by Liberated Counties » Tue Jun 04, 2013 11:18 am
by Prusseuss » Tue Jun 04, 2013 11:24 am
by The blood ravens » Tue Jun 04, 2013 11:29 am
by Prusseuss » Tue Jun 04, 2013 11:30 am
Xenomorph Prime wrote:Well, I guess never mind...
by Prusseuss » Tue Jun 04, 2013 11:32 am
by The blood ravens » Tue Jun 04, 2013 11:33 am
Prusseuss wrote:Blood,you can accept yourself........
by The Armed Republic of Dutch Coolness » Tue Jun 04, 2013 11:35 am
P2TM Mentor
by Liberated Counties » Tue Jun 04, 2013 11:36 am
Prusseuss wrote:Name of Nation: The Mala'kak Empire ( Prometheus Space Jockeys )
Home Planet: Prometheus
Form of Government: A technocracy with a caste system.These are the castes
Shaper Caste: These are the bio-engineers of the Empire.They are responsible for creating and breeding xenomorphs,terraforming,creating and breeding new lifeforms,and creating biological pathogens and viruses.
Warrior Caste : These are the Mala'kak who fight in battle.They are also the protectors of the Shapers and the other castes.There are the ones that utilize the weapons of the empire.
Pilot Caste: As the caste name suggests,these are the pilots of the Mala'kak.They commonly carry drop pods of Live xenomorphs,or something of the sort.
Healer caste: These are the Mala'kak of the empire that heal you,that give you prosthetic limbs,that cure you of sickness.
Builder Caste: The builder Caste is responsible for creating the buildings,the actual weapons,the ships,that the empire uses.Without them,the empire would fall.
Leaders: High Shaper Reshai
Standing on the Senate and Chancellor: Pro
Senator: none yet
Species: Mala'kak,Xenomorphs
Planets: Prometheus,L1-765,L2-46.L3-887
Superweapon: Xenomorphs,Necromorphs
Population: 3.5 Billion Mala'kak,unknown Xenomorph population
Army Size: 17.5 million
Fleet Size: 10,000 highly advanced ships
Strengths: Very advanced tech,powerful weaponry,Xenomorphs,
Weaknesses: Small population,small fleet
( Note,Mala'kaka are a teir one species)
by Liberated Counties » Tue Jun 04, 2013 11:37 am
The blood ravens wrote:Name of Nation: United States of Sangheilios
Home Planet: Sangheilios
Form of Goverment: Democracy
Leaders: President Rtas Vadum, Supreme commander Ersa 'Elaodee
Standing on the Senate and Chancellor: Neutral
Senator: None
Species: Sangheili, Human.
Planets: Sangheilios, Harvest, Terra, and Graia
Superweapon: Forge World Graia
Population: 25 billion
Army Size: 6 Billion
Fleet Size: 25,000
Strengths: Advanced Technology, most sangheili are capable fighters
Weaknesses: Limited terraforming technology prevents widespread colonization. Limited understanding of the Forgeworld prevents using it to its full capacity. (Temporary.)
by Prusseuss » Tue Jun 04, 2013 11:38 am
Liberated Counties wrote:Prusseuss wrote:Name of Nation: The Mala'kak Empire ( Prometheus Space Jockeys )
Home Planet: Prometheus
Form of Government: A technocracy with a caste system.These are the castes
Shaper Caste: These are the bio-engineers of the Empire.They are responsible for creating and breeding xenomorphs,terraforming,creating and breeding new lifeforms,and creating biological pathogens and viruses.
Warrior Caste : These are the Mala'kak who fight in battle.They are also the protectors of the Shapers and the other castes.There are the ones that utilize the weapons of the empire.
Pilot Caste: As the caste name suggests,these are the pilots of the Mala'kak.They commonly carry drop pods of Live xenomorphs,or something of the sort.
Healer caste: These are the Mala'kak of the empire that heal you,that give you prosthetic limbs,that cure you of sickness.
Builder Caste: The builder Caste is responsible for creating the buildings,the actual weapons,the ships,that the empire uses.Without them,the empire would fall.
Leaders: High Shaper Reshai
Standing on the Senate and Chancellor: Pro
Senator: none yet
Species: Mala'kak,Xenomorphs
Planets: Prometheus,L1-765,L2-46.L3-887
Superweapon: Xenomorphs,Necromorphs
Population: 3.5 Billion Mala'kak,unknown Xenomorph population
Army Size: 17.5 million
Fleet Size: 10,000 highly advanced ships
Strengths: Very advanced tech,powerful weaponry,Xenomorphs,
Weaknesses: Small population,small fleet
( Note,Mala'kaka are a teir one species)
Xenomorphs, Necromorphs, and flood are only allowed if they are uncontrollable. It's too overpowered to control.
by The blood ravens » Tue Jun 04, 2013 11:39 am
The Armed Republic of Dutch coolness wrote:Tagging. Making app tomorrow.
Blood, can I has Chaos Marines?
by The Orson Empire » Tue Jun 04, 2013 11:40 am
by Liberated Counties » Tue Jun 04, 2013 11:41 am
by Liecthenbourg » Tue Jun 04, 2013 11:43 am
by Prusseuss » Tue Jun 04, 2013 11:43 am
Liberated Counties wrote:Prusseuss wrote:Xenomorphs are relatively easy to kill.Anyway,wouldn't people be able to detect them ?
Not when in the billions. The problem with the last thread is that extremely overpowered stuff were allowed in, and everyone apart from the major players dared not be aggressive since other nations possessed extremely powerful stuff.
It's understandable an alliance or a tactical genius will become dominant, but having hordes of monsters makes that too easy.
by Liberated Counties » Tue Jun 04, 2013 11:46 am
Prusseuss wrote:Liberated Counties wrote:
Not when in the billions. The problem with the last thread is that extremely overpowered stuff were allowed in, and everyone apart from the major players dared not be aggressive since other nations possessed extremely powerful stuff.
It's understandable an alliance or a tactical genius will become dominant, but having hordes of monsters makes that too easy.
I am willing to get rid off the Necromorphs.What could I replace them with ?
by The blood ravens » Tue Jun 04, 2013 11:46 am
Liberated Counties wrote:Prusseuss wrote:Xenomorphs are relatively easy to kill.Anyway,wouldn't people be able to detect them ?
Not when in the billions. The problem with the last thread is that extremely overpowered stuff were allowed in, and everyone apart from the major players dared not be aggressive since other nations possessed extremely powerful stuff.
It's understandable an alliance or a tactical genius will become dominant, but having hordes of monsters makes that too easy.
by Prusseuss » Tue Jun 04, 2013 11:47 am
Liberated Counties wrote:Prusseuss wrote:I am willing to get rid off the Necromorphs.What could I replace them with ?
You don't seem to understand that overpowered things are what stops this roleplay from becoming interesting. It's basically like
"Oh, he's being abit aggressive. I should perhaps confront him, oh no he has Xenomorphs, I can't do shit." And presto we have an easy dominance.
No Xenos or Necromorphs or flood. Anything as overpowered as that isn't allowed to be controlled because I don't want this to stagnate again.
by Liberated Counties » Tue Jun 04, 2013 11:49 am
Prusseuss wrote:Liberated Counties wrote:
You don't seem to understand that overpowered things are what stops this roleplay from becoming interesting. It's basically like
"Oh, he's being abit aggressive. I should perhaps confront him, oh no he has Xenomorphs, I can't do shit." And presto we have an easy dominance.
No Xenos or Necromorphs or flood. Anything as overpowered as that isn't allowed to be controlled because I don't want this to stagnate again.
I'm fine with the Xeno's being uncontrolled.Why do you think we have such a low population ? Xenomorph outbreak.But still,what could I replace the Necro's with ?
by Prusseuss » Tue Jun 04, 2013 11:50 am
by The Orson Empire » Tue Jun 04, 2013 11:50 am
by The blood ravens » Tue Jun 04, 2013 11:50 am
The Orson Empire wrote:3rd incarnation, eh?
My application
Name of Nation: The Bakari Union
Home Planet: Bakari Prime
Form of Goverment: Dictatorship
Leader(s): Lord Bakarus
Standing on the Senate and Chancellor: Anti
Senator: Senator Martan
Species: Bakari, Altarian
Planets: Bakari Prime, Thanathus, Tataleon, Moreleon, and various mining worlds and asteroids
Superweapon: The Doomsday-class Dreadnought. It is a 500 mile long gigantic ship with it's primary weapon being a large superlaser, which can instantly destroy multiple ships at once or perhaps take out a small moon.
Population: 8 billion
Army Size:
Organic units: 1 billion
Synthetic units: 500 million
Fleet Size: 95,000
Strengths: Has an incredibly large military and space fleet. Skilled in space combat as well as ground combat, maybe even the best in the galaxy.
Weaknesses: The leadership of the Bakari Union tends to be over-arrogant, and this has cost them millions of units in past wars. In addition, our propulsion and hyperdrive systems aren't that good, and our shields are terrible.
by The Armed Republic of Dutch Coolness » Tue Jun 04, 2013 11:51 am
P2TM Mentor
by Liberated Counties » Tue Jun 04, 2013 11:51 am
Advertisement
Return to Portal to the Multiverse
Users browsing this forum: Zarkenis Ultima
Advertisement