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Go
Sept 20, 2010 17:58:36 GMT -5
Post by faultylogic on Sept 20, 2010 17:58:36 GMT -5
Near the outskirts of the battlefield, Roslyn was less a participant and more of an observer. There were some occasional enemies, but nothing that she couldn't handle. However, most of the time, she just watched the battle. The sudden flickering of lights, like a star being born then suddenly extinguished, was almost beautiful, if not for the fact that it meant the loss of another life. But these brief flickers, as bright as they can be compared to the darkness of space, are but mere background noises.
Two extraordinary life, flaring strongly in her mind, was constantly distracting her throughout the battle, emitting a strange mixture of vengeance, pride, anger and sadness. For whatever reason, these two pilots are out there, fighting each other and ignoring everything else as if they are the main characters of the story and everyone else was an extra. And judging from their presence, they probably are.
Roslyn could never understood why Gwen paid so much attention to Newtypes. She, herself, thought Newtypes are an exception to the rules of life. She didn't detest to being a Newtype, but she never thought she belonged. But here she is, sensing the dramatic scene unfold before her, these two people trying to live their lives to the they can, while trying to end the other's. It was heartbreaking and exhilarating at the same time. There were the presence of others, not as strong as those two, but they were also trying to live, to survive.
In this moment, Roslyn almost felt as if her kind is what humanity needs the most. A way to communicate with another, to understand each other without a word spoken. In that briefest of moment, Roslyn appreciated what Gwen has been trying to do for her for the past year. Of course, she will never tell her that, nor the fact that there are actually this many Newtypes in the world. She would charge the Zinnia deep into the battlefield if she knew that.
Still, it is nice to know that she isn't as different as she once thought to be. Even though some were her enemy, she had secretly hoped they would survived to the end, but the desire of one person is meaningless in these times, as a few of them disappeared from her mind. All she can do is to remember their presence, as small and weak as it is compared to everything else, and give them the recognition that they deserve.
Then, she felt the presence of another, more familiar person, in front of her. She looked ahead and saw a Zaku approaching her and gave off flashes of light. As hard as it is, Roslyn pushed aside everything else and smile to no one but herself. She played with her controls and replied with a series of flashes. "Yeah, we are done here. Let's go home."
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Frenzy
ZMF Officer 
Commander
Could be Ramsus.
Posts: 2,152
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Post by Frenzy on Sept 20, 2010 17:57:06 GMT -5
One thing I'd like to see for Zeon is officers given the ability to mod their machines a bit. By "a bit" I mean like how Garma's Zaku had head vulcans or M'Quve's Gouf looked slightly different, once the officer in question has reached a certain rank.
Also, why remove L0 pilots, if you don't mind me asking?
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Post by ender on Sept 20, 2010 16:02:23 GMT -5
Question: Are the Cui Terrestrial Based?
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Post by blackmage on Sept 20, 2010 14:18:50 GMT -5
I am more concerned with insurgent Zeeks pulling some kind of colony drop operation then a rogue. I'm more concerned with a nuke then anything else. BM confuses me sometimes... Sometimes I have trouble keeping track of everything I posted. So fuck you asswipe 
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Feyd
ZMF Officer 
Major
Your favorite Tin Cod now with more GUNDAMU
Posts: 1,911
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Post by Feyd on Sept 20, 2010 13:49:32 GMT -5
It would take 4 days for a colony to move from earth orbit to earth. Stop being silly 
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Post by dj1678 on Sept 20, 2010 6:29:48 GMT -5
I am more concerned with insurgent Zeeks pulling some kind of colony drop operation then a rogue. I'm more concerned with a nuke then anything else. BM confuses me sometimes...
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Post by blackmage on Sept 20, 2010 0:37:09 GMT -5
I'm more concerned with a nuke then anything else.
EDIT: As I said I'm not concerned. i dont think we will have anything to really do or to be concerned with. Should be a quiet ending.
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Post by dj1678 on Sept 19, 2010 21:02:58 GMT -5
It would take more than 4 days to move a colony from Side 4 to Earth Orbit. As I understood it, the game is over after the next week regardless.
So, you can pretty much rule out colony drop at this point.
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Post by blackmage on Sept 19, 2010 20:54:29 GMT -5
uh huh........ Explain to me again what happens in 0083?
All I'm saying is we need to be ready in case any kind of "Last hurrah" Kind of crap tries to get off the ground. I dont think we will have any kind of issues to worry about, but their is no reason why we shouldn't be prepared for the worst.
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Post by on Sept 19, 2010 18:29:30 GMT -5
The Chatroom #piratetalk has also been taken. I do not know how. Cid should register a name so it can be his.
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Post by Ketara on Sept 19, 2010 17:08:16 GMT -5
Items added, Rogue
Spies (D) (S) - 25 RP, Limit 1 Same CP as Guerrillas. 3 men to a squad. Only detector infantry in game.
Free Men - 50 RP, Limit 1. Only purchasable on Mars. High CP, 12 man infantry squad. Extremely effective against other infantry, poor vs. MS.
Merchant - 50 RP, Limit 1. Only purchasable on Jupiter. 1 man infantry squad. +10 Income.
Pirate Crew - 50 RP. Only purchasable in Asteroid Belt. Crew classification (P) with double normal crew CP.
Quartersuits - 50 RP. Limit 1. Only purchasable if allied with JDEG. 3x power armored infantry.
Hideout (Base) - 500 RP - Standard defenses: None, max. 10x - Built-in accessories: Airfield, Hangar, Barracks, Cellblock, Radar/Communications Tower, HQ, Port if Coastal/Island/Naval - Hangar capacity: 4x infantry, 4x mobile suits, 10x vehicle, 1x mobile armors - Income: 20 RP - Special: Hideouts can attack things in their location. Its MS compliment and any ships/PCs on the Hideout leaves and attacks the target, and then returns to the Hideout by the end of the update. Attacks on the Hideout cancel this form of battle. Hidden Hideouts may still attack things. If a Hideout is captured by the EF/Zeon, it is automatically changed to a Fortification.
3x Heavy Transport - 300 RP Hangar: 3x Cargo, 3x MS Just another small ship squad.
3x Space Shuttle - 300 RP Hangar: 3x Cargo, 3x Infantry Just another small ship squad.
Launch Catapult Refit - 200 RP
Items changed, Rogue
Cargo Ferry - Hangar changed to 1x Cargo, 2x MS, 1x Infantry. No longer broadcasts Minovsky particles.
Cargo Airliner - Hangar changed to 1x Cargo, 2x MS, 1x Infantry. No longer broadcasts Minovsky particles.
CTC - Hangar changed to 1x Cargo + 2x MS, 1x Infantry OR 5x Infantry. No longer broadcasts Minovsky particles.
Civilian Public - Hangar changed to 1x Cargo, 2x MS OR 5x Cargo OR 1x Cargo, 2x anti-ship rocket. No longer broadcasts Minovsky particles.
HLV/Ginga - Hangar changed to 2x Cargo, 3x MS, 1x Infantry. No longer broadcasts Minovsky particles.
Sodon - Price decreased to 300.
ITC - Hangar changed to 4x Cargo, 2x Infantry, 4x MS
Jupitoris - Hangar changed to 200x Cargo, 10x Infantry, 45x MS
All Rogue refit prices reduced by 50.
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Post by Ketara on Sept 19, 2010 16:06:16 GMT -5
Items added, Zeon
Covert Ops (S) - 25 RP, Limit 1 Identical to EF Rangers
Weasel - 10 RP Infantry transport tank, same as Bloodhound.
Magella Eins - 10 RP Crappier Zeon battle tank, equivalent to Type 61's.
Sealance (D) - 40 RP Waterbased detector unit.
3x Cui - 300 RP Hangar: 9x Infantry Similar to other ship squads.
3x Jicco - 900 RP Similar to other ship squads.
3x Sodon - 900 RP Hangar space - 9 MS Similar to other ship squads. Can be used for infantry boarding actions.
Samson B Type - Free refit Changes Samson hangar to 1 Infantry, makes it (R) class.
Items changed, Zeon
Papua - Hangar changed to 2x Infantry + 4x MS OR 12x Aircraft
Musai - Hangar changed to 2x Infantry, 3x MS + 2x MS in Komusai
Chivvay - Hangar changed to 3x Infantry, 8x MS
Gwazine - Hangar changed to 4x Infantry, 20x MS
Samson - Hangar changed to 2x MS, 1x Infantry. No longer (R)
Gallop - Hangar changed to 2x Infantry, 4x MS
Jukon - Hangar changed to 1x Infantry, 2x MS, 1x Sealance. No longer broadcasts Minovsky Particles
Mad Angler - Hangar changed to 3x Infantry, 12x MS, 1x MA, 1x Sealance
Jukon II - Hangar changed to 1x Infantry, 4x MS, 1x Sealance
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Post by Ketara on Sept 19, 2010 16:02:42 GMT -5
Items added, EF
Rangers (S) - 25 RP, Limit 1 Same CP as Marines, 6 man squad size. Armament more based on sniping and demolitions than frontline combat. Concept is that Marines are better at straight boarding actions and infantry battles, while Rangers are better at anything sneaky.
Bloodhound - 10 RP Infantry transport tank, can be paired with an infantry squad to increase their mobility.
3x Public - 600 RP Publics, must be bought in groups of 3. Counts as 1 ship for the game rules. When Publics are destroyed they are automatically reorganized, so if you have 2 3x Publics and 2 in 1 squad are destroyed, it automatically becomes 2 2x instead of 1 3x and 1 1x. This prevents some potential shenanigans.
3x CTC - 600 RP Hangar space - 6x MS, 3x Infantry OR 15x Infantry More expensive for less hangar cost than a Columbus, but more mobile, possibly useful for boarding actions.
Items changed, EF
Salamis - Hangar changed to 2x Infantry, 4x Ball
Magellan - Hangar changed to 3x Infantry, 6x Ball
Columbus - Hangar changed to 1x Infantry + 10x MS OR 30x Fighter OR 5x MS, 15x Fighter.
Birmingham - Hangar changed to 5x Infantry, 10x Ball
Gray Phantom - Hangar changed to 3x Infantry, 9x MS
Medea - Hangar changed to 3x MS, 1x Vehicle OR 6x Aircraft. No longer broadcasts M Particles.
Hillock - Hangar changed to 2x Infantry, 2x Aircraft. No longer broadcasts M Particles.
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Post by Ketara on Sept 19, 2010 15:54:52 GMT -5
Just a list for my own reference, but you guys can look too:
Items removed:
Generic - Balloon service lvl0 pilots
EF - Public
Zeon - Jicco Panzergrenadiers
Rogue - Heavy Truck Space Shuttle
Items added, generic
Locations:
Hidden - 500 RP Hidden bases locations are listed on the map page like normal bases, and the owning power can move to them as normal. However, in order for other powers to move to or attack a hidden base, they must first scout the base. The first successful scouting attempt will not give a scouting report, it will simply unhide the base. In order to obtain a scouting report, the base must then be scouted a second time.
Jaburo, Kimberlite, SS Test Site (Lhasa), SEA HQ, AXIS, Flanagan Agency (on Baldur Bey) and Side 6 MS Site (on Libot) will be hidden NPC bases.
Border - 100 RP Border bases reside between two locations on the map. For example, Constantinople is on the Europe-Central Asia border. You can move to Constantinople from either area, and move from Constantinople to either area. Border bases can only be placed on Earth, Mars, or between Sides 1/4 or 2/6.
Border bases cannot control or contest territory, but effect patrol #'s of both locations. The base itself counts as territory as if it was in the worse of the two if a Fortification, or the best of the two if a Fortress.
For example, North America is Zeon, South America is EF. A Panama Canal base is a Zeon base on the border. It increases the NA patrols by 1 and decreases the SA patrols by 1, but cannot contest South America. If it is a Fortification you count as Contested Territory while on the base, if it is a Fortress you count as Friendly Territory while on the base.
Constantinople (Europe-Central Asia) and Gibraltar (Europe-North Africa) will be border NPC bases.
Vehicles
Subflight - 10 Used to ferry MS teams in space. Each Subflight can support itself plus 3 other units.
Ships
Balloon ships - 1/10th the cost of normal ships Can only be purchased in space, and are purchased like a normal ship. Balloon ships look like real ships on the ships page, but are automatically destroyed if attacked by anything. They can list units on them for free, and can even list PCs as being on them or anything like that.
Balloon ships can only be issued actions the day they are purchased. These actions cannot be changed. They can only be given move or attack actions.
Services
Minovsky Particle Field service - 100 RP Uses an M-Bomb to create a lasting Minovsky Particle Field for 1 battle, as if a capital ship was present. Purchasing this twice creates a thicker field.
Balloon service - 100 RP Can be used in two ways. Can create debris of some sort for a battle, OR can be used to increase chance of successfully bypassing patrols by +1 for one update. Cannot be purchased on Earth, Mars or in orbit. Can be purchased twice for a +2 chance at evading patrols.
Hangar service - 100 RP The battle is fought coincidentally close to an allied town that services your units. The purchasing side gains 1 Dedicated Hangar for the battle. More important for multi-turn events.
Pilots:
Pilot Transfer - 50 RP Allows you to transfer a pilot from 1 MS to another MS.
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Post by Ketara on Sept 19, 2010 15:03:51 GMT -5
Yeah, if the double agent is overpowered at price equivalency to a Pegasus class ship, then the hacker contact, which is available in all three shops and that nobody has ever purchased ever in any version of the RPG, is also overpowered.
I would modify the price list to be more like
1st place = 2500 equivalent 2nd place = 1500 equivalent 3rd place = 1000 equivalent 4th place = 500 equivalent
Please note that if the 3 Pegasus class prize ships were in the shop, they would all cost less than the Gray Phantom. The Gray Phantom is the best Pegasus variant.
Also please note that not every prize in a given list would be worth that much. They're prizes, not cash equivalency things, they're supposed to look better or worse to different people.
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