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  1. Intro: In the wake of the Xsotan's destruction, nations of the galaxy are once again vying for control and influence. You find yourself a newly appointed ruler of a fledgling nation in the outer rim. Use your resources wisely in order to guarantee your future. Expand your grasp with diplomacy, wealth or pure military might. Will your nation stand the test of time in the wake of this galactic turmoil? Scenario: This scenario grants player the opportunity to skip the slow build up to creating a faction in favor of a 4X style RTS. The player would be granted a starting territory with stations, resources, and money to create their own fledgling faction in a galactic wide conflict for power. The player will need to be strategic about their resources as they will be competing with opposing factions along with defending against pirates. They can use their resources to assemble a fleet of ships to fight or trade to expand. Diplomacy is also an option that can be very beneficial when played right. Difficulty: Beginner: Your neighbors love you and you frolic around space in harmony, most pirates are too dumb to assemble their own space ports and they tend to run at the first sign of trouble Normal: The usual diplomacy occurs, most have adequate relations with you, pirates have spines and will raid unprotected cargo convoys. You have a minor pirate infestation in your outer territories. Better deal with them fast before other factions get ideas to do if for you... Veteran: Your relations with your neighbors are mixed with several being unhappy about pirate raids coming from your border. Pirates control territory in your southern quadrant with a couple captured shipyards serving as their bases of operations. Pirates are more emboldened to attack your convoys with deadlier equipment to do so. Neutralize them before your neighbors decide to invade. Expert: You are not very well liked. Your neighbors are unhappy with your rise to power and won't hesitate to invade you at the first show of weakness. Pirates are a lot braver (darn space rum...) and won't hesitate to attack your supply convoys. You have multiple pirate spaceports in your territory that need terminating. Hardcore: Now your going to get it... Looks like your neighbors are amassing fleets at your borders as we speak. Pirates are sophisticated raiders who will target your supply fleets with impunity. Pirates have taken over your territory and must be driven out at all costs. Insane: You really don't have to do this to yourself... You're 'in power' in one of the most war-torn, pirate infested cess-pools in the galaxy. Pirate gangs control your territory... Oh look... it's the local galactic superpower on its way to take control liberate us from the pirates. This is going to get interesting. Features: - Your own faction HQ: it allows you to hold your influence over your territories and gives you the ability to track vessels in a certain radius. Defend it wisely. If lost, it is a good chance your territories will splinter or surrender to the enemy. - A dynamic galaxy with territory constantly being won or lost. To avoid the player steam rolling in the end game, factions would end up consolidating through alliances or conquest. Dealing with bigger territories with more ships and production makes it harder to conquer. - Regional HQs: At a certain point, one HQ cannot command so much territory. Regional HQs serve the purpose of expanding control and providing ship tracking. Be careful though. If an HQ is destroyed or captured, the entire territory is lost. Defend them wisely and prioritize them in attacks. - Warp Tracking Satellites: Offers hyperspace tracking at a smaller price and reduced range. They can be easily destroyed so watch enemy movements closely. Special cards can be put onto vessels to detect hyperspace jumps or bring ships out of hyperspace. - A bigger role for shipyards: Ship yards have often been overlooked in the game because the player can build anywhere at any time. Shipyards would take the roll of automated ship production allowing the player to focus on more pressing matters. Specific ships could be configured and selected to be built by shipyards and time would be based on the size of the shipyard and volume of assembly blocks. This would make shipyards a vital location for both players and npc factions. - Role for population centers: population center could have the role of producing your workforce. Upgrade them with academies to get specialized workers with more experience and greater proficiency. Protect them well. Crueler factions and pirates will attack these and steal your people. Consider that attacking these will be looked down upon by most factions... Enhanced Diplomacy: Factions can be convinced, bribed or will beg for alliances. These are in the form of trade agreements, defense pacts, military alliances, share Jump gates, cede territory, close borders, coerce for resources, letters of marquee, etc. Use these wisely to create strong allies and topple your enemies. Factions with different characteristics will act differently to each proposition. Factions will also have reasons for liking you... or not which will effect your overall relationship. Things like alliances with other factions, Acts of cruelty, breaking pacts, pirate attacks coming from your territory, successful diplomacy, etc will all add or take from your reputation with other factions. High reps allow for better deals and a greater chance of future diplomacy occuring. A poor relationship may lead to an outbreak of war. [EX: Harboring Pirates: "our ships are being attacked by pirates coming from your territory." -X amount of Relation per minute] (REASON: Pirate outposts located in your space) [EX: Trade Pact: "we appreciate your cooperation in our trade agreement. May both nations prosper." +X amount of relation per minute] (REASON: trade pact occuring) [EX: Thinks You're Weak: "your nation is weak and lacks the basic means to defend itself."-X amount of relation per minute] (REASON: major difference in total omicron) Cargo Fleets: You need lots of money to fund an empire. Creating a trade fleet to ship mass quantities of goods for cash is essential. However, pirates, enemy factions, and other raiders would be more than willing to take those goods off your hands (by force...) if your trade fleets are not well protected. Letters of Marque and Raiding: A letter of Marquee allows the owner to destroy all ships belonging to enemies of the issuing faction without diplomatic penalty. Other factions may not be happy to see you raiding so be aware of who's around before you pirate and loot to your heart's content. *Raiding is also a great, less than honest way of earning money. Your AI controlled ships can be commanded raid vessels, but factions will not look kindly on your aggressive measures. RTS-like battle system: There will be points where you may have multiple fleet on fleet battles. You will either have the opportunity to auto resolve (based on omicron or something) or take command of your ships via the tactical map. Battles can occur when opposing vessels are within the same tile. The player will be forced into a battle if enemy ships with intent on fighting Jump into the same sector. Once the battle starts, players will have a certain amount of choices. Fleet Tactics: Fleet tactics can be employed like focusing fire on one vessel, formations, charges, or retreats. Retreats will require a certain amount of time for hyperspace cores to charge up so players/enemies must hold out until the timer counts down. *More ideas out soon. Thanks for taking the time to read this. It would be incredible to see avorion take the next step with the addition of an RTS style 4X scenario. Easily would make it the most epic game of all time. Feel more than free to voice ideas, comments, or criticisms about the idea.
  2. This is my first post of my first sets of ships acting as a faction that I'm about to show you. I'm planning to make a combination of story that relative to the Avorion settings and a sort of "SCP-ish" format per each ship I wanted to share with you. My English isn't that great and doesn't know about much of formatting style but I find it exciting to make a story that were Xsotans are more dangerous in story than the game and trying to give off some spooky atmosphere. And also I created a moving shipyard (though not a mod, I wish there's a mod for that) that is able to creating more ships as they go since I inspired from Homeworld and make my gameplay a more of a RTS rather than being a solo RPG approach. My ships' designs are somewhat small and rectangular because they are compact and their hulls are mainly armor and I'm not yet creative enough to make a complex shapes like any builder, I wanted to scaled them up but it'll ruin for my taste and I like the small but deadly vibes to it but I'm satisfied enough that I built various and different ships. So here is my very long writing and I'll post more along with the ships for some time later. OFF-WORLD Also known as Off-World Anomalous Research and Combat organization is not only an organization but as a race as well, they are a race of faceless humanoid clones made up of granite having their progenitor's look similar to human's, they are virtually immortal and slightly durable due to stone physiology. They are intelligent and space-faring race who constantly seeking "anomalous object" then pended them depending the severity or lethality of said objects and retrieve them back to their base, they do this so that they could find a way to neutralize or contain for research and if possible, use it for their own benefit to gain advantage whenever they needed, in truth, there's no leader or any form of leadership despite they have the original on their side, their no-nonsense and gritty attitude combined with selflessness and strong sense of duty and morality, a trait coming from their progenitor, effectively their chain of command are very flexible and adaptive though they are act as if were obedient machines often complied by other races no matter what ranks, they are somewhat socially inept often they took the words literally and took it to the heart because of the result of isolation for so long before they met the alien races in the first place, so it may result some awkward moments of reasoning and diplomacies. Their technologies are advanced and tactical came from the researched objects they kept it from their many facilities, but one thing what makes them unique is their FTL technology called "Quantum Slip Drives" able to traverse at a incomprehensible distance just as far as to entire Universe which is 46 billion light years (their unit of measurement is Aleph), making that the space is much more infinite than it initially thought, making them able to expand their influence rapidly though they are not interested in conquering worlds, only anomalies, and they spread thin and far but what makes up for it is able to produce fresh clones while travelling within their fleet resulting creating an armada as they go on. ///// AV1-22-AA1 Debriefing (03/17/4049): Fleet Group ABN-40N C8 has been missing and has not been return upon entering within the Red Zone of AV1-22 Universe Sector, Marcella Mega-Cluster, you are assigned to locate the lost fleet and provide support ABN-40N C8, and if possible, continue the investigation along with their objective. Be advised, use Counter-Interference Emission in high capacity to prevent the same disappearance of ABN-40N C8 and contact to the main Channel to update the situation if possible. See Incident Report AV1-22-AA1 for further details. ///// Fleet assignment and Equipment : Fleet group: A1/FER-35 D1 (Ship Retrieval and Rescue Vessel) Flagship: HPR-56E FER-35 Fleet composition: One (1) Utility Medium Class Vessel Three (3) Escort Medium Class Frigates One (1) Light Carrier One (1) Light Assault Class Frigate Anomaly Location: X: 120 Y: -131 AV1-22 Universal Sector (23.3 Alephs) System Diagnostic: Logistics Module: Online Inter-spatial Storage Module: Online, 100% Optimal Fabrication Systems: Online Quantum Communication Unit: Online O-Tech Quantum Slip Drives: Optimal Zero-Point Engine Drives: Optimal CIE Unit: Maximum Capacity Deployment Location: ME68 Neumann Sectoral Cluster Destination: Sanford A-10 Dwarf Universe Sector (19.3 Alephs) ///// Incident Report AV1-22-AA1 document: During the disappearance of Fleet Group ABN-40N C8, some speculates that the Red Zone doesn't follow the spatial geometry within that sector prior of deployment that may result the fleet to disperse randomly. Division B2 have been develop to counteract the faulty and stay remain in groups for the next preparations. See previous debriefing document and its latest incidents for furthermore details. ///// AV1-22-AA1 Debriefing (07/21/4048): C-Class Red-type Spatial Anomaly has been detected in AV1-22 Universe sector not far from Marcella Sectoral Mega-Cluster experiencing energy fluctuations causing an abnormal disturbance to Off-World assets and civilians electronics that last ten to twenty seconds and increases it's intensity and range ever since. Investigate that anomaly and assess the situation, expect to encounter hostiles and it's natives within the sector, should you encounter from them, return to the main base if the situation is critical. ///// Fleet assignment and Equipment: Fleet group: A1/ABN-40 C8 (Anomaly Investigation Response Vessel) Flagship: HPR-66N ABN-40A Fleet composition: Two (2) Battle Cruisers Four (4) Artillery Cruisers Two (2) Utility Capital Class Vessel Eight (8) Heavy Frigates Four (4) Capital Carriers Anomaly Location: X: 120 Y: -131 AV1-22 Universal Sector (4 Alephs) System Diagnostic: Logistics Module: Online Inter-spatial Storage Module: Online, 100% Optimal Fabrication Systems: Online Quantum Communication Unit: Online O-Tech Quantum Slip Drives: Optimal Zero-Point Engine Drives: Optimal CIE Unit: Optimal Deployment Location: Sanford A-10 Dwarf Universe Destination: AV1-22 Universe (main objective) Alert: A1/ABN-40 C8 has been missing in action for three months, repeating message is advice to contact the lost fleet, do not approach the assigned sector and hereby designated "Red Zone," and await for further instructions. Update: One of ABN-40 C8 ships have been send a distress beacon after the successful deployment and relay a brief audio message in repeating interval albeit distorted but it is able to clear up some static and decode some missing audio. Audio message to text transcript is now playing. ///// Audio message to text transcript A1 GH-131-AB: This is [static]131 of ABN-40 fle-..., we have been... [static] an anomalous- [explosion] extremely hostile [static] they're too many- [explosion] ... they keep coming from the - (portal?) ... -d asteroids. Our... (referring to the main fleet group) -lit up and got ambu-[static]... ... -uesting [static then audio ends]. Note: This audio message are coming from a utility class vessel, from this interference emits this aberrant frequencies that cause similar disruption to all electronics and had to isolated and study for better understanding of the frequencies and create a countermeasure for CIE Unit, be advised, the aforementioned unknown assailants assumes to be a Foreign-Variant Outer-Terrestrial Anomalies regarding to the inhabitants Red Zone is extremely hostile and the possible main source of the Spatial Anomaly. No further messages has been updated. Await for further instructions. Status: Fleet group A1/FER-35 D1 has now been stationed in Sanford A-10 Dwarf Universe and they are now currently deploying to the main objective (1.3 Alephs, ETA 13 minutes) Update: Fleet group A1/FER-35 D1 has now successfully deployed with no catastrophic failures, and is now en route to search A1/ABN-40 C8's disappearance. The communication is nominal but manageable, recommended to deploy Q14-Comms relays for constant updates.
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