Jump to content

Squid Empire

Staff
  • Posts

    313
  • Joined

  • Last visited

  • Days Won

    28
  • Donations

    0.00 USD 

Posts posted by Squid Empire

  1. Okay well thanks DH... I guess. I should make is clear I'm looking for short suggestions - ideally ideas like Nodlied posted. While it's nice you put so much effort into this I'm afraid I'm going to have to disregard most of what you posted. I have another chapter in the works but I'm also in mid-semester exam block (fun!) so it might be a few more days before I post anything.

  2. In my experience maintenance is very important. Make sure you don't put much stress on the cables (unless you get wireless!) by stretching them or having them hanging with weight as they're the most likely to break. I have Turtle Beach, my friend warned me they break easily but so far they've held up perfectly after over a year.

  3. All right, I'm calling the voting done. Nothing has changed since the last tally, so I will officially begin writing the first chapter... now!

    I'm going to open a new thread and will try to keep the chapter relatively short so people don't have to spend hours reading each instalment.

  4. Okay, here's the updated plan:

     

    An open ended story where I'll pick the direction from suggestions/votes. It will be set in the future, and will feature alternative history, military conflicts, advanced technology and terrorism / civil unrest. It may also feature colonialism / discovery and space travel. It would be character and setting focused told from the third person perspective of important 'bad guys', or possibly from the (first-person) perspective of regular 'good guys'. It would be set in the Tiberian Sun universe.

     

     

     

    I've added an option to have it original rather then C&C themed in the poll so if you'd like you can delete your vote and cast again. Because of this I'm going to leave the poll open one more day (again, I know). Looks like there's some real interest in this, I'm getting excited!

  5. So what we've got about now (judging from the votes) is:

     

    An open ended story where I'll pick the direction from suggestions/votes. It would be set in the future and the main elements would be military in an alternative history with advanced technology and possibly colonialism and discovery. It would be overwhelmingly character focused, from the (first-person) perspective of a regular person aligned with the world's 'good guys'.

     

    If it's going to be C&C related (assume yes at this point) it will be set in Tiberian Sun's universe.

     

    I'm going to leave the poll open one more day, so get voting!

  6. Seeing as the make your own cnc faction thread fizzled out pretty fast, I had another idea to fill the void. I've got the itch to write some fiction anyway - does anyone else?

    What I was thinking would be a sort of 'choose your own adventure' story but with anyone on the forums choosing the directions to go in. I was thinking that after each 'chapter' - which would be a reply to the thread - everyone will be able to suggest the direction of the story. What do you think? How should it work?

    I also put a big poll up there to pick like themes or directions overall, and hopefully it'll also show the interest levels.

     

     

    *I don't know much about C&C 1 but would give it a try

    **I'm not willing to write anything about RA1, RA3, TW or TT because I don't know enough about any of them. Someone else might be interested though so don't not vote for them because of that.

  7. Almost too easy! You're in the marvel universe, as yourself. Within 2 days you are blown up in some terrifying supervillain plot.

     

    I wish I had paid more attention in physics classes and knew what the hell I was doing with vector addition ;_;

  8. It's that time of week again, I'm in a computer lab at uni avoiding work!

     

    Bismuth Consortium

    After the great silence of 1986, in which all interstellar wormholes mysteriously closed without warning, the mining colony on B-98 7653 (Spinter) was left abandoned in the cold depths of space, thousands of light years from earth. Forming the Bismuth Consortium, the inhabitants consolidated their resources and began digging in... literally. Spinter's Sun Sethlans is incredibly active in the higher energy wavelengths, bombarding Spinter's surface with UV and Gamma radiation, and the planet has an atmosphere tenuous at best (despite terraforming operations) so the abandoned colonists moved almost all their operations underground. They found that the planet was rich in minerals and featured many large caverns, many of which they filled with hydroponic gardens and living quarters.

    Now, a quarter of a century later, the Consortium houses a population just over 3 million in relative comfort due to careful management by competent leadership. Their underground cities extend over a large portion of the small planet, and downward too. However, the Consortium also came across what would was considered the greatest scientific discovery of all time in the caves of their planet, extraterrestrial life. Scientific curiosity at the discovery of lichens gave way to wonder and joy at the discovery and subsequent domestication of large herbivorous creatures, which finally gave way to terror at the discovery of vicious predators.

    The Consortium now fights a war for their survival, as the mysterious predators (dubbed 'Cerbs' after Cerberus) relentlessly attack their perimeters.

     

    Their team colour is Yellow (and black)

     

    The Bismuth Consortium have access to extremely heavy ground units that are generally very slow but extremely high health. Their units focus on close combat - being adapted from mining technology - although this also means all Consortium units have a bonus to damage against buildings. In addition, their units and buildings are hardened against explosive or melee attacks, but are very vulnerable to any sort of elemental or unorthodox weaponry. They cannot construct water vehicles.

     

    Bismuth is a team focused on defending/turtling or steamrolling. Their bases are mostly underground, and the only way to destroy a Bismuth base permanently is to empty it of garrisoned infantry and send your own in. Destroying aboveground buildings or entrances is a temporary measure, as Bismuth commanders can rebuild lost surface parts for free as long as the underground part remains intact. Bismuth bases can grow very large due to them having buildings that increase the team's stats in various ways when built.

     

    Units

     

     

    Tier 1:

    • Rolling Drill [land]
      $800 built from Refinery
      A slow mining truck that carries more ore then others and is highly armored.
    • Trooper [land]
      $100 built from Habitation Quarters
      Basic infantry unit, armed to deal with other infantry or light vehicles.
    • Rocket trooper [land]
      $140 built from Habitation Quarters
      Basic infantry anti-aircraft unit, can also target ground units to lesser effect.
    • Astrominer [land]
      $80 built from Habitation Quarters
      Siege infantry that attacks with a point-blank fusion cutter to melt through buildings. It can also be told to deploy, and will create a small cave at that location which can garrison up to 4 infantry to provide cover.

    Tier 2:

    • Engineer [land]
      $190 built from Habitation Quarters
      Engineer unit that can take over enemy buildings or repair friendly ones.
    • Rover Buggy [land]
      $160 built from Vehicle Yard
      A cheap, fast, and light buggy that is very powerful against infantry.
    • APC [land]
      $200 built from Vehicle Yard
      An armored APC to transport up to 5 infantry. It can cross water, cliffs, and forests by digging underground.
    • Welder [land]
      $300 built from Vehicle Yard
      A heavily armored, slow moving siege tank that melts though buildings with a high-powered fusion cutter. It can also garrison Astrominers to provide additional cutting power. It has a short ranged laser attack as well, effective against armor, that also slows the target down (longer the more the beam is focused on it).
    • ASEC [air]
      $600 built from Airlift Silo
      Fast moving interception aircraft specialized to defend rather then attack, it must be near the airlift silo to refuel (but it doesn't have to land).

    Tier 3: (requires Mission Control)

    • Jouster [land]
      $900 built from Vehicle Yard
      Tank armed with a rocket launcher that is, very, very powerful against slow targets. It can dig underground, becoming a rocket turret that is even more dangerous.
    • Paratrack [land]
      $800 built from Vehicle Yard
      A specialized light tank equipped with advanced targeting devices allowing long range bombardment as well as anti-aircraft attack. It is armed with powerful quad-machinecannons.
    • STENDAC [air]
      $1000 built from Airlift Silo
      A long range bomber with moderate anti-aircraft attack as well.
    • Vulcus Missile [land/air]
      $900 built from Airlift Silo
      When constructed, this missile is placed on the ground. Once ordered to attack it will fly to the site along the ground (where it can be shot down) and will explode once there. It doesn't cause much damage to individual units, but its explosive spreads this damage over a very wide area.
    • <Commando> Till Highgate [ground]
      $1000 built from Habitation Quarters
      The daughter of James Highgate, one of the original leaders of Bismuth, Till is driven to retain her people's home, and has taken up arms against the invading creatures. She is able to garrison anywhere on the map by digging into the ground, and is armed with an anti-infantry assault rifle. In addition, she can take over enemy buildings like an engineer, but will exit the building after having done so.

     

     

     

    Buildings

     

     

    Bismuth buildings are constructed underground. Many of their buildings also feature an aboveground part that can be targeted by enemies, but this can rebuilt for free as long as the underground part remains - although most buildings won't function without their aboveground parts. Bismuth bases can be garrisoned by infantry, and the only way for an enemy to destroy the base is for them to remove all garrisoned infantry (either by sending their own in, or by the splash damage caused by attacking aboveground structures).

    • Alpha Airlock $3000 - no power requirement - no prerequisites
      The main airlock that enemy units must enter to destroy your base. It cannot be destroyed otherwise, and engineers cannot enter. Allows buildings to be built.
    • Geothermal Plant $1000 - provides a lot of power
      An expensive but very powerful powerplant, it has some aboveground vents.
    • Refinery $1200 - requires a little power
      Processes minerals. It has an aboveground entrance and smokestacks.
    • Habitation Quarters $800- requires a little power
      Allows you to train infantry units. It has some aboveground vents and windows as well as an entrance for new units.
    • Observatory $900 - requires medium power - requires Habitation Quarters
      Allows radar and shows the location of all enemy aircraft. It has an aboveground telescope and instruments.
    • Hydroponic Farm $600 - requires medium power - requires Habitation Quarters
      Every hydroponic farm you build reduces the training time of infantry by 15% of the current time. Entirely underground.
    • Vehicle Yard $1400 - requires medium power - requires Observatory
      Allows the creation of vehicles, it has it's own aboveground entrance for new units.
    • Airlift Silo $1000- requires a little power - requires Vehicle Yard
      Allows the creation of aircraft or rockets, it launches aircraft/rockets aboveground via an elevator that can be destroyed.
    • Borehole $900- requires medium power - requires Vehicle Yard
      Every borehole you build reduces vehicle train time by 15% of the current time. Entirely underground.
    • Hospital $1100 - requires a lot of power - requires Vehicle Yard
      Building a hospital allows your infantry to automatically heal. Entirely underground.
    • Mission Room $2000- requires a lot of power - requires Vehicle Yard
      The briefing room that allows the construction of advanced buildings and units. It has an aboveground control tower.
    • Recycling Station $1500 - requires a lot of power - requires Mission Room
      Building a recycling station allows your vehicles to automatically heal. And gives you a refund worth 20% each time one of your vehicles is destroyed. Entirely underground.
    • <Superweapon> Lateral Drill $1800- requires a lot of power - requires Mission Room
      When activated, transports a small group of units anywhere on the map underground. It has some sensors aboveground.
    • <Superweapon> Liquefaction Driver $2000- requires a lot of power - requires Mission Room
      When activated it turns the ground at the specified location into quicksand, sinking buildings and units alike. It has some sensors aboveground.

    Defensive:

    • Landline $10- no power requirement - requires Habitation Quarters
      An underground wall that explodes if a unit travels over it. It must be rebuilt afterwards.
    • Airlock $120 - no power requirement - requires Habitation Quarters
      This airlock connects to your base, allowing you to garrison or remove your garrisoned units from other locations. It also allows garrisoned units to fire out.
    • Rocketbank $200- requires a little power - requires Observatory
      An anti-aircraft rocket launcher. It takes a long time to reload but deals very high damage.
    • Mining Laser $600- requires a little power - requires Vehicle Yard
      A very cheap high-powered turret with decent range that is especially effective against armored targets.

     

     

  9. All Did you say... another?

     

    Time for the illuminati!

     

    Circulus Penrose

    Emerging from the mists of history as a half-forgotten legend the Circulus Penrose are finally prepared to move their plans into action. Existing as a secret society made up of influential bankers, kings, politicians, and despots, they have always had their hand in the world's affairs, since the dawn of civilisation. Their power is enormous, they have the entire world at their whim - whole countries will jump when they tug the strings. Now, for the first time in history, they are becoming physical and visible in the universe.

     

    Their team colour is black.

     

    The Circulus Penrose are absolute undisputed masters of manipulation and stealth, however, their actual armed forces are weak. To win as this team requires a very savvy commander. Generally they are terrible at fighting 1v1 but are excellent at manipulating enemy teams to fight each other and then swooping in on what's left.

     

    Their biggest team advantage is that their entire base and all units are disguised by default. When a game is first started another team is chosen (e.g. League of European Powers), and the other players are told this is what they are playing as. The Circulus player will then have all their buildings disguised as that teams', and will be able to produce Tier 1 units from that team in addition to their normal units.

    In addition, special Ciculus units (not those captured or disguised) do not show team colours unless viewed by a stealth-detecting unit

     

    Units

     

     

    Tier 1:

    Note that the player will have access to the chosen 'disguise team's units from tier 1.

    • Mining truck [land]
      $1000, built from vault
      A mining truck, disguised as the selected team's.
    • Leech [land]
      $200, built from vault
      A small, stealthed drone that can attach to enemy harvesters. It will not reveal itself in any way other then that it saps the ore collected by the truck it is attached to.

    Tier 2:

    • Agent [land]
      $150 built from reeducation facility
      A stealthed engineer who can infiltrate enemy buildings to steal funds, unit technologies, or cut power, or repair bridges and friendly buildings.
    • Sheeple [land]
      $120 built from reeducation facility
      A fanatical civilian of the New Order, completely impervious to mental attack, that attacks with whatever was on hand. Some are melee, some are ranged, all are very fast.
    • Surveillance Van [land]
      $400 built from reverse engineering bay
      An inconspicuous black van that can disguise as a chosen enemy vehicle. It has a long line of sight and can detect stealth. Most usefully, it can take down aircraft flying above with laser pointers in the pilot's eyes, without warning the enemy player they are under attack. It can also transport up to 5 infantry units.
    • Black Helicopter [air]
      $500 built from Airbase
      A stealthed aircraft that hovers. It's machinegun is effective against enemy foot troops or aircraft.
    • Chemspray Plane[air]
      $550 built from Airbase
      This aeroplane is always moving (in circles if not sent elsewhere) and leaves behind clouds of chemicals that erode enemy aircraft flying through them, and also damage enemy vehicles on the ground.
    • Embarger [sea]
      $300 built from Hydrobase
      A large, slow, incredibly high-health barge that is used to blockade the ocean. It cannot attack, but it can 'capture' enemy aquatic infantry, giving them to your team.

    Tier 3: (requires Area 61)

    • Shock Trooper [land]
      $500 built from reeducation facility
      A soldier of the New Order, armed with high impact submachine weapons and tear gas to incapacitate enemy infantry. They cannot be run over.
    • Bilderburger [air]
      $1000 built from Airbase
      A gigantic airship that converts enemy vehicles below it with malicious code transmitted downward, there is not limit on how many vehicles it can convert, but it takes 4 seconds between conversions. It is otherwise defenceless.
    • IFO [air]
      $1400 built from Airbase.
      A captured and rebuilt UFO, this superfast ship can abduct enemy infantry, converting them to your side (they respawn at the reeducation facility), or dismantle enemy buildings, giving you the resources it cost to build them.
    • Deep Link [sea]
      $900
      A submarine that is effective against enemy shipping, or that can surface to launch missiles at enemy buildings.
    • <Commando> Grand Circulus [land]
      $3000 built from reeducation facility
      It costs a hefty sum to make the Grand Circulus enter the fray. He appears as a man in a suit to the player, but to enemies he appears as one of their leaders. His disguise cannot be seen through, and he cannot be destroyed. If his health is depleted - via indirect fire or superweapons - he will disappear, but can be retrained for $300. No one knows his real name. When tasked on an enemy's production building, he disables it. When tasked on an enemy radar, he makes your team invisible on it. When tasked onto a refinery or construction yard, he siphons money to your account. When tasked on an enemy commando, he bribes them to your side - but only if he is in range for 10 seconds. He can take over any enemy ground vehicle, and when it is destroyed he will emerge without a scratch.

     

     

     

    Buildings

     

     

    All Circulus Penrose buildings are disguised as opponent buildings unless otherwise stated - as long as there's power. The player will be able to see their own buildings behind the fake 'cloak' over them.

    • Base of Operations- $3000 - no power requirement - no prerequisites
      The sinister base where Circulus Penrose plots are hatched. It allows the construction of new buildings.
    • Water Fuser - $600 - provides medium power
      Using suppressed fusion technology this plant produces power from H2O
    • Vault - $1200 - requires a little power
      The refinery, produces mining trucks
    • Decoy Power plant - $400 - no power requirement
      This building looks exactly like a power plant to your opponents but is in fact simply a decoy and destroying it doesn't affect your power supplies
    • Reeducation facility - $700 - requires a little power
      This building trains infantry.
    • Surveillance up-link - $1000 - requires a lot of power
      Linking up to the global telecommunications grid - including all browser history - allows the Circulus to have radar as well as see everything all opponents see.
    • Reverse-engineering bay - $1200 - requires a little power and reeducation facility
      This factory produces surveillance vans. In addition, any converted vehicles brought into it are destroyed but allow the player to produce them.
    • Hydrobase - $1000 - requires a lot of power - requires reverse-engineering bay
      This facility produces watercraft.
    • Airbase - $900 - requires a little power - requires reverse-engineering bay
      Allows the production of aeroplanes
    • Area 61 - $2000 - requires a lot of power - requires
      Advanced units and buildings require this structure
    • <Superweapon 1> Chemical Activator - $1800 - requires a lot of power - requires Area 61
      This superweapon is disguised as a reverse-engineering bay by default, but when firing is visible. It causes units at it's target to become enemies to all players.
    • <Superweapon 2> Devil's HARP - $2200 - requires a lot of power - requires Area 61
      Once charged this building emits a gigantic burst of electrical power, causing a hurricane at the target site, destroying buildings and units

      Defensive:
    • Wall - $50 - no power requirement - requires reeducation facility
      A simple wall
    • Decoy turret - $120 - requires a little power - requires reeducation facility
      A fake turret that can't damage but appears as a high level turret of the team selected at start
    • Control Field - $600 - requires a little power - requires Surveillance up-link
      This tower is stealthed but causes a powerful seep to health for up to five units at once nearby - both ground and air
    • Override - $900 - requires a lot of power - requires Area 61
      Automatically 'mind controls' enemy ground units of both organic and mechanical kinds - disguised as anti-aircraft

     

     

  10. Well, I'll do another one :p (it's a great way to de-stress I find)

     

    The Orange Empire

    The Orange Empire is an early modern colonial empire existing on another planet. The Empire is in the midst of an age of exploration and scientific endeavour, its people optimistic and brave, its celebrities adventurers and inventors. The homeworld of the Empire is home to numerable hostile predators and terrible seismic events - situations which have conspired to force the people to live differently to how we would be used to: the Orange Empire's cities float via fantastic science and their civilisation almost entirely exists in the atmosphere. Of course they visit the ground regularly and have bases and other bastions there, but the sky is their true home. Their art style is a retro-futuristic age of discovery theme (1600's-1800's) with beautiful European architecture. The Empire's colonial mindset is more or less wholesome, and they regularly employ mercenaries and otherwise from tribes they 'liberate'.

     

    Their team colour is bright orange.

     

    hmpmKfd.png

     

    The Orange Empire have the unique advantage that all their buildings are mobile. However this also means that their buildings have much less health, and are very vulnerable to anti-aircraft fire. Their units are mostly focused on aircraft, but they also have some powerful infantry units. They can't construct boats of any kind, as aircraft fill that role for them.

    They are very vulnerable to anti-aircraft weapons all around, but excel at fighting other ground units and most aircraft.

     

    Units

     

     

    Tier 1:

    • Mining team [land]
      $1200 built from assay office
      A group of hardy colonial miners, the mining team isn't as well armoured as other mining vehicles, but it can garrison like infantry and blow up buildings or slow vehicles with TNT.
    • Orange Rifleman [land]
      $80, built from military camp
      Standard infantry, but surprisingly resilient. The Orange Riflemen are very slow firing, but are hugely effective in numbers when firing in volley. The can garrison buildings.
    • Swordsman[land]
      $100 built from military camp
      Although slightly outdated, this weapon is still effective at slicing though enemy infantry. The swordsman can 'rush' enemy infantry to quickly close in before decimating their lines.
    • Support officer [land]
      $120 built from military camp
      This officer encourages the men around him, increasing hit points and providing healing. He cannot be destroyed by '1-hit' attacks.
    • Adventurer [land]
      Cannot be trained - automatically produced by explorer's guild
      Adventurers are special units that have very long line of sight, stealth (and detects stealth), and powerful attacks. Adventurers have unique loadouts when spawned - some are demolitions, some are snipers, some are sappers. Regardless, they can be given the instruction to automatically explore the map and seek out units to attack.

    Tier 2:

    • Sapper [land]
      $120 built from military camp
      The sapper functions as an engineer.
    • Mechanical Crab [land]
      $180 built from workshop
      The only tank built by the Orange Empire, this multi-purpose steam-powered mechanical walker provides anti-armour weapons as well as weak anti-air capacities. It can also 'dig in' to deploy as a siege cannon.
    • Automated Carriage [land]
      $250 built from workshop
      A very fast, moderately armoured transport that can take up to 8 infantry units.
    • Fixater Craft [air]
      $90 built from workshop
      The simplest aircraft used by the Empire, this balloon carries with it a small turret that can fire at ground or air units. Only really dangerous in number but useful as bullet shields or to support other units.
    • Triumph Attacker [air]
      $150 built from workshop
      This medium airship lacks speed but has a very appreciable armament against enemy aircraft, and can drop bombs on buildings below.
    • Triplane Fighter [air]
      Built with airpad
      These fast planes are incredibly effective at fighting enemy aircraft or strafing ground troops.

    Tier 3:

    • Ingenius [land]
      $300 from military camp
      A brilliant engineer, encased in a steam-powered exoskeleton of her own design - the Ingenius attacks with high powered electrical bolts and arcs that fry mechanical units.
    • Revengance class Bomber [air]
      $900 built from workshop
      These gigantic flying wing bombers move slowly but have high health and deliver devastating blows to ground targets.
    • Sprite Dreadaere [air]
      $700 built from workshop.
      This aircraft is a more powerful attacker, featuring capable anti-air attacks, we well as long range rocket bombardment of ground targets. It can also carry up to 5 infantry which it releases via parachute.
    • <Commando> Guliver Giamba [land/air]
      $1000 built from explorer's guild
      The Orange Empire's most widely loved and respected figure, Guliver is famed for his invention of a portable flying apparatus. In battle he eliminates vehicles with ease with his exploding bullet revolver, and he has the ability to quickly take to the skies via his steam-powered jetpack/wings to escape dangerous situations.

     

     

     

    Buildings

     

     

    All Orange Empire buildings float a few meters above ground by default (where any unit can target them), but can be tasked to move. When moving they float higher; operate at 50% speed/efficiency, and can't create new units, but they can only be targeted by anti-air units.

    • Founder's Hall - $3000 - no power requirement - no prerequisites
      This beautiful building serves as the centre of the colony for a Orange Empire's base. Building permits are sold here to allow more buildings to be constructed.
    • Skymill - $400 - provides power
      This building acts as a wind turbine, collecting lots of power from the winds in the air. Unlike most other buildings, Skymills generate more power when moving, but they have very little health.
    • Assay office- $1200 - requires a little power
      Here mining permits are given out to mining teams, and taxes are collected on what they bring back.Mining teams can only return to the office when it is not moving.
    • Explorer's Guild - $700 - requires a little power
      The explorer's guild is little more then a pub, but it attracts adventurers - which is spawns over time (although they can't leave the building unless it is landed) - and allows the map to be drawn.
    • Military camp- $600 - requires a lot of power
      The military camp produces infantry units and acts as a powerful tower that can attack both ground and air, even when airborne.
    • Workshop - $1200 - requires a lot of power - requires military camp
      The workshop produces most flying and ground vehicles. It can produce flying vehicles while moving.
    • ​Institute of Science - $1200 - requires a lot of power - requires explorer's guild and workshop
      The institute of science allows advanced units to be created
    • Recruitment office - $800 - requires a little power - requires institute of science
      This special building allows the construction of a random enemy team's basic infantry at your military camp. It can be instructed to shuffle the unit every 5 mins.
    • Airpad - $300 - requires a little power - requires workshop
      This small building supports one triplane - is either is destroyed the other is destroyed too. It also refuels and resupplies the planes.
    • <Superweapon 1> Glorious Statue - $1900 - requires a lot of power - requires institute of science
      This superweapon takes a while to charge but once charged can instantly convert a group of enemy units to your side via its sheer glorious-ness.
    • <Superweapon 2> ​Seismic Hammer - $2200 - requires a lot of power - requires institute of science
      A gigantic weight suspended high above the earth, when dropped this causes a huge earthquake at the targeted site, obliterating buildings.

      Defensive:
    • Palisade - $30 - no power requirement - requires military camp
      A wooden wall that is surprisingly effective at stopping bullets but quickly disintegrates against explosions or flames, your units can shoot over it. It can't be moved.
    • Airspray - $140 - requires a little power - requires military camp
      This defence shreds enemy aircraft, but also damages friendly ones that fly into the flak it produces.
    • Faller $80 - no power requirement - requires workshop
      This airbourne mine does not attack, but if 'destroyed' will drop to the ground causing a huge explosion.
    • Encampment - $200 - requires a little power - requires explorer's guild and military camp
      A groundbound camp that packs a punch against any foe, the encampment can additionally garrison up to 6 infantry.
    • Steamdrive Cannon - $1000 - requires a lot of power - requires institute of science
      This huge cannon must be built on top of a military camp (replacing it) but delivers massive damage to ground targets and can fire while moving. It is slow firing but effective at siege.

     

     

  11.  

    I forgot to post an example so here's one!

     

    • ADS emitter - $900 - requires a lot of power - requires control center

      A high powered microwave emitter, adapted from riot control. The damage it does can chain from unit to unit, damaging faster and faster the longer the foes are under the effect. It is especially powerful against organic units or watercraft.

     

     

    So wouldn't that be Active Denial System Emitter, the emitter part seems redundant.

     

     

    C'est vrai, mon ami!

  12. I forgot to post an example so here's one!

     

    The Tetsec States (Les États Tetsec)

    An alternate futuristic French society focusing on TNO asteroid mining mining, advanced computing technology and robotics. Their art style is reminiscent of the 1960's. In an era of worldwide peace they are one of earth's few remaining weapons manufacturers - a position they are granted due to their position as the Head of the UN security council. The chief exports of the states are therefore armed drones and small arms, but also general IT, education, rare earth minerals (from the asteroid mining endeavors), and of course; cheeses and wines.

    The states also manage two colonies in the solar system. Avilnir on Jupiter's Callisto, serving as a colony of researchers and scientists, as well as spaceship construction facility, and Port de Soleil on Neptune's Triton, which is an automated refueling and resupply station that serves as a last stop before the voyage into the Kuiper belt.

     

    Typically, a ship will take about 7 years to travel from earth to the asteroid it has targeted and back. Voyages are managed by private companies, and each ship will typically have a crew of 180-240 astronauts. In order to be economical then, each ship brings back an enormous amount of minerals, hydrocarbons, and ices.

     

    Their team colour is neon blue.

     

    The States rely mostly on automated drones adapted from peacekeeping roles. While this means their productions are rather cheap and that they cannot be affected by anti-organic tactics, have above-standard line-of-sight, and great attack range, their units are also very vulnerable to electric type damage, and generally don't have much protection against heavy weapons of any kind.

    Their team relies almost exclusively on advanced technology - so Tetsec bases are extremely vulnerable to having their power cut. However their sensors are incredibly advanced, so sneaking into a base will prove difficult.

     

    Units

     

     

    Tier 1:

    • Mineur [land]
      $1000, built from recombination forge
      An industrial mining drone with heavy armor
    • Capteur [land/air]
      $20, built from assembly
      A simple scouting drone, the Capteur is unarmed but very fast and can see a long way. It also detects stealth. It can be targeted by ground or air units.
    • Travailleur [land]
      $50 built from assembly
      Basic infantry unit, a simple tracked drone used normally for repairs or exploration. It is armed with appreciable firepower but little armor.
    • Défenseur [land]
      $100 built from assembly
      Basic infantry/siege unit. This drone is only slightly slower then the travailleur but must deploy to fire. It features decent splash damage firepower, which can be devastating in number.
    • Calmar [sea]
      $90 built from plate-forme
      Basic seaborn infantry drone, drills boat hulls from up close. Has a high speed and attack but low armor.

    Tier 2: (requires control center)

    • Programmeur [land]
      $120 built from control center
      A human engineer who can build bridges, capture enemy buildings or instantly repair friendly ones. Can also automatically repair drones in a radius around him.
    • Antiaérien [land]
      $150 built from assembly
      A powerful drone platform designed to combat aircraft. It also has an effective ground missile that works as artillery.
    • Soldat de Métal [land]
      $200 built from assembly
      This is the best automated drone unit in the Tetsec's arsenal. A bipedal military-grade drone armed and armored well. It is especially effective against enemy armor.
    • Observateur [air]
      $100 built from assembly
      A stealthed aircraft that can only be targeted by other aircraft. It has a long view range and a powerful anti-air attack.
    • Moineau [air]
      $250 built from assembly
      The moineau is a very effective bomber, with high armor and good speeds. It uses a large laser that must recharge after 6 shots.
    • Saumon [sea]
      $170 built from plate-forme
      A powerful frigate drone that can target aircraft as well.

    Tier 3: (requires laboratoire)

    • Nano [land/sea]
      $5 built from assembly
      A tiny machine that is stealthed when not moving, the nano is useless on it's own but can become an enormous swarm the more are grouped together. Nano swarms incapacitate their target and destroy it by breaking it down. They can only target machines/vehicles or buildings
    • Gendarmerie [land]
      $400 built from control center
      Advanced infantry that break the mold of the team. Gendarmerie are stealthed infantry armed with sniper rifles that excel at destroying enemy infantry or buildings. They are slow moving and expensive, but are very resistant to damage due to their armor. Although their normal attacks cannot damage vehicles, sometimes (1/30) they get a 'lucky shot' and can kill a tank with one or two shots.
    • Atmosphère Trémie [air]
      $800 built from assembly
      A space-faring transport shuttle, this unit can transport up to 8 units anywhere across the map extremely quickly and entirely safely due to it's travelling though space, however after each trip it must recharge the boosters for a few minuets.
    • Trojan Satellite [air]
      $1200 built from laboratoire. The player may only have 3 at a time.
      An expensive satellite that floats slowly and randomly across the map. When instructed it will release a payload of gravity bombs below itself, becoming inert afterwards. It cannot be targeted or destroyed by enemies.
    • Baleine [sea]
      $800
      A large destroyer drone that can store, repair, and release up to 10 calmar's. It is especially effective against buildings.
    • <Commando> Pierre Cailloux [land]
      $1000 built from control center
      Earth's top drop pilot and agent, Pierre drives a bipedal drone equipped with automatic satellite tracking and uplink devices. While the drone itself is unarmed, it allows Pierre to target units and buildings from range for orbital strikes. When destroyed, Pierre survives as an infantry unit with the capacity of a programmeur while having higher health and being armed with a railgun. If he returns to the control center a new drone is supplied for him.

     

     

     

    Buildings

     

     

    • Mainframe - $3000 - no power requirement - no prerequisites
      The Tetsec construction yard, the Mainframe allows the construction of other buildings.
    • Fusion Réacteur - $700 - provides medium power
      A Helium-3 fusion reactor that provides ample power. When destroyed it has a chance to explode, damaging anything nearby.
    • Recombination Forge - $1200 - requires a little power
      This plant breaks down minerals deposited into it and provides an income stream. It is slower at providing money then other refineries, but produces slightly more per load.
    • Communications Facilité - $800 - requires a lot of power
      This building allows the use of radar, and detects incoming attacks in the nearby vicinity.
    • Sensor Node - $100 - requires a little power - requires communications facilité
      A tower loaded with electronic sensors to detect stealth and see over a long distance. The sensor node can be built anywhere your units can see, but you may only have 8 at any time.
    • Assembly - $500 - requires a little power
      A small factory that produces tier one ground and air units. It can also repair drones.
    • Control Center - $1400 - requires a lot of power - requires assembly and communications facilité
      A large building that produces some units, and is needed to produce advanced drones. If destroyed, advanced drones go offline. You may have multiple of this building to prevent that.
    • Plate-Forme - $900 - requires a lot of power - requires assembly and communications facilité
      The Chantier Drone produces waterborne units. It must be built in water.
    • Laboratoire - $2000 - requires a lot of power - requires control center
      Advanced units require this building, and it lowers construction time for units substantially.
    • <Superweapon 1> Flash Bulb - $1800 - requires a lot of power - requires laboratoire
      This superweapon disables the chosen enemies's power supply for a few minuets by triggering a huge emp burst from space.
    • <Superweapon 2> Port de le Astre - $2000 - requires a lot of power - requires laboratoire
      Once charged this building docks a space freighter, supplying the player with a huge amount of money and providing near-instant build times for a few minuets.

      Defensive:
    • Riot wall - $20 - no power requirement - requires assembly
      A simple and weak wall that severely damages tanks that roll over it.
    • Laser Turret - $120 - requires a little power - requires assembly
      Adapted from scientific apparatus this laser is effective against slow moving units, as the damage it does increases the longer it is focused on a target.
    • Tour d' Emp - $200 - requires a little power - requires communications facilité
      This building functions like the laser turret for aircraft, firing a beam that damages the aircraft faster the longer it is focused on it
    • ADS emitter - $900 - requires a lot of power - requires control center
      A high powered microwave emitter, adapted from riot control. The damage it does can chain from unit to unit, damaging faster and faster the longer the foes are under the effect. It is especially powerful against organic units or watercraft.

     

     

×
×
  • Create New...