JavaScript is required to use Bungie.net

OffTopic

Surf a Flood of random discussion.
7/21/2008 2:45:22 AM
2994

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]
English
#Offtopic #Flood

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • I'm wondering, would the necris, being primarily ground-based, like to trade in exchange for space-craft/transport?

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • can someone please tell me who lives where? So I can plot my attacks. Remember, My faction's supposed to be akin to Xenomorph and Borg

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [b] Faction: [/b] Phayder Corporation (Necris) (from Unreal Tournament 3) My faction is a ground-only faction, though it has some powerful space-worthy atmospheric fighters. Though Necris are da bomb in ground combat and shock/ blitzkrieg warefare The ground infantry don't actually have classes as I put them, but I need some way to categorize them and say what weapons they have. All infantry carry a translocator and a hoverboard [b] Air Units: [/b] 25400 Furies (atmospheric space-capable fighters) 10200 Necris-held Cicadas (atmospheric gunships) [b] Ground Units: [/b] 81000 Necris Riflemen (armed with Shock Rifles) 26500 Necris Anti-Armor (armed with Trident Rocket Lawn Chairs and AVRLs) 44500 Necris Combat Engineers (armed wtih Link Guns and Impact Hammers) 23000 Necris Heavy Gunners (armed with Tarydium Stingers) 8250 Necris Snipers 21500 Necris Shocktroopers/ Assault (armed with Flak Cannons and Bio-Rifles) 1015 Necris Redeemers (armed with Redeemers) 51500 Vipers 25750 Scavengers 20375 Nemesis(s) 5200 Nightshades 2800 Darkwalkers 550 Necris-held Self-Propelled Mobile Artillery Units 253 Necris-held Leviathan Super-Vehicles [b] Buildings: [/b] Base on Planet 7 Barracks Vehicle Factory Planetary Cannons Orbital Defense Cannons Planetary Shielding Orbital Mines Anti-Personnel Cannons [b] Technology: [/b] Necris Nanoblack Technology Teleporter Technology EMP Shielding Vehicle Plating Supplementary Armoured Helmets Jump Boots [b] Construction: [/b] 2000 Necris Riflemen per turn 500 Necris Anti-Armor per turn 1500 Necris Combat Engineers per turn 1000 Necris Heavy Gunners per turn 250 Necris Snipers per turn 500 Necris Shocktroopers/ Assault per turn 5 Necris Redeemers per turn 500 Vipers per turn 250 Scavengers per turn 100 Nightshades per turn 125 Nemesis(s) per turn 50 Dark Walkers per turn 25 SPMAs per turn 1 Leviathan per turn 200 Furies per turn 100 Cicadas per turn [b] Research: [/b] Supplementary Armor Vests (1 turns) Supplementary Shield Belts (2 turns) Infantry Stealth (1 turns) Infantry Beserker Ability (enables VERY FAST firing of weaponry) (3 turns) Instagib Rifle (replaces Shock Rifle, is one-shot anti-matter kill) (4 turns) Interplanetary Portals (4 turns) Infection Tubes/ Invasion Tentacles (4 turns) Respawner Technology (respawns a set number of soldiers wherever killed) (5 turns) Nightshade Mines (HE, EMP, Slow-Field, Spider) (3 turns) [b] Ground Movement: [/b] Building Base Prepping for combat [b] Space Movement: [/b] None [b] Allies: [/b] None [b] Enemies: [/b] None [b] Message to All: [/b] [i] "I cry small black tears for you" "Death shall free you" [/i] -Favorite Sayings of Malaki and Judas (of Necris)

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [quote][b]Posted by:[/b] rst7503 [quote][b]Posted by:[/b] rst7503 Omniscient, just to let you know, Ship complements means fighters, not other capital ships. When you post that your named capital ships have complements of dreadnoughts, cruisers, etc., you mean they have battle groups, not complements. Battle groups don't count as a whole package of units built together. The ships are built separately, and then grouped in a battle group. Battlegroups don't mean anything other than tactical groupings[/quote] Just Making sure this gets noticed[/quote] I heard you, and full compliment reffers to it's maximum carrying capacity, not it's current crew.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [quote][b]Posted by:[/b] rst7503 Omniscient, just to let you know, Ship complements means fighters, not other capital ships. When you post that your named capital ships have complements of dreadnoughts, cruisers, etc., you mean they have battle groups, not complements. Battle groups don't count as a whole package of units built together. The ships are built separately, and then grouped in a battle group. Battlegroups don't mean anything other than tactical groupings[/quote] Just Making sure this gets noticed

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Omnicronians Ships: 190x level 20 scout + 10 per turn 450 level 20 war ships + 50 per turn 450 level 20 troop cruisers + 50 per turn 8000 x level 20 attack fighters + 1000 per turn 80 x Gigas-class Star-destroyers + 10 per turn 21 x Capital ships + 2 per turn 60 x level 20 SuperDreadnoughts + 10 per turn Ground units: 2000 x defensive platoons +1000 per turn 28000 x colonists + 20000 per turn 1000 x Assault platoons + 750 per turn 400 x level 20 tanks +200 per turn Buildings: level 2 command center and level 2 planetary defenses, Ore mines and refineries, Construction foundry level 2, shipyard level 3, mass planetary defense grid level 2, Duridium mine and refinery level 1, research center, Orbital pulse cannons level 2, Latinum mint level 1, Duridium mine level 1, Cloning vats level 1, Orbital space-port level 1,Troop Center level 2, Galactic bridge at sol-2, Galactic bridge at sol-3, Dilithium mine and refinery, Vehicle factory, Gigas-class star-destroyer port level 2, Aviation school, Capital ship port level 2, Brain-nexus, Mass research center, Armory, Dreadnaught dock-yard, Dark matter harvester, Construction-droid speed boost, Planetary matter constructor, Sol-2 moon power cores, Space-mounted Dark-matter WoMD launch systems Finished Research: Cloning vats level 1, Rotating shield frequencies, Construction Bots, mass planetary defense grid level 2, Automated mining systems + 2x to mining/ harvesting rate, Orbital pulse cannons level 1, Planetary Life Support, mass planetary defense grid level 1, Space worthy vehicles, Ship mounted plasma cannons level 1, Warp-drives, Nervous stem-implants, Genetic manipulation, Orbital Shield grids, Gigas Bombs, Gigas Lasers, Gigas attack-fighter squadrons, In-ship hangers, Gigas main-cannons, Space mines, Neutronium alloys, Ion drilling, Construction lasers, Power-matter converter, Dark matter weaponry, Dark matter power cores, Synthesizers, Gigas systems, Capital systems, Ship-yard efficiency, Weaponry upgrades, Cloaking, Dark matter compressors, Cargo-hold extensions, Dark matter generator, Super Dreadnoughts, Dark matter WoMD’s, Mass large-vehicle Production, Dread-Holds, Dry-dock, Power-rigging, Mass Cloning, Standardized process, Neutronium bodies Research: Level 5 basics. x 1 turn Planetary construction x 2 turns. Terra-forming x 2 turns Construction: Mass Space-Station x 2 turns Cloning fields x 2 turns Sol-2 moon-2 x 9 turns level 20 troop cruisers x50 per turn. level 20 war cruisers x50 per turn. level 20 scouts x 10 per turn. level 20 tanks x 50 per turn. Level 20 SuperDreadnoughts x 10 per turn. level 20 attack fighters x 1000 per turn. 10x Gigas star-destroyer per turn. 2x Named Capital ships per turn. Ground Movement: Farming extensively, mining sol-2 moon extensively, 10 defensive platoons and 8 attack platoons manning space-port at sol-3. Space movement: deploying 8 transports at Riffles discretion. "Umbra" deployed to sol-3 through bridge, currently orbiting space-port. 20 war ships, 20 scouts and 10 transports posted at the space-port, orbiting sol-3. Defending sol-2 and sol-2 moon. Allies: The Hapan Royal Family, The Flood Enemies: - Treaties with: The Strogg -non-aggression pact. Resources: Dark matter 5000 (all others rendered unnecessary via research.) Gathering Dark matter at 1000 units per turn Events: Defensive main frame in position above sol-3 Mass defensive network under construction on moon of sol-2 Deployment of orbital ion-cannons around moon of sol-2 Deployment of mine field around moon of sol-2 Deployment of shield grid around moon of sol-2 Dark-matter mine field around sol-2 Hollowed out moon of sol-2 Sol-2 moon cloaking field deployed Sol-2 moon converted into a mass Dark-matter generator, UNINHABITABLE. Capital ships: “Umbra” full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked "Shadow-whither" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked "Sword of Kinareth" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked "Fist of Kahn" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked "Carnac Agialor" Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked "Atlantian" Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked "Spirit of Kayles" Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked "Omega 5" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked “Sapheron I” Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked “Sapheron II” Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked “Sapheron III” Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked “Kitty-Pow” full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked “The Hyperion” Dark-Matter deployment craft – Orbiting sol-2 moon - cloaked “Hollow-man” Unit movement craft– standing by to evacuate sol-2 moon - cloaked “Theta X” Unit movement craft– standing by to evacuate sol-2 moon – cloaked “Theta Y” Dark-Matter deployment craft – Orbiting sol-2 moon - cloaked “Hands of Almalexia” Construction craft – constructing space port in vicinity of sol-2 “Honor of Kayles” Flag-ship – Command unit. “Empire I” Dark-Matter deployment craft – Orbiting sol-2 moon – cloaked “Empire II” Dark-Matter deployment craft – Orbiting sol-2 moon – cloaked Message to all: Sol-2 moon is uninhabitable, any and all units present on surface of sol-2 are now boarded on “Theta X” & “Hollow-man,” if you would like your units, I will drop them off at a planet of your choosing. Attackable, but looking for allies.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [b]Your Faction[/b]: Strogg (Quake series) [b]Location[/b] 2nd Asteroid Field [b]Ships[/b]: 1 Makron-Class Dreadnought (Heavily Armed, Heavily Armored. Capable of Firing Dark Matter Warheads.) 3 Assault Carrier. (Lightly Armed, Heavily Armored) 26 Battle Cruisers (Heavily Armed, Medium Armored) 57 Frigates (Medium Armed, Medium Armored) 650 Hornets (Lightly Armed, Lightly Armored, High Maneuverability) 195 Strogg Fighter/Flyers ( Lightly Armed, Medium Armored, Medium Maneuverability) [b]Ground Forces[/b] [url=http://ucguides.savagehelp.com/Quake4/enemies.htm]Soldiers[/url] 1 Networed Guardian 18000 Strogg Marines 1400 Grunts. 6250 Strogg Tacticals 2900 Light Tanks 2900 Heavy Hover Tanks 750 Gladiators 4250 Gunners 1300 Beserkers. 1150 Harvesters. 60 Scientists 60 Technicians. 5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built) [b]Buildings[/b] (Upgraded) Space Port. - 10 Frigate/5 Battlecruiser 1 Makron Class Dreadnought 3 turns left (Every 5 turns) Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn. Medical Factory - 100 Grunts/Berserkers 5 Scientists/Technicians 50 Gladiators per turn (2 Warheads) Dark Matter Warhead Facility - 1 Dark Matter Warhead per turn Nexus Stroyent Factory Nexus Hub Expanded(Upgraded)Medical Facility - 500 Strogg Marines/150 Gunners/150 Tactical per turn Factory: 100x Light Tank/Heavy Hover Tanks, 25x Harvesters per turn Ore Refinery [b]Finished Research[/b] Reactor Meltdown (Prevents Ship take over) Stroyent Processor (Increases Soldier Endurance) (Advanced)Soldier Reprocessing (Every 5 Strogg killed, one is made of that unit type) Titanium Exoskeleton (More Protection against Energy/Ballistic Based weaponry) Neural Implants (Increased Target Synchronizing and Aiming) Increased Steroid injections(Heavy Damage Endurance) SlipGate Technology(Space travel instantaneous) Nailgun Ammunition(Larger Caliber Rounds, More Kenetic Force) Nervous System replacement ( Prevents Infection Forms, or Mind control) Dark Matter Containment Dark Matter Harvesting Dark Matter Warheads [b]Research[/b] Dark Matter Projectiles - 2 turns [b]Construction[/b] Expanded Space Port - 2 turns [b]Ground Movement[/b] [b]Space Movement[/b] Standard Patrol around main base. [b]Allies[/b] Hanchex Alliance [b]Enemies[/b] Necrons [b]Message to all[/b]:The reason the Makron is not here, yet... Is that he is busy, playing Vice City. [i]attackable[/i]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Omnicronians Ships: 180x level 20 scout + 10 per turn 400 level 20 war ships + 50 per turn 400 level 20 troop cruisers + 50 per turn 7000 x level 20 attack fighters + 1000 per turn 70 x Gigas-class Star-destroyers + 10 per turn 19 x Capital ships + 2 per turn 50 x level 20 SuperDreadnoughts + 10 per turn Ground units: 900 x defensive platoons +100 per turn 28000 x colonists + 2000 per turn 600 x Assault platoons + 50 per turn 240 x level 20 tanks +20 per turn Buildings: level 2 command center and level 2 planetary defenses, Ore mines and refineries, Construction foundry level 2, shipyard level 3, mass planetary defense grid level 2, Duridium mine and refinery level 1, research center, Orbital pulse cannons level 2, Latinum mint level 1, Duridium mine level 1, Cloning vats level 1, Orbital space-port level 1,Troop Center level 2, Galactic bridge at sol-2, Galactic bridge at sol-3, Dilithium mine and refinery, Vehicle factory, Gigas-class star-destroyer port level 2, Aviation school, Capital ship port level 2, Brain-nexus, Mass research center, Armory, Dreadnaught dock-yard, Dark matter harvester, Construction-droid speed boost, Planetary matter constructor, Sol-2 moon power cores, Space-mounted Dark-matter WoMD launch systems Finished Research: Cloning vats level 1, Rotating shield frequencies, Construction Bots, mass planetary defense grid level 2, Automated mining systems + 2x to mining/ harvesting rate, Orbital pulse cannons level 1, Planetary Life Support, mass planetary defense grid level 1, Space worthy vehicles, Ship mounted plasma cannons level 1, Warp-drives, Nervous stem-implants, Genetic manipulation, Orbital Shield grids, Gigas Bombs, Gigas Lasers, Gigas attack-fighter squadrons, In-ship hangers, Gigas main-cannons, Space mines, Neutronium alloys, Ion drilling, Construction lasers, Power-matter converter, Dark matter weaponry, Dark matter power cores, Synthesizers, Gigas systems, Capital systems, Ship-yard efficiency, Weaponry upgrades, Cloaking, Dark matter compressors, Cargo-hold extensions, Dark matter generator, Super Dreadnoughts, Dark matter WoMD’s, Mass large-vehicle Production, Dread-Holds, Dry-dock, Power-rigging, Mass Cloning, Standardized process, Neutronium bodies Research: Level 5 basics. x 2 turns Planetary construction x 3 turns. Terra-forming x 3 turns Construction: Mass Space-Station x 3 turns level 20 troop cruisers x50 per turn. Sol-2 moon-2 x 10 turns level 20 war cruisers x50 per turn. level 20 scouts x 10 per turn. level 20 tanks x 50 per turn. Level 20 SuperDreadnoughts x 10 per turn. level 20 attack fighters x 1000 per turn. 10x Gigas star-destroyer per turn. 2x Named Capital ships per turn. Ground Movement: Farming extensively, mining sol-2 moon extensively, 10 defensive platoons and 8 attack platoons manning space-port at sol-3. Space movement: deploying 8 transports at Riffles discretion. "Umbra" deployed to sol-3 through bridge, currently orbiting space-port. 20 war ships, 20 scouts and 10 transports posted at the space-port, orbiting sol-3. Defending sol-2 and sol-2 moon. Allies: The Hapan Royal Family, The Flood Enemies: - Treaties with: The Strogg -non-aggression pact. Resources: Dark matter 5000 (all others rendered unnecessary via research.) Gathering Dark matter at 1000 units per turn Events: Defensive main frame in position above sol-3 Mass defensive network under construction on moon of sol-2 Deployment of orbital ion-cannons around moon of sol-2 Deployment of mine field around moon of sol-2 Deployment of shield grid around moon of sol-2 Dark-matter mine field around sol-2 Hollowed out moon of sol-2 Sol-2 moon cloaking field deployed Sol-2 moon converted into a mass Dark-matter generator, UNINHABITABLE. Capital ships: “Umbra” full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked "Shadow-whither" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked "Sword of Kinareth" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked "Fist of Kahn" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked "Carnac Agialor" Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked "Atlantian" Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked "Spirit of Kayles" Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked "Omega 5" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked “Sapheron I” Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked “Sapheron II” Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked “Sapheron III” Weapons-Ship, We need guns, lot's of guns. –sol 2 moon cloaked “Kitty-Pow” full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-2 moon - cloaked “The Hyperion” Dark-Matter deployment craft – Orbiting sol-2 moon - cloaked “Hollow-man” Unit movement craft– standing by to evacuate sol-2 moon - cloaked “Theta X” Unit movement craft– standing by to evacuate sol-2 moon – cloaked “Theta Y” Dark-Matter deployment craft – Orbiting sol-2 moon - cloaked “Hands of Almalexia” Construction craft – constructing space port in vicinity of sol-2 “Honour of Kayles” Flag-ship – Command unit. Message to all: Sol-2 moon is uninhabitable, any and all units present on surface of sol-2 are now boarded on “Theta X” & “Hollow-man,” if you would like your units, I will drop them off at a planet of your choosing.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • 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: 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. Research: Stealth Capability for Infantry (1) Cloaking for Ships (3) Infantry Pulse Weapons (1) Un-manned CF-18s Cloning (3) Construction: Direct Energy Turrets for Mine (2) Cloning Facility (3) 5 un-manned WMD ships with on-board nukes (7) 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. There will be a WMD detonation far away from planet one, I need to see the effectiveness of my delivery system when it is being attacked by ship fire.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [u]Your faction: The flood[/u] [b]OFFLINE[/b] ( Intergalactic stage ) Main fleet: ( 2nd Asteroid Field )( Orbit ) 2nd fleet: ( Planet 2 )( Orbit ) 3rd fleet: ( Planet 3 )( Orbit ) [u]Ships:[/u] -800 infected CCS destroyers ( 6 pulse laser turrets, 2 plasma torpedo tubes ) -521 Infected CCS assault carriers ( 4 pulse laser turrets, 1 energy projector, 3 plasma torpedo tubes) -615 infected CCS Battle cruisers ( 3 pulse laser turrets, 4 plasma turrets, 1 energy projector) -580 Infected CCS frigate's ( 2 pulse laser turrets, 2 plasma torpedo tubes ) -25 infected CCS stealth Corvette ( stealth system's, fire-control jammers ) -70 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 ) -980 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] -40,000 infection forms ( Single infection form's ) -30,000 carrier forms ( each carry's 30 infection forms. ) -95,000 combat forms ( use's plasma/human weapons, strong melee, personal shield's) -4,450 stalker pure forms( Lightly armored, very fast, lightly armed ) -4,450 tank forms ( Heavily armored, slow, very strong melee, can spit out 5 infection forms ) -4,450 ranged forms ( Medium armored, shoot's bone like needles at enemies ) -7,200 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] -6,800 infected ghost's -2,600 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 [u]Research:[/u] -Infected Spartan's (1) -Planetary super shade gun's (6) [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 -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] 2nd fleet begins to portal planet 2 with there stealth systems engaged. Main fleet arrived outside 2nd Asteroid Field/ they engaged stealth systems. Sending 2nd fleet back to P6. (3) [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 portal planet 2 with stealth systems engaged/3rd fleet in orbit around planet 3 [u]Allies:[/u] Axis Entente [Necrons , Galactic Empire , Vasari, Geth] Omnicronians, The Evogame Phazons [u]Enemies:[/u] Hanchex Pact Borg [u]Message to all:[/u] [i][b]From end to end of this galaxy, most are blinded![/b][/i] [Edited on 08.12.2008 9:42 PM PDT]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Canadian Superfleet Ships: 1 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 27 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 57 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 86 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 118 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8650 CF-18's Space Variant with Tactical Atomic Weaponry. Infantry: 5500 JSF2s Infantry (Ship Boarding/ Ground Assault) 2750 APZs Engineer Infantry 2250 HDH Commandos (Special Operations) RECRUITED: 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 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. Research: Stealth Capability for Infantry (2) Cloaking for Ships (4) Artificial Inteligence (1) Infantry Pulse Weapons (2) Construction: 1 MK1 (1) Genetic Engineering Base (1) Habitable Mines on Planet 1's Surfice (1) 5 MK2s (1) 7 G3s (1) 10 Cruisers (1) 20 Strike Ships (1) 1 Prototype WMD delivery ship (1) 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. Allies: Phazons, Space Pirates Enemies:Borg Resources: 10000 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. There will be a WMD detonation far away from planet one, I need to see the effectiveness of my delivery system when it is being attacked by ship fire. [Edited on 08.12.2008 7:10 PM PDT]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [u]Your faction: The flood[/u] [b]ONLINE[/b] ( Intergalactic stage ) Main fleet: ( Planet 6 )( slipspace ) 2nd fleet: ( Planet 2 )( Orbit ) 3rd fleet: ( Planet 3 )( Orbit ) [u]Ships:[/u] -785 infected CCS destroyers ( 6 pulse laser turrets, 2 plasma torpedo tubes ) -511 Infected CCS assault carriers ( 4 pulse laser turrets, 1 energy projector, 3 plasma torpedo tubes) -605 infected CCS Battle cruisers ( 3 pulse laser turrets, 4 plasma turrets, 1 energy projector) -570 Infected CCS frigate's ( 2 pulse laser turrets, 2 plasma torpedo tubes ) -25 infected CCS stealth Corvette ( stealth system's, fire-control jammers ) -65 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 ) -960 Dispersal pods (holds 3 combat forms or 15 infection forms) -32,000 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] -40,000 infection forms ( Single infection form's ) -23,000 carrier forms ( each carry's 30 infection forms. ) -85,000 combat forms ( use's plasma/human weapons, strong melee, personal shield's) -3,450 stalker pure forms( Lightly armored, very fast, lightly armed ) -3,450 tank forms ( Heavily armored, slow, very strong melee, can spit out 5 infection forms ) -3,450 ranged forms ( Medium armored, shoot's bone like needles at enemies ) -6,200 Flood Juggernaut forms ( Can kill a Spartan in 1 hit, Very heavily armored ) -3 Graveminds [u]Fleets:[/u] [u][b]Main Fleet:[/b]420 X CCS Frigates, 460 X CCS battle cruisers, 450 X CCS assault carriers, 1 X CCS flagship, 5 X CCS Agricultural Support Ships, 540 X CCS destroyers 63 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] -5,800 infected ghost's -2,400 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 (orbit over 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 [u]Research:[/u] -Infected Spartan's (2) -Planetary super shade gun's (6) [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 -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] 2nd fleet begins to portal planet 2 with there stealth systems engaged. Main fleet enter slip space arrival in (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 portal planet 2 with stealth systems engaged/3rd fleet in orbit around planet 3 [u]Allies:[/u] Axis Entente [Necrons , Galactic Empire , Vasari, Geth] Omnicronians, The Evogame Phazons [u]Enemies:[/u] Hanchex Pact Borg [u]Message to all:[/u] [i][b]From end to end of this galaxy, most are blinded![/b][/i]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Canadian Superfleet Ships: 1 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs) 27 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 57 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 86 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 118 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8650 CF-18's Space Variant with Tactical Atomic Weaponry. Infantry: 3500 JSF2s Infantry (Ship Boarding/ Ground Assault) 1750 APZs Engineer Infantry 1250 HDH Commandos (Special Operations) RECRUITED: 5000 Troops: 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 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. Research: Genetic Engineering and bio-enhancement (1) Stealth Capability for Infantry (3) Cloaking for Ships (5) Anti-Gravity Infantry Armor (1) Artificial Inteligence (2) Un-manned vehichles (1) Construction: 1 MK1 (2) Genetic Engineering Base (2) 10 Small Payload Nuclear WMD's Mine variant (1) Habitable Mines on Planet 1's Surfice (2) 5 MK2s (2) 7 G3s (2) 10 Cruisers (2) 20 Strike Ships (2) 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. Allies: Phazons, Space Pirates Enemies:Borg Resources: 10000 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. [Edited on 08.12.2008 6:26 PM PDT]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • omg i has chuck norris and roflchezzburger i own u all.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Space Pirates (Metroid) [Planet 1], [Ocean of Planet 2] Ships: -39 Pirate Frigates -150 Warships -182 Battlecruisers -174 Assault Ships -4 Heavy Transports -885 Single-Pirate Fighters -530 ATC's -940 Skiffs Ground units: -11150 Pirate Troopers -10570 Aerotroopers -6340 Commandos -8295 Shield Troopers -8295 Advanced Troopers -91 Rezbits -62 Metroids -153 Sentry Drones -75 Remorse-Class Movable Turrets -18 Mogenars -1 Draygon -1 Phantoon -1 Kraid -1 Ridley Buildings: -3-Bay Mining Station (Second Asteroid Field) (SPS-1) -Second Space Station (Halo 2 debris field) (SPS-2) -Colony on Planet 1 (SPC-1) -Colony on Planet 2 (SPC-2) (underwater) Finished Research: -Hazard Suits -Varia Technolgy -Cloaking technology -Plasma Beam Technology -Ice Beam Technology -Wave Beam Technology -Power Beam Technology -Nova Beam Technology -Gravity Technology -Forerunner based teleportation -Antimatter Generation -Wormhole Technology -Advanced Scanning Equipment -*Aether logs reviewed* -*Bryyo logs reviewed* -*Phaaze logs reviewed* -Metroid-based energy drain -Hydronium Generation -Genetic Manipulation -Advanced Armor -Modular Weaponry -Cybernetic/Biological Constructor -Nanotechnology -Bryyonian Golems -UNSC cloning technology -Bioengineering -Multidimensional Theory -Assault Armor -Antigravity Technology -Solid Light Generation -Mass-Energy Conversion -Microbiology -Molecular Engineering -Powered Armor Research: -Advanced Wormhole Manipulation (1 turn) -Dimensional Shielding (7 turns) -Energy Absorption Shield (3 turns) -Phazon Radiation Studies (5 turns) -Bioships (9 turns) Construction: -2500 Troopers -2300 Aerotroopers -2000 Shield Troopers -2000 Advanced Troopers -1500 Commandoes -7 Rezbits -10 Metroids -2 Sentry Drones -1 Mogenar -Training Facility Training: 10 Aerotroopers -Shipyards building: 3 Frigates 10 Warships 17 Battlecruisers 17 Assault Ships 75 Single-Pirate Fighters 60 ATC's 80 Skiffs -Building tunnels beneath the colony 1 -Terraforming Planet 1 (9 turns) -Intalling new habitat rings on SPS-1 and 2 for experiments (5 turns) Ground Movement: -Occupied in ships or outfitting the space stations and colonies with upgrades. Space movement: -Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search. -5 Warships garrisoned at Planet 2 colony -2 Battlecruisers and 2 Warships garrisoned at Planet 1 -7 Battlecruisers and 1 Warship garrisoned at SPS-2 -Remaining ships garrisoned at SPS-1 -Calling in numerous reinforcements for the new Necris threat (Space Pirates-6 turns, Zebesian Pirates- 10 turns, Kihunters 16 turns) Allies: UNSC, Canadian Superfleet Enemies: Borg Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however. Attackable

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Canadian Superfleet (completely spaced based) Ships: 1 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor. 27 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 57 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 86 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 118 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8150 CF-18's Space Variant with V-15 missiles. Infantry: 3500 JSF2s Infantry (Ship Boarding/ Ground Assault) 1750 APZs Engineer Infantry 1250 HDH Commandos (Special Operations) RECRUITED: 5000 Troops: 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 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. Research: Renewable Resources (1) Genetic Engineering and bio-enhancment (2) Stealth Capability for Infantry (4) Cloaking for Ships (6) Anti-Gravity Infantry Armor (2) Artificial Inteligence (3) Un-manned vehichles (2) Construction: 1 MK1 (2) 5 Medium Payload Nuclear WMD's missle variant. (1) Genetic Engineering Base (2) 10 Small Payload Nuclear WMD's Mine variant (2) Habitable Mines on Planet 1's Surfice (3) 5 MK2s (3) 7 G3s (3) 10 Cruisers (3) 20 Strike Ships (3) 500 CF-18s (1) Ground Movement: None 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. Allies: Phazons, Space Pirates Enemies:Borg Resources: 10000 Tons of Metals per turn. Message to all: We will defend our new home of planet one until the end. Allies, what might threaten us? I haven't been here long enough to know? [Edited on 08.12.2008 5:00 PM PDT]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [u]Your faction: The flood[/u] [b]ONLINE[/b] ( Intergalactic stage ) Main fleet: ( Planet 6 )( slipspace ) 2nd fleet: ( Planet 2 )( Orbit ) 3rd fleet: ( Planet 3 )( Orbit ) [u]Ships:[/u] -770 infected CCS destroyers ( 6 pulse laser turrets, 2 plasma torpedo tubes ) -501 Infected CCS assault carriers ( 4 pulse laser turrets, 1 energy projector, 3 plasma torpedo tubes) -595 infected CCS Battle cruisers ( 3 pulse laser turrets, 4 plasma turrets, 1 energy projector) -560 Infected CCS frigate's ( 2 pulse laser turrets, 2 plasma torpedo tubes ) -25 infected CCS stealth Corvette ( stealth system's, fire-control jammers ) -60 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 ) -940 Dispersal pods (holds 3 combat forms or 15 infection forms) -31,000 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] -40,000 infection forms ( Single infection form's ) -22,000 carrier forms ( each carry's 30 infection forms. ) -75,000 combat forms ( use's plasma/human weapons, strong melee, personal shield's) -2,450 stalker pure forms( Lightly armored, very fast, lightly armed ) -2,450 tank forms ( Heavily armored, slow, very strong melee, can spit out 5 infection forms ) -2,450 ranged forms ( Medium armored, shoot's bone like needles at enemies ) -5,200 Flood Juggernaut forms ( Can kill a Spartan in 1 hit, Very heavily armored ) -3 Graveminds [u]Fleets:[/u] [u][b]Main Fleet:[/b]410 X CCS Frigates, 450 X CCS battle cruisers, 440 X CCS assault carriers, 1 X CCS flagship, 5 X CCS Agricultural Support Ships, 525 X CCS destroyers 58 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] -4,800 infected ghost's -2,300 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 (orbit over 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 [u]Research:[/u] -Infected Spartan's (3) [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 -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] 2nd fleet begins to portal planet 2 with there stealth systems engaged. Main fleet enter slip space arrival in (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 portal planet 2 with stealth systems engaged/3rd fleet in orbit around planet 3 [u]Allies:[/u] Axis Entente [Necrons , Galactic Empire , Vasari, Geth] Omnicronians, The Evogame Phazons [u]Enemies:[/u] Hanchex Pact Borg [u]Message to all:[/u] [i][b]From end to end of this galaxy, most are blinded![/b][/i]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Space Pirates (Metroid) [Planet 1], [Ocean of Planet 2] Ships: -36 Pirate Frigates -140 Warships -174 Battlecruisers -156 Assault Ships -4 Heavy Transports -810 Single-Pirate Fighters -470 ATC's -860 Skiffs Ground units: -10160 Pirate Troopers -9610 Aerotroopers -5765 Commandos -7545 Shield Troopers -7545 Advanced Troopers -84 Rezbits -52 Metroids -151 Sentry Drones -75 Remorse-Class Movable Turrets -17 Mogenars -1 Draygon -1 Phantoon -1 Kraid -1 Ridley Buildings: -3-Bay Mining Station (Second Asteroid Field) (SPS-1) -Second Space Station (Halo 2 debris field) (SPS-2) -Colony on Planet 1 (SPC-1) -Colony on Planet 2 (SPC-2) (underwater) Finished Research: -Hazard Suits -Varia Technolgy -Cloaking technology -Plasma Beam Technology -Ice Beam Technology -Wave Beam Technology -Power Beam Technology -Nova Beam Technology -Gravity Technology -Forerunner based teleportation -Antimatter Generation -Wormhole Technology -Advanced Scanning Equipment -*Aether logs reviewed* -*Bryyo logs reviewed* -*Phaaze logs reviewed* -Metroid-based energy drain -Hydronium Generation -Genetic Manipulation -Advanced Armor -Modular Weaponry -Cybernetic/Biological Constructor -Nanotechnology -Bryyonian Golems -UNSC cloning technology -Bioengineering -Multidimensional Theory -Assault Armor -Antigravity Technology -Solid Light Generation -Mass-Energy Conversion -Microbiology -Molecular Engineering -Powered Armor Research: -Advanced Wormhole Manipulation (2 turns) -Dimensional Shielding (8 turns) -Energy Absorption Shield (4 turns) -Phazon Radiation Studies (6 turns) -Bioships (10 turns) Construction: -1000 Troopers -950 Aerotroopers -750 Shield Troopers -750 Advanced Troopers -575 Commandoes -7 Rezbits -10 Metroids -2 Sentry Drones -1 Mogenar -Training Facility Training: 10 Aerotroopers -Shipyards building: 3 Frigates 10 Warships 17 Battlecruisers 17 Assault Ships 75 Single-Pirate Fighters 60 ATC's 80 Skiffs -Building tunnels beneath the colony 1 -Terraforming Planet 1 (10 turns) -Expanding Planetary colonies by 50% (1 turn) Ground Movement: -Occupied in ships or outfitting the space stations and colonies with upgrades. Space movement: -Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search. -5 Warships garrisoned at Planet 2 colony -2 Battlecruisers and 2 Warships garrisoned at Planet 1 -7 Battlecruisers and 1 Warship garrisoned at SPS-2 -Remaining ships garrisoned at SPS-1 -Calling in numerous reinforcements for the new Necris threat (Space Pirates-7 turns, Zebesian Pirates- 11 turns, Kihunters 17 turns) Allies: UNSC, Canadian Superfleet Enemies: Borg Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however. Attackable [Edited on 08.12.2008 4:55 PM PDT]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Canadian Superfleet (completely spaced based) Ships: 1 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor. 27 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 57 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 86 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 118 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8150 CF-18's Space Variant with V-15 missiles. Infantry: 3500 JSF2s Infantry (Ship Boarding/ Ground Assault) 1750 APZs Engineer Infantry 1250 HDH Commandos (Special Operations) RECRUITED: 5000 Troops: 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 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. Research: Renewable Resources (2) Genetic Engineering and bio-enhancment (3) Stealth Capability for Infantry (5) Cloaking for Ships (7) Anti-Gravity Infantry Armor (3) Construction: 1 MK1 (3) 5 Medium Payload Nuclear WMD's missle variant. (2) Genetic Engineering Base (3) 10 Small Payload Nuclear WMD's Mine variant (3) Habitable Mines on Planet 1's Surfice (4) 5 MK2s (4) 7 G3s (4) 10 Cruisers (4) 20 Strike Ships (4) 500 CF-18s (2) Ground Movement: None 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. Allies: Phazons, Space Pirates Enemies:Borg Resources: 10000 Tons of Metals per turn. Message to all: We will defend our new home of planet one until the end. Allies, what might threaten us? I haven't been here long enough to know? [Edited on 08.12.2008 3:35 PM PDT]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Strogg Offline.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Space Pirates (Metroid) [Planet 1], [Ocean of Planet 2] Ships: -33 Pirate Frigates -130 Warships -157 Battlecruisers -139 Assault Ships -4 Heavy Transports -635 Single-Pirate Fighters -410 ATC's -680 Skiffs Ground units: -9170 Pirate Troopers -8650 Aerotroopers -5190 Commandos -6795 Shield Troopers -6795 Advanced Troopers -77 Rezbits -42 Metroids -149 Sentry Drones -75 Remorse-Class Movable Turrets -16 Mogenars -1 Draygon -1 Phantoon -1 Kraid -1 Ridley Buildings: -3-Bay Mining Station (Second Asteroid Field) (SPS-1) -Second Space Station (Halo 2 debris field) (SPS-2) -Colony on Planet 1 (SPC-1) -Colony on Planet 2 (SPC-2) (underwater) Finished Research: -Hazard Suits -Varia Technolgy -Cloaking technology -Plasma Beam Technology -Ice Beam Technology -Wave Beam Technology -Power Beam Technology -Nova Beam Technology -Gravity Technology -Forerunner based teleportation -Antimatter Generation -Wormhole Technology -Advanced Scanning Equipment -*Aether logs reviewed* -*Bryyo logs reviewed* -*Phaaze logs reviewed* -Metroid-based energy drain -Hydronium Generation -Genetic Manipulation -Advanced Armor -Modular Weaponry -Cybernetic/Biological Constructor -Nanotechnology -Bryyonian Golems -UNSC cloning technology -Bioengineering -Multidimensional Theory -Assault Armor -Antigravity Technology -Solid Light Generation -Mass-Energy Conversion -Microbiology -Molecular Engineering -Powered Armor Research: -Advanced Wormhole Manipulation (3 turns) -Phase-out Technology (1 turn) -Dimensional Shielding (9 turns) -Energy Absorption Shield (5 turns) -Phazon Radiation Studies (7 turns) Construction: -1000 Troopers -950 Aerotroopers -750 Shield Troopers -750 Advanced Troopers -575 Commandoes -7 Rezbits -10 Metroids -2 Sentry Drones -1 Mogenar -Training Facility Training: 10 Aerotroopers -Shipyards building: 3 Frigates 10 Warships 17 Battlecruisers 17 Assault Ships 75 Single-Pirate Fighters 60 ATC's 80 Skiffs -Building tunnels beneath the colony 1 -Terraforming Planet 1 (11 turns) -Expanding Planetary colonies by 50% (2 turns) Ground Movement: -Occupied in ships or outfitting the space stations and colonies with upgrades. Space movement: -Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search. -5 Warships garrisoned at Planet 2 colony -2 Battlecruisers and 2 Warships garrisoned at Planet 1 -7 Battlecruisers and 1 Warship garrisoned at SPS-2 -Remaining ships garrisoned at SPS-1 -Calling in numerous reinforcements for the new Necris threat (Space Pirates-8 turns, Zebesian Pirates- 12 turns, Kihunters 18 turns) Allies: UNSC, Canadian Superfleet Enemies: Borg Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however. Attackable

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [b]Your Faction[/b]: Strogg (Quake series) [b]Location[/b] 2nd Asteroid Field [b]Ships[/b]: 1 Makron-Class Dreadnought (Heavily Armed, Heavily Armored. Capable of Firing Dark Matter Warheads.) 3 Assault Carrier. (Lightly Armed, Heavily Armored) 26 Battle Cruisers (Heavily Armed, Medium Armored) 57 Frigates (Medium Armed, Medium Armored) 600 Hornets (Lightly Armed, Lightly Armored, High Maneuverability) 180 Strogg Fighter/Flyers ( Lightly Armed, Medium Armored, Medium Maneuverability) [b]Ground Forces[/b] [url=http://ucguides.savagehelp.com/Quake4/enemies.htm]Soldiers[/url] 1 Networed Guardian 17500 Strogg Marines 1400 Grunts. 6100 Strogg Tacticals 2800 Light Tanks 2800 Heavy Hover Tanks 700 Gladiators 4100 Gunners 1200 Beserkers. 1125 Harvesters. 55 Scientists 55 Technicians. 5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built) [b]Buildings[/b] (Upgraded) Space Port. - 10 Frigate/5 Battlecruiser 1 Makron Class Dreadnought 4 turns left (Every 5 turns) Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn. Medical Factory - 100 Grunts/Berserkers 5 Scientists/Technicians 50 Gladiators per turn (1 Warhead) Dark Matter Warhead Facility - 1 Dark Matter Warhead per turn Nexus Stroyent Factory Nexus Hub Expanded(Upgraded)Medical Facility - 500 Strogg Marines/150 Gunners/150 Tactical per turn Factory: 100x Light Tank/Heavy Hover Tanks, 25x Harvesters per turn Ore Refinery [b]Finished Research[/b] Reactor Meltdown (Prevents Ship take over) Stroyent Processor (Increases Soldier Endurance) (Advanced)Soldier Reprocessing (Every 5 Strogg killed, one is made of that unit type) Titanium Exoskeleton (More Protection against Energy/Ballistic Based weaponry) Neural Implants (Increased Target Synchronizing and Aiming) Increased Steroid injections(Heavy Damage Endurance) SlipGate Technology(Space travel instantaneous) Nailgun Ammunition(Larger Caliber Rounds, More Kenetic Force) Nervous System replacement ( Prevents Infection Forms, or Mind control) Dark Matter Containment Dark Matter Harvesting Dark Matter Warheads [b]Research[/b] Dark Matter Projectiles - 3 turns [b]Construction[/b] Expanded Space Port - 3 turns [b]Ground Movement[/b] [b]Space Movement[/b] Standard Patrol around main base. [b]Allies[/b] Hanchex Alliance [b]Enemies[/b] Necrons [b]Message to all[/b]:The reason the Makron is not here, yet... Is that he is busy, playing Vice City. [i]attackable[/i]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Canadian Superfleet (completely spaced based) Ships: 1 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor. 27 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 57 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 86 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 108 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8150 CF-18's Space Variant with V-15 missiles. Infantry: 1500 JSF2s Infantry (Ship Boarding/ Ground Assault) 750 APZs Engineer Infantry 250 HDH Commandos (Special Operations) RECRUITED: 5000 Troops for Various Jobs 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 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. Research: Renewable Resources (3) Genetic Engineering and bio-enhancment (4) Construction: 10 Strike Ships (1) 1 MK1 (4) 5 Medium Payload Nuclear WMD's missle variant. (3) Ground Movement: None 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. Allies: Phazons, Space Pirates Enemies:None Resources: 100 Tons of Metals per turn. Message to all: [b]We will defend our new home of planet one until the end.[/b] Allies, what might threaten us? I haven't been here long enough to know?

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • [b]Your Faction[/b]: Strogg (Quake series) [b]Location[/b] 2nd Asteroid Field [b]Ships[/b]: 1 Makron-Class Dreadnought (Heavily Armed, Heavily Armored. Capable of Firing Dark Matter Warheads.) 1 Assault Carrier. (Lightly Armed, Heavily Armored) 26 Battle Cruisers (Heavily Armed, Medium Armored) 57 Frigates (Medium Armed, Medium Armored) 550 Hornets (Lightly Armed, Lightly Armored, High Maneuverability) 165 Strogg Fighter/Flyers ( Lightly Armed, Medium Armored, Medium Maneuverability) [b]Ground Forces[/b] [url=http://ucguides.savagehelp.com/Quake4/enemies.htm]Soldiers[/url] 1 Networed Guardian 12000 Strogg Marines 1000 Grunts. 3950 Strogg Tacticals 2500 Light Tanks 2500 Heavy Hover Tanks 450 Gladiators 3950 Gunners 900 Beserkers. 700 Harvesters. 50 Scientists 50 Technicians. 5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built) [b]Buildings[/b] (Upgraded) Space Port. - 10 Frigate/5 Battlecruiser 1 Makron Class Dreadnought 5 turns left (Every 5 turns) Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn. Medical Factory - 100 Grunts/Berserkers 5 Scientists/Technicians 50 Gladiators per turn Dark Matter Warhead Facility - 1 Dark Matter Warhead per turn Nexus Stroyent Factory Nexus Hub Expanded(Upgraded)Medical Facility - 500 Strogg Marines/150 Gunners/150 Tactical per turn Factory: 100x Light Tank/Heavy Hover Tanks, 25x Harvesters per turn Ore Refinery [b]Finished Research[/b] Reactor Meltdown (Prevents Ship take over) Stroyent Processor (Increases Soldier Endurance) (Advanced)Soldier Reprocessing (Every 5 Strogg killed, one is made of that unit type) Titanium Exoskeleton (More Protection against Energy/Ballistic Based weaponry) Neural Implants (Increased Target Synchronizing and Aiming) Increased Steroid injections(Heavy Damage Endurance) SlipGate Technology(Space travel instantaneous) Nailgun Ammunition(Larger Caliber Rounds, More Kenetic Force) Nervous System replacement ( Prevents Infection Forms, or Mind control) Dark Matter Containment Dark Matter Harvesting Dark Matter Warheads [b]Research[/b] Dark Matter Projectiles - 3 turns [b]Construction[/b] Dark Matter Warhead Facility - Completed Expanded Space Port - 3 turns [b]Ground Movement[/b] [b]Space Movement[/b] Standard Patrol around main base. Stroggos Reinforcement Forces returning to base -Arrived [b]Allies[/b] Hanchex Alliance [b]Enemies[/b] Necrons [b]Message to all[/b]:The reason the Makron is not here, yet... Is that he is busy, playing Vice City. [i]attackable[/i]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Space Pirates (Metroid) [Planet 1], [Ocean of Planet 2] Ships: -30 Pirate Frigates -120 Warships -140 Battlecruisers -122 Assault Ships -4 Heavy Transports -560 Single-Pirate Fighters -350 ATC's -600 Skiffs (Small, unarmored, troop carriers that don't even have weaponry) Ground units: -8180 Pirate Troopers -7693 Aerotroopers -4615 Commandos -6045 Shield Troopers -6045 Advanced Troopers -70 Rezbits -32 Metroids -147 Sentry Drones -75 Remorse-Class Movable Turrets -15 Mogenars -1 Draygon -1 Phantoon -1 Kraid -1 Ridley Buildings: -3-Bay Mining Station (Second Asteroid Field) (SPS-1) -Second Space Station (Halo 2 debris field) (SPS-2) -Colony on Planet 1 (SPC-1) -Colony on Planet 2 (SPC-2) (underwater) Finished Research: -Hazard Suits- protect against radiation, caustic, and acidic materials. Does not protect against extreme temperatures. -Varia Technolgy- Settlement of worlds with temperatural extremes. -Cloaking technology -Plasma Beam Technology -Ice Beam Technology -Wave Beam Technology -Power Beam Technology -Nova Beam Technology -Gravity Technology -Forerunner based teleportation -Antimatter Generation -Wormhole Technology -Advanced Scanning Equipment -*Aether logs reviewed* -*Bryyo logs reviewed* -*Phaaze logs reviewed* -Metroid-based energy drain -Hydronium Generation -Genetic Manipulation -Advanced Armor -Modular Weaponry -Cybernetic/Biological Constructor -Nanotechnology -Bryyonian Golems -UNSC cloning technology -Bioengineering -Multidimensional Theory -Assault Armor -Antigravity Technology -Solid Light Generation -Mass-Energy Conversion -Microbiology -Molecular Engineering -Powered Armor Research: -Advanced Wormhole Manipulation (4 turns) -Phase-out Technology (2 turns) -Dimensional Shielding (10 turns) -Biological Energy Drain (6 turns) -Phazon Radiation Studies (8 turns) Construction: -1000 Troopers -950 Aerotroopers -750 Shield Troopers -750 Advanced Troopers -575 Commandoes -7 Rezbits -10 Metroids -2 Sentry Drones -1 Mogenar -Training Facility Training: 10 Aerotroopers -Shipyards building: 3 Frigates 10 Warships 17 Battlecruisers 17 Assault Ships 75 Single-Pirate Fighters 60 ATC's 80 Skiffs -Building tunnels beneath the colony 1 -Terraforming Planet 1 (12 turns) -Expanding Planetary colonies by 50% (3 turns) Ground Movement: -Occupied in ships or outfitting the space stations and colonies with upgrades. Space movement: -Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search. -5 Warships garrisoned at Planet 2 colony -2 Battlecruisers and 2 Warships garrisoned at Planet 1 -7 Battlecruisers and 1 Warship garrisoned at SPS-2 -Remaining ships garrisoned at SPS-1 -Calling in numerous reinforcements for the new Necris threat (Space Pirates-9 turns, Zebesian Pirates- 13 turns, Kihunters 19 turns) Allies: UNSC, Canadian Superfleet Enemies: Borg Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however. Canadians, your fleet is your own. If you want to continue to remain stationed in orbit of Planet 1, fine. If you wish to send your fleet elsewhere, that is fine, as well. Attackable

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Your faction: Canadian Superfleet (completely spaced based) Ships: 1 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor. 27 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor) 57 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor) 81 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor) 108 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor) 8150 CF-18's Space Variant with V-15 missiles. Infantry: 1500 JSF2s Infantry (Ship Boarding/ Ground Assault) 750 APZs Engineer Infantry 250 HDH Commandos (Special Operations) RECRUITED: 5000 Troops for Various Jobs 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 Finished Research: Mining. Allows resource generation. Nuclear Power: Allows us to give power to advanced systems and weapons. Direct Energy Weapons: Powerful lazers now equiped to all vessels in the form of turrets. 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. Research: Advanced Direct Energy Weapons (1) Renewable Resources (4) Tactical Atomic Weaponry (non-WMD) (1) Genetic Engineering and bio-enhancment (4) Construction: 10 Strike Ships (2) 5 Cruisers (1) 1 MK1 (5) 5 Medium Payload Nuclear WMD's missle variant. (4) Ground Movement: None 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. Allies: Phazons, Space Pirates Enemies:None Resources: 100 Tons of Metals per turn. Message to all: My defense stations are in place and my fleet has arrived. We will defend our new home of planet one until the end. Space Pirates, you may place my fleet where you see fit. [Edited on 08.12.2008 3:15 PM PDT]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

6 7 8 9 10 11 12
You are not allowed to view this content.
;
preload icon
preload icon
preload icon