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| Into the Void: Beginnings | |
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+4Groot Iv121 Joel Hierarch Fenway 8 posters | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Into the Void: Beginnings Wed Aug 21, 2013 6:42 pm | |
| MAP: Backstory: Date: 17/6/2915 :::MESSAGE START::: The nature of anomaly X-46A has been confirmed, after extensive tests, it has been discovered that the location on the other side of the anomaly, not what we thought it was. Common theory was that the anomaly was the first discovered wormhole, but for this to be so, it would have to lead to somewhere in our own universe. Reports came in from the UGF's research department, test conducted to determine the quantum properties of particles, has revealed that the location on the other side of the anomaly, answers to an ever so slightly different set of fundamental laws, however, not enough to prevent us from going there. Anomaly X-46A, from now on known as the universal bridge, does in fact comment our universe to another, a whole new universe, of unknown territory. :::MESSAGE END::: So, the year is 2915 on earth's calendar, and a great big portal to another universe has been discovered, opening up the "duoverse" or second reality, to the factions of the universe, the UGF are attempting to claim the universe for their own, but so far it is no mans land. So, this is where you come in. You, are the commander of one of the vessels send by the various factions to explore the new duoverse, and these ain't little ships either, oh no, you are playing with the big toys, state of the art ships made specifically for surviving in unknown space. So, some rules. You command one ship, which is equipped with various modules of different scales. Turns: Each turn is represented by one "turn" post (state whether your post is turn or general) each turn allow you to move, mine, shoot, launch craft according to your modules. A general post refers to a post that is to do with the RP, but doesn't involve your ship taking any action. Each time your ship moves by one blip, you move by one square in the map (I'll add this shortly) not all the map is discovered, and I'll update it with more stuff once people start exploring. Attributes: HP: how much damage your ship can take Standard: 120 Craft points: how many small craft you can carry Standard: 0 Resource points: how much raw material you have to make stuff Standard: 50 Cargo: how much resource you can carry Standard: 50 Speed: How many blips your ship can travel in a turn Standard: 1 These stats are affected by modules: Each ship has: 1x super module 2x advanced module 4x standard module 8x small module Modules- Spoiler:
SUPER MODULE
Description: your super module is your ships ultimate feature, whether it be a vast carrier bay, an immensely powerful weapon, or a planetcracking rig.
Modules available:
- Large carrier deck: allows your ship to carry and maintain a large number of small craft (100 craft points)
- Superweapon: does what it says on the tin, massive power, huge charge time, but doesn't run out of ammo, deals 100 hp of damage, takes 3 turns to recharge
- Planetcracker: this allows your ship to pick up vast chunks of rock (100 resource points) which will give your ship enough resources to completely restock on pretty much everything. Seven turns to recharge
Advanced modules
Description: these have a large impact on the performance of your ship
Modules available
-Large gun: a large gun, deals 30 hp of damage, 2 turns to recharge
-Small carrier: carries a small amount of craft (20 craft points)
-Mining bay: allows your ship to mine reasonable resources (30 resource points) Four turns to recharge
-Engine booster: +1 to speed
-Cloak: allows your ship to cloak for 3 turns. 5 turns to recharge. Cloaked ships cannot fire or be fired upon.
Standard modules
Description: everyday equipment
Module available:
-Gun: 'Nuff said, 10 hp of damage, recharges every turn
-Shield: makes a shield around your ship, absorbs 30 hp of damage before compromise, replenishes every 5 turns
-Armour: increases your max HP by 30
-Missiles: Slower than standard gunshots, but longer range (fires at 2 blips away, of firing at 2 blips range, missile takes 1 turn to reach target) maximum missile capacity of 5 per module. Missiles require 10 resource points to replenish. 15 hp damage, two can be fired per turn.
-big cargo: +30 to your cargo space
Small modules
Description: small things, but make a difference combined.
Modules available:
-small gun: basically your anti-fighter stuff, deals 2hp of damage to small craft, 1hp to ships, fires two per turn.
-Anti-missile flare: has a 50% chance of casing an enemy missile to miss. One use until replenished (5 resource points)
-Cargo space: +10 to your cargo
-Repair bay: +5 health each turn, maximum of 2.
-light armour: +10 hp
-Flak: deals 0hp to ships, 2 to small craft except bombers, and 5hp to bombers. Can fire twice every turn.
Mining: There are three types of resource caches, small, medium, and large Large: planets and large asteroids, can only be mined with the Planetcracker. Grant 100 resource points Medium: Average asteroids, can be mined with mining bay or Planetcracker, grant 20 resource points. Small: small asteroids, can be mined by anyone, grant 5 resource points. Small craft- Spoiler:
There are different types of small craft, with different attributes:
- Fighter: your standard craft, deals 2 hp of damage per turn, 2 craft points, 2 hp
- Bomber: bomb stuff, deals 5 hp of damage per turn for three turns, after which it must return, and cannot be deployed for three turns, 5 craft points, 5 hp
-Gunship: 1 hp to ships, but can deal 2 hp to three different targets per turn, 10 craft points, 6 hp
-Scout: Boink, 0.5 hp damage per turn, but can move independently of its ship, and can travel 2 blips per turn, but must remain within 5 blips of the ship, 2 craft points, 1 hp.
-Miner: mines 5 resource points, then returns to ship, recharge time of one turn. Can mine up to 2 blips away from the ship. 4 craft points points, 3 hp.
Each craft requires the same amount of resource points as craft points to build, each order takes 2 turns to complete
Applications: Ship name Faction of origin Commander's name Chosen modules Overview of stats (the standard stats with any changes from your modules) Small craft (if any) Backstory My application: Ship name: Void Torment - Spoiler:
Faction: Skytherian Colonies Commander's name: Grey Chosen modules: - Spoiler:
Super: Superweapon
Advanced: -Large gun -Small carrier
Standard: -Gun x2 -Armour x2
Small: - Light armour x2 - Repair bay x2 -Anti missile flare x2 - Cargo bay x1 -Flak x 1
Stats: - Spoiler:
HP: 200 Craft: 20 Resource: 50 Cargo: 50 Speed: 1
Craft - Spoiler:
Miner x 2 ( Gunship x 1 (10) Scout x 1 (2)
Backstory: The Void Torment is the flagship in a line of Skytherian battle cruisers utilising a new propulsion system. This propulsion system resembled the tail fin of some of Earth's aquatic organisms, and what was initially suggested as a joke by on of the engineers in charge of designing the ship, turned out to be an effective design, and so the Void Torment was built in the image of the now extinct Goblin shark. The Void Torment was chosen to represent the Skytherian colonies as their first ship into the Duoverse, captained by Commander Grey himself.
Last edited by Prototype on Wed Aug 28, 2013 6:26 pm; edited 17 times in total | |
| | | Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 2:15 am | |
| So, the Skytherians have a giant space metal shark with frickin' laser beams? We're dead. Completely. But this looks VERY interesting; I must join and keep it alive! Ship name: Paragon Lost Faction of origin: The Librarian Collective Commander's name: AI Unit 000 "Zeroth" Chosen modules - Spoiler:
Super Module- "Parsec" Focused Laser. Designed to fire at extremely long range (3 blips) but it takes 4 turns to recharge, and 2 turn to set up (can adjust if needed)
Advanced Module- Cloaking x1, Large Gun x1
Standard Module- Gun x2, Shield x2
Small Module- Light Armor x2, Repair Bay x2, Flak x2, Anti-Missile x2
Overview of stats - Spoiler:
HP- 200 (140 Hull, 60 Shield)
Craft- 0
Cargo- 50
Resource- 50
Speed- 1
Small craft (if any) None Backstory Paragon Lost was a large battleship which was drafted in one of the Librarian's top libraries as an experimental weapon carrier. The design was initially shelved, as the ship was too expensive for what could be accomplished with more, cheaper ships. After the discovery of the bridge, however, the design proved to be the most compatible with what was required for the mission. Based on data from the other universe, as well, it was theorized that the main gun would fire much farther than normally. As such, the ship was quickly built. It is outfitted with state-of-the-art sensor equipment (affects nothing) designed to gather and transmit as much data as possible back to the Librarians for cataloging and harnessing.
Last edited by Quadraxis on Thu Aug 22, 2013 9:42 am; edited 1 time in total | |
| | | Joel Marine
Posts : 1473 Join date : 2012-04-01 Age : 27 Location : A Death World, stopping a Waaagh!
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 2:49 am | |
| Ship Name: Imperial's LanceFaction of Origin: Hexalan Commander's Name: Lt. Col. Ishnijin - Chosen Modules:
Super Module: Large Carrier Deck Advanced Modules: - Mining Bay - Engine Booster Standard Modules: - Gun - Gun - Armor - Armor Small Modules: - Repair Bay - Repair Bay - Flak - Flak - Cargo - Cargo - Small Gun - Small Gun
Overview of Stats (the standard stats with any changes from your modules): HP: 180 CP: 100 RP: 80 C: 70 S: 2 Small Craft: - 6 Gunships - 4 Miners -12 Fighters Backstory: The Imperial's Lance is a refit Hypier-Class Carrier Cruiser. Instead of the normal extra strikecraft bays, a mining bay and extra reactor cell have been added - the mining bay allows the ship to collect and process raw materials found in the Duoverse into basic components used in most products created by Hexilan Armory and Indigo Shipyards as well as some that were used by Darthon, such as most reactor and engine parts as well as those used in DB and USUI series droids. The extra reactor cell allows the ship to travel at near double previous top speeds, although the cost of producing a Quintuple-Cell reactor in the same space as a Quadruple-Cell is greater than that of 3 Octuple-Cell reactors in their normal size. Prior to the refit and reassignment of the crew, the ship was known as the Inoperability, a combat-carrier that has been in service since the advent of the Quadruple-Cell reactor - nearly 300 standard years ago - the Inoperability was among the first few batches and was built at a drydock on Dreco, the primary factory world of Indigo Shipyards, but then was simply a backwater manufactorum merely a part of the blob that was Novum Paradigma. | |
| | | MrTargareyan Infantry
Posts : 438 Join date : 2012-10-15 Age : 25 Location : Eating your dismembered limbs.
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 6:28 am | |
| Ship name: Blood of the flayed. Faction of origin: Valyria Commander's name:D'riqnar Chosen modules: - Spoiler:
Super: Zeta Radiation Accelerator (Superweapon) Advanced: 2x Large Gun
Standard: 2x Armour, 2x Gun Small: 4x Light Armour 4x Small Gun
Overview of stats (the standard stats with any changes from your modules) - Spoiler:
HP: how much damage your ship can take : 220
Craft points: how many small craft you can carry : 0
Resource points: how much raw material you have to make stuff : 50
Cargo: how much resource you can carry : 50
Speed: How many blips your ship can travel in a turn : 1
Small craft (if any) None Backstory Blood of the Flayed is a refitted Ayleid Attack cruiser. Found in the graveyard containing many battle damaged ships in the Vancein galaxy. Although only pinnaces in Ayleid terms, Blood of the Flayed has become one of the most vital ships to the Ayleid fleet. Renamed after the bloodbath staged on the ship for High Empress D'laria's entertainment, it is on of the Valyrians most lethal weapons. (Sorry about the crappy backstory, wasn't quite sure about how to make a ship that was basically found in a scrap heap seem interesting.) | |
| | | Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 8:37 am | |
| Vinyl and Targareyan accepted.
Fenway... That superweapon has a massive range, everything else has a range of one blip, the damage on it is going to have to be nerfed significantly, to about 50hp, otherwise it's just OP
I'm going to start working on the map, if everyone can choose what colour they want their icons to be, and perhaps what shape their ship is (icons wont be too detailed) then that would help, otherwise I'll just assign you one.
I am already using blue for the Void Torment. | |
| | | Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 9:05 am | |
| W8 you're starting already ? I'm not done with my ship yet, you know I like to observe others before a decide what arsenal will serve me best... | |
| | | Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 9:42 am | |
| I'll nerf the range to 3 and the setup time to 2. Sound ok?
And I'll take a green icon. | |
| | | Soul of Jack Infantry
Posts : 671 Join date : 2012-03-12 Location : In the Baile System.
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 11:21 am | |
| Ship name: Voidwalker Faction of origin: Obsidian Syndicate Commander's name: Soulsearcher - Chosen Modules:
Planetcracker,1x Small carrier,1x Engine booster,1x Big cargo,1x Shield,2x Gun,2x Repair bay,2x Flak,4x small gun,
Overview of stats: 120+30 Shield Hp,20 Craft, 150 Resource, 80 Cargo, 2 Speed Small craft: 4 Bombers, 2 Miners, 1 Scout Backstory: After hearing about the bridge the OS drafted their newest Battleship to discover the unknown and to set up OS Mining Outposts and Shipyards. Overlord Soulsearcher was to Captain this ship so he chose the best crew in the Syndicate. A battle ready fleet was put on standby outside the bridge in case things went south. | |
| | | Julo Recruit
Posts : 204 Join date : 2012-07-06 Age : 28 Location : Somewhere in Space
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 11:23 am | |
| Ship name: Avatar - Ship:
Faction of origin: Chmmr Commander's name: Qrntz Chosen modules - Modules:
Super Module: Planetcracker
Advanced Modules: Engine Booster 2x
Standard Modules Shields 2x Big Cargo Bay Gun
Small Modules Cargo Space 2x Flaks 2x Light Armor 4x
Overview of stats HP: 220 CP: 0 RP: 50 C: 100 S: 3 Small craft None Color: White Backstory The Avatar is a for survival refitted Chmmr scout. Captain Qrntz and his brave crew of 48 brave entities got the mission to explore the space behind anomaly X-46A, to find out if there would be enough hyper-crystals, to build up a persistent colony of the Chmmr. So commander Qrntz went to "The Void". I can repair without a repair bay, if I get the resources, can I? | |
| | | Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 12:47 pm | |
| - Iv121 wrote:
- W8 you're starting already ? I'm not done with my ship yet, you know I like to observe others before a decide what arsenal will serve me best...
We aren't starting yet, I need to make the map first, but when that's done anyone can join at any point. | |
| | | Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 2:06 pm | |
| So I nerfed the setup time to 2 and the distance to 3 for the Parsec. NOTE: When setting up the laser, both setup turns count as a turn- I cannot move when charging or after charge, or do other turn-consuming activities (using other modules is already included, isn't it?) So while charging, I am highly vulnerable, and other things can close in on me while charging and strike before I can get back at them, so it isn't overpowered at the moment.
Green icon, Arrow-head shape.
Last edited by Quadraxis on Thu Aug 22, 2013 2:43 pm; edited 1 time in total | |
| | | Joel Marine
Posts : 1473 Join date : 2012-04-01 Age : 27 Location : A Death World, stopping a Waaagh!
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 2:28 pm | |
| The orange icon has been taken in the name of [REDACTED]. - Since Like Half of Us Have A Pic For Our Ship:
| |
| | | Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 4:55 pm | |
| Ok, Fenway, I'll raise your damage to 80 then, also, I might need some assistance GMing this, check your PMs And remember everyone, try and give me some idea as to what your ship looks like so I can get the map done. This is the map so far (slightly blurry for whatever reason) - Spoiler:
| |
| | | Soul of Jack Infantry
Posts : 671 Join date : 2012-03-12 Location : In the Baile System.
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 5:27 pm | |
| I claim the color red. My ships shape is like yours Proto. | |
| | | Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 5:30 pm | |
| - Soul of Jack wrote:
- I claim the color red.
My ships shape is like yours Proto. What a goblin shark? | |
| | | MrTargareyan Infantry
Posts : 438 Join date : 2012-10-15 Age : 25 Location : Eating your dismembered limbs.
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 5:33 pm | |
| Not the best photo: EDIT::::: Can I be the colour black? | |
| | | Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 5:37 pm | |
| - MrTargareyan wrote:
- Not the best photo:
EDIT::::: Can I be the colour black? You won't get seen, but I can make you dark grey with a white outline Also, Fenway, check your PMs, I might need you to help maintain this.
Last edited by Prototype on Thu Aug 22, 2013 5:48 pm; edited 1 time in total | |
| | | MrTargareyan Infantry
Posts : 438 Join date : 2012-10-15 Age : 25 Location : Eating your dismembered limbs.
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 5:41 pm | |
| | |
| | | Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 5:56 pm | |
| Also, some more info.
I will be placing pirate ships around the map, if you hit one, you enter battle with it.
You can enter battle with a ship when you are in neighbouring blips, at this point you choose how to attack your enemy, and you take it's attacks.
For pirate ships, you enter battle when you stumble across one, I will be making several different types with different stats (nothing too much).
If you win a battle, you get to loot whatever resources that ship was carrying, and if any craft are still on board, you can melt them down to regain however many resource points were used up to make them.
If you lose... Make another application and start at Anomaly X-46A.
Also, I might implement some sort of boss battle, does anyone object to this or agree with it? | |
| | | Joel Marine
Posts : 1473 Join date : 2012-04-01 Age : 27 Location : A Death World, stopping a Waaagh!
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 5:57 pm | |
| I wouldn't mind a boss battle. | |
| | | Soul of Jack Infantry
Posts : 671 Join date : 2012-03-12 Location : In the Baile System.
| Subject: Re: Into the Void: Beginnings Thu Aug 22, 2013 8:38 pm | |
| - Prototype wrote:
- Soul of Jack wrote:
- I claim the color red.
My ships shape is like yours Proto. What a goblin shark? Sure. Why not? Edit: I'm fine with a boss battle. | |
| | | Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Into the Void: Beginnings Fri Aug 23, 2013 4:26 am | |
| Ok Map is up, if your ship is on there you may begin, I'll update it as often as possible.
Also, one thing about pirate battles, if you approach a pirate from behind, you fire the first shot, if it approaches you from behind, it fires the first shot, same with any other ship.
:::VOID TORMENT::: Turn: Moving (1) North :::END::: | |
| | | MrTargareyan Infantry
Posts : 438 Join date : 2012-10-15 Age : 25 Location : Eating your dismembered limbs.
| Subject: Re: Into the Void: Beginnings Fri Aug 23, 2013 5:10 am | |
| Is there any particular order we have to do our turns in, or do we just wait until everyone has posted their turn? If the latter: //Blood of the flayed// Moving 1 east. //end// | |
| | | Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Into the Void: Beginnings Fri Aug 23, 2013 5:21 am | |
| I think I'll make it you can post one turn every two/three hours. But this might change | |
| | | Soul of Jack Infantry
Posts : 671 Join date : 2012-03-12 Location : In the Baile System.
| Subject: Re: Into the Void: Beginnings Fri Aug 23, 2013 10:47 am | |
| ::Voidwalker:: Moving 2 North ::End:: | |
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