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Ironsbad
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Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Tue May 03, 2016 11:20 pm

Nuxipal wrote:If everyone is done comparing the size of their battlecruisers...

I'll likely be posting again on Thursday (if I don't get one tomorrow morning). Assuming NAI doesn't put the new month up before then that is.. in which case. I'll wait to do my first post until I have had time to adjust my expenses accordingly.

*cough* sorry about that, just trying to get in character with the Vorcha being Vorcha. Though, am happy that a new month will be coming along.

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Vladivostokava
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Founded: Apr 21, 2016
Ex-Nation

Postby Vladivostokava » Wed May 04, 2016 12:28 am

My heavy cruiser is bigger than yours. :P
My name is Ava/Ewa I am from Poland.
我会说一点, Mowie po polsku, I speak English.
I am Polish born, American citizen, I live in China.

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North America Inc
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Posts: 7613
Founded: Mar 07, 2013
Capitalizt

Unit 1.02 A more complicated World

Postby North America Inc » Wed May 04, 2016 1:32 am

Image

I lied to you, I was at the hospital- North America Inc

New Additions


Reaper and their effects:
The Reapers are HERE! Well, not yet but they can arrive any time now until the end of time.

Here is a few things that you need to know to survive to end of days:
a. There are two type of Reaper Forces that they will utilize: Indoctrinated and the Augmented. The Indoctrinated are units that were formerly that have become servants of the Reapers. Although not physically augmented like the latter category, they are a still and formidable foe. While they lack the mental intellect or supplies of your regular armed forces, their total devotion to the Reapers and lack of pain receptors make them a very difficult to face. Indoctrination can occur for a variety of reason from the presence of Reaper Depending on the monthly roll that is handed to you, there number of defections can range from exactly zero of your forces to much as 1/5 of your total ground forces can go over to the Old Machines. These rolls happen once every two months, so hope you don't get a low number.

b. The Augmented are a different group entirely, and definitely more frightening. They are the Reapers' lovecraftian horrors, former citizens that were converted to serve the Reapers bidding. They will begin to arrive by the second month as well, as the Reapers will first establish conversion centers by using Dragon Teeth Technology. Augmented are no means the smartest forces that you have ever faced, but they are the deadliest. Augmented 'Army' is a collection of 15 different units put together led by a Reaper Destroyer. Reaper Destroyers not only provide an advantage through firepower, they also make the units more 'organized' allowing them to be effective in the combat field. Within the Augmented there are two subdivisions: Husks and Specials. Husks for this version of the RP are not just humans, but rather your average citizen converted. They will be very easy to kill, having rudimentary motor skills and nano-machines to keep their bodies functioning, they are nothing more than your mindless zombies. Specials on the other hand, range from brutes to banshees, marauders to Scions, they are dangerous and each bring something new and lethal to the battlefield. Now the number of troops the Reapers will have deployed on a planet depends on the natural production limit. So for example if a Garden World has 700 credits at maximum you can produce, then the Reapers can spend potentially 700 credits for their armies on that planet.This is determined every three months and the monthly roll will determine the percentage of that PC is utilized. Due to the Reaper's efficient ways of collecting biomass and cybernetic implementation, all husks will cost about 10 credits and all specials will cost 25 credits to produce.

c. If you roll a 10 on the third month of Reaper Occupation then the Reapers can only use 10% for production, a 9 means 20%, an 8 means 30%, so on and so forth.

d. The actual firepower of Harbinger, Capital Ships, Destroyers, Deployment Ships, and other Reaper Originals (yup other type of Reapers) will be determined by the RP at the time but generally a few dreadnoughts will be needed to take down a Capital.

e. The actual numbers of Reapers is unknown at this time.

f. Yes, the Rachni are dead. No reason to bring them back.

g. I really want your guys feedback on Aug's post what do you guys, what did you guys think of his post about potential Reaper types, do you believe that we should implement it and to what capacity?

e. Also, to keep things simple, even if the Reapers arrive like next week, I'll have them come in June. I think its best for everyone's schedule that they be allowed to return in June so we can put a lot of effort into creating them and such.

f. Monthly Rolls will of course be more... destructive. Indoctrinated Agents will soon be activated across the galaxy spreading terrorism, disease, and chaos. Be prepared.


Shepard's Missions:
What would Mass Effect be without her? Not a lot apparently. So a lot will be happening with the Shepard story. Now, that it is Month 6, she will have her court martial. Here will witnesses can be called to testify for her innocence (or guilt), and depending on the number of witnesses she has, the lower the sentence will be. These witnesses of course will be take the form of squad mates (and of course Admiral Anderson) who each nation they respectively represent can send over. Besides the small cost of an elite specialist, there is no training time required.

So this elite list includes everyone from Garrus Vakarian to Thane Krios, if you have them send them over. This court case will go from Month 6 to Month 10, then at which the sentencing will sentencing will be determined by the Alliance Court Case.

Now once the Reapers invade and if Shepard survives the invasion, then you will be able to join her on her own special missions around the galaxy. Working similar to Shadow Broker Missions, you will have either missions fighting Reaper Invasions or collecting valuable tech and supplies for the war effort. The Crucible will, of course, be the the center focus of these operations but at the end of the day, the creative freedom will be for the Human Systems Alliance's Player to decide what missions they need to follow and what sacrifices need to be made. Squad-mates don't necessarily be canon but only 12 squad-mates can be with Shepard at all times, no more and no less. If you want to join the A-Team, another person needs to be cycled out.


New Upgrades:
I have formulated a new set of upgrades that won't be necessarily be tied to the other upgrades that have already been created. Now the other upgrades are focused on equipment or physical upgrades, what happened to the good old days when soldiers trained in the mud and developed bonds that lasted for a life time. Well, Experience allows for this. For an extra month of training, Ground Infantry troops will be sent to train in environments that will test them physically, mentally, and emotionally. This upgrade will not take a place of the other upgrades, but experience is not affected by production multipliers and only one experience can be applied to an unit.

Garden World and Near Garden Training- 25% Original Cost
Soldiers will be placed in physically exhausted process of training in sub-zero temperatures, blazing deserts, and deadly rain forests. The elements will test them of course and they will be taught how to handle dangerous micro-organisms, and other dangers a Garden World can truly create.

Terrestrial Surface Training - 35% Original Cost
The most physically exhaustive of all the training, this is no walk in park. Terrestrial Worlds can bring out high gravity worlds, lack of a breathable atmosphere, or in some cases an atmosphere so poisonous that it could kill even a Krogan with ease. Their specialized suits go beyond basic BDUs such as a larger oxygen supply to thicker synthetic materials to ensure pressure is not compromised. These troops will see hell in its true form, but they will be ready.

Barren and Stratosphere Training- 30% Original Cost
Fighting in the outer edges of the atmosphere or the dangerous vacuums that barren worlds can bring out, these recruits will need to be prepared for they might face. These troops will carry specialized enviro-suits that are sealed to keep them in the front-lines, but are also tailor-form to help them to stay in peak physical abilities.


New Buildings:
1. Orbital Industrial Facility: 200 Cr, Grants 30 Cr/Month. Limit 2 Per Gas Giant, 1 Per Asteroid Belt. Increases Production Capacity by 75.

2.Orbital Fuel Depot: 200 Cr, Grants 50 Cr/Month. Limit 1 Per system. Must be built on a Gas Giant, Requires 2 Mining Stations and 1 Orbital Industrial Facility.

3. Orbital Mining Station: 100 Cr, Grants 30 Cr/Month. Limit 2 Per Gas Giant, 1 Per Asteroid Belt.

4. Recruitment Center: 75 Cr, Limit 1 per System, lowers price of Ground Units by 20%.

5. War Games Field, 65 Cr, Limit 1 per Garden Planet, allows for the use of 'Experience'.


Balancing:
1. Space Stations while they keep the same price, they can be paid for in payments to make them more… financially feasible. The payments can range in size and dependent solely on the amount of credits you put into the system. If you were interested in purchasing a Mobile Space Station, you can put 700 credits this month and another 1300 the next.

2. Only three Mobile Space Stations can be purchased by each faction.

3. This is the new: Aerostadt: 200 Cr, Grants 45Cr/Month. Limit 2 Per Gas Giant, 1 Per Asteroid Belt. Maximum 4 Per system. Increases Production Capacity by 25, reduces system wide production times by 5%.


Questions and Comments:
So what do you guys think? I really want to know, please, please give me feedback!
How am I as OP? Anything I need to improve?
What would you guys like to add or take away? How would you prevent the RP from growing stale?
So I have an issue with the black market, which would be that I want to implement it but, it seems like it wouldn't be useful with the war with the Reapers.
Did I forget any other upgrades, is there any units you would want to see?

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Relikai
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Founded: Feb 11, 2014
Authoritarian Democracy

Postby Relikai » Wed May 04, 2016 2:13 am

Life update - will be here for a while, but calculations and whatnot will be slowed.
Russia's an idiot. So is the US, and quite a few of the western sphere. Population education and literacy is your issue, not the politics of foreign nations.
A deviant in the echochamber.

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Argentumurbem
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Founded: Jan 25, 2015
Ex-Nation

Postby Argentumurbem » Wed May 04, 2016 2:27 am

A. Sounds awfully like we are gonna get steamrolled. I think I like it.

B. The beauty about the Reapers' augmented troops is that they can be created on the fly. I would make a suggestion about the standard husks though: bring back the area-burst from ME1, but alter it so that it becomes some sort of spore carrier? Stop them from being completely cannon fodder as they now fill in the niche of close-range chemical warfare suits. What better way to defeat the enemy than causing their soldiers to collapse in agony as nanite-sized shards of reaper tech/chemicals violently corrodes the armour before attaching itself to the host's body. The beauty of this is that the adrenaline of the soldier during the fight works against him, merely giving the Reaper tech nanites less hassle in converting them in the middle of the fight.
- Also I would personally argue that Scions, Abominations and Praetorians (all the Collector-created standard and special husks) are not to be found within the Reaper forces themselves. After reading probably a bit too much fanfic/conjecture/poorly-regulated forums I came upon a nice idea that the Collectors created their husks with their own "technology" - as heavily based on Reaper tech as it is - and as such that is why we seem to lose the husk area-blast from ME1 (the Collectors preferred faster/more agile close combat troops, or rather had their seeker swarms so did not need a "plague-bearer" or "vanguard". Or rather wanted to go full out with the Abominations). Making them a Collector-only branch of units gives the Collectors a nice uniqueness.

C. Coolio

D. Cannot complain.

E. Yeah that seems fine, as long as we don't end up half way through the war and it is still "countless masses". As long as we eventually (within three months or something) are given that information OOCly. Just for the "oh no" factor as we realise that we generally cannot match even a portion of their forces.

F. With the salarians record I am going to crawl under a hole.

Shep: Mordin is busy kicking ass and taking names, he ain't got time to waste on Shepdog. As Mordin is doing STG stuff right now how would we go about getting not!canon characters in to the normandy crew? Would they be part of some sort of salarian (insert other factions as applicable) delegation overseeing/spectating the trial or would I literally just be able to have Linron promise an elite specialist and then they join up?

Upgrades: So the upgrades themselves are not limited to the planet of origin? (So I can mass-produce infantry on Sur'Kesh but upgrade them with Terrestrial Training?) Apart from that seems like a nifty idea.

New Buildings: The orbital stuff seems decent, but what does the War Games Field actually do? Do I need the Field in order to carry out the Surface training, or is it linked to earning more experience?

Balancing: While I am sad to see the Aerosadt arguably lose a good bit of its cost effectiveness I totally understand why it was implemented. The rest is good.
To Stop The Scythe - A Sci-Fi RP set in the world of Mass Effect. Join the Shadow Broker's team and hunt down the mysteries surrounding the Protheans, uncovering secrets that were best left unknown and fight your way to the knowledge that can bring about the destruction of the Reapers.

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Versail
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Posts: 5122
Founded: May 21, 2012
Ex-Nation

Postby Versail » Wed May 04, 2016 5:01 am

Sweet korean baby jesus.
that recruitment center.
imma get me one of those.
Also, I am moving so activity will be... sporadic?
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

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Nuxipal
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Posts: 8866
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Wed May 04, 2016 7:04 am

Adjusting Expenses currently. Trying to decide if three new garden worlds this month is a good idea...



Edit: "I lied to you, I was at the hospital- North America Inc"

you just didn't want everyone showing up with flowers and wishing you well. How could you break our hearts like this?

Anyway: Turns out my calculator can't count and I have to entirely redo my Infrastructure spending (Somehow got 505 credits for filling out a garden world.. its 805..)
Last edited by Nuxipal on Wed May 04, 2016 7:23 am, edited 1 time in total.
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Kaosu no toshi
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Founded: Apr 22, 2016
Ex-Nation

Postby Kaosu no toshi » Wed May 04, 2016 7:25 am

Ironsbad wrote:
Kaosu no toshi wrote:Pay me all the infrastructure and defenses worth plus I get the next 3 months income from Garvug,I also get the Triad once it it's complete.

30% tariffs on the cluster plus exclusive trade rout and bank rights and I get to build the space stations.

Let me clarify this then. In exchange for the cluster, I have to pay you 910 credits, let you get the next three months income from Garvug, your dreadnought, 30% tariffs, trade route and bank rights, plus the ability to build space stations?

If that's true then lets try this, I will pay the 910, you get two months of income from Garvug, the Triad is yours, 27% tariffs, trade route exclusive but no bank rights, you can only build space stations over Garvug and the Paz system.

That seems more reasonable but on Garvug don't forget the lvl 3 guns that is worth 350 credits.

Also your bulk transports need to help with movement.

Also we both know that tariffs is like all the income coming from that cluster right.

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Celivaia
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Founded: Apr 16, 2015
Ex-Nation

Postby Celivaia » Wed May 04, 2016 7:35 am

Fired off another exploration attempt this month, just to put that out there.

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Lunas Legion
Post Czar
 
Posts: 30807
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed May 04, 2016 7:43 am

Irons, the last of your builds (3 Destroyers, 3 Light Cruisers, 2 Escort Carriers) just finished.
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North America Inc
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Posts: 7613
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Wed May 04, 2016 9:27 am

So tell me what guys think about volus' and I conversation. He seems to believe that I need to RP all monthly rolls, but here's the conversation:
VOLUS:
Can you tell me what my roll says in simple terms. Before I say anything further.

NAI:
What is so difficult?

V:Tell me who this guy was able to steal two of my biggest ships along with 4 Divsions with no transport.

N: They just defected, they just left. There.

V: No there has to be transport for the troops and the specialist can just hop on my ships without me knowing.

N:Its just a monthly roll, its not a big deal.

V:Uh it's a big deal when you make my good role into a bad role since you initially planted a reaper agent.
Losing two Battlecruisers is a big deal

N:Okay I'll edit it then to account for the lack of transports.

V: You mind telling me why you gave me a bad roll last month when it should have been a somewhat good one. A reaper agent isn't good.

N: You mind not sounding entitled as if I answer to you? Thank you.
I didn't write this, GTech did.
You have a 2! Did you expect a good outcome to occur?

V: I know this month is bad and I'm fine with that,what I'm not fine with is you installing a reaper agent last month.
What I'm saying is if the elite guy I got last was a good guy,why and how was he able to get to battle Cruisers, is he brained wash ? If so when and how?

N: Yes the random character I created, I apologize that the emotional attachment you created from his roll. Do you want me to come up with another guy, because at the end of the day, the guy doesn't matter.

V: The guy does matter,if the elite guy you have me last month was a reaper spy then that means the role wasn't good it was bad.

N: And?

V: Your indoctrinating without rp.


So do you guys want me to RP out each monthly roll and establish how it happens? Am I in the wrong here? What did I do?

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G-Tech Corporation
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Posts: 62444
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed May 04, 2016 9:29 am

North America Inc wrote:So tell me what guys think about volus' and I conversation. He seems to believe that I need to RP all monthly rolls, but here's the conversation:
VOLUS:
Can you tell me what my roll says in simple terms. Before I say anything further.

NAI:
What is so difficult?

V:Tell me who this guy was able to steal two of my biggest ships along with 4 Divsions with no transport.

N: They just defected, they just left. There.

V: No there has to be transport for the troops and the specialist can just hop on my ships without me knowing.

N:Its just a monthly roll, its not a big deal.

V:Uh it's a big deal when you make my good role into a bad role since you initially planted a reaper agent.
Losing two Battlecruisers is a big deal

N:Okay I'll edit it then to account for the lack of transports.

V: You mind telling me why you gave me a bad roll last month when it should have been a somewhat good one. A reaper agent isn't good.

N: You mind not sounding entitled as if I answer to you? Thank you.
I didn't write this, GTech did.
You have a 2! Did you expect a good outcome to occur?

V: I know this month is bad and I'm fine with that,what I'm not fine with is you installing a reaper agent last month.
What I'm saying is if the elite guy I got last was a good guy,why and how was he able to get to battle Cruisers, is he brained wash ? If so when and how?

N: Yes the random character I created, I apologize that the emotional attachment you created from his roll. Do you want me to come up with another guy, because at the end of the day, the guy doesn't matter.

V: The guy does matter,if the elite guy you have me last month was a reaper spy then that means the role wasn't good it was bad.

N: And?

V: Your indoctrinating without rp.


So do you guys want me to RP out each monthly roll and establish how it happens? Am I in the wrong here? What did I do?


That's my bad, possibly. I based most of this month's major faction rolls on last month's rolls, to try and build little stories around them. In the case of the Elcor my brain kicked out "dude wanders off with equipment" as a reasonable outcome for a 2.

*shrug*
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Versail
Negotiator
 
Posts: 5122
Founded: May 21, 2012
Ex-Nation

Postby Versail » Wed May 04, 2016 9:30 am

North America Inc wrote:So tell me what guys think about volus' and I conversation. He seems to believe that I need to RP all monthly rolls, but here's the conversation:
VOLUS:
Can you tell me what my roll says in simple terms. Before I say anything further.

NAI:
What is so difficult?

V:Tell me who this guy was able to steal two of my biggest ships along with 4 Divsions with no transport.

N: They just defected, they just left. There.

V: No there has to be transport for the troops and the specialist can just hop on my ships without me knowing.

N:Its just a monthly roll, its not a big deal.

V:Uh it's a big deal when you make my good role into a bad role since you initially planted a reaper agent.
Losing two Battlecruisers is a big deal

N:Okay I'll edit it then to account for the lack of transports.

V: You mind telling me why you gave me a bad roll last month when it should have been a somewhat good one. A reaper agent isn't good.

N: You mind not sounding entitled as if I answer to you? Thank you.
I didn't write this, GTech did.
You have a 2! Did you expect a good outcome to occur?

V: I know this month is bad and I'm fine with that,what I'm not fine with is you installing a reaper agent last month.
What I'm saying is if the elite guy I got last was a good guy,why and how was he able to get to battle Cruisers, is he brained wash ? If so when and how?

N: Yes the random character I created, I apologize that the emotional attachment you created from his roll. Do you want me to come up with another guy, because at the end of the day, the guy doesn't matter.

V: The guy does matter,if the elite guy you have me last month was a reaper spy then that means the role wasn't good it was bad.

N: And?

V: Your indoctrinating without rp.


So do you guys want me to RP out each monthly roll and establish how it happens? Am I in the wrong here? What did I do?

If he wants to RP it he can do so.
He is in the wrong.
Am tired.
I go to next class and try not to die now.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
http://freerice.com/#/english-vocabulary/2499

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Lunas Legion
Post Czar
 
Posts: 30807
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed May 04, 2016 9:32 am

No, random events don't need to be RP'd out. They've never needed to be beforehand, so I don't see why that should change now.
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The Volus
Diplomat
 
Posts: 693
Founded: Jan 24, 2015
Ex-Nation

Postby The Volus » Wed May 04, 2016 9:36 am

The problem is it's not logical this can happen

1. A recruiter can't gain access to my battle Cruisers and fleet carrier.

2. Indoctrination happens when someone comes into connect with reaper technology,no one is my faction has reaper tech or does he pacify why this happening.

3. How could this dude, if he could , get away from fleets with these ships. These are part of the main body,my fleets wouldn't just let them leave.

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Nuxipal
Powerbroker
 
Posts: 8866
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Wed May 04, 2016 9:38 am

Lunas Legion wrote:No, random events don't need to be RP'd out. They've never needed to be beforehand, so I don't see why that should change now.


I agree here. My first monthly roll was an abysmal 0 (no longer a possible outcome so long as you have your codex entry up). I had one of my two Battlecruisers explode above my homeworld (as I didn't have a dreadnought to watch explode). Considering my starting resources, that ship was a good 1/5 of my military and completely irreplaceable in the early goings of the game. You don't have to have the OP rp out the random events, if the player wishes to they can involve the monthly events into their own RP. Which I did frequently as the Mandate.
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Argentumurbem
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Founded: Jan 25, 2015
Ex-Nation

Postby Argentumurbem » Wed May 04, 2016 9:42 am

Civilian transports, indoctrinated officers (soldiers follow orders remember) making up false mission parameters. Specialist was in cahoots with the other officers so permitted on board. It is surprisingly easy for a general/admiral to "hand-wave" their way past anything.

We all have reaper agents within our ranks, without fail. Maybe he came in to contact with Reaper tech in his earlier life. Maybe he is acting outwith indoctrination.

The last roll was good: recruiter bringing in men. This month was bad: turns out he was evil. Don't see a problem. This month I had a good set of companies bringing in cash. Next month they might have funded the deployment of a terrorist cell in Sur'Kesh. Or they might end up giving me some more mining ships. All retrospective outcomes (if I am using that word correctly). Cerberus were good guys in ME2, then it was revealed that was all a front and they were in fact indoctrinated.
To Stop The Scythe - A Sci-Fi RP set in the world of Mass Effect. Join the Shadow Broker's team and hunt down the mysteries surrounding the Protheans, uncovering secrets that were best left unknown and fight your way to the knowledge that can bring about the destruction of the Reapers.

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Vladivostokava
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Posts: 1865
Founded: Apr 21, 2016
Ex-Nation

Postby Vladivostokava » Wed May 04, 2016 9:50 am

I'm going to scream. Oh.. my gosh... 35:23 minutes into survival mode on volcanic on the training sim in ME1....I got knocked down and then my xbox froze.... some one help me...
Last edited by Vladivostokava on Wed May 04, 2016 9:51 am, edited 1 time in total.
My name is Ava/Ewa I am from Poland.
我会说一点, Mowie po polsku, I speak English.
I am Polish born, American citizen, I live in China.

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Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Wed May 04, 2016 10:11 am

Kaosu no toshi wrote:
Ironsbad wrote:Let me clarify this then. In exchange for the cluster, I have to pay you 910 credits, let you get the next three months income from Garvug, your dreadnought, 30% tariffs, trade route and bank rights, plus the ability to build space stations?

If that's true then lets try this, I will pay the 910, you get two months of income from Garvug, the Triad is yours, 27% tariffs, trade route exclusive but no bank rights, you can only build space stations over Garvug and the Paz system.

That seems more reasonable but on Garvug don't forget the lvl 3 guns that is worth 350 credits.

Also your bulk transports need to help with movement.
The 910 was your total infrastructure and the defenses. I can also use my transports to get your army off. Just it would take longer since the Batarian Civil War is starting this month and I will be throwing my horde for the Chariman.

Also we both know that tariffs is like all the income coming from that cluster right.

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North America Inc
Powerbroker
 
Posts: 7613
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Wed May 04, 2016 10:15 am

Argentumurbem wrote:
Canon reaper units:
- batarians: Cannibals (screening/frontline)
- humans: husks (close-combat/screening/fodder)
- turians: marauder (squad-leader/weapon specialist)
- (multiple) turians/krogan: brutes (close-combat/shock troops)
- ardat yakshi: banshees (biotic/close-combat/psychological)
- rachni: ravagers (fire-support)
- harvesters: harvesters (aerial support/transport)

My recommendations for some other races:
(Targeted races)
- volus: lamenters (explosives/area denial)
Slow and measured, these converted volus are extensively modified, becoming little more than walking bombs with the advantage of possessing a near-unreachable pain threshold. Known to cry out for mercy and forgiveness as they close in to effective detonation range, the lamenters are as distasteful a weapon as ever. While the internal explosives are not their primary weapon, the common usage of lamenters is generally to ensure that the enemy cannot take and hold a certain position.
- salarians: greys (assassins/tech-support/marksmen)
Playing on their natural abilities, the salarians converted are referred to as greys, playing on the old human legends from their first commonly-held beliefs of intelligent alien life. Armed with reaper-tech, these physically fragile units take over the offensive tech and sniper niche vacant within the reaper army. In relatively open terrain, as well as on planets with higher gravity the grays are easily overcome. However in the confines of an urban setting, the grays are more than capable of halting an advance by all but the most overwhelming armoured assaults.
- asari/salarians: heralds (squad-leader/biotic support)
In a crude attempt of merging asari biotic and psychical presence with the analytical mind of salarians, the reapers "cloaked" salarians with captured asari. Half melted and half bound with reaper tech, heralds are what amount to platoon/company-level commanders of the reaper ground forces. While their biotic abilities are weakened during the merging process, the heralds still possess enough in order to not only keep their bodies from peeling apart during combat, but also to aggressively pursue the enemy.
- quarian: orderlies (tech support)
Fragile in a firefight, the saving grace of the converted quarians is their capacity to jury-rig drones for a variety of roles. Interestingly, the main purpose of these drones is in a medical fashion, assisting in the forced revitalization of fallen units. This generally means that orderlies are found in the rear, working away on reaper installations and deep in the bowls of processing and transport craft.
- krogan: vanquishers (vanguard/shock troops)
Fueled with reaper tech and indoctrination, these maddened krogan warriors have been indoctrinated in to believing that the only way to save the krogan race is to be uplifted in to the next plane of existence. Strong, resistant to pain and possessing a savagery unmatched by even the most addictive combat stims, vanquishers represent a clear and present danger to ground forces.
- vorcha: revolters (adaptive/frontline)
Joining the cannibals as one of the reaper frontline combat units, revolters are vorcha implanted with reaper tech so that their natural adaptive abilities are driven in to overdrive, allowing them to react to environmental changes within hours, if not minutes. However this has a price, with revolters requiring extensive biomass in order to break down and create new proteins and cells. This process is not completely efficient, leading to revolters having their distinctive slavering mouths of poisonous reaper excrement.
- hanar: purger (underwater/garrison)
While on the surface of a gravity planet they are very cumbersome, underwater the purgers are the undisputed kings, capable of beating even purpose-built mechs beneath the currents. Apparently an overlooked unit, the purgers are not used in any great numbers as opposed to their neighbouring races, instead being sidelined to garrison duties, where their multiple weapons are effective in deterring any attempts at breaking out of the processing camps.
- hanar/drell: medusa (marksmen/assault troops)
Coupling the hanar's ability to accurately fire their multiple weapons at the same time to the drell's maneuverability creates the hybrid medusa unit. While initially it is simply the purger unit taking any "host" body, it quickly became apparent that the drell and hanar reacted positively when coupled, leading the reapers to focus on creating this new breed of soldier.
- drell: champions (infiltration/squad leader)
Often seen leading grays and hooters during the initial breakthroughs, champions are seen as being a rank above the marauder commanders and below that of the heralds, taking command of what could only be described as taskgroups and ad hoc formations. Armed with accurate firearms and a combination of tech and biotic abilities, champions are rightly feared for their battlefield abilities.
- elcor: dominator (heavy artillery)
With a heavy cannon grafted in to their bodies, the elcor converted in to the reaper's mobile artillery are feared due to the unerring accuracy of their shots and due to the difficulty most resistance forces have in bringing enough firepower to bear in order to bring even one dominator down. Seen as a far greater threat than the ravagers, the one disadvantage to the dominators is their ponderous movement speeds and reaction times. In the space of time it is required for a dominator to locate and deliver a shot, the ravagers could have moved on to their second or third target.
- elcor: wagon (troop transport)
Increasing the already impressive mass of the elcor, these reaper mobile platforms operate as transports for more diminutive units, such as lamenters and grays. While they bear castle-like fortifications on their back, wagons as they are often interpreted as, position themselves in the direct line of fire, offering cover for other units so that they can survive the firelanes.

(useful races)
- klixen: salamanders (fire-support/area denial) - would resemble ravagers, as I have a feeling the klixen were meant to replace the rachni.
Capable of firing off multiple "orbs" of plasma, as well as possessing a short-ranged fire attack which immolates even the most hardened of shields, salamanders are heavily armoured heavy weapons, supporting or even comprising a reaper attack. With large sacs possessing the flammable fluids used in their weapons, the salamanders are also known to self-detonate, unleashing a wide spray of corrosive fluid to devastate the victorious enemy.
- pyjaks: hooters (scout/screening)
Small, mobile and armed with a surprisingly powerful main weapon, the reaperized pyjaks have found themselves being spread across the galaxy as reaper transports and processors work tirelessly to convert this seemingly endless supply of rodents in to hooters. Named for the distinctive battle-chatter which occurs between the various units during an attack, hooters generally attack en-mass, distracting the enemy forces while their larger brethren can outmaneuver and destroy the resistance.
- varren: bull (scout/vanguard/fast-attack)
Provided with what can only be surmised as both a scanner and short-ranged stunner, bulls are those varren genetically altered to almost twice the normal size. Relentless and yet surprisingly calculated, bulls not only hunt down the enemy, but are also used in numbers as escorts and patrol units around processing ships and other reaper installations.
- thresher maw: Jormungand (shock/heavy support/transport)
Filling in the niche of a fast ground attack unit, these re-purposed thresher maws are capable of housing a great number of reaper units within capsules clustered around their plating. Armed with cannons that make the dominator cannons seem like pistols, these heavy units are the bane of entire campaigns.
- yahg: annihilators (shock/vanguard)
One of the most heavy hitting units within the reaper ground army, these converted yahg are a step above the vanquishers, their destructive capabilities on par with dominators and their durability up there with brutes. Fast, with an intact primal intelligence, annihilators are deemed as being too dangerous to even consider attacking without serious support. Not even numerical superiority can guarantee a victory.

So what do you guys think of these specials?

User avatar
The Volus
Diplomat
 
Posts: 693
Founded: Jan 24, 2015
Ex-Nation

Postby The Volus » Wed May 04, 2016 10:23 am

Look to me this logically can't happen

I wouldn't be arguing if these ships were hijacked by terrorist or separatist

User avatar
The National Dominion of Hungary
Minister
 
Posts: 2360
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Wed May 04, 2016 10:25 am

North America Inc wrote:
Argentumurbem wrote:
Canon reaper units:
- batarians: Cannibals (screening/frontline)
- humans: husks (close-combat/screening/fodder)
- turians: marauder (squad-leader/weapon specialist)
- (multiple) turians/krogan: brutes (close-combat/shock troops)
- ardat yakshi: banshees (biotic/close-combat/psychological)
- rachni: ravagers (fire-support)
- harvesters: harvesters (aerial support/transport)

My recommendations for some other races:
(Targeted races)
- volus: lamenters (explosives/area denial)
Slow and measured, these converted volus are extensively modified, becoming little more than walking bombs with the advantage of possessing a near-unreachable pain threshold. Known to cry out for mercy and forgiveness as they close in to effective detonation range, the lamenters are as distasteful a weapon as ever. While the internal explosives are not their primary weapon, the common usage of lamenters is generally to ensure that the enemy cannot take and hold a certain position.
- salarians: greys (assassins/tech-support/marksmen)
Playing on their natural abilities, the salarians converted are referred to as greys, playing on the old human legends from their first commonly-held beliefs of intelligent alien life. Armed with reaper-tech, these physically fragile units take over the offensive tech and sniper niche vacant within the reaper army. In relatively open terrain, as well as on planets with higher gravity the grays are easily overcome. However in the confines of an urban setting, the grays are more than capable of halting an advance by all but the most overwhelming armoured assaults.
- asari/salarians: heralds (squad-leader/biotic support)
In a crude attempt of merging asari biotic and psychical presence with the analytical mind of salarians, the reapers "cloaked" salarians with captured asari. Half melted and half bound with reaper tech, heralds are what amount to platoon/company-level commanders of the reaper ground forces. While their biotic abilities are weakened during the merging process, the heralds still possess enough in order to not only keep their bodies from peeling apart during combat, but also to aggressively pursue the enemy.
- quarian: orderlies (tech support)
Fragile in a firefight, the saving grace of the converted quarians is their capacity to jury-rig drones for a variety of roles. Interestingly, the main purpose of these drones is in a medical fashion, assisting in the forced revitalization of fallen units. This generally means that orderlies are found in the rear, working away on reaper installations and deep in the bowls of processing and transport craft.
- krogan: vanquishers (vanguard/shock troops)
Fueled with reaper tech and indoctrination, these maddened krogan warriors have been indoctrinated in to believing that the only way to save the krogan race is to be uplifted in to the next plane of existence. Strong, resistant to pain and possessing a savagery unmatched by even the most addictive combat stims, vanquishers represent a clear and present danger to ground forces.
- vorcha: revolters (adaptive/frontline)
Joining the cannibals as one of the reaper frontline combat units, revolters are vorcha implanted with reaper tech so that their natural adaptive abilities are driven in to overdrive, allowing them to react to environmental changes within hours, if not minutes. However this has a price, with revolters requiring extensive biomass in order to break down and create new proteins and cells. This process is not completely efficient, leading to revolters having their distinctive slavering mouths of poisonous reaper excrement.
- hanar: purger (underwater/garrison)
While on the surface of a gravity planet they are very cumbersome, underwater the purgers are the undisputed kings, capable of beating even purpose-built mechs beneath the currents. Apparently an overlooked unit, the purgers are not used in any great numbers as opposed to their neighbouring races, instead being sidelined to garrison duties, where their multiple weapons are effective in deterring any attempts at breaking out of the processing camps.
- hanar/drell: medusa (marksmen/assault troops)
Coupling the hanar's ability to accurately fire their multiple weapons at the same time to the drell's maneuverability creates the hybrid medusa unit. While initially it is simply the purger unit taking any "host" body, it quickly became apparent that the drell and hanar reacted positively when coupled, leading the reapers to focus on creating this new breed of soldier.
- drell: champions (infiltration/squad leader)
Often seen leading grays and hooters during the initial breakthroughs, champions are seen as being a rank above the marauder commanders and below that of the heralds, taking command of what could only be described as taskgroups and ad hoc formations. Armed with accurate firearms and a combination of tech and biotic abilities, champions are rightly feared for their battlefield abilities.
- elcor: dominator (heavy artillery)
With a heavy cannon grafted in to their bodies, the elcor converted in to the reaper's mobile artillery are feared due to the unerring accuracy of their shots and due to the difficulty most resistance forces have in bringing enough firepower to bear in order to bring even one dominator down. Seen as a far greater threat than the ravagers, the one disadvantage to the dominators is their ponderous movement speeds and reaction times. In the space of time it is required for a dominator to locate and deliver a shot, the ravagers could have moved on to their second or third target.
- elcor: wagon (troop transport)
Increasing the already impressive mass of the elcor, these reaper mobile platforms operate as transports for more diminutive units, such as lamenters and grays. While they bear castle-like fortifications on their back, wagons as they are often interpreted as, position themselves in the direct line of fire, offering cover for other units so that they can survive the firelanes.

(useful races)
- klixen: salamanders (fire-support/area denial) - would resemble ravagers, as I have a feeling the klixen were meant to replace the rachni.
Capable of firing off multiple "orbs" of plasma, as well as possessing a short-ranged fire attack which immolates even the most hardened of shields, salamanders are heavily armoured heavy weapons, supporting or even comprising a reaper attack. With large sacs possessing the flammable fluids used in their weapons, the salamanders are also known to self-detonate, unleashing a wide spray of corrosive fluid to devastate the victorious enemy.
- pyjaks: hooters (scout/screening)
Small, mobile and armed with a surprisingly powerful main weapon, the reaperized pyjaks have found themselves being spread across the galaxy as reaper transports and processors work tirelessly to convert this seemingly endless supply of rodents in to hooters. Named for the distinctive battle-chatter which occurs between the various units during an attack, hooters generally attack en-mass, distracting the enemy forces while their larger brethren can outmaneuver and destroy the resistance.
- varren: bull (scout/vanguard/fast-attack)
Provided with what can only be surmised as both a scanner and short-ranged stunner, bulls are those varren genetically altered to almost twice the normal size. Relentless and yet surprisingly calculated, bulls not only hunt down the enemy, but are also used in numbers as escorts and patrol units around processing ships and other reaper installations.
- thresher maw: Jormungand (shock/heavy support/transport)
Filling in the niche of a fast ground attack unit, these re-purposed thresher maws are capable of housing a great number of reaper units within capsules clustered around their plating. Armed with cannons that make the dominator cannons seem like pistols, these heavy units are the bane of entire campaigns.
- yahg: annihilators (shock/vanguard)
One of the most heavy hitting units within the reaper ground army, these converted yahg are a step above the vanquishers, their destructive capabilities on par with dominators and their durability up there with brutes. Fast, with an intact primal intelligence, annihilators are deemed as being too dangerous to even consider attacking without serious support. Not even numerical superiority can guarantee a victory.

So what do you guys think of these specials?


Me gusta.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
The National Dominion of Hungary
Minister
 
Posts: 2360
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Wed May 04, 2016 10:27 am

Lunas Legion wrote:No, random events don't need to be RP'd out. They've never needed to be beforehand, so I don't see why that should change now.


I agree with this, and I lost two light cruisers, the Batarians just got an orbital bombardment of their homeworld, rolls can be RP'd but it would take us tons of time.

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

User avatar
Lunas Legion
Post Czar
 
Posts: 30807
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed May 04, 2016 10:28 am

The Volus wrote:Look to me this logically can't happen

I wouldn't be arguing if these ships were hijacked by terrorist or separatist


Why can't it? Reaper tech could be discovered anywhere, brought anywhere. Hell, I wouldn't be surprised if they left a few bits lying around for the sole sake of it being picked up by other races.

Quit whining and deal with it.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62444
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed May 04, 2016 10:29 am

The National Dominion of Hungary wrote:
Lunas Legion wrote:No, random events don't need to be RP'd out. They've never needed to be beforehand, so I don't see why that should change now.


I agree with this, and I lost two light cruisers, the Batarians just got an orbital bombardment of their homeworld, rolls can be RP'd but it would take us tons of time.


Plus they are already "RPd" in the sense that they come with explanations. You don't just lose stuff arbitrarily, at least not most of the time.

The Volus wrote:Look to me this logically can't happen

I wouldn't be arguing if these ships were hijacked by terrorist or separatist


I'm sure we can change "that one recruiter guy" to "an admiral", if it would make you feel better. But then you have indoctrination higher up in your ranks.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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