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7
47%
Colonist
3
20%
Earth-Born
5
33%
 
Total votes : 15

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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 7:15 am

North America Inc wrote:Mechanic wise, how will indoctrination work? How quickly can the Reapers take over us?


It depends, Reapers can do a quick indoctrination or slow ones.

Quickest I think is several days, but the strain exerted on the mind of the target means they might only live for a week or so, and don't really act themselves, or alive, really.
Then they can basically have it take as long as they want to from there, which increases the amount of time the indoctrinee will have.
I think Saren was indoctrinated over a period of several months, and he lived for quite some time (until he dies, naturally), and remained quite sane, and thinking he was in control of his actions, not Sovereign (Utter lie, but he believed it).


I'll say both are applicable, however if it's a really quick indoctrination (If race A downs a reaper (but doesn't completely destroy it) and tries to salvage it, that'd require a short indoctrination in order to take control), then both parties would have to agree to it, otherwise if Istanistan can somehow convince someone to take a Reaper artifact on board their ship or in a lab or whatever, he'll be capable of indoctrinating whether you like it or not, albeit probably over a period of at least a month or two.

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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 8:31 am

Just an update on the progress of the reboot: All is going well, Istanistan and I have begun to discuss what the Reaper invasion will look like, and how he'll go about crushing our hopes and dreams. The number recalculation is going along swimmingly. When I actually post it, I did intentionally hemorrhage the Batarians, because, well, they're basically dead. Going Batarian is basically playing on Insane Mode.

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North America Inc
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Postby North America Inc » Tue Sep 15, 2015 8:33 am

Celivaia wrote:Just an update on the progress of the reboot: All is going well, Istanistan and I have begun to discuss what the Reaper invasion will look like, and how he'll go about crushing our hopes and dreams. The number recalculation is going along swimmingly. When I actually post it, I did intentionally hemorrhage the Batarians, because, well, they're basically dead. Going Batarian is basically playing on Insane Mode.

When are the Batarians attacked in the time line?

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The Krogan
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Postby The Krogan » Tue Sep 15, 2015 8:34 am

North America Inc wrote:
Celivaia wrote:Just an update on the progress of the reboot: All is going well, Istanistan and I have begun to discuss what the Reaper invasion will look like, and how he'll go about crushing our hopes and dreams. The number recalculation is going along swimmingly. When I actually post it, I did intentionally hemorrhage the Batarians, because, well, they're basically dead. Going Batarian is basically playing on Insane Mode.

When are the Batarians attacked in the time line?


Literally right out of the gate, in the games that is.
Last edited by The Krogan on Tue Sep 15, 2015 8:34 am, edited 1 time in total.
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The Krogan
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Postby The Krogan » Tue Sep 15, 2015 8:35 am

Celivaia wrote:Just an update on the progress of the reboot: All is going well, Istanistan and I have begun to discuss what the Reaper invasion will look like, and how he'll go about crushing our hopes and dreams. The number recalculation is going along swimmingly. When I actually post it, I did intentionally hemorrhage the Batarians, because, well, they're basically dead. Going Batarian is basically playing on Insane Mode.


I'm scared :(
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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 8:43 am

First pass on the numbers is done. Opinion time: How do they look to you guys?

Asari Republics: 15000 (at least 12000 must be spent on infrastructure, 4 Urban Structures, 1 Fuel Depot, 1 Major Spaceport, 2 Minor Industrial Complex, 1 Major Industrial Complex, 1 Shipyard free on Thessia, free 20 dreadnoughts, free Hyperdreadnought (Destiny Ascencion)), basic 90 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below

Turian Hierarchy: 17000 (at least 14000 must be spent on military, 3 Urban Structures, 1 Fuel Depot, 1 Shipyard, 2 Minor Industrial Complex, 1 Major Industrial Complex free on Palaven, free 39 dreadnoughts), basic 75 credits/month + infrastructure

Salarian Union: 16000 (3 free Urban Structures, 1 Fuel Depot, 1 Minor Space Port on Sur'Kesh, 1 free Fuel Depot, Urban Area, 2 Minor Industrial Complexes, 1 Major Industrial Complex, and Shipyard on Mannovai, free 16 dreadnoughts with Advanced EW upgrade, free 5 Spec Ops, must spend at least 11000 on military, of which at least 2000 must be on spec ops and 500 on Elite Specialists) basic 70 credits/month + infrastructure

Systems Alliance: 13000 (2 Urban Structures, 1 Fuel Depot free on Earth, 1 free Major Space Station in Arcturus Stream, free 8 dreadnoughts, must spend at least 9000 on military), basic 60 credits/month + infrastructure


Volus Protectorate: 10000 (at least 6500 must be spent on infrastructure, 2 free Urban Structures, 1 Fuel Depot on Irune, free dreadnought w/ Thanix Cannon upgrade (Kwunu)), basic 70 credits/month + infrastructure

Elcor Courts: 6000 (2 free Urban Structures, 1 free fuel depot on Dekuuna, must spend at least 3000 on military), basic 35 credits/month + infrastructure

Hanar Primacy: 5500(At least 3500 spent on Infrastructure, 2 free Urban Structures, two free Fuel Depots on Kahje, free 2 Spec Ops, free SpecTRe, free Lvl.1 Defense Guns), basic 40 credits/month + infrastructure

Krogan: 6000 (At least 3780 spent on Ground Units) (Free Urban Structure, Fuel Depot on Tuchanka, free 8 militia + Heavy Weapons Teams + Cheap Weapons + Advanced Armour, free Armoured Division, free Lvl.1 and 2 Orbital Defense Guns, basic 15 credits/month + infrastructure, may not purchase spacecraft with initial credits


Omega: 6000 (1 free Major Station in Sahrabik, station has free 2 Urban Areas, 1 Major Spaceport, 1 Shipyard, 1 Fuel Depot, 2 Minor Industrial Complexes, free dreadnought, free 6 frigates), basic 50 credits/month + infrastructure +5 credits/month for every group operating out of the Terminus in operation

Batarians: 1250 (1 free Urban Area, 1 free Fuel Depot, 2 free Minor Industrial Complexes, 2 free Mining Complexes on a Garden world in Bahak (pick the name of the planet yourself), free 1 light cruiser, must spend at least 800 on military), basic 55 credits/month + infrastructure

Geth: 13000 (4 free Urban Areas, 1 free Fuel Depot, 1 free Minor Industrial Complex, 1 free Shipyard on Rannoch, free 21 dreadnoughts, free Hyperdreadnought, must spend at least 7500 on military), basic 50 credits/month + infrastructure

Cerberus: 7000 (1 free Major Station in Horsehead Nebula with free 1 Urban Area, 1 Fuel Depot, 1 Shipyard, Lvl. 2 Defense Guns, free battlecruiser, free frigate with Stealth and any 2 other upgrades, free 2 Elite Specialists, must spend at least 5000 on military), basic 35 credits/month + infrastructure

Quarians: 8500 (At least 7140 must be spent on non-upgraded ships, Marines, or militia. Free 7 unupgradeable dreadnoughts, free 10 Bulk Transports, free 3 Habitation Ships), basic 20 credits/month + infrastructure

Ilium Bloc: 2000 (3 free Urban Areas, 1 free Fuel Depot, 1 free Major Spaceport, 1 free Shipyard, free Lvl.1 Defense Guns on Ilium, 1 free Urban Area, 1 free Fuel Depot, 1 free Spaceport and 1 free Industrial Complex on any 2 non-colonized Terminus planets of choice, free 1 dreadnought, must spend at least 1200 on military), basic 30 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below

Heshtok Vorcha Clan: 3000 (1750 must be spent on ground units, 1 Free Urban Area, 1 Free Fuel Depot, 2 free mining complexes, free lvl 2 ground fortification, 1 free industrial complex, 2 Free Infantry with Flamethrowers, 1 free spec ops with flamethrower) basic 15 credits/month + infrastructure.


RENEGADES AND FREE COLONIES ARE HIGHLY RESTRICTED. Be aware that I will be much more harsh on grading apps for factions from this section than I will be for already established factions.
Renegade Human Colony: 1500 (1 free Urban Area, 1 free Fuel depot on any non-colonized Traverse world of choice, 1 free Mining Complex on any 2 non-colonized Traverse worlds of choice), basic 15 credits/month + infrastructure

Batarian Warlord: 1750 (1250 must be spent on infantry or ships, 1 free Urban Area, 1 free Fuel Depot, 2 free Mining Complex on any non-colonized Terminus planet of choice), basic 15 credits/month so long as the Batarian Hegemony has an economy of at least 250 other wise 10 credits/month + infrastructure

Pirate/Smuggler Gang: 300 (2 free Mining Complex on Traverse or Terminus planet of choice, 1 free Minor Station in system, free Mining Vessel, must spend at least 150 credits on ships), basic 10 credits/month + infrastructure

Independent Asari World: 2250 (1750 must be spent on Infrastructure, 1 free Urban Area, 2 free Mining Complex, 1 free Fuel Depot, 1 free Minor Spaceport on non-colonized Terminus world of choice), basic 20 credits/month + infrastructure - NOTE: All ground units gain free Combat Biotics upgrade, see below

Renegade Geth Group: 2000 (1 free Urban Area, 2 free Mining Complex, 1 free Fuel Depot, free Lvl.1 Defense Guns on Terminus planet of choice, must be max of 3 clusters away from Perseus Veil, 2 free frigates each with 2 free upgrades of choice), basic 15 credits/month + infrastructure

Independent Vorcha Clan: 1400 (800 spent on Ground Units, 1 free Urban Area, 2 free mining complexes, 1 free lvl 1 ground fortification on any non-colonized Terminus planet of choice. 2 Free Infantry with Flamethrowers), basic 10 credits/month + infrastructure

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North America Inc
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Postby North America Inc » Tue Sep 15, 2015 8:49 am

Those Batarians. Even there warlords have more.

I think the Asari should have more credits than the Turians,considering they're the largest economy.

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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 8:50 am

The Krogan wrote:
North America Inc wrote:When are the Batarians attacked in the time line?


Literally right out of the gate, in the games that is.


Yeah, Batarians are the first hit by the Reapers. The Reapers basically wipe the Batarians out, blitz through the Relays, a Sovereign-class detachment wipes out Arcturus Station and the human Second, Third, and Fifth fleet, while dozens more went to Earth. The First Fleet gets wiped out as they try to ambush the Reapers, and that act buys the Fourth Fleet above Earth 3-4 minutes. After that is done, the Reapers hit all GPS and comm satellites, and cut the fiber-optic cable between continents. Then Earth is kaput, basically.

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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 8:52 am

North America Inc wrote:Those Batarians. Even there warlords have more.

I think the Asari should have more credits than the Turians,considering they're the largest economy.


Well, the Warlords weren't anywhere near Batarian space. They were in the 'north' in the Terminus systems, and weren't hit by the Reaper invasion.

Even in this RP, the Turians started with 100 more mCr than the Asari, but the Asari already start with a Major Spaceport. So while they Turians have a large credit amount at the start, the Asari monthly income starts off much higher than the Turians, and the Asari restriction is on infrastructure, which'll increase their economy even more, giving them a much higher economic lead on the Turians, since their restriction is military spending.
Last edited by Celivaia on Tue Sep 15, 2015 8:54 am, edited 2 times in total.

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North America Inc
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Postby North America Inc » Tue Sep 15, 2015 8:55 am

I know it's kinda of topic but i always wondered if a black hole or a super nova can destroy a Reaper. Maybe some one could use it as a guerilla tactic.

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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 8:58 am

North America Inc wrote:I know it's kinda of topic but i always wondered if a black hole or a super nova can destroy a Reaper. Maybe some one could use it as a guerilla tactic.


I mean, yeah, they should. The question is being able to generate a Black Hole (without completely annihilating everything) or a Supernova (without repeating the issue from Star Trek of blowing up a good chunk of a quadrant.

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North America Inc
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Postby North America Inc » Tue Sep 15, 2015 9:00 am

Celivaia wrote:
North America Inc wrote:Those Batarians. Even there warlords have more.

I think the Asari should have more credits than the Turians,considering they're the largest economy.


Well, the Warlords weren't anywhere near Batarian space. They were in the 'north' in the Terminus systems, and weren't hit by the Reaper invasion.

Even in this RP, the Turians started with 100 more mCr than the Asari, but the Asari already start with a Major Spaceport. So while they Turians have a large credit amount at the start, the Asari monthly income starts off much higher than the Turians, and the Asari restriction is on infrastructure, which'll increase their economy even more, giving them a much higher economic lead on the Turians, since their restriction is military spending.

I see what you mean.

If i may suggest maybe we should have a tutorial in the OP page explaining how some things work like infrastructure and how you should build it properly.

I really want the Batarians to win now.

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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 9:02 am

North America Inc wrote:
Celivaia wrote:
Well, the Warlords weren't anywhere near Batarian space. They were in the 'north' in the Terminus systems, and weren't hit by the Reaper invasion.

Even in this RP, the Turians started with 100 more mCr than the Asari, but the Asari already start with a Major Spaceport. So while they Turians have a large credit amount at the start, the Asari monthly income starts off much higher than the Turians, and the Asari restriction is on infrastructure, which'll increase their economy even more, giving them a much higher economic lead on the Turians, since their restriction is military spending.

I see what you mean.

If i may suggest maybe we should have a tutorial in the OP page explaining how some things work like infrastructure and how you should build it properly.

I really want the Batarians to win now.


Sure, I can throw in a tutorial, no problem! I'll start writing it up.

Heh, it'd be hard, but not impossible.. Theoretically... I mean, since the Reapers don't turn around and hit the Batarians again, everyone else will be getting torn down as the Batarians can build up, so theoretically... Also, Bahak is in a pretty safe location, only one Relay in or out, so if they can hold it, then they'll do alright.

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North America Inc
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Postby North America Inc » Tue Sep 15, 2015 9:03 am

Celivaia wrote:
North America Inc wrote:I know it's kinda of topic but i always wondered if a black hole or a super nova can destroy a Reaper. Maybe some one could use it as a guerilla tactic.


I mean, yeah, they should. The question is being able to generate a Black Hole (without completely annihilating everything) or a Supernova (without repeating the issue from Star Trek of blowing up a good chunk of a quadrant.

Trick a Reaper to go to an isolated cluster, leave,and then watch the Super nova blow them up.

Or if the Reaper player is smart, he would gun for the Citadel and try to deactivate the mass effect rings but then again it might be to OP.

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North America Inc
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Postby North America Inc » Tue Sep 15, 2015 9:07 am

Celivaia wrote:
North America Inc wrote:I see what you mean.

If i may suggest maybe we should have a tutorial in the OP page explaining how some things work like infrastructure and how you should build it properly.

I really want the Batarians to win now.


Sure, I can throw in a tutorial, no problem! I'll start writing it up.

Heh, it'd be hard, but not impossible.. Theoretically... I mean, since the Reapers don't turn around and hit the Batarians again, everyone else will be getting torn down as the Batarians can build up, so theoretically... Also, Bahak is in a pretty safe location, only one Relay in or out, so if they can hold it, then they'll do alright.

The only reason why i mention it is because when i first saw this RP,it seemed almost overwhelming with the things you needed to watch. Might help attract fresh blood.

I might send Oleg to take over Omega and give me complete control over the Terminus system. *Maniacal Laugh insert here*

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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 9:32 am

Here's my first pass on the infrastructure tutorial. Thoughts?

TUTORIAL!
So, someone mentioned a tutorial on infrastructure and how to build/calculate might come in handy, so I’ll post a few months of my spending from the previous RP here, and walk/talk you all through it.
Treasury: 2706 mCr - Treasury is the amount of credits you have on hand. They can be increased through your monthly income, by the monthly events, or by donations/loans from other players. This amount can be decreased through spending, by monthly events, or by giving donations or loans to other players.

Event Expenses - 200 mCr - Sometimes, if a low number is rolled for events, then you can suffer costs. Maybe a reactor had a meltdown, or terrorists bombed a spaceport, or maybe even something positive, like finding an abandoned ship, and you pay for the materials necessary to bring it back to being fully operational.

Construction:

Oranil Minor Space Station "Ja'Kilush" - 400 mCr (+10% System credits) – This is an asset that is not placed on any planet. Oranil is the system name, followed by the structure type, the name of the object (not all must be named, I did it because it sounded cool), followed by the cost, and any system effects it has, in this case, a minor station, simply by existing, offers a 10% bonus to the income of the entire solar system it’s placed in.
- 0 Urban Area
- 0 Fuel Depot
- 0 Defence Guns – Some solar system assets (minor and major space stations) can have additional structures built on them, to further increase the amount of credits generated by a solar system. Structures on a station ARE affected by the 10% income bonus provided by that station.

Salarian Assault Fleet One: - This is the name of the force that will receive the units after they are done being constructed. You don’t have to do this as you start construction, however, once units are completed, assigning them to a force and having that force’s location and mission/objective listed in your Archive post (more on that later) will be extremely, EXTREMELY helpful once the time comes for combat.
16 Light Transport - 416 mCr (Free GARDIAN, Dropship Hangar, Multicore Shielding) (320 + 30%) - 3 Months – This is a unit under construction. Here I have the number of units, the unit type, and the total cost listed first. After that, I have applicable upgrades that I’ve purchased (Salarians receive the upgraded GARDIAN system for free on all small and medium ships, so I mark that there, and I also purchased the Dropship Hangar and Multicore Shielding upgrades for all transports. You don’t have to have the same upgrades on all unit types, for example, I could have 5 transports with the upgrades I used above, and I could also have 4 more under construction with Enhanced Life Support and Silaris Armour. After the upgrades, I have the raw price of the units (Light Transports are 20 mCr (mCr is how I refer to an in-game credit, since each credit on a faction scale is worth 500 million)). The percentage value is the total modifiers of all the upgrades I have purchased, with the Drop hangar costing 5% on top of the base cost, and the Multicore Shielding costing another 25%, for a total of 30% that I must pay on top of the base cost of 320 for all 16 Light Transports. The ‘3 months’ marker denotes how long I have left until the units are completed, and ready to operate.

13 Fighter Wings - 78 mCr (Free GARDIAN) - 2 Months
14 Interceptor Wings - 98 mCr (Free GARDIAN) - 2 Months
10 Light Cruisers - 375 mCr (Free GARDIAN, Thanix Cannons, Multicore Shielding) (250 + 50%) - 4 Months
7 Battlegroup Carriers - 551 mCr (Enhanced GARDIAN, Silaris Armour) (135 + 75%) - 5 Months

Salarian Assault Force One:
15 Infantry Division - 180 mCr (Drop Troops) (150 + 20%) - 4 Months
6 Armoured Divison - 144 mCr (Drop Troops) (120 + 20%) - 3 Months
5 Artillery Batallion - 60 mCr (Drop Troops) (50 + 20%) - 3 Months
4 Sapper Detachment - 34 mCr (Drop Troops) (28 + 20%) - 3 Months
2 YMIR Mech Divisions - 60 mCr (Drop Troops) (50 + 20%) - 2 Months

This one is a month where I did a lot of heavy construction on several of my colonies.
Month 5:

Treasury: 0 mCr
Economy: 1448 mCr – I didn’t have it month I showed above for some reason, but normally I include this to show how much I earned at the start of this month, and my total credits for spending is Treasury + Economy.

Construction:
Mannovai: - This is the planet name marking where the structures under this category will go.
1 Urban Area (100 mCr) (+90 mCr/m) – Here I have the structure quantity, followed by the total price of the construction, and the change in my economy as a result of me having that structure. Normally, you only get 45 mCr/m (mCr per month) from Urban Areas, however, when a Major Spaceport is in the same cluster as this planet, the income from Urban Areas is doubled, along with some other effects.
1 Fuel Depot (15 mCr) (+5 mCr/m)
NEW SPACEPORT VALUE: 144 mCr/m - Here we have an interesting structure, the Spaceport. There are two varieties, the Minor, and Major. The Minor spaceport grants 4 mCr/m for each and every structure on the planet EXCEPT the Spaceport itself.. So if you have 2 Urban Areas and a Minor Spaceport on a planet, the Spaceport will generate 8 mCr/m (3 structures on the planet, but one is the Spaceport, so you only count the other two). Major Spaceports are whole different beasts entirely. As mentioned above, if there is a Major Spaceport in a cluster (each individual circle on the map listed near the top of this post), then ALL factions, whether friendly, neutral, or hostile, will receive doubled income from Urban Areas and Minor Spaceports. So in the example mentioned above, instead of receiving 8 mCr/m from 2 Urban Areas, you will now receive 16 mCr/m. Again, do NOT count the spaceport as a building when calculating its revenue.

Below is what my spending normally looks like, without all the notes.
Jaeto:
3 Urban Areas (300 mCr) (+270 mCr/m)
1 Industrial Complex (15 mCr) (+5 mCr/m)
1 Major Industrial Complex (40 mCr) (+15 mCr/m)
2 Major Mining Complex (60 mCr) (+20 mCr/m)
2 Fuel Depots (30 mCr) (+10 mCr/m)
5 Mining Complex (50 mCr) (+15 mCr/m)
1 Shipyard (50 mCr) (+15 mCr/m)
NEW SPACEPORT VALUE: 160 mCr/m

Aeoghr:
4 Urban Areas (400 mCr) (+360 mCr/m)
5 Mining Complex (50 mCr) (+15 mCr/m)
2 Major Mining Complex (60 mCr) (+20 mCr/m)
3 Industrial Complex (45 mCr) (+15 mCr/m)
1 Major Industrial Complex (40 mCr) (+15 mCr/m)
2 Fuel Depots (30 mCr) (+10 mCr/m)
1 Shipyard (50 mCr) (+15 mCr/m)
1 Minor Spaceport (80 mCr) (+8 mCr/structure ex. spaceport) (+144 mCr/m)

Remaining Treasury: 93 mCr – This value is what’s left over from my spending for this month, and it will carry over from month to month.

NEW ECONOMY: 2623 mCr/m – This value is my new monthly income that I’ll receive starting the next month. Remember, to find the total amount of credits you have to spend, add your Treasury + Economy together. So, for this month I had 1448 credits to spend, of which I spent all but 93, and that infrastructure boosted my monthly income to 2623 mCr/m, meaning that once this month ends and the next begins, I’ll have 93 + 2623 = 2716 mCr to spend on further developing my infrastructure, or expanding my military.

Here’s a full month spending with no notes, so you can see how I do mine in it’s full, uncluttered form.

Month 7: 2818 mCr

Construction:
Research Station "Alpha" - Sur'Kesh - 400 mCr
Research Station "Bravo" - Jaeto - 400 mCr
Ja'Kilush -
- 1 Urban Area (+45 mCr/m) - 100 mCr
- 1 Fuel Depot (+5 mCr/m) - 15 mCr
- 1 Planetary Guns - 50 mCr

Minor Space Station (Oranil) - Re'Lurall - 400 mCr
- 1 Urban Area (+45 mCr/m) - 100 mCr
- 1 Fuel Depot (+5 mCr/m) - 15 mCr
- 1 Planetary Guns - 50 mCr

Salarian Assault Fleet One
35 Corvette Packs - 210 mCr (Free GARDIAN, Thanix Cannons, Multicore Shielding) (140 + 50%) - 2 Months
25 Frigates - 375 mCr (Free GARDIAN, Thanix Cannons, Multicore Shielding) (250 + 50%) - 2 Months
20 Destroyers - 375 mCr (Free GARDIAN, Enhanced Sensors) (300 + 25%) - 3 Months

STG Enforcement Support
1 Specialist - 8 mCr (Drop Troops, Advanced Armour, High-quality Weapons) (Wesirn Baelon, STG Strategist/Union Commando- 4 Months
8 SpecOps Teams - 57 mCr (Enhanced Ewar, Drop Troops) (48 + 20%) - 4 Months


Treasury: 263 mCr

New Economy for Oranil
PRANAS: 735 mCr + 0% = 735 mCr
ORANIL: 1890 mCr + 20% = 2268 mCr
- System Assets:
- Minor Space Station (1 Urban, 1 Fuel Depot, 1 Planetary Guns, +10% System Credits) "Ja'Kilush" (+50 mCr/m)
- Minor Space Station (1 Urban, 1 Fuel Depot, 1 Planetary Guns, +10% System Credits) "Re'Lurall" (+50 mCr/m)

TOTAL: 3003 mCr/m

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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 9:33 am

North America Inc wrote:
Celivaia wrote:
I mean, yeah, they should. The question is being able to generate a Black Hole (without completely annihilating everything) or a Supernova (without repeating the issue from Star Trek of blowing up a good chunk of a quadrant.

Trick a Reaper to go to an isolated cluster, leave,and then watch the Super nova blow them up.

Or if the Reaper player is smart, he would gun for the Citadel and try to deactivate the mass effect rings but then again it might be to OP.


For now, the Reapers will NOT follow canon when deciding who to attack next, but I also asked him to make the difficulty a bit easier than would be expected, so we'll still have some frustration, but not be under threat of being completely wiped out within the first several months.

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Celivaia
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Postby Celivaia » Tue Sep 15, 2015 9:34 am

North America Inc wrote:
Celivaia wrote:
Sure, I can throw in a tutorial, no problem! I'll start writing it up.

Heh, it'd be hard, but not impossible.. Theoretically... I mean, since the Reapers don't turn around and hit the Batarians again, everyone else will be getting torn down as the Batarians can build up, so theoretically... Also, Bahak is in a pretty safe location, only one Relay in or out, so if they can hold it, then they'll do alright.

The only reason why i mention it is because when i first saw this RP,it seemed almost overwhelming with the things you needed to watch. Might help attract fresh blood.

I might send Oleg to take over Omega and give me complete control over the Terminus system. *Maniacal Laugh insert here*



Sure! That's an entirely possible plan. If you can wrest control of Omega, it's yours. I actually was planning to take over Omega and put it under Salarian control if this RP had continued for several more months. Would've been tricky, but man, would it have been fun. And profitable!

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North America Inc
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Postby North America Inc » Tue Sep 15, 2015 9:42 am

Celivaia wrote:
North America Inc wrote:The only reason why i mention it is because when i first saw this RP,it seemed almost overwhelming with the things you needed to watch. Might help attract fresh blood.

I might send Oleg to take over Omega and give me complete control over the Terminus system. *Maniacal Laugh insert here*



Sure! That's an entirely possible plan. If you can wrest control of Omega, it's yours. I actually was planning to take over Omega and put it under Salarian control if this RP had continued for several more months. Would've been tricky, but man, would it have been fun. And profitable!

Might get a base to keep a watchful eye on the Collector Base Remnant.

I like the tutorial but maybe you should explain how you know what planet to put what on.

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Celivaia
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Founded: Apr 16, 2015
Ex-Nation

Postby Celivaia » Tue Sep 15, 2015 10:06 am

North America Inc wrote:
Celivaia wrote:

Sure! That's an entirely possible plan. If you can wrest control of Omega, it's yours. I actually was planning to take over Omega and put it under Salarian control if this RP had continued for several more months. Would've been tricky, but man, would it have been fun. And profitable!

Might get a base to keep a watchful eye on the Collector Base Remnant.

I like the tutorial but maybe you should explain how you know what planet to put what on.


Do you mean in terms of what the maximum number of structures for each planet type is, or just a strategy for placing infrastructure on planets? There's already a section written in the game's first post that I can copy/paste into the tutorial as well for the former, and for the latter, I can write something for it about prioritizing where to build based on where you'll get the most benefit from.

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North America Inc
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Posts: 7683
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Tue Sep 15, 2015 10:12 am

Celivaia wrote:
North America Inc wrote:Might get a base to keep a watchful eye on the Collector Base Remnant.

I like the tutorial but maybe you should explain how you know what planet to put what on.


Do you mean in terms of what the maximum number of structures for each planet type is, or just a strategy for placing infrastructure on planets? There's already a section written in the game's first post that I can copy/paste into the tutorial as well for the former, and for the latter, I can write something for it about prioritizing where to build based on where you'll get the most benefit from.

Even i have a few questions.

How do you know what planets, moons, asteroids are under my control so i know where to place my infrastructure.

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The Krogan
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Posts: 5515
Founded: Sep 19, 2014
Ex-Nation

Postby The Krogan » Tue Sep 15, 2015 10:18 am

North America Inc wrote:
Celivaia wrote:
Do you mean in terms of what the maximum number of structures for each planet type is, or just a strategy for placing infrastructure on planets? There's already a section written in the game's first post that I can copy/paste into the tutorial as well for the former, and for the latter, I can write something for it about prioritizing where to build based on where you'll get the most benefit from.

Even i have a few questions.

How do you know what planets, moons, asteroids are under my control so i know where to place my infrastructure.


Mass Effect wiki is the usual source, though it doesn't have everything.
The perpetual lurker of NS, trudging through the desolate winter.

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North America Inc
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Founded: Mar 07, 2013
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Postby North America Inc » Tue Sep 15, 2015 10:20 am

The Krogan wrote:
North America Inc wrote:Even i have a few questions.

How do you know what planets, moons, asteroids are under my control so i know where to place my infrastructure.


Mass Effect wiki is the usual source, though it doesn't have everything.

Like with Cerberus who really didn't control whole planets, do i say random asteroid#278467 has this space port.

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The Krogan
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Founded: Sep 19, 2014
Ex-Nation

Postby The Krogan » Tue Sep 15, 2015 10:22 am

North America Inc wrote:
The Krogan wrote:
Mass Effect wiki is the usual source, though it doesn't have everything.

Like with Cerberus who really didn't control whole planets, do i say random asteroid#278467 has this space port.


Hmmm yeah maybe, like space stations and such I guess is what you would be limited to for the most part, though you would probably be able to occupy a few planets.
The perpetual lurker of NS, trudging through the desolate winter.

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North America Inc
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Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Tue Sep 15, 2015 10:29 am

The Krogan wrote:
North America Inc wrote:Like with Cerberus who really didn't control whole planets, do i say random asteroid#278467 has this space port.


Hmmm yeah maybe, like space stations and such I guess is what you would be limited to for the most part, though you would probably be able to occupy a few planets.

Maybe when i clear Omega of the pesky foreignersAliens.

So Krogan you going to try to cure the genophage.

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