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 Post subject: War for the Universe RPG
PostPosted: Sun Feb 24, 2013 5:33 am 
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Admiral
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Location: Castle Anthrax
It’s about time for another popular Holodeck sequence. And this time, it’s part of the War For the Universe.
This is sort of a mash up between the earlier Clarent stuff, and a beloved IOS game called Star Traders RPG.
Try to keep this relaxed, also, please keep faction loyalties out of this. I’m only starting this guy out in the Miora Colonies because I have complete control over it. If you want, feel free to submit civilian information (ships, structures, faction politics, anything relevant)

Profile
Captain Arstovak Ishtan
Species: Mioran
Birth-world: Mior
Homeworld: Serran, an extremely small moon of Arime
Tired of a quiet rural life, Ishtan managed to secure a retired race-ship, The Locust of Arime, in order to leave the sleepy world of Serran and see the universe.
Bankroll: 5,000

Attachment:
Inglorious Wanderer.png
Inglorious Wanderer.png [ 11.86 KiB | Viewed 2102 times ]

Hull: 100
Speed: 2
Cargo: 0/60
Weapons:
2x alternating double light red lasers.
2 missile hardpoints are available, but at the expense of 10 cargo apiece.

Crew size will be not be a significant factor in this. I won't make it too complicated. However, I will make a note when important officers or trained combatants are on-board.

Combat
Spoiler: show
Obviously, in combat, ship stats are compared with eachother to determine a victor (with a slight handicap in the players favor). Many other factors exist, but the wild nature of space makes them nearly unpredictable.
Any ship is neutralized when the hull is breached or the propulsion system is destroyed. It is possible, however, to destroy an enemy and also be dead in the water. Leaving the crew alive and ship intact in hostile encounters are less damaging towards the respective faction's reputation.

There are several different styles to choose from in combat, and can be changed at any time. Combat styles are just a preset to determine the course of action you will take at any hostile encounter. You may also delegate combat styles to the first officer (me).

Gunwhale style:
Literally just sitting there and unloading all your guns and missiles into the enemy. Unwise, but hey, you can do what you like

Tactical style (aka common sense style):
Dodging projectiles and aiming for the enemy engines to leave them dead in the water.

Close action style:
Attempts to forcefully dock with the opposing ship. All crew are armed with standard arms, but having weapons in your cargo significantly increases your success rate.

Bombard style:
Attempts to attack from long range.

Passive style:
Avoids encounters and attempts to flee from hostiles. If this is not possible, the Tactical style will be enacted.


Officers (feel free to rename any of them!)
Spoiler: show
First Mate
Gives important advice and can make minor decisions. A must have for any space captain.


Faction politics
Spoiler: show
Miora Colonies: 5

Ratai Armada: 5

Sovereign Aurelian Republic: -5

Gloriously Orange Republic of Eden: 0

Autonomous Systems Alliance: 0

Kebb Confederacy: 0

Nova Empire: 0

0 is neutral, negative is bad terms, positive good. Each faction treats terms differently.
If you gain points with one faction, you may lose them with another. This only exists between Mior and the SAR, and the ASDF and Kebb
Independent worlds and coalitions exist, but their military might is not great enough to be recognized by the majority of the great powers. They each have a rating of their own, but are much more prone to forgetting over time and very often will accept bribes.


Item Index
Spoiler: show
Weapons
Offensive machinery. Weapons have in-game stats as well as an energy value, which determines how many or how powerful weapons can be used on a ship’s hull.

Organic commodities
Commodities that are grown naturally or in a lab.

Organic rarities
Plants or animals that are considered endangered or are just generally uncommon

Industrial commodities
Manufactured goods

Metals
Used to manufacture armor, weapons, ships, crates, etc.

Ship parts
Items that can be integrated into a ship, assuming the ship design allows for expansion or modification

Records
Information regarding any subject. Ship scans, blueprints, tactical data, and even ship movements can be recorded and sold to any interested individual or faction


Ship Index
Spoiler: show
(not all-inclusive, does not account for military ships)

Cephean Commerce ship
Hull: 70
Speed: 3
Cargo: 20
Weapon mounts: 1 battery

Cephean Liner
Hull: 100
Speed: 1
Cargo 40
No weapon mounts
*contains multiple cabins for civilian transportation

Cephean Freighter
Hull: 150
Speed: 2
Cargo: 100
Weapon mounts: 1 battery

Cephean Miner
Hull: 200
Speed: 1
Cargo: 60
Weapon mounts: 3 battery, 1 defensive
*can obtain metals from asteroids

Parax
Hull: 70
Speed: 2
Cargo: 40
Weapon mounts: 1 battery, 1 defensive, 1 missile
*Allows for extensive upgrades and modifications

Ishoth An
Hull: 100
Speed: 2
Cargo: 60
Weapon mounts: 2 battery, 2 missile

Arpol
Hull: 180
Speed: 2
Cargo: 60
Weapon mounts: 6 battery


Faction Index
Spoiler: show
Miora Colonies:
Popular democratic faction with a very strong military. Each world is heavily policed and order abounds. However, its close proximity to wild space and the independent Delphinus sector makes piracy a serious threat to its outer worlds and moons. Mior has a tendency to hire and re-equip pirates to lead light attacks against other pirates, independents, and sometimes the SAR. Mior’s ships are large, brutally expensive, and extremely deadly.

Ratai Amada:
Mobile civilization currently taking refuge within the Miora Colonies. Ratai doesn’t invest heavily in faction politics, but they are friendly with Mior. Ratai has no territory, and do not have any policing power.

Sovereign Aurelian Republic:
Brutal fascist dictatorship with an extremely large military. They have a powerful industry and do not treat those on bad terms with them well. The SAR does not distinguish between military and police, so expect to see heavy warships regulating trade.

Gloriously Orange Republic of Eden:
Religious extremists make up the bulk of this faction. They do not distinguish between neutral and enemy and will raid convoys and independents at will. GORE ships are sluggish, but really enjoy seeking missiles. The GORE like to intervene with the Laser War, often preying on the weakened winner of a battle.

Autonomous Systems Alliance:
A very large industrial faction that is constantly looking towards expanding itself. It is constantly warring with the Kebb. The civilization’s culture is annoyingly redundant and quite winded. The ASDF has hordes of outdated ships and low-cost weapons.

Kebb Confederacy:
An environmentally friendly faction that works hard to protect itself from the constantly expanding ASDF. The Kebb sometimes seeks harder to win over the hearts of its citizens rather than win the war. Kebb ships are not overtly powerful, but are very efficient and can pack quite a punch.

Nova Empire:
Previously the Terran Star Empire, the Nova Empire was the result of a revolution that felt as if the previous government was too oppressive. The Nova Empire sends trade convoys into the Delphinus sector and even to the Mioran colonies as a result of the neighboring SAR blocking trade into friendlier factions. The Nova Empire recently got their hands on a new energy technology, giving them a more intense military presence.


Attachment:
Miora Colonies Map.png
Miora Colonies Map.png [ 787.96 KiB | Viewed 2102 times ]

Other maps available upon request.


Attachments:
Locust of Arime (Post Rirya).png
Locust of Arime (Post Rirya).png [ 5.11 KiB | Viewed 2131 times ]
Mappan.png
Mappan.png [ 2.79 MiB | Viewed 2235 times ]

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Last edited by Doogie12 on Thu Mar 21, 2013 4:04 am, edited 14 times in total.
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PostPosted: Sun Feb 24, 2013 5:34 am 
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Admiral
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Joined: Sun Aug 30, 2009 1:14 am
Posts: 1501
Location: Castle Anthrax
Attachment:
Serran Station.jpg
Serran Station.jpg [ 288.65 KiB | Viewed 2263 times ]

Pilot:Captain, the Locust is ready to depart. Shall we set a course for Arime?
Ishtan:Yes, power all systems. Serran station, requesting departure clearance.
This is Serran station. Clearance granted. Begin your departure.
Attachment:
Serran Departure.jpg
Serran Departure.jpg [ 168.27 KiB | Viewed 2263 times ]




First Mate: Long range sensors indicate a Ratai civilian fleet orbiting Arime. You have 5 units of weapons in your cargo and 5 units of organic commodities. The Ratai would be willing to pay quite nicely for either of those. Afterwards I recommend running deliveries or other short hauls within the Miora Colonies until you can take on wilder space, but ultimately its up to you.

Your current Bankroll is 10,000 credits.

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PostPosted: Sun Feb 24, 2013 9:17 pm 
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Commodore
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I think we should follow our first mate and sell our cargo to the Ratai, and then ask them if they have any jobs for us.

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PostPosted: Mon Feb 25, 2013 4:32 am 
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Posts: 498
( o. O)o Agreed there with Calvin. Go see le Ratai. Perhaps they can work some deal for Locust. I believe the fleet could offer payment / exchange not just for the goods Locust has, but also doing few simple errands - mostly shipping already paid for cargo from the planet to the fleet. (As Ratai have only few ships able for atmospheric entry). Would speed up things for them as time is on the essence for Ratai. Always.

Ratai trading ship is called Keltron.

Interceptor wings on guard duty usually have name of some predatory bird + some number.


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PostPosted: Mon Feb 25, 2013 4:45 am 
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Admiral
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Joined: Sun Aug 30, 2009 1:14 am
Posts: 1501
Location: Castle Anthrax
Edited some new information, such as some combat settings. Please take a look and decide accordingly.
Making the next relevant post now.

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PostPosted: Mon Feb 25, 2013 5:37 am 
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Joined: Sun Aug 30, 2009 1:14 am
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Location: Castle Anthrax
Arime
Encounters:
On your short trip from Serran you ran past a Cephean Freighter and two Parax classes. None of them seemed to acknowledge your presence.

As you approach Arime, you can already sense the headache coming on.
Arime station Eacat, this is the Locust of Arime. Requesting clearance for dock.
Negative, Locust. All docks are currently full. If you would like I could redirect you to Mogar station, roughly 20 kilometers towards the northern pole.

As the station comes into view, you see a massive ship in close proximity. You recognize it as a Ratai home ship. Other Ratai ships are flying around, busily performing errands.

Put a hold on that. Can you redirect me to a Ratai ship willing to buy weapons and plant life?
Silence.
You wish to sell plants and weapons?
You give him your confirmation as well as details.
We will pay 1000 for plants and will not pay for weapons, instead giving you a yellow laser optic to upgrade your gun battery. A good deal, yes? I'll give you time to consider.
Attachment:
Arime.jpg
Arime.jpg [ 379.07 KiB | Viewed 2238 times ]

Meanwhile, your pilot managed to dock you with a smaller Ratai ship. Immediately, you are approached by a Ratai official. After an explanation of your predicament, he offers you a delivery job. Shipping 20 units of laser rifles to the rear fleet in orbit above Rirya.

Contract Details
Spoiler: show
Bring 20 units of laser rifles to Rirya. The journey is easy until you leave the Miora Colonies. It's not far out, but pirate's may pose a problem. Feel free to use the rifles in case you get in any entanglements. Also, remember the Ratai rear guard will come to your aide if you are nearby. Godspeed and good luck.
Reward: 12,000 credits, +5 reputation towards Ratai
*IF you accept the contract, but do not deliver the Ratai will put a bounty on you. A loss of reputation will also occur.


First Mate: It would be wise to sell both the plants and weapons and take whatever the Ratai will offer. Both are good deals on your part. The contract could be potentially risky, but the high reward makes it well worth it. Especially with the yellow laser upgrade.

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PostPosted: Mon Feb 25, 2013 5:54 am 
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Whaha, this seems funny. And lots of ships I have not seen before ( O. O)!

I suppose yar first mate is right. 12000 is lot + improved weapon? Visit to Rirya sounds next best option - I don't see any other offers like that anyway.


I upload the latest Ratai ships so that you have moar to play on. I have not made guardian fleet ships yet, but those are actually same as normal Ratai ships - with only red stribes added to their hull painting. Feel free to add those if you wish. Not required though.


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PostPosted: Mon Feb 25, 2013 10:04 am 
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Joined: Wed Apr 07, 2010 7:12 pm
Posts: 718
Indeed, pretty good deals. 1K doesn't seem like much, but then it's just plants. The weapon upgrade is a must.
The route to Riya is Arime-Mior-Chus-Meax-Aeronar-Riya, and only the last two are out of Mior territory, so we shouldn't have much trouble with it.

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PostPosted: Mon Feb 25, 2013 12:43 pm 
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Rear Admiral
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Joined: Mon Feb 04, 2013 6:33 pm
Posts: 919
Location: Philippines
I say accept every offer the ratai has as it can benefit you in the near future.

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Cryoware Enterprises, where ideas go
Cryoware Heavy Yards, Heavy ships
Delphinus Gulf Wars (Formerly War for the Universe)
Coalition of Terra
Quote of the occasion: It takes one man to change the world


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PostPosted: Tue Feb 26, 2013 7:43 am 
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Admiral
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Joined: Sun Aug 30, 2009 1:14 am
Posts: 1501
Location: Castle Anthrax
To Rirya
Encounters: You flew past Mior, you expect to keep track of all those ships?

With a hull full of military assault rifles, it was probably best to get there ASAP

The first experience through a jump node as a captain was absolutely terrifying. Watching the stars and planet melt away into a blur of light is nearly brought you to your knees. Arime's space lane is unstable and had to be artificially stabilized so you have to be in relatively close proximity to the ugly node buoy to get cleared.
Attachment:
Jump Node (Locust).jpg
Jump Node (Locust).jpg [ 63.21 KiB | Viewed 2206 times ]

The respect jump node entrances were quite far from eachother, so you got to fly through a large portion of Mior's exosphere.
You noticed several thousand Ratai ships were stationed in orbit above Mior. Considering the trade options you've had with them, you decide to make a mental note of this. As you approach the lane to Chus, you are greeted by several security gunboats.
Attachment:
Mior Jump Node (Locust).jpg
Mior Jump Node (Locust).jpg [ 125.73 KiB | Viewed 2206 times ]

Chus' space lanes are completely natural, and were in very close proximity so you only saw the planet from a distance. Nothing else was noteworthy.
Meax was a similiar experience, although you were forced to fly clear around the massive Mioran force. Those Arasaws have some big guns.
Aeronar is an independent world but is blessed with close proximity to the colonies. Many independent liners, Ratai ships, and Mioran haulers buzz around the small planet. You order everyone to change shift and get some sleep yourself as you enter the longest known space lane to exist.

Attachment:
Independent World Arrival.jpg
Independent World Arrival.jpg [ 43.1 KiB | Viewed 2206 times ]

The exit from the space lane was well-welcomed. That is, until you are greated by an unnerving lack of activity. You can see Rirya, but no sign of Ratai fleet. A quick long range sensor scan shows them on closer to the planet. The first mate contacts them and 4 ships break off from the main group towards your direction.
The scan also showed a Parax dangerously nearby closing in on you...with weapons charged. Three more ships are further off, but also nearing you. They seem to have a crappy jammer so no ship details available but there is a visual image.
Attachment:
Parax Attack.jpg
Parax Attack.jpg [ 46.48 KiB | Viewed 2206 times ]

Attachment:
Pirates far off.jpg
Pirates far off.jpg [ 73.35 KiB | Viewed 2206 times ]


Combative Analysis
Spoiler: show
In combat, the Parax seems to be your equal. While you have the ligt yellow laser, they have a light red alternating double barrel. It would be a close battle, so boarding action is recommended especially since you have the laser rifles.

The other three ships could be a problem. A commerce ship is easy prey to a wolf pack of pirates.

Both encounters can be outrun, although the jammer is also preventing you from going back into the space lane. This seems to be the actual intent of the device.


First Mate:The ships are attacking from different directions. It would be wise to take out the initial Parax with boarding action as the Locust is much faster and you have laser rifles. Configure the correct combat style or delegate that to me. The Ratai should also come to our aide. What are your orders?

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PostPosted: Tue Feb 26, 2013 5:08 pm 
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We should be able to take the first Parax. We have much better speed, so flank and board.
The other three... Looks like another 2 Paraxes and a Arpol, which I doubt we can take on. After dealing with the first guy, abscond ASAP, and try and find the Ratai.

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PostPosted: Tue Feb 26, 2013 5:24 pm 
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Risky for we do not know how well armed the opposing ship crew is. They are pirates after all. Engagement was it then boarding or traditional ship to ship combat has chance for casualities. Personally I would scoot, counting the superior speed of logust. And try to find the Ratai ships. As pretty much all ratai vessels are armed more or less, I would rather engage with them as backup. Might be that pirates will think again if logust manages to run into safety. Eiter way I would seen this option with smallest risk.

But then again, who does not love some close range combat in tight corridors and chance to grill some pirates alive with wide array of laser weapons. Rrraawr?


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PostPosted: Wed Feb 27, 2013 5:12 am 
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I say, kill the 'Parax's engine's if possible. Salvage, but then leg it for Ratai support.
Boarding sounds too risky.

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Fleet Version 1.8 is finally available for download!
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=70&t=7081


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PostPosted: Thu Feb 28, 2013 11:41 am 
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Location: Castle Anthrax
Just an Average Delivery

You decide it was best to make a run to the Ratai. Even with that Parax blocking your path, your superior speed could save the crew. In theory.
Just as you feared, they knew how to navigate and got themselves dangerously close to you.
Attachment:
Parax Engagement.jpg
Parax Engagement.jpg [ 82.12 KiB | Viewed 2178 times ]

Fire at will. Aim for their turret. Keep at the current bearing.
Thankfully, you begin to outrun the pirate ship. With the wolf pack further behind, you begin to relax a little.
Attachment:
Distancing that thing.jpg
Distancing that thing.jpg [ 51.81 KiB | Viewed 2178 times ]

A shudder rocks the ship.
Damage report!
Sir, we've just lost both of our engines on the left side. The Parax is closing in.
Dammit!
You pound the armrest of your chair.
Fire on any point that looks conspicously weak. Anything at all to save us.
Fortune smiles upon you, as the Parax moved closer your gunner opened fire on the connector to its single wing, severing an engine, the gun turret, and most of its cargo from the main hull. You should really buy him a drink. As you glance back it looks as if the entire crew was sucked out of into space. Pity.
Attachment:
Wounded.jpg
Wounded.jpg [ 91.41 KiB | Viewed 2178 times ]

No time to celebrate, as the wolf pack is closing in fast. With only half your engines working, all you can do is hope that the Ratai come in time.
Attachment:
Into the fire.jpg
Into the fire.jpg [ 106.74 KiB | Viewed 2178 times ]

Is that them? Yes it is! The Ratai came! We're saved!
You fall back into your chair, relieved.
It's impossible to see, but you can hear the sound of gas being suddenly released from the ships and exploding, then fading into the vacuum of space.
Attachment:
Saved, Anime style.jpg
Saved, Anime style.jpg [ 70.56 KiB | Viewed 2178 times ]

Attachment:
A glimpse at the guardian.jpg
A glimpse at the guardian.jpg [ 128.19 KiB | Viewed 2178 times ]

Attachment:
pretty boom.jpg
pretty boom.jpg [ 101.58 KiB | Viewed 2178 times ]

With the pirates destroyed, you head for the nearing White Star
Attachment:
Ratai love.jpg
Ratai love.jpg [ 122.53 KiB | Viewed 2178 times ]


Thanks for the weapons. Here's your 12,000 as promised. Since you made the trek out here, we'll throw in an extra 3,000 as well as repair your ship. The Ratai armada may work with you again someday. We'll take you to a nearby station.

Sensor Array:No excessive commerce, but a mining crew seems to be lingering around the station in question.
The floating debris of the pirates are tempting to salvage, although it is unknown exactly what is floating out there. At the very least you can get some usable metals.

First Mate:The debris looks tempting, but it would be for the best if we waited until after the repairs are done. While we're docked at the station, it could be useful to listen to the rumors that come in from the other spacers. When there's nothing left here, we should head back into Mioran space. What are your commands?

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PostPosted: Thu Feb 28, 2013 1:27 pm 
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( O oO) Oh my god... How did you make my guardian fleet ships so pretty?

( ^u^)/ and now that you are swimming in credits, repair your ship and spent rest on booze and women. I mean... Eh... Maybe not spending all, but your crew could use little drink, especially your gunner. Pubs are usually where rumours float - and some might slip out something they maybe should not when drunk enough.

If nothing interesting is not found, maybe salvage the pirate ships assuming you can find them after repairs are done and head back to more populated corner of space. Arime should have something to offer.

( o. O)/ mah opinion.


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