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Additionally as the war continued you'd think the droids would have been programmed to know how the clones fought. Clones being clones would mean that they all would fight in the same manner and this static and unimaginitive nature would require guidance and a bit of diversity to make their forces less predictable in combat as the war continued.
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Rapora Wars: The Yaathkree Afair (Subplot RPG)
Stellar_Magic replied to Stellar_Magic's topic in Role Playing - 1
OOC: I see two possibilities for the cloaked ship...Vagaari or Mandalorian, the UDA wouldn't be stupid enough to send in a vessel that way. Plus if Thrawn wanted the Vaathkree, he'd get the Vaathkree. Councilor Valar smiled as he set the device down on the counter, "You know what this is Calra?" Calra smiled, her curved teeth glinting in the volcanic light, "Yes, who should be the recipient then?" Councilor Valar glanced at the repeater display, "The Arkanian." "Then I'll get to it," Calra answered as she slipped the device beneath her cloak and stepped to the door, "Wish me luck." "Always," Valar answered as the door slid shut behind her. Calra slipped past the Vaathkree guards and smiled to herself, even without the force slipping past them had been easy, almost too easy. Still the aim was to do this unseen. As she came around a bend she froze, hearing the rhythmic step of boots on the stone flooring. Someone was coming. In almost a panic Calra jumped straight upwards and spun. She gripped the grated panel over the glowlights, and hung there as her claws sunk into the soft metal. She flattened herself against the ceiling as Arien Yage walked past without glancing up. Calra slowly turned to watch her as the soft sound of movement betrayed someone else approaching. Calra held her breath as Luke and Mara stepped out of a sidecorridor directly beneath her. Luke peered out across the volcanic plain, "So what do you think Mara?" "A bit hotter then even Ryloth, but you get a better view." Mara shrugged, "Lets go meet Arien and find out what all this is about." As the two humans walked past Calra shook her head, the Skywalkers? Here? What next? With a sigh she dropped back down onto the floor and slunk to the door for the Imperial's quarters. With a smile she slipped inside and dropped the device on the floor. As she closed the door behind her the device stood and wandered over to the nearest dataport and plugged itself in before cloaking into nothingness. -
No, its not finished, its just a retelling of the first three installments from the old thread. Unfortunately, I'll be out fo town this weekend so the next installment may be delayed. Oh well.
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Well I expect that from the mandalorians, but the imperial walker regiments that Trej is using should be no more. Heck a Raporan Plasma Carbine fired from below could punch through the power generator of an AT-AT...
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Um... you guys sure are handling the Rapora a bit to well... Something of a continuality error seems to be creeping in. I guess the Rapora are just bloodying up some raw recruits or you'd be swamped.
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The Money Grabbing Continues
Stellar_Magic replied to Grand_Admiral_Thrawn's topic in General Discussion
I've owned a lot of Sw titles, but my all time favorites are as follows. XWA-Excellent graphics and the mods only made it better, unfortunately it lacked a real damage engine and the controls are reverse that of most every other flight sim ever made. XvT-Good Multiplayer, but I didn't play multiplayer much, oh well. JK-Dark Forces II: Jedi Knight is one of my altime favorites, its unfortunate that the riddles kind of died off in the newer incarnations (MOTS, JO, and JA) My favorite level was the Fuel Pumping Station where you actually had to think to get anywhere. SWR-The only good to decent strategy game ever made for Star Wars. JA-Jedi Knight III: Jedi Academy, well this game is here for one reason and one reason, it's easy as hell to add new npcs to single player, love that feature. -
Rapora Wars: The Yaathkree Afair (Subplot RPG)
Stellar_Magic replied to Stellar_Magic's topic in Role Playing - 1
OOC: Begining CPR... IC: Luke felt deaf and blind in the simple quarters that his family had been given. He frowned at the almost sickly look on Ben's face as he clambered into bed, "Mara, do you know if Karrde ever shipped some yslamiri to the Vaathkree?" "No, if he did it would have been after I left the organization," Mara answered as the door to the chamber opened. The whir of Artoo's wheels was followed by C-3PO's prissy voice, "Master Skywalker, we met the Imperial emessary, she wants to speak to you at dawn." "Great," Mara hissed as she glanced at the chrono, "Thats just four hours from now." "She seemed to think it was urgent," Threepio answered. Luke sighed, "Well we cannot disappoint her then." * * * Councilor Valar walked along the hallways overlooking the Vaathkree homeworld, "Very much like the Aklasp home isn't it Calra?" "Yes, its been a long time since I saw that world, it was hotter then this one though," Calra sighed, "The Vaathkree may be Silicate creatures but they lack most of the advantages that the Aklasp have in their Anatomy, so why would they make such powerful allies for our foes." "You are thinking from the perspective of us Calra, if you are a Silicate lifeform you would have developed technologies to effectively kill other forms of silicate life forms early in your development, it is these technologies that make them dangerous, not perhaps to us as much as to our friends the Aklasp." -
No, thats just wrong, you can't put Anakin and Obi-wan on Outbound flight. How the heck would they slip out of Thrawn's net? Jahled, while I agree with your position on many of the EU titles I cannot and never will agree that Timothy Zahn's books are the awful s*** you make all EU out to be.
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The what next was something far more deadly then Trade Federation Battle Droids. Slowly cumbersomely the seed shaped silhoutte of a Scarab fighter slipped into the cave. Even with its sides extended into combat position the Scarab was large enough to slip into the cave, but the droid brain controlling it wasn't taking any risks. The craft slowed to a stop over the entrenched battle droids and opened up into combat mode. Immediately it spun to the clonetroopers huddled on the rocky ledges and opened fire with its quad laser cannons.
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Thats because the Relic tools stink... You can edit weapons just by using notepad if you know what each of the numerical values mean, which is easy to figure out if you look at the spreadsheet. They're in the same order. Of course I must wonder what EvilleJedi thinks about this topic.
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OOC: Sorry guys, been busy, and apparently Trej has forgotten about this RPG. (Actually all the RPGs are dead right now, Rapora Wars is waiting for BS to return.) IC: "The enemy have sealed themselves in a network of caves," The mechanical voice of a Trade Federation Battle Droid exhoed through the speakers. Krummel drummed his fingers impatiently, Nailu had not been responding to his communications and now to have the enemy trapped in the caves was an opportunity too good to miss, "Alright pull back twohundred meters we'll send a squadron of Scarabs down to blow apart that wall of rubble, you will then proceed to move in and engage the enemy at your discretion. The squadron of Scarab fighters screamed down the canyon toward the cavern, they opened fire sending a shower of laser blasts into the rubble blasting apart the rock and opening holes through which battle droids could easily climb through. In the process they shattered rubble inside the cave sending pieces of limestone at extremely high speeds ricocheting down the cave killing dozens of clones. With one final run the droid fighters had blown open a whole large enough to fly down and one of the craft came to a hover in the opening and opened fire into the darkness of the cave.
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Just so that Evaders doesn't get all angry and twisted about this thread I'd like to lay down some ground rules. All weapon equipment and technology from both universes are assumed to be roughly equivalent. So therefore a Disruptor is roughly equal to a battery of turbolasers. For the sake of writting both sides do retain their basic advantages, mainly that ST torpedoes pack more punch then SW torps, phasers are more accurate then turbolasers, ST ships are faster and more maneuverable, are equipped with a different form of shield then SW vessels, however these advantages to the ST side are only designed to equalize them enough to stand a fighting chance against the immense firepower that can be wielded by Star Wars vessels. Both sides must be treated with respect and there will be no flaming of each side. This is firstly to insure quality in writting and to stop censureship. So, lets get to postings... you may recall this opening installment of my SW vs ST series, its been rewritten and updated, I'll also post a new installment to the story once every two weeks (hopefully) Some of the first installments will be repeats, but oh well. Each Episode has been broken up into a number of seperate installments so here we go. Star Trek vs. Star Wars: Shattered Space Part I Silently the ship glided through space. The flashes of ion storms in a nearby nebula illuminated its glistening grey surface. The dim red and blue pulse of the ship’s drives gave the vessel a ghostly appearance as it passed through the shadow of a small moon. Its grey hull was separated into two major and two minor sections, the forward section looked like a stretched oval or the backside of a concave mirror, the second main section was shaped like the main hull of an old mariner. The two minor hull sections looked to be some form of engine, their sides glowed a faint blue. The ship itself was small in the realm of intergalactic travel with perhaps only as many as five or six decks. Each level could be guessed at from the pattern of windows on the ship’s hull. On the upper plates of the vessel, in clear English was the ship’s name, Voyager. On the ship’s compact bridge Captain Janeway sat sipping a cup of coffee as her crew worked. Ahead on the viewer, she could see light glinting off tumbling asteroids. The rings around the planet were spectacular and reflected light like small mirrors as their components spun through space. The mere fact that the planet existed was something of a natural miracle, this system was still in its earliest stage of formation, and space was littered with debris, tons of rock, dust, and comentary fragments, a venerable firing squad upon the new planet. The Warp engines were undergoing a maintenance check, one that was long overdue, as the Voyager trolled at less then quarter impulse around the planet. Janeway glanced up as fiery streak of light in rings broadcast a collision within them. With a flash one of the larger pieces in the ring, a shepherd satellite, split in two from a collision with the foreign meteor, “It’s been awhile since we’ve been able to just sit back and do a little stargazing.â€
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Okay its been a couple of weeks now, and two days ago I launched another series of tests, this time as both sides of this enormous war. Here are the results: Playing as Raporan Imperium... Okay I start the game on hard, large galaxy and get a good first look at the Raporan Navy, guess what, I've got a killer of a force right from the start, 6 Kar Lur Cruisers, 1 Vaka Class Cruiser, 3 Savla class Cruisers, and 4 Paskla class Carriers. I immediately launch a series of attacks on the GFFA in every sector, usually using a pair of Kar Lurs in each strike force. 400 days later... I've booted the GFFA from the Galactic Core and destroyed well over a hundred ships for the loss of four Kar Lur Cruisers and a score of smaller ships. I almost smashed their headquarters but it slipped through my fingers. You'd think after over a hundred ships reduced to debris they'd have been knocked back to their last legs... not so. The GFFA's cascade of reinforcements has begun and I now realize just how difficult the war on the Rapora side really is. Already my shipyards are full of orders but most of the vessels won't be complete in time for the coming battles. I've begun trying to patch up the gaps in my forces by building Vagaari craft and fighters, but the GFFA decides its time to strike back. Wham!!! Shipyard after shipyard is hit, all across the inner rim, my ship building capacity is cut in half after precise attacks by GFFA fleets with ships numbering in the dozens. My own fleet is barely a dozen truly good vessels. I'm being rolled back. By day 800 the GFFA is well on the way to completely recovering, still the Raporan war machine trudges on. Playing as Galactic Federation of Free Alliances... The GFFA's greatest advantage is numerical superiority, and I use it. After 100 days of tireless production I've built a fleet of thirty ships, a fleet large enough to go on the offensive. I strike several Raporan worlds before they manage to turn their attention to me. I sent a fleet of three Kar lur Cruisers on a merry chase across the Corporate Sector loosing twelve vessls in the process. (The darn Kar Lurs are the absolute bane when you try and retreat). The Rapora went on the offensive and took two worlds, and a stalemate has ensued. I'm afraid I'll make a move and find a fleet of six Kar Lurs waiting for me... That would be the end of my main fleet right there... oh well.
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Do not underestimate the wookie!!!
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No more Star Wars Movies...perhaps not!
Stellar_Magic replied to Jahled's topic in General Discussion
Okay there's a reason I didn't read Darksaber...I think the only EU thats worth anything is Zahn's and Stackpole (He's hit and miss though). Anyway thats my two cents. -
Feature Debate Zone (Galaxy at War)
Stellar_Magic replied to Stellar_Magic's topic in Rebellion 2 Ideas
Maybe we could put limits on when you can terraform a world. Here's some ideas. Terraformable worlds at game start: Martian Like Planets, and Jovian Moons within the Waterhole.* Waterhole is the are in space around a sun in which a planet can support water in all three states, solid liquid and gas. Our solar system has three planets within this area, Venus Earth, and Mars, unfortunately only earth is proven to have water in all three states. Places where a planet based colony can be constructed at game start... everywhere but a demon world a.k.a Venus. Demon Worlds will require terraforming before being able to support any colony. Colony Types: Dome Colony: Planetside Colony in which the inhabitants live under a domed environment due to a lack of atmospheric pressure or breathable atmosphere. These should be able to be constructed at game start. Population, productivity, food production, and most operations except mining would be impeded by being forced to live within a domed environment. (Mines are the exception considering you could construct a dome directly over the mine itself) Open Air Colony: Basically your citizens can take a stroll outdoors, atmospheric pressure, temperature, and air are all ideal to support human life. There are no restrictions on productivity. Buildable at game start. Floating Colony: Cloud city is a representation of this form of colony, a floating city over the gaseous 'surface' of a gas giant, These colonies will probably require mid game level technologies. Mine and supply production are increased due to the presence of rare gases in the atmosphere. Unfortunately the colony is exceptionally vulnerable to attack and can be knocked out of the sky. Domed Floating Colony: The same as above but the planet's distance from the sun or atmospheric composition require a dome to protect the inhabitants from the air or extreme cold. All productivity is cut slightly. Orbital Colony: This is self explanatory, you can imagine the limitations, little productivity, little space, etc... Deep Space Colony: Same as above but not in orbit Any others you can think of... Aquatic maybe? -
Are they really comparable guys? I mean one falls more in the fantasy domain and the other falls more in the science fiction domain...come on, grow up. We are the Borg lower your shields and surrender your vessels we will add your technological and biological distinctiveness to our own, your culture will learn to serve as us, resistance is futile.
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No more Star Wars Movies...perhaps not!
Stellar_Magic replied to Jahled's topic in General Discussion
They've gotten better since their budget increased, now its almost movie like, orginally the effects stunk. I agree that EU Novels on a whole don't make a good transition to a TV series, they'd be better suited to a miniseries like Dune or Taken. However if you had someone picking up on things the novelists didn't pick up on or following a completely new group of characters through the EU plotlines it could work. Imagine a Star Wars: Tigre Squadron or something. -
--Update-- Sorry for the lack of updates I've been busy with other things, now back to Rapora Wars... I give you the Alaga Class Dreadnaught: http://img.photobucket.com/albums/v436/StellarMagic01/AlagaClassDreadnaught.jpg The primary warship of the Vagaari, the Vagaari Alaga Dreadnaught is one of the most effective weapons in their arsenal. Equipped to carry only one squadron of fighters the Vagaari dreadnaught is still fast and heavily armed, capable of both space and atmospheric flight. This makes it an excellent bombardment and assault craft.
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No more Star Wars Movies...perhaps not!
Stellar_Magic replied to Jahled's topic in General Discussion
Yes and no... SOCL. Having an unlimited number of episodes isn't necessarily bad, especially if the team has good writers. An example of a show thats been around forever and hasn't gotten old, at least for me, is the Stargate SG-1 series. Sure occasionally they repeat plots, but the more shows they have the more different they've become. Heck in an episode last year they had an episode which depicted combat with the ghould in a very gritty manner. I mean when you saw it you thought you we're looking at a movie production with the smoke, unseen enemies, the actual use of tactics by the enemy. Basically the quality of the series is directly dependent on the quality of the writers, and if we had a X-wing series that ran for 300 episodes with the kind of quality and commitment that our longer running series have it would be awesome. Of course getting those sort of people is the hard part, and some of the books don't transfer at all to series, (Zahn's works would be best served as a miniseries) having a good team of writers would be all it would take. -
I hear you Evaders, but whats a Red shirt to do? Also I'm reworking the Star Trek vs Star Wars Fanfiction in preparation of Cain getting it to appear in other domains. So, within the comming weeks expect the return of that fanfiction, and this time I'll actually finish it! [/b]
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Feature Debate Zone (Galaxy at War)
Stellar_Magic replied to Stellar_Magic's topic in Rebellion 2 Ideas
Along with what Kaja said about Realism settings... I'd like to add an option that enables hyperrealism. Time Dilation: As an object approaches the speed of light, time slows down. So say you send a vessel and its crew on a mission in which they travel 3/4ths the speed of light. Therefore they’d only age 1/4th as much as they would at dock. This means that if you want a character to last forever, send them on mission after mission. They’ll live longer then their peers which are sitting around doing nothing. Look Back Time: Look Back Time is an effect of the speed of light on perception. Events which occur out there in another solar system take an inordinate amount of time to become known on earth. Since it takes four years for light to reach us from the nearest star anything that occurs there we won’t know about for another four years. You’ll find that the farther a unit is from your headquarters the slower it will respond to orders, (In strategic mode). To keep units from sitting for decades awaiting orders you can issue queued orders meaning that a vessel will follow the orders you issued them. This is roughly analogous to the manner in which orders were issued to British vessels before the invention of radio. Orders are basically a schedule telling a unit where it should be and when so that upon completing its mission you’ll have already issued new orders for the task force to conduct. These two features should be an option in the realism settings, I've also suggested in the plot ideas that there be an option that forces the player to use Slower then Light propulsion at game start. Think of Look Back Time as a unique and variable type of fog of war. Say you get a mission complete message from an agent that gives you data on an enemy world, but by the time you get this data five + years have gone by... talk about trying to piece together an enemy's actions from shards of data. So imagine... You sit there at the holographic table as a message from one of your colonies, Sirius Orbital, appears before you. It has spent years in transit, years in which the enemy that struck it has been able to take advantage off. Years in which other colonies may have fallen without a fight, years which you have wasted, researching and trading with the nearest nations, years that will now come back to haunt you. Years of war you did not even know was occurring, for this was a Galaxy at War. -
Plot Ideas 1.1 (More Cohesive + More Long, etc)
Stellar_Magic replied to a topic in Rebellion 2 Ideas
I was thinking of a type iii, sorry. JI Wrong, because ALL and I do mean ALL, communications thus far contemplated require the use of light waves therefore all communications are shackaled by the speed of light. The only way for a message to get through faster then the speed of light would be the creation of a gravitational array or what I've com to refer as a hypercom. A hypercom is a pair of transmitters which can create a miniature wormhole through which messages can be beamed. Okay now I see what lense you're viewing this. Perhaps this could help out your fears, I'd suggest making it so that you have two possible starting points in the game, pre FTL and post FTL. For pre FTL all the problems inherit in what I've suggested will be allowed, from Time Dilation, to Look Back Time. (I'd make these two features optional and only recomend them for very advanced and patient players) I just really want to try and tackle the strategic problems posed by those situations. They reversed engineered an alien FTL drive that enabled them to move quicker. Also who said months, I was thinking more like 100 years! I'm talking about the new BSG, I understand my statement was somewhat confusing. In BSG they have FTL travel, but their military forces are still much less advanced. The BSG-ST-SW is written in that order for a reason, all the technologies seen in the series would fall within the middle era. FTL travel, Pulse Weapons, High end Lasers, Disruptors... I still disagree with the STL stuff mostly because I really appreciate the dynamics of warfare during the age of sail. Okay so it takes a craft 5-6 Years to get to another solar system, big deal, that early in the game you'll be focused on gobbling up technologies and setting up colonies within our own solar system. Moreover if you manage to create a colony within an open star cluster or nebula You've got plenty of planets easily within your reach, you just have to adjust your strategy to meet the demands early in the game, thats why I suggested that STL only be given as an optional start point, for the really advanced players that want a challenge...like me. Plus if we enable the creation of deep space colonies as well as planetary bases... Moreover in Star Wars you actually saw Han Solo travel to three systems with just his sublight engine in The Empire Strikes Back. Perhaps we could fudge the distances a bit and put stars closer together then they really are, or give the player a starting point in an open star cluster to enable the swift start to his empire even with STL travel. At least be sure to make it so that its possible to insert through modifications. -
Feature Debate Zone (Galaxy at War)
Stellar_Magic replied to Stellar_Magic's topic in Rebellion 2 Ideas
Not so Jedi Igor. A major meteor hits our planet every 10,000 years or so... We had a comet explode in siberia, in the last 100, and watched a comet smash into Jupiter in the last 10. Now multiply the odds of a meteor impact by the number of worlds you might own in game. Now consider that our solar system has less then a 100th the amount of debris (asteroids and comets) than the amount we've detected around other planetary systems You'd want to develop a defense mechanism against such collisions because you quickly find that in a hundred years with a hundred systems... the odds of escaping an impact aren't that good. Yes I will admit that some of the events in the list are rare. Specifically these: Supernova collapses to a Neutron Star Supernova collapses to a Quasar Supernova collapses to a Black Hole All of the others are quite common. If 10 stars like out sun are born in a year, each year 10 stars collapse into white dwarfs, 10 stars become variables, and 10 stars reach old age (This causes the star to expand and engulf all nearby planets.) Maybe 1 or 2 stars will explode into a large scale supernova in 10 years. Maybe 1 will collapse into a rare form of space object in a 100 years (Neutron Star, Quasar, or Black Hole). Some of the others are much more common, Solar Flares can easily occur once or twice a year on earth. Cosmic flares occur perhaps every fifty years, and a Mandar Minimum has happened twice in the last 250 years on earth. Space is a dangerous and ever changing place my friend. These interstellar events occur at a frightening frequency, and thats not counting all the other possibilities that are truly rare. What do I mean by truly rare? Try a Galactic collision, an event which is said to occur once every dozen million years or so around our own milky way. In fact the Andromeda Galaxy is believed to be on a collision course that will cause a galactic calamity in next couple hundred thousand years. NOW THAT SOMETHING NOT TO PUT IN THE GAME. -
It's a good start, but I think you've just barely scratched the surface... I'd also seperate shields intoa different class then weapons. Here's what I'd have in the early era (Some of these You'll have to research to get in the early game but are available.) Gas Power Rapid Fire Machine guns: Very basic weapon that is incapable of penetrating most armor and has a muzzle velocity barely higher then the speed of the vessel that fires it. The weapon does have relatively long range but due to its lack of muzzle velocity it is inaccurate at those ranges. Muzzle Velocity: 700m/s Armor Penetration: Unarmored Gas Powered Mass Driver Basically a big gun, a gas powered mass driver hurrels large shells through space at its target, each gun can fire a variety of different shells. Its destructive power comes primarily from its shell's size and charge rather then its velocity. Ammo Types: (Some guns may fire only one of these types of ammo.) Armor Piercing: Muzzle Velocity: 800m/s Armor Penetration: Medium Sabot: Muzzle Velocity: 1,200m/s Armor Penetration: High High Explosive: Muzzle Velocity: 600m/s Armor Penetration: Low Explosion Radius: 20 meters Flechette Shell: Muzzle Velocity: 650m/s Armor Penetration: Unarmored Explosion Radius: 40 meters Cannister: Muzzle Velocity: 750m/s Armor Penetration: Light Rounds per shell: 20 High Explosive Armor Piercing A.K.A HEAT Muzzle Velocity: 700m/s Armor Penetration: Medium Explosion Radius: 10 meters Liquid Fueled Mass Driver: An updated model of the mass driver design, it doubles the muzzle velocity by using a liquid propellant and oxidizer instead of the old fashioned solid and gas used in older weapons. Seperate loading of the liquid fuel restrists it to massdrivers making rapid fire weapons impractical. (Just double the velocity of all shots shown before) Magnetic Accelerator Gun Commonly known as rail guns the early versions of the magnetic Accelerator Gun took several minutes to recharge the mag rail and load the bolt restricting it to a stand off weapon. Muzzle Velocity: 4,000 m/s Armor Penetration: High Rapid fire Rail Gun: Advancements in magnetic technology enable a faster firing time giving the rail gun a new home as a antistarfighter weapon. It's rapid fire enable starfighters to rake larger vessels and cause multiple hull breeches in one pass on a target. Vessels now use them for self defense. Low Yield Laser: This is basically what the US military is planning to deploy in the next ten years on a large airliner to intercept theater Ballistic Missiles. Testing will you soon begin on the design. Damage Equivalent: 50 kgs of TNT Range... suffers from the inverse square law. (I'll explain the inverse square law later) Well thats all the direct fire weapons I can think of right now, I'll post on missiles later. (This is all Early Era.)