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Surf a Flood of random discussion.
7/21/2008 2:45:22 AM
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Lord Snakie's EXTREMELY Famous Flood Foum Game!

As for us from the Dev team, we’d like to announce the… “rebirth” of the Flood Forum Games. Before, we tried to narrow the spectrum with rules and ignore the success we had with the second game. Which is why 3.0 was a bust. As such, we’re coming back with shortened rules, easier ideas, and [b]NO[/b] set alliances. This game is the “Fun Game”, a game devoid of all the entrapping, ensnaring, and just downright un-fun rules we tried to encorperate into the last game. [I]We worked on this for a LONG while… please bear with the length. We suggest that you read the entire thing, then go back and copy parts that you think would be useful to have at hand so you don’t have to look through it again.[/I] --- [b][u]Credit goes to[/b][/u]: -Lord Snakie, for making games 1 and 2, and for Lead Design and compilation of 3. Also for the compilation of this “Fun-Game”, game 4.0. -ODST27 for helping with pictures for the system, and for assistance on other, more mundane items. -The rest of the previous development teams and the development teams of BGG for their massive contributions! --- [b][u]Why we play[/u][/b]: Simple; everybody wants to kill everybody else! --- [b][u]How to play[/u][/b]: * Pick a faction and declare yourself * Narrate your actions * Join an Alliance (If you want to) * Fight for you (and your allies) to control the system --- [b][u]There are a few guidelines[/u][/b]: * Keep it reasonable; No fleets of obscenely large size without building them, no instant landings or takeoffs, no quick movements. Everything takes turns * No "Instant fleets"; Reinforcements can arrive, but it must be declared that they are inbound several turns before they arrive. The only ‘instant’ fleet you get is the one your armies bring with them at the beginning, and it should be fairly small. * A "turn" consists of one post. You cannot take two consecutive turns * Don't be a prick- When you loose ships and people, admit it and keep playing * Pay attention to other people’s posts and the rules *Make sure that you don’t just constantly build. Even if you are building within the rules, you can’t build fleets and buildings all the time. Think about when your resources would run out if this was real, and stop building one or the other at that point for a few turns. The entire point of this game is [b]realism[/b], and it’s only [I]real[/I] if there’s no infinite resources. --- [b][u]Story Plots[/u][/b]: Story Plots are new things that will pop up in the course of the story. They will offer rewards of ships, technology, and many other things. But be careful- some story plots are more dangerous than others to ignore. If ignored, the enemy could gain valuable technology or ships without having to fight for them at all. Story plots will be listed in the post under the current player/faction status post. --- [b][u]The Game’s Format[/u][/b]: The game should follow one, solid format so every one of us can keep track of what the enemy has. This is how it should be done ([b][I]PLEASE NOTE: You should check your post completely before you post it! Make sure you change out old messages and comments left strewn around your posts! The smaller it is, the faster and easier it is to work![/I][/b]): [b]Your faction[/b]: [b]Ships[/b]: [b]Ground units[/b]: [b]Buildings[/b]: (What buildings you've already built. Add different sub-titles, like Buildings-Asteroid Field as you expand, so people know your full defenses at every base. Doesn't include research/upgrades. Delete buildings as they are destroyed) (You start the game with a 1-bay Space Station. Please reflect that as your first building here, and look further below as to what the differences are in Space Stations) [b]Finished Research[/b]: (Finished research goes here. Make sure to [b][I]EXPLAIN WHAT IT DOES[/b][/I]) [b]Research[/b]: (Current Research) [b]Construction[/b]: (Current Construction) [b]Ground Movement[/b]: [b]Space movement[/b]: [b]Allies[/b]: [b]Enemies[/b]: [b]Message to all[/b]: (What you would like to flash around your solar system to all who see it.) --- [b][u]Rules for fighting[/u][/b]: 1. [b]War losses[/b]: When a war is being fought, all sides must accept the defeats. The winning and losing sides lose things. They must change their posts to orient around the fight, like change the fleet numbers to it. With this comes the responsibility of deducting the amount of losses from the total fleet. 2. [b]Fighting[/b]: You must declare what you attack and how. If you just say you attack something, then it could be with just infantry and it do nothing. You must say what attacks what, and you must either outnumber, outpower, or use a surprise or tactical approach to win. 3. [b]Boarding[/b]: When boarding, it takes 3 turns, with the exception of a larger-grade ship that would take longer (for conformation if one of your ships would have a longer boarding time, PM me and give me the specifications. In my reply, I will say yes or no and give you the amount of time it would take a slow-boarding (normal) faction to take it or a fast-boarding (Flood/Borg) faction to take it. If it is different than the norm, you will have to post those times next to the ship listed in your Ships bar in your post). For a normal takeover, it’s 1 to board, one to kill crew, one to learn to fly and take control, then the ship is yours. If you have a faction such as the Borg that can terraform ships and turn all of the crew into Borg at the same time, or the Flood which can attack much quicker and take the crew itself over, it would only take 2 turns. Make sure to PM me to confirm if your faction would take 3 or 2 turns to board a ship. 4. [b]WMD's[/b]: Superweapons may be used during warfare, but be careful of the losses, if anything of yours is engaging the enemy fleet that gets attacked, they get lost along with the enemy. Also, the Superweapon normally only destroys a large number, not the whole enemy fleet. Advanced WMD rules are down a bit more. 5. [b]Shields[/b]: Shields are automatically installed to ships and units based on what level of shielding you research. The shield can protect from anything except for a WMD or EMP. You must design better shields to protect against WMDs, and the only thing that would protect against EMP is a backup shield, which must also be researched. 6. [b]EMP[/b]: We all know that EMP, if used, will knock out a ship/vehicle. EMP uses a lot of power though, and you must research it. It is classified as a WMD, and the same advanced rules will apply. 7. [b]Equal turns[/b]: If you and an enemy are fighting, you cannot do a double post. You must wait at least until 1 other person has made a post, and then you can post again. You can only post twice without the enemy you are attacking responding. From that point on, you can post but not attack him. 8. [b]Base destruction[/b]: You must get through an orbital fleet and shielding before you can destroy an enemy base. If it comes this far and your enemy has you pinned without shields, beware! If your faction loses its only base, you lose the game and cannot re-enter as the same faction. This is why building 2-3 bases on separate planets would be a smart move. 9. [b]Victory[/b]: If you win a war, your opponent that lost (as long as he wasn’t destroyed) must pay whatever the two of you were fighting for (if you were). If you were not, by the terms of whatever treaty you come up with (the treaty must be posted when finished) you can get whatever was discussed there. Be careful with treaties, however. Time spent negotiating can turn into turns your enemy has to recuperate, and can make the agreement way less than perfect. 10. [b]Nemeses… become allies?[/b]: Sometimes, it will come down to ‘The Enemy of my Enemy is my Friend’ logic. If one faction teams up with another under the table, the third will likely get obliterated. Be careful to not overly piss off one faction unless you have a plan. Better to keep one neutral than have one even trade with your enemy. 11. [b]Base Listing[/b]: Wherever you set up a base, space port, space station, asteroid mine, or anything that involves building and would be considered a ‘factory’ ‘space station’ or ‘base’ of any kind must be listed. Post the info under the ‘lists’ section in the suggested guide for posting. 12. [b]Bypassing Defenses[/b]: During an attack your ships can ignore the orbiting enemy fleets and go right for defensive structures or other things....but you will suffer an automatic 50% loss in ships and personnel. (If you have an odd number of something, round UP) 13. There is a limit of 8,000 units recruited per planet per turn. [Edited on 10.17.2008 9:44 AM PDT]
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  • Your faction:Galactic Empire(Star Wars) Planet 3 Ships: 68010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons) 35500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons) 16075 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs) 563 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.) 354 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes) 328 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.) 246 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.) 152 Imperator Class Star Destroyers (An immensely armored ship, covered with Turbolasers, Ion Cannons, and Laser Cannons. Can carry fission and fusion missiles. Can take and dish out a tremendous amount of punishment.) 71 Executor Class Star Dreadnought (A true juggernaut, this ship stands at an incredible 19 kilometers long. It bristles with Turbolasers, laser cannons, concussion missile launchers, and ion cannons. Armed with a Proton Beam (WMD, 3 turn recharge). Carries Fission, Fusion, and Diamond-Boron Missiles.) Ground units: 49,200 Stormtroopers (Well trained infantry in armor nearly impenetrable to projectiles and shrapnel. Armed with Blaster Rifles, Ion Rifles, Flechette Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators) 100 Marines 150 Engineers 10300 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection. Armed with Heavy Blaster cannons and shoulder mounted rocket launchers) 10 R.A.Z.O.R.S. (heavily trained and armored marines) 1240 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility) 11250 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles) 10600 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher) 960 AT-ATs (Four legged juggernauts with almost impenetrable armor. Armed with two heavy Laser Cannons and two heavy blaster cannons. Can carry 100 ground troops and their equipment) Buildings: Kuat Class Orbital Shipyard (A massive shipyard that forms a ring around the planet) 60-Mile Radius Base Barracks Vehicle Factory Sith Temple (Allows Sith to be trained) Imperial Landing Zone Maximum Mines Nuclear Materials Mine Defensive Anti Personnel Minefields (30,000 mines) Defensive Anti Vehicle Minefields(15,000 mines) Orbital Anti Spacecraft Minefields (10,000 mines) Base Shield Generators Defensive Bunkers Defensive Trenches Laser Wires (Think Razor Wire. Made of lasers) Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets) Orbital Turbolaser Platforms (5,000 Platforms, each equal to a Frigate) Missile Silo (20 Nuclear Fission IPBMs, 20 Nuclear Fusion IPBMs, 20 Diamond-Boron IPBMs) Gravitational Field Generators (Prevent retreat) CGT Sensors (Detect cloaked ships) FTL Sensors (Detects ships jumping in, prevents ambushes) Finished Research: Shielding Technology (Allows deflector shields to be developed) Nuclear Fission (Allows research of Fission weapons) Nuclear Fusion (Allows research of Fusion weapons) Total settlement procedures Advanced Mining Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.) Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.) Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.) Proton Torpedoes (Small Warheads, ideal for destroying Fighters) Concussion Missiles (Heavy missiles, ideal for damaging capital ships) Turbolasers (Fires a high power particle beam, doing massive damage to Armor) Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields) Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust) Flechette Guns (Fires a spread of razor sharp hot shrapnel, designed to counter the Borgs ability to adapt to energy weapons) Nuclear Fission Weapons(WMD) Nuclear Fusion Weapons (WMD) Diamond Boron Missiles (WMD) Proton Beam (Capable of slicing unshielded ships apart) Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads) Walker Gyroscopes (Allows construction of Walkers) Repulsorlifts (Allows construction of Repulsorlift Vehicles) Gravitational Field Generators (Prevent retreat) CGT Sensors (Detect cloaked ships) FTL Sensors (Detects ships jumping in, prevents ambushes) Redundant Systems (Provides resistance to EMP) Hypermatter Reactors (A required Technology for Superlasers) Focusing Crystals (A required technology for Superlasers) Adjustable Superlasers (Needed for Death Stars Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star) Miniaturized Thermal Exhaust Ports (Eliminate exhaust port weakness) Death Star Plans Jump Drives (Instant Travel) Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns) Thermal Sensors Jamming Signals (Block communications, designed to counter Borg networking. Executor Class Ships only) Research: None Construction: PROJECT DESPAYRE: 68 turns Planet Based Superlaser (Fires an immensely concentrated turbolaser, at maximum power capable of reducing a planet to an asteroid field. 15 turn recharge time), 20 turns Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 3 turn recharge time), 6 turns 1000 Stormtroopers per turn 100 Dark Troopers per turn 40 AT-STs per turn 10 AT-ATs per turn 20 Sith Warriors per turn 50 Sabre-Class Repulsor Tanks per turn 1000 TIE Fighters per turn 500 TIE Interceptors per turn 200 TIE Bombers per turn 10 Tartans per turn 8 Acclamators per turn 6 Nebulons per turn 4 Victorys per turn 2 Imperators per turn 1 Executor per turn Ground Movement: All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed. Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed. Allies: Axis Entente Vasari (WalkinBonfire) Necrons (rst7503) Colonials (Lord Snakie) The Flood (UnholyFurball382) Geth (SilentScreams) Enemies: Hanchex Alliance Borg Message to all: We call for genocide of the Borg. ATTACKABLE

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  • [b]JOIN US AT PLANET 1 FOR THE FINAL BATTLE! THIS IS WHERE WE WILL MAKE OUR STAND AGAINST THE NECRIS![/b]

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  • Your faction: Canadian Superfleet Ships: 2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 36 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 74 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 110 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 158 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8650 CF-18's Space Variant with Tactical Atomic Weaponry. Infantry: 9500 JSF2s Infantry (Ship Boarding/ Ground Assault) 3750 APZs Engineer Infantry 1250 HDH Commandos (Special Operations) RECRUITED: 8000 Recruits training (2) Buildings: 1 One Bay Space defense center. 3 6 Dock bay Space defense center 18 Orbital Defense Direct Energy Stations Ship Building Spacedock 1 Heavy Shipyard 1 Genetic Engineering Station 1 Habitable mine of Planet one. 1 Cloning Facility Finished Research: Mining. Allows resource generation. Nuclear Power: Allows us to give power to advanced systems and weapons. Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons. Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier. Powerful Base Defenses : Bases have direct energy turrets. Hyperdrive: Faster than light travel. Thermo-nuclear WMD's : Nuclear Warheads to place on missles. Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding. Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding. Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power. Un-manned vehicles: Could be used for recon, WMD delivery, and fighters. Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs. Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments. AI: Allows non-biological intelligence to run bases and pilot ships. Infantry Pulse Weapons: Plasma Pulse Rifles for my units. Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging. Un-Manned CF-18: With AI, fighter can fly without the loss of human life. Cloaking for Ships: every ship in my fleet can become invisible. Humans can be cloned in massive numbers for soilders. Research: Indefinite Cloaking for Infantry (3) Extreme Energy shelding (3) Extreme Pulse and Direct Energy Weapons. (4) Armored Ground Vehichles with Direct Energy Turrets (3) Construction: 5 un-manned WMD ships with on-board nukes (4) 10 Orbital Direct Energy Weapons (3) 15 Medium Payload Nuclear Warhead (WMD) (7) 2 MK1s (7) 15 MK2s (7) 25 G3s (7) 40 MK5s (7) 60 Strike Ships (7) 1200 CF-18s (3) 1 Heavily Shielded, Well Protected Planetary Base (2) 5 Ground Based Ship Repair centers (1) 10 Ground Based Direct Energy Stations (3) 500 Armored Vehichle Shells (3) Automatic Building 2 MK2 per turn. 5 G3s per turn. 7 MK5s per turn. 10 Strike Ships per turn Ground Movement: 500 JSF2s, 250 Engineers, 30 HDHs dispatched to habitable mines location on Planet Ones Surface. Defensive purposes only. 8000 Troops to be dispatched to surface of planet 1. Space movement: Enter Solar system. Fleet in orbit over Planet 1 Maintain defensive position over planet 1. Preparing forces to combat the new threat. Fleet alert now Yellow. Reinforcements have arrived. Much more protected defensive orbit initiated. Spacemine WMDs deployed around my stations. WMD Ship testing underway. CS ships fire on ship to test shields. Shields hold. Fleet stays put while ship goes to safe distance. KABOOM! Test successful. Fleet returns to original location. Fleet Preparing for a classified event Fleet Cloaks Allies: Phazons, Space Pirates Truces: Flood Enemies:Borg, Necris Resources 100000 Tons of Metals per turn. Message to all: We will defend our new home of planet one until the end. Join us and the Flood at planet 1!. Put aside your differences and fight the Necris invasion! [Edited on 08.13.2008 1:13 PM PDT]

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  • [u]Your faction: The flood[/u] [b]ONLINE[/b] ( Intergalactic stage ) Main fleet: ( 2nd Asteroid Field )( retuning to planet 6 ) 2nd fleet: ( Planet 6 )( Orbit ) 3rd fleet: ( Planet 3 )( Returning to planet 6 ) [u]Ships:[/u] -845 infected CCS destroyers ( 6 pulse laser turrets, 2 plasma torpedo tubes ) -551 Infected CCS assault carriers ( 4 pulse laser turrets, 1 energy projector, 3 plasma torpedo tubes) -645 infected CCS Battle cruisers ( 3 pulse laser turrets, 4 plasma turrets, 1 energy projector) -610 Infected CCS frigate's ( 2 pulse laser turrets, 2 plasma torpedo tubes ) -25 infected CCS stealth Corvette ( stealth system's, fire-control jammers ) -85 Infected forerunner dreadnought's ( 3 energy projectors/ 8 plasma turrets, extremely armored. -Infected high charity ( mobile base/can slip space jump/ the bottom spire can be used as a WMD) -1 infected CCS flagship [ Seeker of truth ]( 7 torpedo tubes, 2 energy projectors ) -5 infected CCS Agricultural Support Ships. ( suicide ship's,"one crash's into another" ) -620 Spirit drop ships( 30 in each drop ship )( 1 shade turret ) -1,040 Dispersal pods (holds 3 combat forms or 15 infection forms) -35,000 Infected seraph star fighters ( Lightly armored, personal ship shields, medium armed ) [u]Ground units: [i]{{Memories upgrades}}( weapons and flood/forerunner war knowledge )[/i][/u] -60,000 infection forms ( Single infection form's ) -51,000 carrier forms ( each carry's 30 infection forms. ) -125,000 combat forms ( use's plasma/human weapons, strong melee, personal shield's) -7,450 stalker pure forms( Lightly armored, very fast, lightly armed ) -7,450 tank forms ( Heavily armored, slow, very strong melee, can spit out 5 infection forms ) -7,450 ranged forms ( Medium armored, shoot's bone like needles at enemies ) -13,200 Flood Juggernaut forms ( Can kill a Spartan in 1 hit, Very heavily armored ) -3 Graveminds [u]Fleets:[/u] [u][b]Main Fleet:[/b]450 X CCS Frigates, 490 X CCS battle cruisers, 480 X CCS assault carriers, 1 X CCS flagship, 5 X CCS Agricultural Support Ships, 585 X CCS destroyers 83 X Infected forerunner dreadnought's[/u] [u][b]2nd Fleet:[/b] 140 X CCS frigates, 130 X battle cruisers, 60 X CCS assault carriers, 225 X CCS destroyers[/u] [u][b]3rd Fleet:[/b] 2 X dreadnought's, 10 X CCS frigate's, 5 X CCS battlecuriser's, 1 X CCS assault carrier[/u] [u][b] Stealth fleet:[/b]25 X infected CCS stealth Corvette [/u] [u]Combat vehicles:[/u] -9,000 infected ghost's -4,000 infected wraiths [u]Base locations:[/u] ( air spore infection/ planetary spore infection/ 6 shade turrets each) -Hive (seeker of truth )(in orbit planet 6) -Hive (under crust of planet 6) -Hive (under crust of planet 3) -Infected high charity (returning with main fleet to planet 6) [u]Buildings:[/u] -Hive [ base ] -spore growth room -infection form growth chamber -Combat form growth chamber -Dispersal pod room -Infected seraph star fighter hanger -Pure form growth chamber+ add on( able to build Juggernaut forms ) -Flood work shop (able to make human/covenant vehicles ) [u]Finished Research:[/u] -Combat form reanimation ( when infection forms are near. ) -Infection speed increase (10% - 25%)(25% - 35%) -Flood dispersal pods ( Like the ODST drop pod ) -Proto-Gravemind ( pre-gravemind ) -Grade one gravity manipulation -Hive mind connection (better tactics between ground troops {needed for pure form/gravemind}) -Memories { weapons/ ship building] CCS ship's FTM } ( combat forms can use plasma, human and forerunner weapons ) -point pin jump ( All infected CCS ships can jump into a planets atmosphere after taking 50% casualties from enemy fleet. ) -Advanced flood super cell -Flood bio mass ( live able atmosphere for flood / can be used to repair damaged warships/ nearly destroyed hauls/ can create new hive's. ) -Flood Evolution ( needed to research pure forms ) -flood bio mass cloning { The bio mass can create cloned combat forms} -Advanced hive mind -Pure forms { pre-Flood Juggernaut form research } -Air infection ( Hive deference ) -Advanced ship shielding ( stronger ship shields ) -Personal shields ( for combat forms ) -Memories ( vehicle building Human/covenant ) -Memories ( Flood-forerunner war )( Battle knowledge, Navel tactics, Ground tactics, Able to use commercial/trader/ personal ship's as cannon fodder ) -Planetary spore infection (Defense against invading infantry/ non-harmful against allied factions ) -Intergalactic stage ( flood can travel back and forth between galaxy's ) -stealth ship system's (senors do not pick up flood ships/ can make CCS stealth covette ship) -Hive heavy defenses( 6 shade turrets ) -Infected high charity (space station/ hive base)( pre forerunner dreadnought ) -forerunner dreadnought type ship's -Infected Spartan's [u]Research:[/u] -Planetary super shade gun's (4) [u]Construction:[/u] [b][u] Warship's [/u][/b] -15 X infected CCS destroyer per turn -10 X infected CCS assault carrier per turn -10 X infected CCS battle cruisers per turn -20 X infected CCS frigate per turn -1,000 X infected seraph star fighters per turn -5 X forerunner dreadnought type ship's per turn [b][u] Ground force's [/u][/b] -10,000 X Combat forms per turn -7,000 X carrier forms per turn -1,000 X stalker pure forms per turn -1,000 X tank pure forms per turn -1,000 X ranged pure forms per turn -500 X Infected Spartan's -2,000 X Flood Juggernaut forms per turn -20 X Dispersal pods per turn -500 X infected ghost's per turn -200 X infected wraith's per turn [u]Ground Movement:[/u] P6/P3 hive's on full alert [u]Space movement:[/u] . Main fleet returning to planet 6 to regroup (2). 2nd fleet arrived back at Planet 6. 3rd fleet returning to planet 6 to regroup (2) [u]Current ground force position:[/u] P6 and P3 Hive's on full combat alert. [u]Current fleet position:[/u] Main fleet returning to planet 6/ 2nd fleet has arrived back at planet 6 /3rd fleet returning to planet 6. [u]Allies:[/u] Axis Entente [Necrons , Galactic Empire , Vasari, Geth] Truces: Canadian superfleet [u]Enemies:[/u] Hanchex Pact Borg Strogg [u]Message to all:[/u] [i][b]All Factions put aside the rivalry's join us at planet 1 to stand against the Necris faction! [/b][/i] [Edited on 08.13.2008 1:08 PM PDT]

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  • Your faction: Canadian Superfleet Ships: 2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 34 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 69 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 103 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 148 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8650 CF-18's Space Variant with Tactical Atomic Weaponry. Infantry: 9500 JSF2s Infantry (Ship Boarding/ Ground Assault) 3750 APZs Engineer Infantry 1250 HDH Commandos (Special Operations) RECRUITED: 8000 Recruits training (3) Buildings: 1 One Bay Space defense center. 3 6 Dock bay Space defense center 18 Orbital Defense Direct Energy Stations Ship Building Spacedock 1 Heavy Shipyard 1 Genetic Engineering Station 1 Habitable mine of Planet one. Finished Research: Mining. Allows resource generation. Nuclear Power: Allows us to give power to advanced systems and weapons. Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons. Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier. Powerful Base Defenses : Bases have direct energy turrets. Hyperdrive: Faster than light travel. Thermo-nuclear WMD's : Nuclear Warheads to place on missles. Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding. Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding. Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power. Un-manned vehicles: Could be used for recon, WMD delivery, and fighters. Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs. Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments. AI: Allows non-biological intelligence to run bases and pilot ships. Infantry Pulse Weapons: Plasma Pulse Rifles for my units. Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging. Un-Manned CF-18: With AI, fighter can fly without the loss of human life. Research: Indefinite Cloaking for Infantry (4) Cloaking for Ships (1) Cloning (1) Extreme Energy shelding (4) Extreme Pulse and Direct Energy Weapons. (5) Armored Ground Vehichles with Direct Energy Turrets (4) Construction: Cloning Facility (1) 5 un-manned WMD ships with on-board nukes (5) 10 Orbital Direct Energy Weapons (4) 15 Medium Payload Nuclear Warhead (WMD) (8) 2 MK1s (8) 15 MK2s (8) 25 G3s (8) 40 MK5s (8) 60 Strike Ships (8) 1200 CF-18s (4) 1 Heavily Shielded, Well Protected Planetary Base (3) 5 Ground Based Ship Repair centers (2) Ground Based Direct Energy Stations (4) 500 Armored Vehichle Shells (4) Automatic Building 2 MK2 per turn. 5 G3s per turn. 7 MK5s per turn. 10 Strike Ships per turn Ground Movement: 500 JSF2s, 250 Engineers, 30 HDHs dispatched to habitable mines location on Planet Ones Surface. Defensive purposes only. 8000 Troops to be dispatched to surface of planet 1. Space movement: Enter Solar system. Fleet in orbit over Planet 1 Maintain defensive position over planet 1. Preparing forces to combat the new threat. Fleet alert now Yellow. Reinforcements have arrived. Much more protected defensive orbit initiated. Spacemine WMDs deployed around my stations. WMD Ship testing underway. CS ships fire on ship to test shields. Shields hold. Fleet stays put while ship goes to safe distance. KABOOM! Test successful. Fleet returns to original location. Fleet Preparing for a classified event Allies: Phazons, Space Pirates Enemies:Borg Resources 100000 Tons of Metals per turn. Message to all: We will defend our new home of planet one until the end. To space pirates, What type of enemies should I expect? How powerful are the Borg? My troops on Planet 1 are for defensive purposes only. DO NOT ATTACK THEM! Aggression will be met with orbital bombardment on your bases and my fleet will smite all opposing ships. I will use WMDs if necessary. I need allies for the final batte! Anybody! [Edited on 08.13.2008 12:49 PM PDT]

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  • We need to create an treaty. Not an alliance, a treaty. Us three need to pool our resources in defending one location.

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  • 20 ion cannons, 2000 mines, 25 seige lasers. thats mine. BTW my ion cannons are the ones from C&C

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  • [quote][b]Posted by:[/b] Sir Killalot33 I say planet one or two. I have many orbital defense stations around it already.[/quote] I'll also have research into Planetary super shade gun's. which is like Orbital defense platforms.

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  • imagine the planetary defences....thats like 1000000000000000 mines. also we could just research a teleport blocker to stop him respawning

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  • I say planet one or two. I have many orbital defense stations around it already.

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  • Your faction: The Hapan Royal Family [b]Ships:[/b] Colony: 1 Star Home ( as biosphere) Fighters: 5080 X-wings(sheilded fighters) 2315 Y-wings (sheilded bombers) Cruisers: 1000 Nova Battle cruisers(Medium cruisers with turbolasers and ion cannons[rotating])) Battleships: 104 Battle Dragons(heavy capitol ships that are easily some of the biggest in the galaxy with turbolasers, ion cannons and phaze bombs which all rotate) 25 seige lasers ( huge lasers that combine to rip through enemy ships with a 1 turn charge time of 2 turns and a recharge time = to the ammount of ships destroyed) [b]Ground units:[/b] 34525 Hapan Royal guard –elite infantary 102650 civilians – for colonisation 500 heavy Royal guard – heavy infantary 25 scout bikes 2930 hover tanks(light laser tanks) 1800 heavy assult tanks 4000 boarding marines [b]Buildings-ground[/b] Royal Academy – barraks( Star Home) Basic research station Vehicle factory defensive walls mines 20 Permemant AA battaries 20 permemant AI battaries Fission reactor network Base sheild network Advanced research times building ( increases all research times) Royal Univercity – 1 turns (advanced tech) Auto turrets (fills city streets with small auto turrets) [b]orbital[/b] 2-bay Space Station (level 2) Orbital minefeild(armed) 20 orbital ion cannons[url=http://tw.united-forum.de/Ion_Cannon_firing.jpg]actual pic[/url] (Super orbital defence with a 1 turn charge and a 1 turn cool down + how many ships destroyed) Underground bunkers ( saves small portion of populace) [b]Finished Research:[/b] Basic laser Tech (allows infantary and fighter building) Internal scanners ( adds more stategic points to repeling borders [prequisit to good scanners] Sheilding level 1- (adds sheilds to fighters) Bio-sphere modifications – allows Star home to become a mid level Bio sphere base with sufficient armament. Hormone injections – civilians and royal guard respawns per turn increased 100% Good sensors (allows a good tactical readout of areas and ships) Repulsor generators (allows repulsor vehicles to be built) Helium cooling ( Blaster weapons fire faster) Turbolaser technology ( very powerful lasers, allows capitol ship building) Ion cannons Rotational cannons ( cannons fire faster) Conscription (civilians can be turned into units in 1 turn) Base sheilds (adds a sheild to all bases) Capitol sheilds (adds sheilds to all capitol ships) Selective breeding (soldiers are stronger) Backup generators ( sheild generators are switched about to reduce burnout) Tactical targeting ( allows ships to target hardpoints: weapons, sensors ect) Fusion tech Ion torpedoes Super Ion tech Aphrodisiacs ( increase respawn rate 200%) Additional hardpoints (adds space for ion torpedoes) WMD tech Ion cannon Hyperdrive ( ion cannons can hyperdrive to and from batte) Layer sheilds ( sheilds are layed for more defence) [b]Research:[/b] Dark matter phaze bombs ( adds 1 DMPB to Battle dragons, can only be used once, WMD) – 2 turns Teleport blocker – 8 turns [b]Construction – [/b] Buildings: 20000 Anti infantary guns – 5 turns [b]units:[/b] 2000 Royal guard per turn 20000 civilians per turn 400 hover tanks per turn 400 X-wings per turn 100 nova cruisers per turn 8 battle dragons per turn 200 heavy assult tanks per turn 200 Y wings per turn 25 mobile assult forts –1 turns [b]Ground Movement:[/b] [b]Space movement:[/b] Ion cannons charged ready to fire . Battle dragon maximum compliment: 500 X-wings 150 Y wings 600 Royal Guard 200heavy royal guard 100 hover tanks 50 assult tanks 100 marines And 50 Nova’s in escort Armament (battle dragon) : 22 Turbolasers (rotation) 33 Ion cannons ( non-rotating) 10 phaze bombs ( not WMD powerful but still powerful) 20 Ion torpedo launchers ( disabling hardpoints) 10 rotating, layerd sheild generators (Nova): 12 turbolasers(non-rotating) 20 ion cannons( rotating) 1 tractor beam 5 ion torpedoes 5 rotating sheild generators Reamaing ships and units defend star home until an attack. [b]Allies:[/b] Omnicronians [b]Enemies:[/b] None Message to all: ANY ALLIANCE WANT A MEMBER?

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  • [quote][b]Posted by:[/b] the gold MC I reckon if everyone goes onto one planet with all their defenses we could beat him.[/quote] Yes, I rechecked the rule's and there nothing in there that say's we can't, unless there's a hidden list of rules we can't see. But all factions against him on one planet.....damn. [Edited on 08.13.2008 9:27 AM PDT]

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  • [quote][b]Posted by:[/b] UnholyFurball382 [quote][b]Posted by:[/b] Sir Killalot33 10 Days!?!?!?!? Wait, if you have no ships besides fighters I can just own all your troops with orbital bombardment. BTW I am in orbit over Planet 1 with a base on it.[/quote] That's true, His strength is in ground combat, that's also his weakness, unless he pops out 10,000 drop ships out of thin air, with 50,000 warships then were totally screwed. [/quote] No, we should all band together in a truce and screw over his plan against us. Except the Borg >.>

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  • Your faction: Canadian Superfleet Ships: 2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 32 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 64 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 96 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 138 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8650 CF-18's Space Variant with Tactical Atomic Weaponry. 1 un-manned WMD Delivery Ship Prototype (Heavy Shields, un-armed, medium speed) Infantry: 5500 JSF2s Infantry (Ship Boarding/ Ground Assault) 2750 APZs Engineer Infantry 2250 HDH Commandos (Special Operations) RECRUITED: 5000 recruits per turn training (1) Buildings: 1 One Bay Space defense center. 3 6 Dock bay Space defense center 18 Orbital Defense Direct Energy Stations Ship Building Spacedock 1 Heavy Shipyard 1 Genetic Engineering Station 1 Habitable mine of Planet one. Finished Research: Mining. Allows resource generation. Nuclear Power: Allows us to give power to advanced systems and weapons. Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons. Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier. Powerful Base Defenses : Bases have direct energy turrets. Hyperdrive: Faster than light travel. Thermo-nuclear WMD's : Nuclear Warheads to place on missles. Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding. Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding. Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power. Un-manned vehicles: Could be used for recon, WMD delivery, and fighters. Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs. Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments. AI: Allows non-biological intelligence to run bases and pilot ships. Infantry Pulse Weapons: Plasma Pulse Rifles for my units. Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging. Research: Indefinite Cloaking for Infantry (5) Cloaking for Ships (2) Un-manned CF-18s (1) Cloning (2) Extreme Energy shelding (5) Extreme Pulse and Direct Energy Weapons. (6) Armored Vehichles (5) Construction: Direct Energy Turrets for Mine (1) Cloning Facility (2) 5 un-manned WMD ships with on-board nukes (6) 10 Orbital Direct Energy Weapons (5) 15 Medium Payload Nuclear Warhead (WMD) (9) 2 MK1s (9) 15 MK2s (9) 25 G3s (9) 40 MK5s (9) 60 Strike Ships (9) 1200 CF-18s (5) Automatic Building 2 MK2 per turn. 5 G3s per turn. 7 MK5s per turn. 10 Strike Ships per turn Ground Movement: 500 JSF2s, 250 Engineers, 30 HDHs dispatched to habitable mines location on Planet Ones Surface. Defensive purposes only. Space movement: Enter Solar system. Fleet in orbit over Planet 1 Maintain defensive position over planet 1. Preparing forces to combat the new threat. Fleet alert now Yellow. Reinforcements have arrived. Much more protected defensive orbit initiated. Spacemine WMDs deployed around my stations. WMD Ship testing underway. CS ships fire on ship to test shields. Shields hold. Fleet stays put while ship goes to safe distance. KABOOM! Test successful. Fleet returns to original location. Allies: Phazons, Space Pirates Enemies:Borg Resources 100000 Tons of Metals per turn. Message to all: We will defend our new home of planet one until the end. To space pirates, What type of enemies should I expect? How powerful are the Borg? My troops on Planet 1 are for defensive purposes only. DO NOT ATTACK THEM! Aggression will be met with orbital bombardment on your bases and my fleet will smite all opposing ships. I will use WMDs if necessary. I need allies for the final batte! Anybody! [Edited on 08.13.2008 9:27 AM PDT]

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  • [u]Your faction: The flood[/u] [b]ONLINE[/b] ( Intergalactic stage ) Main fleet: ( 2nd Asteroid Field )( Orbit ) 2nd fleet: ( Planet 2 )( Heading to planet 6 ) 3rd fleet: ( Planet 3 )( Orbit ) [u]Ships:[/u] -830 infected CCS destroyers ( 6 pulse laser turrets, 2 plasma torpedo tubes ) -541 Infected CCS assault carriers ( 4 pulse laser turrets, 1 energy projector, 3 plasma torpedo tubes) -635 infected CCS Battle cruisers ( 3 pulse laser turrets, 4 plasma turrets, 1 energy projector) -600 Infected CCS frigate's ( 2 pulse laser turrets, 2 plasma torpedo tubes ) -25 infected CCS stealth Corvette ( stealth system's, fire-control jammers ) -80 Infected forerunner dreadnought's ( 3 energy projectors/ 8 plasma turrets, extremely armored. -Infected high charity ( mobile base/can slip space jump/ the bottom spire can be used as a WMD) -1 infected CCS flagship [ Seeker of truth ]( 7 torpedo tubes, 2 energy projectors ) -5 infected CCS Agricultural Support Ships. ( suicide ship's,"one crash's into another" ) -600 Spirit drop ships( 30 in each drop ship )( 1 shade turret ) -1,020 Dispersal pods (holds 3 combat forms or 15 infection forms) -34,000 Infected seraph star fighters ( Lightly armored, personal ship shields, medium armed ) [u]Ground units: [i]{{Memories upgrades}}( weapons and flood/forerunner war knowledge )[/i][/u] -60,000 infection forms ( Single infection form's ) -44,000 carrier forms ( each carry's 30 infection forms. ) -115,000 combat forms ( use's plasma/human weapons, strong melee, personal shield's) -6,450 stalker pure forms( Lightly armored, very fast, lightly armed ) -6,450 tank forms ( Heavily armored, slow, very strong melee, can spit out 5 infection forms ) -6,450 ranged forms ( Medium armored, shoot's bone like needles at enemies ) -11,200 Flood Juggernaut forms ( Can kill a Spartan in 1 hit, Very heavily armored ) -3 Graveminds [u]Fleets:[/u] [u][b]Main Fleet:[/b]440 X CCS Frigates, 480 X CCS battle cruisers, 470 X CCS assault carriers, 1 X CCS flagship, 5 X CCS Agricultural Support Ships, 570 X CCS destroyers 73 X Infected forerunner dreadnought's[/u] [u][b]2nd Fleet:[/b] 140 X CCS frigates, 130 X battle cruisers, 60 X CCS assault carriers, 225 X CCS destroyers[/u] [u][b]3rd Fleet:[/b] 2 X dreadnought's, 10 X CCS frigate's, 5 X CCS battlecuriser's, 1 X CCS assault carrier[/u] [u][b] Stealth fleet:[/b]25 X infected CCS stealth Corvette [/u] [u]Combat vehicles:[/u] -8,800 infected ghost's -3,800 infected wraiths [u]Base locations:[/u] ( air spore infection/ planetary spore infection/ 6 shade turrets each) -Hive (seeker of truth )(in orbit planet 6) -Hive (under crust of planet 6) -Hive (under crust of planet 3) -Infected high charity (with main fleet at 2nd Asteroid Field) [u]Buildings:[/u] -Hive [ base ] -spore growth room -infection form growth chamber -Combat form growth chamber -Dispersal pod room -Infected seraph star fighter hanger -Pure form growth chamber+ add on( able to build Juggernaut forms ) -Flood work shop (able to make human/covenant vehicles ) [u]Finished Research:[/u] -Combat form reanimation ( when infection forms are near. ) -Infection speed increase (10% - 25%)(25% - 35%) -Flood dispersal pods ( Like the ODST drop pod ) -Proto-Gravemind ( pre-gravemind ) -Grade one gravity manipulation -Hive mind connection (better tactics between ground troops {needed for pure form/gravemind}) -Memories { weapons/ ship building] CCS ship's FTM } ( combat forms can use plasma, human and forerunner weapons ) -point pin jump ( All infected CCS ships can jump into a planets atmosphere after taking 50% casualties from enemy fleet. ) -Advanced flood super cell -Flood bio mass ( live able atmosphere for flood / can be used to repair damaged warships/ nearly destroyed hauls/ can create new hive's. ) -Flood Evolution ( needed to research pure forms ) -flood bio mass cloning { The bio mass can create cloned combat forms} -Advanced hive mind -Pure forms { pre-Flood Juggernaut form research } -Air infection ( Hive deference ) -Advanced ship shielding ( stronger ship shields ) -Personal shields ( for combat forms ) -Memories ( vehicle building Human/covenant ) -Memories ( Flood-forerunner war )( Battle knowledge, Navel tactics, Ground tactics, Able to use commercial/trader/ personal ship's as cannon fodder ) -Planetary spore infection (Defense against invading infantry/ non-harmful against allied factions ) -Intergalactic stage ( flood can travel back and forth between galaxy's ) -stealth ship system's (senors do not pick up flood ships/ can make CCS stealth covette ship) -Hive heavy defenses( 6 shade turrets ) -Infected high charity (space station/ hive base)( pre forerunner dreadnought ) -forerunner dreadnought type ship's -Infected Spartan's [u]Research:[/u] -Planetary super shade gun's (4) [u]Construction:[/u] [b][u] Warship's [/u][/b] -15 X infected CCS destroyer per turn -10 X infected CCS assault carrier per turn -10 X infected CCS battle cruisers per turn -20 X infected CCS frigate per turn -1,000 X infected seraph star fighters per turn -5 X forerunner dreadnought type ship's per turn [b][u] Ground force's [/u][/b] -10,000 X Combat forms per turn -7,000 X carrier forms per turn -1,000 X stalker pure forms per turn -1,000 X tank pure forms per turn -1,000 X ranged pure forms per turn -500 X Infected Spartan's -2,000 X Flood Juggernaut forms per turn -20 X Dispersal pods per turn -500 X infected ghost's per turn -200 X infected wraith's per turn [u]Ground Movement:[/u] P6/P3 hive's on full alert [u]Space movement:[/u] . Main fleet arrived outside 2nd Asteroid Field/ they engaged stealth systems/ They also have all weapons charged and locked on the Asteroid Field. Sending 2nd fleet back to P6. (1) [u]Current ground force position:[/u] P6 and P3 Hive's on full combat alert. [u]Current fleet position:[/u] Main fleet heading to 2nd Asteroid Field/ 2nd fleet have begin to head back to planet 6 /3rd fleet in orbit around planet 3 [u]Allies:[/u] Axis Entente [Necrons , Galactic Empire , Vasari, Geth] [u]Enemies:[/u] Hanchex Pact Borg Strogg [u]Message to all:[/u] [i][b]From end to end of this galaxy, most are blinded![/b][/i]

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  • i rekon if everyone goes onto one planet with all their defences we could beat him.

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  • [quote][b]Posted by:[/b] Sir Killalot33 10 Days!?!?!?!? Wait, if you have no ships besides fighters I can just own all your troops with orbital bombardment. BTW I am in orbit over Planet 1 with a base on it.[/quote] That's true, His strength is in ground combat, that's also his weakness, unless he pops out 10,000 drop ships out of thin air, with 50,000 warships then were totally screwed.

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  • 10 Days!?!?!?!? Wait, if you have no ships besides fighters I can just own all your troops with orbital bombardment. BTW I am in orbit over Planet 1 with a base on it.

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  • Your faction: The Hapan Royal Family [b]Ships:[/b] Colony: 1 Star Home ( as biosphere) Fighters: 4680 X-wings(sheilded fighters) 2115 Y-wings (sheilded bombers) Cruisers: 900 Nova Battle cruisers(Medium cruisers with turbolasers and ion cannons[rotating])) Battleships: 46 Battle Dragons(heavy capitol ships that are easily some of the biggest in the galaxy with turbolasers, ion cannons and phaze bombs which all rotate) 25 seige lasers ( huge lasers that combine to rip through enemy ships with a 1 turn charge time of 2 turns and a recharge time = to the ammount of ships destroyed) [b]Ground units:[/b] 12525 Hapan Royal guard –elite infantary 102650 civilians – for colonisation 450 heavy Royal guard – heavy infantary 25 scout bikes 2530 hover tanks(light laser tanks) 1400 heavy assult tanks 4000 boarding marines [b]Buildings-ground[/b] Royal Academy – barraks( Star Home) Basic research station Vehicle factory defensive walls mines 20 Permemant AA battaries 20 permemant AI battaries Fission reactor network Base sheild network Advanced research times building ( increases all research times) Royal Univercity – 1 turns (advanced tech) Auto turrets (fills city streets with small auto turrets) [b]orbital[/b] 2-bay Space Station (level 2) Orbital minefeild(armed) 20 orbital ion cannons[url=http://tw.united-forum.de/Ion_Cannon_firing.jpg]actual pic[/url] (Super orbital defence with a 1 turn charge and a 1 turn cool down + how many ships destroyed) Underground bunkers ( saves small portion of populace) [b]Finished Research:[/b] Basic laser Tech (allows infantary and fighter building) Internal scanners ( adds more stategic points to repeling borders [prequisit to good scanners] Sheilding level 1- (adds sheilds to fighters) Bio-sphere modifications – allows Star home to become a mid level Bio sphere base with sufficient armament. Hormone injections – civilians and royal guard respawns per turn increased 100% Good sensors (allows a good tactical readout of areas and ships) Repulsor generators (allows repulsor vehicles to be built) Helium cooling ( Blaster weapons fire faster) Turbolaser technology ( very powerful lasers, allows capitol ship building) Ion cannons Rotational cannons ( cannons fire faster) Conscription (civilians can be turned into units in 1 turn) Base sheilds (adds a sheild to all bases) Capitol sheilds (adds sheilds to all capitol ships) Selective breeding (soldiers are stronger) Backup generators ( sheild generators are switched about to reduce burnout) Tactical targeting ( allows ships to target hardpoints: weapons, sensors ect) Fusion tech Ion torpedoes Super Ion tech Aphrodisiacs ( increase respawn rate 200%) Additional hardpoints (adds space for ion torpedoes) WMD tech Ion cannon Hyperdrive ( ion cannons can hyperdrive to and from batte) Layer sheilds ( sheilds are layed for more defence) [b]Research:[/b] Dark matter phaze bombs ( adds 1 DMPB to Battle dragons, can only be used once, WMD) – 3 turns [b]Construction – [/b] Buildings: [b]units:[/b] 2000 Royal guard per turn 20000 civilians per turn 400 hover tanks per turn 400 X-wings per turn 100 nova cruisers per turn 8 battle dragons per turn 200 heavy assult tanks per turn 200 Y wings per turn 50 Battle dragons – 1 turns 25 mobile assult forts –2turns [b]Ground Movement:[/b] 20,000 civilians turned into Royal guard – 1 turn [b]Space movement:[/b] Ion cannons charged ready to fire . Battle dragon maximum compliment: 500 X-wings 150 Y wings 600 Royal Guard 200heavy royal guard 100 hover tanks 50 assult tanks 100 marines And 50 Nova’s in escort Armament (battle dragon) : 22 Turbolasers (rotation) 33 Ion cannons ( non-rotating) 10 phaze bombs ( not WMD powerful but still powerful) 20 Ion torpedo launchers ( disabling hardpoints) 10 rotating, layerd sheild generators (Nova): 12 turbolasers(non-rotating) 20 ion cannons( rotating) 1 tractor beam 5 ion torpedoes 5 rotating sheild generators Reamaing ships and units defend star home until an attack. [b]Allies:[/b] Omnicronians [b]Enemies:[/b] None Message to all: ANY ALLIANCE WANT A MEMBER?

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  • [quote][b]Posted by:[/b] rst7503 Phayder Corporation Offline Also, flood faction, I'm going to carry on snakie's rule that you can't ally with people not in the Axis Entente, without leaving it. In otherwords, if you want to keep your alliance with the Omnicronians and Hapan royal Family, you either have to get them to join the Axis, with the approval of Sergeant Matt and Bon, or quit the alliance to stay with them. Sorry, these are Snakie's rules and he asked me to make sure they stay that way. Also, yes, I am going to kill this at the end of the war (if I win). Snakie has moved on, and I feel it's been going on long enough without real combat. That's why I am going to send it out in a blaze of destruction and war[/quote] "* Keep it reasonable; No fleets of obscenely large size without building them, no instant landings or takeoffs, no quick movements. Everything takes turns * No "Instant fleets"; Reinforcements can arrive, but it must be declared that they are inbound several turns before they arrive. The only ‘instant’ fleet you get is the one your armies bring with them at the beginning, and it should be fairly small." Insanely large army without building it. But whatever I'll remove the 2 random Allie's. From my point of view your the thread mod which you can do anything you wish.

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  • Phayder Corporation Offline Also, flood faction, I'm going to carry on snakie's rule that you can't ally with people not in the Axis Entente, without leaving it. In otherwords, if you want to keep your alliance with the Omnicronians and Hapan royal Family, you either have to get them to join the Axis, with the approval of Sergeant Matt and Bon, or quit the alliance to stay with them. Sorry, these are Snakie's rules and he asked me to make sure they stay that way. Also, yes, I am going to kill this at the end of the war (if I win). Snakie has moved on, and I feel it's been going on long enough without real combat. That's why I am going to send it out in a blaze of destruction and war

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  • [quote][b]Posted by:[/b] rst7503 Well, in 2 days, I'll be going to a place where there is no internet in the hotel. I'll stay there for a week or so and come back to my home, wherer I will initiate the Armageddon. So, I guess the Apocalypse will begin in 10 days[/quote] Your basically going to destroy this game.

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  • Your faction: The Hapan Royal Family [b]Ships:[/b] Colony: 1 Star Home ( as biosphere) Fighters: 4280 X-wings(sheilded fighters) 1915 Y-wings (sheilded bombers) Cruisers: 300 Nova Battle cruisers(Medium cruisers with turbolasers and ion cannons[rotating])) Battleships: 38 Battle Dragons(heavy capitol ships that are easily some of the biggest in the galaxy with turbolasers, ion cannons and phaze bombs which all rotate) 25 seige lasers ( huge lasers that combine to rip through enemy ships with a 1 turn charge time of 2 turns and a recharge time = to the ammount of ships destroyed) [b]Ground units:[/b] 10525 Hapan Royal guard –elite infantary 84650 civilians – for colonisation 450 heavy Royal guard – heavy infantary 25 scout bikes 2130 hover tanks(light laser tanks) 1200 heavy assult tanks 4000 boarding marines [b]Buildings-ground[/b] Royal Academy – barraks( Star Home) Basic research station Vehicle factory defensive walls mines 20 Permemant AA battaries 20 permemant AI battaries Fission reactor network Base sheild network Advanced research times building ( increases all research times) Royal Univercity – 1 turns (advanced tech) Auto turrets (fills city streets with small auto turrets) [b]orbital[/b] 2-bay Space Station (level 2) Orbital minefeild(armed) 20 orbital ion cannons[url=http://tw.united-forum.de/Ion_Cannon_firing.jpg]actual pic[/url] (Super orbital defence with a 1 turn charge and a 1 turn cool down + how many ships destroyed) Underground bunkers ( saves small portion of populace) [b]Finished Research:[/b] Basic laser Tech (allows infantary and fighter building) Internal scanners ( adds more stategic points to repeling borders [prequisit to good scanners] Sheilding level 1- (adds sheilds to fighters) Bio-sphere modifications – allows Star home to become a mid level Bio sphere base with sufficient armament. Hormone injections – civilians and royal guard respawns per turn increased 100% Good sensors (allows a good tactical readout of areas and ships) Repulsor generators (allows repulsor vehicles to be built) Helium cooling ( Blaster weapons fire faster) Turbolaser technology ( very powerful lasers, allows capitol ship building) Ion cannons Rotational cannons ( cannons fire faster) Conscription (civilians can be turned into units in 1 turn) Base sheilds (adds a sheild to all bases) Capitol sheilds (adds sheilds to all capitol ships) Selective breeding (soldiers are stronger) Backup generators ( sheild generators are switched about to reduce burnout) Tactical targeting ( allows ships to target hardpoints: weapons, sensors ect) Fusion tech Ion torpedoes Super Ion tech Aphrodisiacs ( increase respawn rate 200%) Additional hardpoints (adds space for ion torpedoes) WMD tech Ion cannon Hyperdrive ( ion cannons can hyperdrive to and from batte) [b]Research:[/b] Dark matter phaze bombs ( adds 1 DMPB to Battle dragons, can only be used once, WMD) – 4 turns Layer sheilds ( sheilds are layed for more defence) – 1 turns [b]Construction – [/b] Buildings: [b]units:[/b] 2000 Royal guard per turn 20000 civilians per turn 400 hover tanks per turn 400 X-wings per turn 100 nova cruisers per turn 8 battle dragons per turn 200 heavy assult tanks per turn 200 Y wings per turn 500 Nova cruisers – 1 turns 50 Battle dragons – 2 turns 25 mobile assult forts – 3 turns [b]Ground Movement:[/b] civilians building towards war [b]Space movement:[/b] All ships on high alert and around the orbit of planet 2. Something big is going to go down. Ion cannons charging ready to fire . Battle dragon maximum compliment: 500 X-wings 150 Y wings 600 Royal Guard 200heavy royal guard 100 hover tanks 50 assult tanks And 20 Nova’s in escort Armament (battle dragon) : 22 Turbolasers (rotation) 33 Ion cannons ( non-rotating) 10 phaze bombs ( not WMD powerful but still powerful) 20 Ion torpedo launchers ( disabling hardpoints) (Nova): 12 turbolasers(non-rotating) 20 ion cannons( rotating) 1 tractor beam 5 ion torpedoes Reamaing ships and units defend star home until an attack. [b]Allies:[/b] Omnicronians [b]Enemies:[/b] None Message to all: ANY ALLIANCE WANT A MEMBER?

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  • [u]Your faction: The flood[/u] [b]ONLINE[/b] ( Intergalactic stage ) Main fleet: ( 2nd Asteroid Field )( Orbit ) 2nd fleet: ( Planet 2 )( Heading to planet 6 ) 3rd fleet: ( Planet 3 )( Orbit ) [u]Ships:[/u] -815 infected CCS destroyers ( 6 pulse laser turrets, 2 plasma torpedo tubes ) -531 Infected CCS assault carriers ( 4 pulse laser turrets, 1 energy projector, 3 plasma torpedo tubes) -625 infected CCS Battle cruisers ( 3 pulse laser turrets, 4 plasma turrets, 1 energy projector) -590 Infected CCS frigate's ( 2 pulse laser turrets, 2 plasma torpedo tubes ) -25 infected CCS stealth Corvette ( stealth system's, fire-control jammers ) -75 Infected forerunner dreadnought's ( 3 energy projectors/ 8 plasma turrets, extremely armored. -Infected high charity ( mobile base/can slip space jump/ the bottom spire can be used as a WMD) -1 infected CCS flagship [ Seeker of truth ]( 7 torpedo tubes, 2 energy projectors ) -5 infected CCS Agricultural Support Ships. ( suicide ship's,"one crash's into another" ) -600 Spirit drop ships( 30 in each drop ship )( 1 shade turret ) -1,000 Dispersal pods (holds 3 combat forms or 15 infection forms) -33,000 Infected seraph star fighters ( Lightly armored, personal ship shields, medium armed ) [u]Ground units: [i]{{Memories upgrades}}( weapons and flood/forerunner war knowledge )[/i][/u] -60,000 infection forms ( Single infection form's ) -37,000 carrier forms ( each carry's 30 infection forms. ) -105,000 combat forms ( use's plasma/human weapons, strong melee, personal shield's) -5,450 stalker pure forms( Lightly armored, very fast, lightly armed ) -5,450 tank forms ( Heavily armored, slow, very strong melee, can spit out 5 infection forms ) -5450 ranged forms ( Medium armored, shoot's bone like needles at enemies ) -9,200 Flood Juggernaut forms ( Can kill a Spartan in 1 hit, Very heavily armored ) -3 Graveminds [u]Fleets:[/u] [u][b]Main Fleet:[/b]430 X CCS Frigates, 470 X CCS battle cruisers, 460 X CCS assault carriers, 1 X CCS flagship, 5 X CCS Agricultural Support Ships, 555 X CCS destroyers 68 X Infected forerunner dreadnought's[/u] [u][b]2nd Fleet:[/b] 140 X CCS frigates, 130 X battle cruisers, 60 X CCS assault carriers, 225 X CCS destroyers[/u] [u][b]3rd Fleet:[/b] 2 X dreadnought's, 10 X CCS frigate's, 5 X CCS battlecuriser's, 1 X CCS assault carrier[/u] [u][b] Stealth fleet:[/b]25 X infected CCS stealth Corvette [/u] [u]Combat vehicles:[/u] -7,800 infected ghost's -2,800 infected wraiths [u]Base locations:[/u] ( air spore infection/ planetary spore infection/ 6 shade turrets each) -Hive (seeker of truth )(in orbit planet 6) -Hive (under crust of planet 6) -Hive (under crust of planet 3) -Infected high charity (with main fleet at 2nd Asteroid Field) [u]Buildings:[/u] -Hive [ base ] -spore growth room -infection form growth chamber -Combat form growth chamber -Dispersal pod room -Infected seraph star fighter hanger -Pure form growth chamber+ add on( able to build Juggernaut forms ) -Flood work shop (able to make human/covenant vehicles ) [u]Finished Research:[/u] -Combat form reanimation ( when infection forms are near. ) -Infection speed increase (10% - 25%)(25% - 35%) -Flood dispersal pods ( Like the ODST drop pod ) -Proto-Gravemind ( pre-gravemind ) -Grade one gravity manipulation -Hive mind connection (better tactics between ground troops {needed for pure form/gravemind}) -Memories { weapons/ ship building] CCS ship's FTM } ( combat forms can use plasma, human and forerunner weapons ) -point pin jump ( All infected CCS ships can jump into a planets atmosphere after taking 50% casualties from enemy fleet. ) -Advanced flood super cell -Flood bio mass ( live able atmosphere for flood / can be used to repair damaged warships/ nearly destroyed hauls/ can create new hive's. ) -Flood Evolution ( needed to research pure forms ) -flood bio mass cloning { The bio mass can create cloned combat forms} -Advanced hive mind -Pure forms { pre-Flood Juggernaut form research } -Air infection ( Hive deference ) -Advanced ship shielding ( stronger ship shields ) -Personal shields ( for combat forms ) -Memories ( vehicle building Human/covenant ) -Memories ( Flood-forerunner war )( Battle knowledge, Navel tactics, Ground tactics, Able to use commercial/trader/ personal ship's as cannon fodder ) -Planetary spore infection (Defense against invading infantry/ non-harmful against allied factions ) -Intergalactic stage ( flood can travel back and forth between galaxy's ) -stealth ship system's (senors do not pick up flood ships/ can make CCS stealth covette ship) -Hive heavy defenses( 6 shade turrets ) -Infected high charity (space station/ hive base)( pre forerunner dreadnought ) -forerunner dreadnought type ship's -Infected Spartan's [u]Research:[/u] -Planetary super shade gun's (5) [u]Construction:[/u] [b][u] Warship's [/u][/b] -15 X infected CCS destroyer per turn -10 X infected CCS assault carrier per turn -10 X infected CCS battle cruisers per turn -20 X infected CCS frigate per turn -1,000 X infected seraph star fighters per turn -5 X forerunner dreadnought type ship's per turn [b][u] Ground force's [/u][/b] -10,000 X Combat forms per turn -7,000 X carrier forms per turn -1,000 X stalker pure forms per turn -1,000 X tank pure forms per turn -1,000 X ranged pure forms per turn -500 X Infected Spartan's -2,000 X Flood Juggernaut forms per turn -20 X Dispersal pods per turn -500 X infected ghost's per turn -200 X infected wraith's per turn [u]Ground Movement:[/u] P6/P3 hive's on full alert [u]Space movement:[/u] . Main fleet arrived outside 2nd Asteroid Field/ they engaged stealth systems/ They also have all weapons charged and locked on the Asteroid Field. Sending 2nd fleet back to P6. (2) [u]Current ground force position:[/u] P6 and P3 Hive's on full combat alert. [u]Current fleet position:[/u] Main fleet heading to 2nd Asteroid Field/ 2nd fleet have begin to head back to planet 6 /3rd fleet in orbit around planet 3 [u]Allies:[/u] Axis Entente [Necrons , Galactic Empire , Vasari, Geth] [u]Enemies:[/u] Hanchex Pact Borg Strogg [u]Message to all:[/u] [i][b]From end to end of this galaxy, most are blinded![/b][/i] [Edited on 08.13.2008 9:12 AM PDT]

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  • Well, in 2 days, I'll be going to a place where there is no internet in the hotel. I'll stay there for a week or so and come back to my home, wherer I will initiate the Armageddon. So, I guess the Apocalypse will begin in 10 days

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  • im on planet 2 and when are you planning this armagedon?

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