by 50% and increases the shield strength by 25%, it also increases weapons and sensors range by 25% and the chance to detect cloaked vessels by 50%
cost: 10000cr
mounts used: 2 additional mounts
energy usage: 10e

tactics computer: a separate computer for the single purpose of determining the tactic of the enemy and responding to that, reduces the effect of evasive maneuvers from your enemy by 50% and increases the chance of hitting a ship critical system by 10%
cost: 1000cr
mounts used: 2 additional mounts
energy usage: 2e

other upgrades: upgrades that do not fall under the above upgrades are detailed below

expanded cargo hold containers: increases cargo space by 500 tonnes by adding an extra cargo bay to the outside of the ship.
Cost: 1000cr
mounts used: 2 additional mounts

advanced shield emitters: increases shield output by 25% by adding a number of highly advanced shield emitters to the outside of the ship.
Cost: 500cr
mounts used: 2 additional mounts
energy usage: 5e

advanced boarding system: the advanced boarding system allows boarding of moving ships by latching the ship that is using the system onto the outer hull of the enemy ship, allowing marines to burn a hole in the enemy hull and invade the ship.
Cost: 1000cr
mounts used: 1 additional mount.
Energy usage: 2e to remain latched onto the enemy ship, may not fire weapons while latched on

internal defense turrets: adds turrets to critical points around the ship, add to the ships ability to repel invaders.
Cost: 100cr per turret.
Mounts used: 1 additional mount for the turret control system, another 1 additional mount for every 10 turrets after the first 10
energy usage: 1e per 10 turrets

remote operated attack drones: increase the effectiveness of marines, both on the defensive and offensive sides, remote operated attack drones are armed with 2 automatic weapons and are heavily armored
cost: 1000cr per drone.
Mounts used: none, but may only have 1 drone per marine company
energy usage: 1e

plasma vent system: allows venting of drive plasma into your ship, does severe damage to the affected sections but clear all known kinds of infection and enemy attacks from the area, also clears any crew or marines in that affected section.
Cost: 1000cr
mounts used: 2 additional mounts
energy usage: 1 drive shutdown while using this system, cannot be used with ion and chemical burn drives

ramming rig: by making the front of your craft much more sturdy, damage from impacts is severly reduced, this upgrade also makes it so that damage to the other craft is greatly increased, makes your ship a lot more usefull for ramming others
Cost: 500cr
mounts used: 2 additional mounts
energy usage: none

class 1 stealth system: the class 1 stealth system severely reduces a ship's sensor signature by insulating the ships hull with specially designed EM field generators, shields and polarized armor cannot be used in combination with this system
cost: 10000cr
mounts used: 4 additional mounts
energy usage: 150e

basic cloaking device: the basic cloaking device is an extremely low-powered massive energy using device that renders the ship using it almost completely undetectable at any range, it however forces all weapons and shields to be shutdown and makes it impossible to use active sensors, it's also utterly expensive
cost: 25000cr
mounts used: 6 additional mounts
energy usage: 400e
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<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence

Last edited by flapjack; 11 Oct 2003 at 20:08.
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Unread 10 Oct 2003, 10:34   #9
flapjack
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Re: space frontier, rise of earth

you may now start posting your characters and ship designs

note the above lists will be amended regurlarly as the thread progresses

haven't added the more expensive ships yet as there isn't much use to doing so
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Unread 10 Oct 2003, 22:14   #10
Fluffie
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Re: space frontier, rise of earth

i'll be working my.. way.. through the stuff. sometime. cut me some slack, i'm a busy man

(l0lz0r! )
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Unread 11 Oct 2003, 14:12   #11
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Re: space frontier, rise of earth

really, didn't think you were
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Unread 11 Oct 2003, 15:45   #12
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Re: space frontier, rise of earth

Name: Devos Takkar
Position: Captain, Old Republic 8th Fleet
Record: Fought four successful engagements against the aliens; awarded a medal of valour as first officer aboard the Venture for protecting his captain when the ship was boarded; newly awarded captaincy of the Repulse. Stubborn, some at HC would say to the point of insubordination, but totally loyal. Not a subtle man, but will never run from a fight; hates the Nixon corporation for being willing to risk a civil war to line their own pockets at the possible expense of his men. Has a strong sense of duty and honour.

Ship: R.S. Repulse
Role: Fleet vanguard; Fast patrol duties
Hull: Medium Frigate
Drives: 2x Plasma Drives
Armour: Tritanium
Shields: 1 energy shield, 1 kinetic deflector
Weapons: Light - 2x PD phasor, 2x Phasor III
Medium - 2x Phasor VI, 1x Phasor VII
Heavy - 1x Advanced Ion Beam Cannon
External Mounts: 2x Medium Missile Launchers ( 12 reloads)
1x Heavy Missile Launcher ( 6 reloads )
Additional Mounts: 1x LDS FTL-drive
1x Phase Detector Array
1x Particle Scanner
1x Advanced Computer
5x Internal Turrets

Unused: 4x Additional Mounts

Total Cost: 42,600 Credits
In Bank: 7,400 Credits

[ooc] hey flapjack, you DO know that electricity is a flow of electrons through a SUBSTANCE, and that a vacuum is a perfect insulator, don't you? So the light bolt cannon is a physical impossibility. Sorry to point that out. [/ooc]
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Unread 11 Oct 2003, 16:00   #13
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Re: space frontier, rise of earth

Quote:
Originally Posted by elsarius
Name: Devos Takkar
Position: Captain, Old Republic 8th Fleet
Record: Fought four successful engagements against the aliens; awarded a medal of valour as first officer aboard the Venture for protecting his captain when the ship was boarded; newly awarded captaincy of the Repulse. Stubborn, some at HC would say to the point of insubordination, but totally loyal. Not a subtle man, but will never run from a fight; hates the Nixon corporation for being willing to risk a civil war to line their own pockets at the possible expense of his men. Has a strong sense of duty and honour.

Ship: R.S. Repulse
Role: Fleet vanguard; Fast patrol duties
Hull: Medium Frigate
Drives: 2x Plasma Drives
Armour: Tritanium
Shields: 1 energy shield, 1 kinetic deflector
Weapons: Light - 2x PD phasor, 2x Phasor III
Medium - 2x Phasor VI, 1x Phasor VII
Heavy - 1x Advanced Ion Beam Cannon
External Mounts: 2x Medium Missile Launchers ( 12 reloads)
1x Heavy Missile Launcher ( 6 reloads )
Additional Mounts: 1x LDS FTL-drive
1x Phase Detector Array
1x Particle Scanner
1x Advanced Computer
5x Internal Turrets

Unused: 4x Additional Mounts

Total Cost: 42,600 Credits
In Bank: 7,400 Credits

[ooc] hey flapjack, you DO know that electricity is a flow of electrons through a SUBSTANCE, and that a vacuum is a perfect insulator, don't you? So the light bolt cannon is a physical impossibility. Sorry to point that out. [/ooc]
ship approved

and last, space isn't a perfect vacuum, thus a lightning bolt cannon is possible and when you realise that i never mentioned how it got the lightning bolt onto the target, who says it doesn't fire a minute stream of particle to conduct the lightning bolt, or that it simply fires a bolt of supercharged ion particles, so, the lightning bolt cannon is not a physical impossibility
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<Walrus> Let's all poke him next time he appears.
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<Gryffin> ungrateful wretches
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<Gryffin> so I can grace them with my presence

Last edited by flapjack; 11 Oct 2003 at 16:54.
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Unread 20 Oct 2003, 13:21   #14
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Re: space frontier, rise of earth

hello ?? anybody ?

*flapjack drags fluffie to the lists from his ears*
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<Gryffin> ungrateful wretches
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Unread 22 Oct 2003, 12:47   #15
Fluffie
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Re: space frontier, rise of earth

gunnery class gunship: the only true gunship, the gunnery is a highly advanced vessel that features many more guns then any corvette without making the ship a lot bigger or less maneuverable.
Cost: 10000cr
standard armor: extremely low
hull strength: very low
maneuverability rating: extremely high
acceleration rating: extremely high
engine mounts: 1
x1 plasma drive - 500 cr
armor mounts: 1
x1 polarized hull armor - 500 cr
shield mounts: 2
x1 kinetic deflector shield - 500 cr
turret mounts: 8
x2 advanced ion beam cannon - 5000 cr
external mounts: 6
x2 Medium missile launcher (+18 reloads) - 6500 cr
x2 light mass driver - 500 cr
additional mounts: 2
x1 warp drive (+retracting system) - 350 cr
wave detector array - 1000 cr

cargo capacity: 2 cargo bays, 250 tonnes each
basic sensor system, a basic computer system and a basic cargo loading system

launchers:
4/4 - 72
4/4 - 72

energy output: 400e
thrust output: large, huge with afterburners
maximum speed: medium

energy usage:
armour - 10e
shields - 5e
weapons - 50e

total costs: 24850 c

that times 2, eh?
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Unread 22 Oct 2003, 13:35   #16
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Re: space frontier, rise of earth

Quote:
Originally Posted by Fluffie
gunnery class gunship: the only true gunship, the gunnery is a highly advanced vessel that features many more guns then any corvette without making the ship a lot bigger or less maneuverable.
Cost: 10000cr
standard armor: extremely low
hull strength: very low
maneuverability rating: extremely high
acceleration rating: extremely high
engine mounts: 1
x1 plasma drive - 500 cr
armor mounts: 1
x1 polarized hull armor - 500 cr
shield mounts: 2
x1 kinetic deflector shield - 500 cr
turret mounts: 8
x2 advanced ion beam cannon - 5000 cr
external mounts: 6
x2 Medium missile launcher (+18 reloads) - 6500 cr
x2 light mass driver - 500 cr
additional mounts: 2
x1 warp drive (+retracting system) - 350 cr
wave detector array - 1000 cr

cargo capacity: 2 cargo bays, 250 tonnes each
basic sensor system, a basic computer system and a basic cargo loading system

launchers:
4/4 - 72
4/4 - 72

energy output: 400e
thrust output: large, huge with afterburners
maximum speed: medium

energy usage:
armour - 10e
shields - 5e
weapons - 50e

total costs: 24850 c

that times 2, eh?
finally the lazy 1 has done as i said

okay, ship approved (times 2)

now, missions will be coming up soon

ooc/ fluffie, which group are you gonna join ?? we already have 1 old earth republic player /ooc
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Unread 22 Oct 2003, 15:49   #17
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Re: space frontier, rise of earth

kind of a freelancer, wanting to grow big.. probably with the free planets stuff or freethinkers..

hmm.. nah, i'll just be a conquering dude in the free planets league.. or something.. mkay?
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Unread 22 Oct 2003, 17:17   #18
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Re: space frontier, rise of earth

so you're in the the confederation of free planets

that's okay with me

you can do 2 things:

1) explore, exploring doesn't get you money straight off, but if you find things like valuable asteroids, habitable planets, etc. you could sell information about them or exploit them yourself

2) do missions, each group has different missions and some players will not be able to take each missions because of that, you can only do missions for your own faction or factions you're allied with

current missions will be posted below
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Unread 22 Oct 2003, 17:22   #19
Fluffie
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Re: space frontier, rise of earth

wait.. can i be freelance and just do what i feel like doing?
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Unread 22 Oct 2003, 17:26   #20
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Re: space frontier, rise of earth

Old earth republic task distribution center:

mission 1: short range patrol, after another number of attacks by the confederation of free planets deep within earth space additional patrols have been assigned to what is considered the earth buffer zone, there are 6 systems in this zone and a patrol will have you pass through all 6
pay: 5000cr
risk: very low

mission 2: short range espionage mission, the freethinkers society is up to something again, we want to know what, we are sending a small patrol of ships into freethinker space to find out what they are up to, this mission will take you into the edge of freethinkers space in a newly colonised system, defenses are expected to heavy but not alert
pay: 50000cr
risk: high/very high

mission 3: long range escort, recent events have caused a lot of additional pirating and the chance of confederation attacks is high, this is why all non-combat vessels must travel in convoys and be escorted by combat ships, your mission is to take a group of freighters to a small miners outpost, just beyond the edge of republic space
pay:15000cr
risk: low/moderate

mission 4: system assault, we have decided to reclaim a system currently owned by the confederation, a group of troop transports is being prepared at this very moment however they require a capable escort, there will be heavy defenses with at least 1 command cruiser in the area and most likely several space stations and a small fleet
pay: 100000cr
risk: extreme
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<Walrus> Let's all poke him next time he appears.
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<Gryffin> ungrateful wretches
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Unread 22 Oct 2003, 17:27   #21
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Re: space frontier, rise of earth

Quote:
Originally Posted by Fluffie
wait.. can i be freelance and just do what i feel like doing?
yes, tough not choosing a side might be usefull, it can also be dangerous

if you decide to start as freelancer you will start neutral with all groups and can decide what you're going to do all by yourself

most freelancers take jobs from other neutral groups and keep themselves clear of the warzones, but you don't have to
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Unread 22 Oct 2003, 17:32   #22
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Re: space frontier, rise of earth

confederation of free planets military command center

mission 1: short range 'sting' operation, we have been harassing freethinker installations for some time and we think that the defenses of their primary spacestation in alpha centauri are now sufficiently weakened to risk a direct assault on the station
pay: 25000cr
risk: high

mission 2: trade disruption, the miners and the republic have been trading again, we have recieved word that they will be sending another convoy soon, you are to intercept and destroy or capture that convoy, do not allow any ships to escape
pay: 10000cr
risk: moderate

mission 3: planetary assault, the republic has done it again, they've dropped infantry forces on 1 of our planets and are now blockading it while their infantry takes over the planet.
you are to move in, destroy sufficient enemy vessels to allow our troop transport passage to the planet surface, then reinforce our current positions in the system.
pay: 50000cr
risk: very high
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<Walrus> Let's all poke him next time he appears.
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<Gryffin> they should be here!
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Unread 23 Oct 2003, 11:50   #23
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Re: space frontier, rise of earth

OOOHHhhhh an ickle thready. I thinks ill have es somes fun heres.

(Ill make a ship after school, Testing day argh)
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Unread 23 Oct 2003, 12:06   #24
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Re: space frontier, rise of earth

yea, you'd better or i'll haunt you for the rest of your life

i need someone to be a freethinker
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Unread 23 Oct 2003, 12:27   #25
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Re: space frontier, rise of earth

i could do a freethinker mission
if you'd put them up
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Unread 23 Oct 2003, 13:01   #26
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Re: space frontier, rise of earth

hmm

freethinkers are a bit distrustfull of anyone that isn't a freethinker

but ofc, you could always try
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IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence
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Unread 23 Oct 2003, 13:03   #27
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Re: space frontier, rise of earth

freethinker information gathering society:

mission 1: information gathering, we need information on republic positions near our borders, we believe they are planning to invade our space
pay: 15000cr
risk: moderate

mission 2: a friend in need, we need a fast vessel to carry some supplies to an allied ship, the ship has been disabled by enemy attacks and needs these supplies to get back home
pay: 25000cr
risk: moderate
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IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence
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Unread 23 Oct 2003, 13:06   #28
flapjack
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Re: space frontier, rise of earth

freelancer mission regulations:

freelancers that apply for a mission will only be accepted for that mission if the government issueing it trusts that freelancer enough

non-freelancers will always be able to take any mission from their own government and some missions from allies

freelancers may find that pay is reduced because of the fact they have no obvious group holdings and will always have to pay full price for upgrades and repairs

freelancers will also find that they'll quickly become a popular target for governments that are enemies to the ones they work for

freelancers are advised extreme caution when taking jobs because governments that don't want to risk their own ships on a near suicide mission will often hire freelancers to do that job instead
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IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence
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Unread 23 Oct 2003, 13:53   #29
Fluffie
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Re: space frontier, rise of earth

if this is all, freethinkers no. 2
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Unread 23 Oct 2003, 14:29   #30
flapjack
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Re: space frontier, rise of earth

fluffie: when you attempt to apply for the second mission from the freethinkers information gathering society you are, to say it blunty, rejected

they don't trust you enough to allow you do that mission

perhaps you should try a different mission first
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IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence
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Unread 23 Oct 2003, 15:05   #31
Fluffie
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Re: space frontier, rise of earth

*applies for the other mission, making clear he would've been a good and quick solution to the other mission though
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Unread 23 Oct 2003, 15:33   #32
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Re: space frontier, rise of earth

fluffie: you are gaven instructions to move to gamma Theta system, there near the fourth planet is an earth republic fleet, or so they seem to think
they want you to do a full scan of each of the ships and stations in the system, you are to remain undetected and if you are detected you must destroy the vessel(s) that detected you or escape before they can identify you

ps: you could also try to make a short range passive scan of every installation and vessel, if done correctly, you will be detected but nobody will suspect anything since you're neutral with them
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IRC quotes:
<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence
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