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Admyral Joe

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Everything posted by Admyral Joe

  1. So having asked a few guys in the Teamspeak about if this should be made. Was decided "Fuck it why not?" So I'm just posting some of the things I use when making Fednet Posts, Colonies & on the Wiki & Forums. Why make any of these? Because with Colonies, there's a good chance if it's well known or memorable, it'll be used for Missions and you'll get to see them on Server, like Scarvis. Which has become a Go-To for Bug missions. Best way to aid in this is to give a "kick" to the Colony. Examples being Scarvis has a near constant amount of Arachnids on it, making it easier to do bug drops to just clear bug holes on it, and Arcadia has its very hostile wildlife, which I heard Snow Wolf used to great effect. For elements which could help with creating planets, I've been using https://www.storyplanner.com/story/category/the-setting has one of the better templates I've seen for making your own planet, though is aimed more towards D&D so ignore the sections on magic. For imagery from planets to animals http://artstation.com/ & http://deviantart.com/ are my go to's, though I do use some video game art at times. If you have issues with the Wiki itself, do feel free to badger me or ask Snow Wolf for help as we'll hopefully be able to help.Or at least I think I can. Watch me prove myself wrong. For news articles I tend to try and focus on news articles, specifically the BBC and its template. Of course, this is meant as a post for any one to offer help & suggestions in, so feel free to post below if you need any help with making your own colonies, or suggestions of your own resources used to help more people contribute to the server as a whole.
  2. Aoife better be the rare Engineer-Marauder thot card
  3. ARCADIAN HUNTING COMPETITION. JUMPBALL LEAGUE. FARAWAY. ARCADIA. NOVOID. OPERATION SALVATION.
  4. But speaking as a person who left marauders under Niki. You stay on ship and you retain your training, and your suit is put in storage You don't get to use it mind unless you rejoin or you're given explicit approval per occasion from the lead, but that would be so unique it'd basically never happen Or at least that's what I got under the prior leadership. I want to paraphrase much like Pundii. I can only speak as a former Marauder/ Current Outsider who has seen both eras, and I do not mean offense to anyone, except maybe myself if I am self deprecatory. The main issue I see to the changes, has been that rather than a slow change back to how it was, it was done overnight. I personally don't see that as a bad thing, with systemic changes being needed. Quoting the Fact Sheet, of which all Marauders are "required" to read (Hah as if I know how to read) And From reading this, it is quite clear that Marauders categorically should never have been ran as tanks, and so Pundii you're actually pretty amazing in that respect if you got more than 1 person to listen to you. From what I gathered at the Admin meeting where most of this was established, the changing of HP/AP and readdition of Y-racks, which were only removed because the former leader decided that when Marauders had 2000hp, that the Mini M55 was the issue, are to explicitly make it obvious to everyone that they shouldn't be tanks. Engineers have tanks (when they're not breaking the server.) Despite this, I would strongly oppose the view that if a Marauder dies and rolls a 4, that they should auto die. 1 maybe, but they're still inside metal armour, a limb removal would prospectively make more sense. A lot of the main issues I see which come with Miscommunication, is because a Hands off approach is to be done with Divisions, in that the lead is basically allowed free reign as long as it doesn't conflict with the MI. I do believe that in hindsight, as with most changes, some forms of communication should've been made accessible in advance, so it wasn't a cliffs edge approach, though I also feel that doing so would've resulted in the many issues people seem to have with the changes irregardless, and people would be upset/ disappointed for a longer period of time. I personally have the wait and see approach. If the benefits of the changes back to a time before Power creep in the marauders meant that there was no longer any danger in missions beyond spawning 300 bugs at a time and crashing the server occur as they were stated, I will be content and happy to rejoin Marauders. If they don't arrive or there's significant negatives which are ignored, then I'm sure it would just be demanded by upon high that it is reverted or they're disbanded. One of my favorite things about Progenitors back when I was a Marauder is that initially they actually were a danger to Marauders in their TPAC Suit of 10k hp and one shot capabilities. Now, somehow it's gotten to a point even a Progenitor hitting you as a Marauder is a "Ooh that tickles." which lacks fun. It turns Marauders into a L Click Mousefest, which again, is why I believe if you're getting extra roleplay out of that in the present circumstances, good on you for somehow managing that. I know I covered a lot in what I posted above, but just to put an actual response to you Jun The main chestplate of the armour, which is by far the most armoured, would likely not be penetrated by 7.62 rounds. However, due to momentum, it would pack a massive punch. Example being that the Flail and Warhammer was invented to deal with Plate armour, and instead of trying to stab into it, they just smash enough force to dent it in or cause blunt force trauma. However, the Joints have always been weak, or else they wouldn't be able to move. This can be shown on the F04 Concept Art. If you were to sustain fire at those limbs, you would certainly dent it enough to stop working as effectively, if at all. And as mentioned (and joked about) prior. The reason Marauders have been appearing as these nigh unkillable beasts, is because a prior faction leader would steadily power creep them, then claim it was in the Fact Sheet so correct, without updating the Fact Sheet. The Fact sheet has always reflected that a Marauder should never be close enough to a bug that it can swipe at it, and that the Standard rifle will, if you and your mates decide they dislike the Iron Man wannabe (Fair enough response tbf), be enough to give the Marauder at the very least internal issues from being spiked in the chest a few times by the dented-in armour. If my roundabout of a post didn't make sense. Feel free to laugh at me and respond querying anything.
  5. From the sounds and looks of it you do not apply. You're judged from a distance and informed "Hey you're allowed to make a G&T" or not told anything at all
  6. Following the alleged reports of the Barachian-Nine this dossier is being handed to help fledgling colonies to deal with the dangers of the Space. In this guide we’ll start with what is now dominating the news: Asteroids, Meteors & Meteoroids or Near Planetary Objects (NPOs). Asteroids, Comets & Meteors are a common occurrence. Using Earth standards, a 4m large NPO will hit the Earth on average once a year with an entry of 3kt of TNT. NPOs with a power of 16kt, the same as the bomb Little Boy, will hit the Earth every 5 years. The reason these are of no consequence is because of Air Burst causing them to explode at a much lower energy level than they entered. Asteroids higher than a 4 on the Torino scale are likely to be intercepted and destroyed by a Federal vessel. Of course, not every asteroid will be caught by the highly advanced equipment, these are likely to be those minor asteroids and comets. An impacting NPO of approximately 11 kilometres or higher would be a colonial equivalent of an extinction event. The Chicxulub asteroid was between 10 & 15 and wiped out the dinosaurs, causing a planetary winter from all the projecta sent into the atmosphere. To put into Numbers. If an 11km asteroid made out of Sandstone - A porous rock similar to some kinds of bug materia - hit the city of London at 17km/s and with an impact angle of 45 degrees, after 16.7 minutes an Earthquake would hit Nigeria with a 9.7 rating on the Richter scale. An accurate image of the common idea of a NPO. Asteroid 2015 TB145 in the Sol System. If a 32km diameter meteor hit a planet with a similar composition to London in the impact zone, it is likely the planet would cease to be a colony. At 6378km, or the radius of the Earth bar slight differences, it would cause a 10.6 Earthquake 21.3 minutes after the impact, just over 5 hours, the blastwave would hit with 81.8mph winds striking the area. Its impact energy would be 8.88 x10^8 MT of TNT, have a 236km large crater and vaporize and melt the area around it for 5610 miles cubed. A shortened version for that would be that the colony, if on an Earth sized or smaller planet, would be wiped out. Any survivors would have to contend with significant global cooling, most likely being cut off initially from the debris bloating the atmosphere with dust, and have planetary fires from the fireball and thermal radiation. The good news? The chances of one striking the planet are one in every 850,000,000 years for the average planet. And with picket ships and orbital defences, the chances of these beasts hitting you are exceptionally small. A handy image to learn the main differences for budding astronomers looking up at their skies. That is all for Near Planetary Objects and the misconceived threat to a colony. Next in this list will be the threat that the Atmosphere may cause to your fledgling colony. Enabling you to determine if you should take the gas mask off or not.
  7. Approved, Please speak to a Specialist or above for Induction lessons.    -MSpc. Aoife Hviteulven
  8. Update to Aoife? Apparently she's a Marauder
  9. Rank : 2nd Lt Name : Susanne ó Conchobhair Fields of study : Astronomy
  10. Actually updated after like 2 months. Added 1 or 2 and update @Argon, @Scar & @Kris
  11. Unfortunately due to a OOC reputation, at present your application has been declined. This decision can change if OOC reputations are changed and a reapplication may be accepted.
  12. Approved, Please speak to a Specialist or above for Induction lessons.    -TSgt. Aoife Hviteulven
  13. Approved, Please speak to a Specialist or above for Induction lessons.    -TSgt. Aoife Hviteulven
  14. Bernard's Star (Castus and the other stations @ryu ) , Pallas, Sarns III. - For 3 more.
  15. I'll get you one for Arcadia if you need another team.
  16. Approved, Please speak to a Specialist or above for Induction lessons.   -TSgt. Aoife Hviteulven
  17. Erving System Artists representation of Erving & Erving-1, not to scale. The Erving system was named after the astronomer Aleck Erving who discovered its star. The star is a Class G star. The age of the star is approximately 4.1 billion years old, slightly younger than Sol. It’s major planetary bodies are Scarvis and its two moons; Trisk & Langt. Other Objects in the system are Erving-1, Erving-3 & Erving-4, as well as a dozen celestial objects in the forms of moons of various sizes around Erving-3 & 4. Scarvis A map of Scarvis, showing the multiple impacts in its life as a planet. The only place colonized or of any note in the Erving system. It specializes in the production of Food both Alien & Terran, with mining of Titanium for Spaceship production also another significant export. Tectonic-ally active. It is a fact which lets Volcanic materials such as basalt, Granite and such rise to the surface with relative ease. However, settlements around them is not a known thing, leaving that for the mining organizations on the colony. The planet's history has had significant meteoroid impacts which have left visible scars on the planet's surface, though a boon for getting easier access to minerals from deep in the crust. The colony has a bug presence in the large desert near the equator, centered around a significant impact site. The bugs are kept under check through are not fully wiped out, being used as a sort of training course for the Mobile Infantry and planetary defense forces to prepare for any real invasion force. History of Scarvis A ‘Gård’ on the planet's general appearance, built into the mountains to the North. Colonized around 2258 as a small scale mining outpost under Stål Heavy Industries to mine the titanium reserves in the planet. Other than the two major cities, the colony lives in small self-sufficient homesteads, called ‘Gårds’ of a few families clumped together. The colony is just over 53,000 people large as of the 23/09/2298 and is going through an economic surge with the aftermath of Operation Breadbasket. Supporter of Sky Marshall Cortez & the 6th Fleet during the Civil War, though the average Colonist from Scarvis is disconnected from the happenings of the Federation. This is a Dossier on Scarvis. A small and unimportant colony that most Infantry members will be accustomed to when it comes to Arachnid deployments. Signed; FFRL, Susanne ó Conchobhair.
  18. Name and rank of requester: 2Lt. ó Conchobhair Item requested: Thermal Heat Generator Specifications: Five Thermal Regulation Generators. Designed to warm a radius of 30m to just below freezing. Required to be portable by MI or Marauders. Needs to be able to work in Blizzard conditions. 3 Need to be created within the next seven days. Preferably all five, though the 3 are mandatory. RP Logs: To be done.
  19. SW Rolled a 66 and a 2, giving them (Respectively) : Millitary Grants (You can gain 20 Favor, in exchange for losing 40,000 people) & Natural Disaster [again]- Roll for Severity, for which they got a 94. SW Decided against accepting the Grant, so keeps the population. They then decided to start recolonizing his retaken lands on Hod and start increasing the fertility, regaining +4 of their Food modifier in exchange for 20 resources. They then spent 46 Favor on bringing 23,000 people to Hod and bought 32 Food from Ulm in exchange for 20 wealth. Lastly they received minor bonuses to the modifiers due to the new laws and regulations the Colony has enacted.
  20. Castus & Ulm. Scarvis Tango Urilla Cassandra Karrus Operation Salvation This information has been covered Elsewhere in a full length story. You can find that Here. Hesperus This information has been covered Elsewhere in a full length story. You can find that Here.
  21. Rolled a 95 - Colony Site detected - A prime colony site is detected in the system. This gives the option of sacrificing 10 Food, Water, Wealth & 5 Resources to start colonizing a new planet for control. This will give a permenant modifier boost of +3 to all elements bar Favor, and double your population growth to simulate a second planet now producing as well. Colony on Novoid was established. 25 Wealth was given to the Federation in exchange for 50 Favor. 28 Favor was exchanged for a Population boost of 14,000 people. Edit: Received 20 Wealth from Alpha Centauri in exchange for 32 Food.
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