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Vegeta's idea

#51 User is offline   Joveia 

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Posted 04 January 2002 - 07:44 PM

Goddamn, where were you all when I started the AE project?

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#52 User is offline   brookeview 

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Posted 04 January 2002 - 09:14 PM

I was there...

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#53 User is offline   Joveia 

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Posted 04 January 2002 - 10:18 PM

BAAAAAAAAAH!

This project will come to nothing. I have foreseen it!

Good luck anyway.

btw, the best way to make a ship fire while cloaked is to set it's cloaking field primary or secondary, and have it's weapon the special function. I assume that was what you were asking about in one of the posts, might be mistaken.

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#54 User is offline   Joveia 

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Posted 05 January 2002 - 12:22 AM

[see below]

So my story isn't being used? Ok. I also asked you to make a seperate topic for this Mag.

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There are only 3 kinds of people: those who can count, and those who can't.

[This message has been edited by Joveia (edited 01-05-2002).]

[This message has been edited by Joveia (edited 01-05-2002).]

[This message has been edited by Joveia (edited 01-06-2002).]
There are only 3 kinds of people; those who can count, and those who can't.

#55 User is offline   Mag Steelglass 

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Posted 05 January 2002 - 11:41 PM

I've been working on the stats for ships today and yesterday. I have the earth forces and the first colonist faction's ships done. Tell me what you folks think, and what I should change (this is very long, so beware. I apologize for the length):

Earth (10 ships):
Cloaks, 10240 warp, nothing else particularly special.

Fighter:
Shields: 100
Turn: 3
Speed: 8.5
Warp: 10240
Energy: 600
Weapons:
Pulse: None
Beam: Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Cloak

Gunboat:
Shields: 200
Turn: 2
Speed: 6
Warp: 10240
Energy: 800
Weapons:
Pulse: PULSE TYPE 1
Range: Fusion Pulse
Speed: Protopulse Damage: 80
Guided: No Autotarget: No
Rapid: 20 Ammo: 35
Energy: 10 Dir range: 0
Other: None
Beam: Dual Linked Machine Guns
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: No
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 20
Other: Gunsmoke sprite looks like it’s firing from two places, one on each gun on the ship. This gun creates two bullets
Special: Cloak

Corvette:
Shields: 350
Turn: 2
Speed: 6
Warp: 10240
Energy: 1000
Weapons:
Pulse: Ion Beam
Range: Trazer Beam
Speed: N/A Damage: 10
Guided: N/A Autotarget: Yes
Rapid: 50 Ammo: -1
Energy: 30 Dir range: N/A
Other: Object to Cooridnate Static Beam, age 35, disables like zerbilites
Beam: Point Defense System
Range: 150
Speed: N/A Damage: 2
Guided: N/A Autotarget: Yes
Rapid: 20 Ammo: -1
Energy: 5 Dir range: N/A
Other: Object to Object Static Beam, age 15
Special: Cloak

Assault Frigate:
Shields: 650
Turn: 2.5
Speed: 5
Warp: 10240
Energy: 1500
Weapons:
Pulse: TRIPLE LINKED PULSE TYPE 2
Range: Fusion Pulse
Speed: Protopulse Damage: 45
Guided: No Autotarget: No
Rapid: 20 Ammo: 35
Energy: 40 Dir range: 0
Other: creates two little invisible pulses that fire off to the sides, then shoot pulse type 2 pulses forwards when they expire, and also has a delay so it fires a pulse type one forwards at the same time. this is a powerful gun
Beam: MISSILE LAUNCHER TYPE 1
Range: concussion missile
Speed: 9 Damage: 75
Guided: Yes Autotarget: No
Rapid: 35 Ammo: 200
Energy: 0 Dir range: 90
Other: more accurate than concussion missiles, but still not accurate enough to hit everything
Special: Cloak

Scout Cruiser (this is the Earth scout):
Shields: 900
Turn: 2
Speed: 5
Warp: 10240
Energy: 1500
Weapons:
Pulse: MISSILE LAUNCHER TYPE 1
Range: concussion missile
Speed: 9 Damage: 75
Guided: Yes Autotarget: No
Rapid: 35 Ammo: 200
Energy: 0 Dir range: 90
Other: more accurate than concussion missiles, but still not accurate enough to hit everything
Beam: BEAM TYPE 1
Range: PK Beam
Speed: 15 Damage: 40
Guided: No Autotarget: No
Rapid: 25 Ammo: ?
Energy: 13 Dir range: 20
Other: none
Special: Cloak

Heavy Cruiser:
Shields: 1000
Turn: 2
Speed: 5
Warp: 10240
Energy: 1000
Weapons:
Pulse: PULSE TYPE 3
Range: protopulse
Speed: 9 Damage: 105
Guided: No Autotarget: No
Rapid: 15 Ammo: 100
Energy: 5 Dir range: 0
Other: none
Beam: RAPID BEAM TYPE 1
Range: PK Beam
Speed: 15 Damage: 40
Guided: No Autotarget: No
Rapid: 12 Ammo: ?
Energy: 13 Dir range: 20
Other: none
Special: Cloak

Carrier:
Shields: 3000
Turn: 1
Speed: 2.5
Warp: 10240
Energy: 5000
Weapons:
Pulse: Earth Fighter Bay 1
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 105 Ammo: 3
Energy: 5 Dir range: 0
Other: launches earth fighters
Beam: Earth Fighter Bay 2
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 75 Ammo: 3
Energy: 5 Dir range: 0
Other: launches earth fighters. the different rapidnesses should make things spiffy.
Special: Cloak

Missile Destroyer:
Shields: 3500
Turn: 1.25
Speed: 4
Warp: 10240
Energy: 5000
Weapons:
Pulse: MISSILE LAUNCHER TYPE 2
Range: concussion missile
Speed: 10 Damage: 175
Guided: Yes Autotarget: No
Rapid: 70 Ammo: 80
Energy: 0 Dir range: 0
Other: very similar to concussion missiles, although these have better accel
Beam: MISSILE LAUNCHER TYPE 2
Range: concussion missile
Speed: 10 Damage: 175
Guided: Yes Autotarget: No
Rapid: 70 Ammo: 80
Energy: 0 Dir range: 0
Other: very similar to concussion missiles, although these have better accel
Special: Cloak

Troop Carrier (transport):
Shields: 900
Turn: 1
Speed: 3
Warp: 10240
Energy: 600
Weapons:
Pulse: Machine Gun Turret (mounted at front)
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Beam: Machine Gun Turret (mounted at back)
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Stealth Shield (weaponless transports would otherwise be nearly unstoppable. story for this is that cloaking devices do crappily when atmospheric pressure increases, often causing the transports with them to be destroyed. Stealth Shields are the same as in the factory settings, and they do fine with atmosphere.)

Assault Unit (assault transport):
Shields: 900
Turn: 1
Speed: 3
Warp: 10240
Energy: 600
Weapons:
Pulse: Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Beam: Assault Shuttle Bay
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 75 Ammo: 4
Energy: 5 Dir range: 0
Other: Launches the assault shuttles. Only one per launch.
Special: Cloak

Assault Shuttle (EVAT. they alter the occupation by three, not just one):
Shields: 100
Turn: 1
Speed: 7
Warp: 0
Energy: 600
Weapons:
Pulse: Machine Gun
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: No
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Beam: Point Defense System
Range: 150
Speed: N/A Damage: 2
Guided: N/A Autotarget: Yes
Rapid: 20 Ammo: -1
Energy: 5 Dir range: N/A
Other: Object to Object Static Beam, age 15
Special: Cloak

Colonist Faction 1 (7 ships):
Slow, tough ships with big short range guns and little missiles. Many of their ships have a seige mode. No to warp, yes to cloaks. They don't have a scout, as they're too slow to keep up with their enemies' moves with slow scouts and match them with slow ships. They just get their strategy set out and hope for the best.

Bomber:
Shields: 200
Turn: 3
Speed: 5
Warp: 0
Energy: 600
Weapons:
Pulse: Machine Gun
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: No
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Beam: Infrared Missile Launcher (100 ammo)
Range: concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 15 Ammo: 100
Energy: 0 Dir range: 0
Other: Turns in the same style as atomic pulses, and has very good accel.
Special: Cloak

Seige Engine (cruise mode):
Shields: 650
Turn: 2
Speed: 4
Warp: 0
Energy: 700
Weapons:
Pulse: Dual Infrared Missile Launcher (150 ammo)
Range: concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 15 Ammo: 150
Energy: 0 Dir range: 0
Other: Turns in the same style as atomic pulses, and has very good accel. This launcher fires two missiles at once, with a small distance range.
Beam: Engage Seige Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 30 Dir range: N/A
Other: Alter basetype to Seige Engine (seige mode)
Special: Cloak

Seige Engine (seige mode):
Shields: 1200
Turn: 4
Speed: 0
Warp: 0
Energy: 700
Weapons:
Pulse: PULSE TYPE 4
Range: fusion pulse
Speed: 15 Damage: 130
Guided: No Autotarget: No
Rapid: 20 Ammo: 100
Energy: 0 Dir range: 0
Other: None
Beam: Engage Cruise Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 30 Dir range: N/A
Other: Alter basetype to Seige Engine (cruise mode). creates a pulse with creation sequence of alter owner -1 and deals 550 damage, to reduce health accordingly.
Special: Cloak

Mine Layer:
Shields: 3000
Turn: 1.5
Speed: 2.5
Warp: 0
Energy: 1000
Weapons:
Pulse: Long Range Machine Gun
Range: double concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: No
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Beam: Deploy Mines
Range: Protopulse
Speed: 8 Damage: 200 per mine
Guided: No Autotarget: Yes
Rapid: 50 Ammo: 30
Energy: 0 Dir range: 90
Other: Fires seven pulses that look like mines and don't do anything to anything. They go in the general direction of the enemy ships, and, when they expire, create mines, which cloak.
Special: Cloak

Battle Rampart (cruise mode):
Shields: 5000
Turn: 1
Speed: 2
Warp: 0
Energy: 2000
Weapons:
Pulse: PULSE TYPE 4 TURRET
Range: fusion pulse
Speed: 15 Damage: 130
Guided: No Autotarget: Yes
Rapid: 20 Ammo: 100
Energy: 0 Dir range: 0
Other: None
Beam: Engage Seige Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 100 Dir range: N/A
Other: Alter basetype to Seige Engine (seige mode). It also creates a pair of Gun Turrets, starting with direction 90 and dir range 180. (They have an initial velocity.)
Special: Cloak

Battle Rampart (seige mode):
Shields: 10000
Turn: 0
Speed: 0
Warp: 0
Energy: 2000
Weapons:
Pulse: Dual Infrared Missile Launcher (300 ammo)
Range: concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 15 Ammo: 300
Energy: 0 Dir range: 0
Other: Turns in the same style as atomic pulses, and has very good accel. This launcher fires two missiles at once, with a small distance range.
Beam: Engage Cruise Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 100 Dir range: N/A
Other: Alter basetype to Seige Engine (cruise mode). creates a pulse with creation sequence of alter owner -1 and deals 5000 damage, to reduce health accordingly. It also destroys the gun turrets somehow.
Special: Cloak

Gun Turret (static destination, very high acceleration):
Shields: 650
Turn: 5
Speed: 0
Warp: 0
Energy: 2000
Weapons:
Pulse: PULSE TYPE 4
Range: fusion pulse
Speed: 15 Damage: 130
Guided: No Autotarget: No
Rapid: 20 Ammo: 100
Energy: 0 Dir range: 0
Other: offset to the right
Beam: PULSE TYPE 4
Range: fusion pulse
Speed: 15 Damage: 130
Guided: No Autotarget: No
Rapid: 20 Ammo: 100
Energy: 0 Dir range: 0
Other: offset to the right
Special: Cloak

Mauler:
Shields: 15000
Turn: 0.5
Speed: 1.5
Warp: 0
Energy: 7000
Weapons:
Pulse: DUAL LONG RANGE PULSE TYPE 4 TURRET
Range: protopulse
Speed: 15 Damage: 130
Guided: No Autotarget: Yes
Rapid: 20 Ammo:300
Energy: 0 Dir range: 0
Other: fires two pulses, with a decently small distance range
Beam: Dual Infrared Missile Launcher (400 ammo)
Range: concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 15 Ammo: 400
Energy: 0 Dir range: 0
Other: Turns in the same style as atomic pulses, and has very good accel. This launcher fires two missiles at once, with a small distance range.
Special: Cloak

Invader (cruise mode):
Shields: 2000
Turn: 2
Speed: 2.5
Warp: 0
Energy: 3000
Weapons:
Pulse: EVAT Bay
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 75 Ammo: 3
Energy: 5 Dir range: 0
Other: Launches the EVATs ten at a time.
Beam: Engage Seige Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 30 Dir range: N/A
Other: Alter basetype to Invader (seige mode).
Special: Cloak

Invader (seige mode):
Shields: 3000
Turn: 0
Speed: 0
Warp: 0
Energy: 3000
Weapons:
Pulse: Transport Bay
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 75 Ammo: 3
Energy: 5 Dir range: 0
Other: Launches three transports with each launch.
Beam: Engage Cruise Mode
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 255 Ammo: ?
Energy: 30 Dir range: N/A
Other: Alter basetype to Invader (cruise mode).
Special: Cloak

EVAT:
The only important thing is that some of them have Infrared Missile Launcher (15 ammo), and some have machine guns. Pretty much everything else is like the Ares EVATs.

Transport:
Shields: 1500
Turn: 0
Speed: 0
Warp: 0
Energy: 400
Weapons:
Pulse: Ion Pulse Gun
Range: fusion pulse
Speed: 20 Damage: 20
Guided: No Autotarget: No
Rapid: 35 Ammo: ?
Energy: 20 Dir range: 90
Other: None
Beam: None
Special: Stealth Shield (weaponless transports would otherwise be nearly unstoppable. story for this is that cloaking devices do crappily when atmospheric pressure increases, often causing the transports with them to be destroyed. Stealth Shields are the same as in the factory settings, and they do fine with atmosphere.)

------------------
"Cleanliness is evil. Embrace the mess!"

[This message has been edited by Mag Steelglass (edited 01-05-2002).]

[This message has been edited by Mag Steelglass (edited 01-06-2002).]

[This message has been edited by Mag Steelglass (edited 01-08-2002).]

[This message has been edited by Mag Steelglass (edited 01-13-2002).]

#56 User is offline   Skyfox 

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Posted 07 January 2002 - 05:07 PM

Patrick:
I have got some models of these factions.
Earth
CF2
Pirates

Ok if i email you some pictures and have you look them over?

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with it the ignorant newbie is beaten,
with it your mistakes are exposed.

"Not even time to finish my cake?"
NO. THERE IS NO MORE TIME, EVEN FOR CAKE. FOR YOU, THE CAKE IS OVER. YOU HAVE REACHED THE END OF CAKE.


- Terry Pratchett, Night Watch

#57 User is offline   Patrick 

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Posted 07 January 2002 - 06:52 PM

Sure. I was already working on the Earth ships though heh. Only have the fighter done, so I hope you didn't do it already heh. Also wouldn't it be better to wait for Mag to finish the stats so we'd know how many guns to have etc. ?

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#58 User is offline   Mag Steelglass 

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Posted 08 January 2002 - 10:24 PM

Colonist Faction 2 (8 ships):
Small, fast ships with plenty of long range guided weapons. Their ships are small, and their biggest ones are designed like heavy cruisers. Yes, cloak, no warp (except their biggest ships). They have nasty transports.

Interceptor:
Shields: 75
Turn: 3
Speed: 10
Warp: 0
Energy: 600
Weapons:
Pulse: Firefly Missile (30 ammo)
Range: concussion missile
Speed: 12 Damage: 35
Guided: Yes Autotarget: No
Rapid: 35 Ammo: 30
Energy: 0 Dir range: 0
Other: Pretty good tracking, but not perfect.
Beam: None
Special: Cloak

Hunter:
Shields: 85
Turn: 3
Speed: 8
Warp: 0
Energy: 600
Weapons:
Pulse: Heavy Firefly Missile (20 ammo)
Range: concussion missile
Speed: 12 Damage: 65
Guided: Yes Autotarget: No
Rapid: 50 Ammo: 20
Energy: 0 Dir range: 0
Other: Tracking is only slightly better than concussion missiles.
Beam: Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Cloak

Missile Boat:
Shields: 150
Turn: 2
Speed: 7
Warp: 0
Energy: 700
Weapons:
Pulse: Heavy Firefly Missile (20 ammo)
Range: concussion missile
Speed: 12 Damage: 65
Guided: Yes Autotarget: No
Rapid: 50 Ammo: 20
Energy: 0 Dir range: 0
Other: Tracking is only slightly better than concussion missiles.
Beam: Firefly Missile (30 ammo)
Range: concussion missile
Speed: 12 Damage: 35
Guided: Yes Autotarget: No
Rapid: 35 Ammo: 30
Energy: 0 Dir range: 0
Other: Pretty good tracking, but not perfect.
Special: Cloak

Support Unit (thinks it is much weaker than it is, so it’s running from most things):
Shields: 220
Turn: 2
Speed: 5
Warp: 0
Energy: 800
Weapons:
Pulse: Neutron Pulse Gun
Range: atomic pulse gun
Speed: 7.5 Damage: 300
Guided: Yes Autotarget: Yes
Rapid: 120 Ammo: ?
Energy: 30 Dir range: 20
Other: Just like a different version of an atomic pulse.
Beam: Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Cloak


Nuclear Delivery System (NDS):
Shields: 220
Turn: 2
Speed: 5
Warp: 0
Energy: 900
Weapons:
Pulse: Nuclear Missile Launcher
Range: 2x atomic pulse gun
Speed: 9 Damage: N/A
Guided: Yes Autotarget: No
Rapid: 300 Ammo: 2
Energy: 0 Dir range: 0
Other: Makes a large explosion, which can collide with ships, and does 100 damage per tick. Nukes are also unusually tough (about 600 health), and have bad tracking, though we could give them weapons that they’d think were autotarget and had range, and would cause them to destruct, so they’d be able to explode near enemy ships if they missed.
Beam: Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 15
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Cloak

War Cruiser (this is their scout):
Shields: 1000
Turn: 2
Speed: 6
Warp: 5120
Energy: 1000
Weapons:
Pulse: Pounder Missile Launcher (50 ammo)
Range: concussion missile
Speed: 10 Damage: 240
Guided: Yes Autotarget: No
Rapid: 70 Ammo: 50
Energy: 0 Dir range: 30
Other: Tracking is the same as concussion missiles.
Beam: Heavy Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 23
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Cloak
Ground Assault Transport:
Shields: 1200
Turn: 2
Speed: 7.5
Warp: 0
Energy: 1000
Weapons:
Pulse: None
Beam: Heavy Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 23
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Cloak

Marine Transport (EVAT. Alters occupation count by five):
Shields: 1200
Turn: 2
Speed: 7.5
Warp: 0
Energy: 1000
Weapons:
Pulse: None
Beam: Heavy Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 23
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Cloak

------------------
"Cleanliness is evil. Embrace the mess!"

[This message has been edited by Mag Steelglass (edited 01-13-2002).]

#59 User is offline   Skyfox 

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Posted 09 January 2002 - 05:23 PM

Some ideas...

Plug names:
The Space Beyond

Mission names:
First Blood
International Affairs
Project: Doomsday
War is Hell
A Shadow has Fallen
Rendevuz With Destiny
Against all odds...
...We must Prevail...
...And in the Darkest of Nights...
...Our Nation Shall Prove it's Worth
Techaphobia
Into the Asteroids
Trial of Fire
When all Else Fails
Operation Quasar
Asking for Trouble
Operation Lightning War

Faction names:
EF- Global Republic of Earth
CF1- Syn'iena Faction
CF2- The Free Worlds of Jados
B- Hodrim's Freedom Fighters
P- National Fighters for Free Trade

------------------
Truth is a double edged sword,
with it the ignorant newbie is beaten,
with it your mistakes are exposed.

"Not even time to finish my cake?"
NO. THERE IS NO MORE TIME, EVEN FOR CAKE. FOR YOU, THE CAKE IS OVER. YOU HAVE REACHED THE END OF CAKE.


- Terry Pratchett, Night Watch

#60 User is offline   Mag Steelglass 

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Posted 09 January 2002 - 05:52 PM

I think we should probably make CF3 be from Centauri. Oh, and references to songs can make pretty good level names, if we run out (which we most likely will).

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#61 User is offline   The Journalist 

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Posted 09 January 2002 - 06:15 PM

Ship: Canadeean* Baitship

Shield: 900
Weapon 1: Defence Flak
Range and speed: Nearly Infinate, but damage dimimishes with range
Damage: Max, 150, min, 10
Weapon 2: none
Special:Time distorter.
Allows time to move in irregular bursts for the Baitship, so the ship(and other friendly ships near it), to the hostile ships, seems to move at constantly changing speed.
Range: Depends on energy used


* the Canadeean race can be used as the Pirates.

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#62 User is offline   Mag Steelglass 

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Posted 09 January 2002 - 11:15 PM

Those are some great ideas and all, but they don't really fit the plug, as we're doing a TC, which (as Patrick said before, but I don't think you saw that post) means Total Conversion, which means that absolutely everything in Ares is going to be replaced. And we've also planned that there's only one alien race, and they use older, crappier versions of ships from one of the human groups that they've captured. Sorry, but your ideas just don't fit. You could make a plug to use them, though.

Some things that Patrick and I agreed on on GR, and other people can give advice on, too:

- Twenty missions per side, with the sides that have missions being the three colonist factions, the barbarians, and the astrominers. (Total of 100 singleplayer missions.)

- Colonist faction 3 ends up surrendering to the earth forces at about mission 12, and the rest of their missions are working for the earth's military.

- The pirates steal working FTL technology from the earth forces. They know from the pirates in the Sol system that pirating earth ships is extremely hard (due to their FTL drives, they can just warp away when pirates attack), so they share the technology with the colonist factions. However, they know that it'd be easier for them if the colonist factions didn't know about each other, so they don't tell them. The two surviving colonist factions begin invading Sol (Bases of importance are in Jupiter and on its moons, in the asteroid belt, on Luna, and on earth. This is because, at any given time, half of the planets in the solar system are on the opposite side of Sol as Earth, and most of the rest are way off to the sides of where any given invasion fleet would arrive.), and realize that they both exist. They work out an agreement, and work together, combining their entire fleets and throwing them at Earth.

- The Earth's military holds back the invasion, and has a pretty small fleet left. The colonist factions start rebuilding their fleets and build up their defense stations in the final missions' epilogues.

- The astrominers work out a treaty with whatever colonist faction is in their system, and agree to help rebuild things quickly. Half of them use the FTL technology to go to the second surviving colonist faction's system and help rebuild.

- The barbarians continue to raid cities and stations in their system. Seeing as neither cities nor stations can warp, they don't care who wins the war.

- The aliens begin a bitter war with Earth. The pirates try to help them without actually getting permission, as they're afraid the aliens will try to kill them if they give them the opportunity. The aliens are grateful for the help, and realize that not all humans are the same, but are afraid of the pirates making a backstab, so they don't pursue contact. Their forces gladly fight alongside the pirates, though.

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#63 User is offline   Patrick 

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Posted 11 January 2002 - 05:01 PM

Posted Image
Here's CF1's Seige Engine in it's cruise mode with missile launchers out and ready.
[EDIT: whoops, CF1 not CF2]
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[This message has been edited by Patrick (edited 01-11-2002).]

#64 User is offline   Skyfox 

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Posted 11 January 2002 - 05:15 PM

I sugest that you make some rift lines. Not very large ones, just barly noticable.

PS: by the way, did you get the pictures i sent you?
<Edit: trying to figure out how a pic in the message>

Posted Image
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[This message has been edited by Skyfox (edited 01-30-2002).]
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#65 User is offline   Skyfox 

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Posted 11 January 2002 - 05:57 PM

Some History To each race:
EF- Global Republic of Earth- GRE
Formed shortly following WWIII. The UN proposed a new style of democratic government under which the nations would become states in their own right, in turn governed by a senate. This became known as the “One Earth” policy. This was widely adopted by the weary nations of earth, who never wanted to see war again.

CF1- Syn'iena Faction- SF
For many years the people who came from earth on Colony Ship#1, were at peace with the Global Republic of Earth and it’s policy's. The large and industrial system of Sirus provided the people a prosperous living. However, the people of Sirus were growing more and more upset at the way the GRE restricted the mining of the resources of the sirus system. A small band of militants, revolted, in a suicide attack, using small shuttles crammed with explosives, rammed into the GRE embassy vessel docked to the orbital station. The people of sirus took up arms to throw off their GRE oppressors, the GRE, tired of war, granted the people of sirus their freedom.

CF2- The Free Worlds of Jados- FWJ
Named after the heroic captain Jados P. Anderson of Colony Ship#2, Who saved his crew from death by a reactor explosion.

CF3- Centurians- CNT
(Mag Steelglass should do this)

B- Hodrim's Freedom Fighters- HFF
Names by some of his colleges in honor of Hodrim T. Yiquson, the wealthy billionaire that bought and funded the Freedom Fighters group. Seeking to bring back the government to the uncorrupted state that it use to be.

P- National Fighters for Free Trade- NFT
Angered by the high tariffs and taxes imposed on the colonies by the GRE, a group of bandits raid GRE ships with high regularity. They call themselves the National Fighters for Free Trade because they fight for trade without taxes. Or so they say... Sometimes they raid other ships just for the booty.

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#66 User is offline   Patrick 

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Posted 11 January 2002 - 07:46 PM

Quote

I sugest that you make some rift lines. Not very large ones, just barly noticable.

What’s a rift line?

Quote

PS: by the way, did you get the pictures i sent you?

Yeah, they lacked some detail, but perfectly all right for a 200x100 brief pic or a 64x64 sprite i guess.

Quote

CF1- Syn'iena Faction- SF
For many years the people who came from earth on Colony Ship#1, were at peace with the Global Republic of Earth and it’s policy's. The large and industrial system of Sirus provided the people a prosperous living. However, the people of Sirus were growing more and more upset at the way the GRE restricted the mining of the resources of the sirus system. A small band of militants, revolted, in a suicide attack, using small shuttles crammed with explosives, rammed into the GRE embassy vessel docked to the orbital station. The people of sirus took up arms to throw off their GRE oppressors, the GRE, tired of war, granted the people of sirus their freedom.

How exactly was the GRE supposed to govern a system lightyears away without FTL travel or communications? Don’t forget that only the GRE has FTL travel and only the pirates have FTL comm systems. Also, the GRE doesn’t get FTL until maybe 1-2 years before the plug starts.

Quote

B- Hodrim's Freedom Fighters- HFF
Names by some of his colleges in honor of Hodrim T. Yiquson, the wealthy billionaire that bought and funded the Freedom Fighters group. Seeking to bring back the government to the uncorrupted state that it use to be.

Well this seems a lot too “clean” for the barbarians that Mag and I sketched out. If they were real freedom fighters, why bother raiding and destroying random stations on the edge of CF2’s system?

Quote

P- National Fighters for Free Trade- NFT
Angered by the high tariffs and taxes imposed on the colonies by the GRE, a group of bandits raid GRE ships with high regularity. They call themselves the National Fighters for Free Trade because they fight for trade without taxes. Or so they say... Sometimes they raid other ships just for the booty.

Well #1 this would limit them to being in Sol, when they are supposed to be in Sol, Sirus, Centauri, and CF2’s system.

My versions of the histories, feel free to criticize:

EF- Global Republic of Earth- GRE
After a rather out-of-hand “conflict”, an accidentally launched ICBM triggered a nuclear war which left much of the developed world a radioactive wasteland. The enormous economic recession caused even more damage, resulting in a global depression lasting almost a decade. The remaining nations formed a loose economic confederacy to fight the recession- the GRE. The leaders of the GRE were of course not satisfied with their weak economic power, and the sovereignty of the nations has slowly eroded over the past four centuries. The Republic’s ministries of Economy and Defense now control most of the power in their respective sectors and the GRE military have “taken care of” any holdouts to absolute GRE power. Several recent amendments to the Republic charter have had the disturbing effect of concentrating power into the hands of a privileged few...

The GRE discovers the secret of a workable FTL drive two years before the plug begins. As the Sol system has begun to suffer from overpopulation and a lack of easily accessable natural resources as well as the eroding tax base, the military leaders of the GRE hatched a plan to solve all three:

Use the ever-expanding GRE military to search down the colony ships launched over 450 years ago, the GRE will conquer the colonies, which will provide:

1. A new and larger tax base formed of the citizens of the colonies.
2. Pre-setup mining operations which were already in place in the system.
3. A place to dump the surplus citizens of the lower classes which are slowly but surely dragging the Republic down with welfare payments to the masses of people who can’t find work or are unqualified to work.


CF3- Centaurian People’s Republic- CPR
The colony ship carring the CPR colonists to Centauri had an uneventful voyage and managed to survive with it’s human cargo intact. The resource-rich Centauri system was a godsend to the colonists.

However, there was something in their way: an alien race

Inhabiting the richest planet in the system, the Mycenians were in the CPR’s way. Fourty years after the colonists arrived in the system, the Mycenians turned down a “treaty” that would have made them slaves to all intents and purposes. Two weeks later, CPR troops attacked Mycenia. The campaign was brutal and swift. The technology of the Mycenians was roughly eqivalent to 2001 AD Earth’s, far less advanced than the 22nd century technology of the CPR. The standing Mycenian forces were quickly destroyed, and the resource-rich equator of the planet was rapidly fortified against any assaults on the strip-mining operations there.

However, the Mycenians had cunning to match that of the humans, and only a decade later they, using stolen CPR technology, overran the last CPR fortification at the aptly named town of New Alamo.

The Mycenians retain a bitter hatred of the humans due to the sufferings they faced at the hands of the CPR, and a bitter and neverending war has raged across Centauri ever since.


too lazy to write any more, heh.

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[This message has been edited by Patrick (edited 01-11-2002).]

#67 User is offline   Skyfox 

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Posted 11 January 2002 - 09:12 PM

[quote]
What’s a rift line?
[/quote]
A rift line is a place where the ship can open up. If this thing can change into a battle hulk, then there should be some cracks that open up to reveil the new weapons. It's just a sugestion for detail.


[quote]How exactly was the GRE supposed to govern a system lightyears away without FTL travel or communications? Don’t forget that only the GRE has FTL travel and only the pirates have FTL comm systems. Also, the GRE doesn’t get FTL until maybe 1-2 years before the plug starts.
[/quote]
Maybe i could put somthing about them being agrevated about the slowness of communication as well.
unless you got anything better?

[quote]Well this seems a lot too “clean” for the barbarians that Mag and I sketched out. If they were real freedom fighters, why bother raiding and destroying random stations on the edge of CF2’s system?[/quote]

Of course, the freedom fighters care nothing about how they achieve their goal. They will do ANYTHING to achieve their goal. They attacked those stations becuase they contained arms supplys, they don't care that there were civilians on the stations that got killed.
Again, anything better will be fine with me.

[quote]Well #1 this would limit them to being in Sol, when they are supposed to be in Sol, Sirus, Centauri, and CF2’s system.[/quote]
Well, there were people in all systems who resented the taxes imposed by their government.[/QUOTE]
Anybody think of other reasons?



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#68 User is offline   Mag Steelglass 

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Posted 12 January 2002 - 01:46 PM

For the Barbarians:

My idea for them was that they used to be a group of pirates - a very successful one. After a while, individual freighters weren't very profitable, so they began building combat-oriented fleets and sacking cities and stations. They also attack a few very large convoys, but not often.

Mycenians (I think "Centaurians" would be better, as that's how aliens are named in most things):

It's not just remembering their suffering, but they also group all humans into one group, and consider them all dangerous and warlike. When they see ships of other human groups, they attack them, as they think that they are just the same as CF3. Also, their ships are slightly worse than CF3's, as any given ship was captured a while ago, and new versions of it have come out since. We should make their graphics very similar to the graphics of CF3, but looking slightly different and older. Some of their ships have assault shuttles that can capture other ships in combat.

Astrominers (we've covered it before, but while we're doing all factions, we may as well bring it up):

Pirates love the astrominers. They have tons of valuable minerals, and ships that aren't combat oriented. The astrominers do have one class of fighter, though, to defend them, but it isn't very successful. They have tried many times to get military ships stationed near their operations to protect them, but failed. Eventually, they went on strike. Seeing as governments don't like strikes, military ships were sent out to break up the strike. Fighting broke out, and it's basically become a war. Each side has recordings that show that the other side started the fight, so nobody knows who it was.

Pirates:

I think that they are basically greedy people who want cash, and know that travelling ships carry many valuable things, and that stopping the ships and stealing all of the valuable things off of them can lead to great profit, so they have become pirates. Nothing particularly special. Besides, if they wanted free trade, raiding ships would only make trading less profitable, as some of the ships you were sending in any given trade would be hit by pirates.

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#69 User is offline   Mag Steelglass 

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Posted 13 January 2002 - 07:27 PM

Colonist Faction 3 (6 ships):
Some fast, tough ships with decent short-range weapons, and some slower, weaker ships with powerful support weapons. No cloaks for the brawlers, yes cloaks for the supporters. No warp.

Fighter:
Shields: 130
Turn: 2.5
Speed: 11
Warp: 0
Energy: 600
Weapons:
Pulse: BEAM TYPE 2
Range: Lepton Beam
Speed: 10 Damage: 65
Guided: No Autotarget: No
Rapid: 25 Ammo: ?
Energy: 10 Dir range: 0
Other: none
Beam: Configure for Invasion
Turns it into a transport with the same stats as this, but is a transport. Since it’s just a fighter, instead of fully capturing a planet, it alters its occupation count by 1, like an EVAT.
Special: Configure for Boarding
Turns it into an EVAT with the same stats as this, but is an EVAT. It has no weapons except for the beam type 2. Seeing as it would be more effective than a standard EVAT, it alters occupation count by two, instead of one.

Tim:
Shields: 80
Turn: 2
Speed: 7
Warp: 0
Energy: 600
Weapons:
Pulse: None
Beam: BEAM TYPE 3
Range: LRPK
Speed: 1 Damage: 100
Guided: No Autotarget: No
Rapid: 30 Ammo: ?
Energy: 8 Dir range: 30
Other: Has a maximum speed of 20, and accelerates over time, just like lepton beams. Is indigo, and makes a bunch of indigo sparks, like the cantharan HVD weapon, when it hits stuff.
Special: Cloak

Stilleto (when this dies, it makes a large, very damaging explosion):
Shields: 220
Turn: 2
Speed: 9
Warp: 0
Energy: 800
Weapons:
Pulse: Carrion Missile (2 ammo) (offset to the right)
Range: Concussion Missile x1.25
Speed: 9 Damage: 300
Guided: Yes Autotarget: No
Rapid: 100 Ammo: 2
Energy: 0 Dir range: 0
Other: Tracking is equal to concussion missile tracking.
Beam: Carrion Missile (2 ammo) (offset to the left)
Range: Concussion Missile x1.25
Speed: 9 Damage: 300
Guided: Yes Autotarget: No
Rapid: 100 Ammo: 2
Energy: 0 Dir range: 0
Other: Tracking is equal to concussion missile tracking.
Special: Cloak

Falcata:
Shields: 450
Turn: 1.5
Speed: 4
Warp: 0
Energy: 800
Weapons:
Pulse: Plague Missile (40 ammo)
Range: Concussion Missile x1.5
Speed: 9 Damage: 355
Guided: Yes Autotarget: Yes
Rapid: 120 Ammo: 40
Energy: 0 Dir range: 0
Other: Tracking is slightly worse than concussion missile tracking.
Beam: Heavy Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 23
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: Cloak


Scimitar:
Shields: 1200
Turn: 1.5
Speed: 8
Warp: 0
Energy: 1000
Weapons:
Pulse: PULSE TYPE 5
Range: Fusion Pulse
Speed: 15 Damage: 200
Guided: No Autotarget: No
Rapid: 18 Ammo: 100
Energy: 0 Dir range: 0
Other: None
Beam: Heavy Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 23
Guided: No Autotarget: Yes
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: BEAM TYPE 2
Range: Lepton Beam
Speed: 10 Damage: 65
Guided: No Autotarget: No
Rapid: 25 Ammo: ?
Energy: 10 Dir range: 0
Other: none

Claymore:
Shields: 5000
Turn: 1.2
Speed: 6
Warp: 0
Energy: 2000
Weapons:
Pulse: RAPID PULSE TYPE 5
Range: Fusion Pulse
Speed: 15 Damage: 200
Guided: No Autotarget: No
Rapid: 9 Ammo: 100
Energy: 0 Dir range: 0
Other: None
Beam: BEAM TYPE 2 TURRET
Range: Lepton Beam
Speed: 10 Damage: 65
Guided: No Autotarget: Yes
Rapid: 25 Ammo: ?
Energy: 10 Dir range: 0
Other: none
Special: Plague Missile (40 ammo)
Range: Concussion Missile x1.5
Speed: 9 Damage: 355
Guided: Yes Autotarget: Yes
Rapid: 120 Ammo: 40
Energy: 0 Dir range: 0
Other: Tracking is slightly worse than concussion missile tracking.

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[This message has been edited by Mag Steelglass (edited 01-13-2002).]

[This message has been edited by Mag Steelglass (edited 01-13-2002).]

#70 User is offline   The Journalist 

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Posted 15 January 2002 - 07:46 PM

Quote

Originally posted by Patrick:
Posted Image
Here's CF1's Seige Engine in it's cruise mode with missile launchers out and ready.
[EDIT: whoops, CF1 not CF2]


I think that you guys should start e-mailing each other with ideas, because this page takes an absurdly long time to load.

ATTN:Mag Steelglass: I can't use Hera because my OS is too low(8.0.8, needs 8.1 Posted Image ),
I am trying to upgrade, but I can't find the link on the Apple website. Oh well

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#71 User is offline   Mag Steelglass 

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Posted 15 January 2002 - 07:47 PM

Astrominers (9 ships):
No cloaks, no warp, mining guns (object to coordinate beams), tractor beams, have to convert astrominers into transports and assault transports. Small, pansy fighers, and transports would be fast and tough but not maneuverable, while actual miners would be slow and maneuverable, with crappy guns and plenty of armor.

Patrol Fighter:
Shields: 50
Turn: 2
Speed: 10
Warp: 0
Energy: 600
Weapons:
Pulse: None
Beam: Heavy Machine Gun
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 23
Guided: No Autotarget: No
Rapid: 5 Ammo: 400
Energy: 0 Dir range: 10
Other: None
Special: None

Mining Drone:
Shields: 100
Turn: 2.5
Speed: 5
Warp: 0
Energy: 650
Weapons:
Pulse: Light Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 9
Guided: No Autotarget: Yes
Rapid: 7 Ammo: 800
Energy: 0 Dir range: 10
Other: None
Beam: Laser Mining Cannon
Range: half of pk beam
Speed: N/A Damage: 2
Guided: N/A Autotarget: N/A
Rapid: 30 Ammo: ?
Energy: 5 Dir range: 0
Other: Object to coordinate static beam with an age of 20. Mines a bit, but not noticeable unless you have a bunch of these.
Special: None

Light Miner:
Shields: 650
Turn: 3
Speed: 4
Warp: 0
Energy: 775
Weapons:
Pulse: Mining Pulse Gun
Range: protopulse cannon
Speed: protopulse cannon Damage: 40
Guided: No Autotarget: No
Rapid: 30 Ammo: ?
Energy: 10 Dir range: 0
Other: Mines decently.
Beam: Light Machine Gun Turret
Range: two-thirds of concussive pellet gun
Speed: concussive pellet gun Damage: 9
Guided: No Autotarget: Yes
Rapid: 7 Ammo: 800
Energy: 0 Dir range: 10
Other: None
Special: None

Medium Miner:
Shields: 1000
Turn: 2.5
Speed: 3.5
Warp: 0
Energy: 850
Weapons:
Pulse: Mining Pulse Turret
Range: protopulse cannon
Speed: protopulse cannon Damage: 40
Guided: No Autotarget: Yes
Rapid: 30 Ammo: ?
Energy: 10 Dir range: 0
Other: Mines decently.
Beam: Foxfire Missiles
Range: two-thirds of concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 10 Ammo: 800
Energy: 3 Dir range: 0
Other: Pretty accurate little missiles.
Special: Convert to Transport
Changes it into a ship with same stats, althought the turret no longer mines, and is a transport. The transport’s special weapon becomes an EVAT launcher, so you target it to a station an tell it to activate special to capture stations. Or we could set its arrive sequence so that it launched EVATs at stations, too.
Heavy Miner:
Shields: 3000
Turn: 2
Speed: 3
Warp: 0
Energy: 2000
Weapons:
Pulse: Rapid Mining Pulse Turret
Range: protopulse cannon
Speed: protopulse cannon Damage: 40
Guided: No Autotarget: Yes
Rapid: 15 Ammo: ?
Energy: 10 Dir range: 0
Other: Mines decently.
Beam: Rapid Foxfire Missiles
Range: two-thirds of concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 5 Ammo: 800
Energy: 3 Dir range: 0
Other: Pretty accurate little missiles.
Special: Tractor Beam
Range: trazer beam
Speed: N/A Damage: 1
Guided: N/A Autotarget: N/A
Rapid: 150 Ammo: ?
Energy: 30 Dir range: 0
Other: Static object to object beam, age 100. Holds the ship still, and also disables it slightly. It does damage due to the large forces being put on the ship it is targeting.

Fake Asteroid 1 (has no long-range symbol, and creates a pulse for its activation sequence with a creation action of alter owner -1 and a long range symbol that looks like it’s an asteroid. this uses a second asteroid sprite that looks slightly artificial):
Shields: 5000
Turn: 2
Speed: 3
Warp: 0
Energy: 0
Weapons:
Pulse: None
Beam: Rapid Foxfire Missiles
Range: two-thirds of concussion missile
Speed: 15 Damage: 15
Guided: Yes Autotarget: No
Rapid: 5 Ammo: 800
Energy: 3 Dir range: 0
Other: Pretty accurate little missiles.
Special: None
Fake Asteroid 2 (has no long-range symbol, and creates a pulse for its activation sequence with a creation action of alter owner -1 and a long range symbol that looks like it’s an asteroid. this uses a second asteroid sprite that looks slightly artificial):
Shields: 5000
Turn: 2
Speed: 3
Warp: 0
Energy: 0
Weapons:
Pulse: None
Beam: Patrol Fighter Bay
Range: N/A
Speed: N/A Damage: N/A
Guided: N/A Autotarget: N/A
Rapid: 70 Ammo: 7
Energy: 0 Dir range: N/A
Other: A bay for patrol fighters.
Special: None

Fake Asteroid 3 (has no long-range symbol, and creates a pulse for its activation sequence with a creation action of alter owner -1 and a long range symbol that looks like it’s an asteroid. this uses a second asteroid sprite that looks slightly artificial):
Shields: 5000
Turn: 2
Speed: 3
Warp: 0
Energy: 0
Weapons:
Pulse: None
Beam: Kamikaze
Alters basetype to a missile with an asteroid sprite that has the same stats, but max speed 6, and does 1500 or so damage.
Special: None

Fake Asteroid 4 (has no long-range symbol, and creates a pulse for its activation sequence with a creation action of alter owner -1 and a long range symbol that looks like it’s an asteroid. this uses a second asteroid sprite that looks slightly artificial):
Shields: 5000
Turn: 2
Speed: 3
Warp: 0
Energy: 0
Weapons:
Pulse: None
Beam: None
Special: None

------------------
"Cleanliness is evil. Embrace the mess!"

#72 User is offline   Skyfox 

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Posted 16 January 2002 - 06:17 PM

System info:
# of systems
9 total

Four systems controled at start
(Sol,Sirus,Proxima,Centuri)

6 systems controlled at end of story.
(Sol,Sirus,Proxima,Centuri,Gamm'uri,Pulinea)

Uncontrolled systems
(NSTG-1875,NSTG-1834)

System Data:
Sol:
.gov:Global Republic of Earth- GRE
Planets:9
Mercury,Venus,Earth,Mars,Jupiter,Saturn,Urainus(sp?),Neptune,Pluto.

Sirus:
.gov:Syn'iena Faction- SF
Planets:3
Sirus Minor,Syn'iena,Dur'enio)

Proxima
.gov:The Free Worlds of Jados- FWJ
Planets:4(12 moons)
Jados,Proxima Minor,Proxima Major,-----(name?)

Centuri
.gov:Centaurian Axis- CA
Planets:3
Alpha Centauri, Beta Centauri, Mycenia

[This message has been edited by Skyfox (edited 01-17-2002).]
"Not even time to finish my cake?"
NO. THERE IS NO MORE TIME, EVEN FOR CAKE. FOR YOU, THE CAKE IS OVER. YOU HAVE REACHED THE END OF CAKE.


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#73 User is offline   Pallas Athene 

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Posted 16 January 2002 - 06:41 PM

Quote

Originally posted by Patrick:
However, I believe that the M:Inv team had actually talked NL into implementing a few extra actions last year into Ares, but of course since they still haven't made any levels(they have the ships in Hera though), as far as I know, nothing has happened.



Actually, we had the opportunity to talk him into implementing some more. But we found that we didn't actually need any more. I think we figured Alter BuildFlags could be useful, but didn't need it.

And I've started work on the UESG revamp again.
I know Darkk has been playing around with POV's new features, but I don't know about working on models.

------------------
"Might I suggest that we all forget we even met each other? You're involved in politics and I in theft. I'll leave it to god to decide which one's more dishonest."
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