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| [Story][RFC --PLEASE!!!]The Gauntlet |
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Posted by: Cobalt Greywalker - 09-03-2011, 09:39 PM - Forum: Fenspace
- Replies (48)
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You know, sometimes you just get fed up with a story? I'm there now. And it's giving me that most cruel of conditions, Writer's Block. So screw it.
I hereby present:
The Undying Fic
I've mentioned it a few times here and there, when frustration hits hard enough on an unrelated reply. Right now, I can't seem to either complete it (due to writer's block) or kill it (it's been hanging around on my HD for 3 years at this point). So I'm hoping one of these things will happen by posting this.
One reason I hadn't posted it earlier is the fact that I felt the fic had to be finished before I did so, because of the concept I ended up going for. I'll explain after the first segment below.
Notes:
- Radio communications
It wasn't until late April 2014 that the Prometheus Forge crew managed to get back to working on their own projects. With the massive increase in bandwidth available from the improved Interwave system (for which they'd assisted) A.C. decided to work on something fun and planed an update to the KoFen system.
The original system was based around fixed units with limited interworking and expansion. They took this and used the greater bandwidth to move the server units (the part of the system A.C. felt had to be as secure as possible) back to fixed (and guarded) locations and allow the smaller and easier to sell interface units out to the general public.
Removing the servers allowed easier maintenance and upgrading, and allowed Lebia to introduce a public 'sandbox', an area with a published interface that people could create and run their own games in. The most popular of these would be voted on every six months and converted to native code (with the commiserate increase in speed, detail and sensory input. You could, of course, pay to have the conversion done).
Somewhat unsurprisingly, when the Cyber Confederation opened the new servers at the beginning of June the huge demand brought the majority of Fen-net to a crawl.
At the beginning of July, the Forge unveiled a new feature to the KoFen fighting system; this was the ability to win upgrades to your character. The first and most public way was to win competitions announced few hours in advance for a specific server. The gifts here were highly specific to the competition, and provided a reasonable boost to capabilities.
The second and more common way was to hit the Dungeon. The user would face a multitude of monsters in a never-ending stream (in a particularly gruelling version of Space Invaders) and at significant milestones (one million points or an hour of survival, for example) would earn a random power-up object as designated by the semi-sapient AI monitoring the environment.
For Class 1 combatants, the Dungeon was considered too easy. They got a variant called The Gauntlet.
**1**
Green Team 3 arrayed themselves in a defensive ring, watching their motion detectors closely.
A third said, looking up into the gloom of the chamber they'd entered.
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| [RFC]Rhodanites |
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Posted by: Warringer - 09-03-2011, 05:15 PM - Forum: Fenspace
- Replies (3)
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Since there is a station belonging to them already, I thought that I could write down a wiki entry for them... :p
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{{Infobox Country
|conventional_long_name = United Stars Organisation
|national_motto = ''Per Aspera ad Astra''
|capital = [[Stardust], [[L5]
|largest_settlement = [[Stardust], [[L5]
|largest_settlement_type = Space Station
|nicknames = USO
Rhodanites
|membership = [[Fenspace Convention]
|government_type = democracy
|leader_title1 = Lord Admiral
|leader_name1 = Ronald Teckener
|established_event1 = GarchingCon 8
|established_date1 = 2009
|allies = [[United Federation of Planets], [[Crystal Millennium], [[Pulpers], [[Galactic Republic]
|population_estimate = 950
|population_estimate_year = 2015
|influence = Minor
|achievements = Since 2015 they brew some of the best beer in Fenspace
|stereotype = GERMANS! IN! SPACE!
}}
Officially founded at GarchingCon 8 by several smaller groups of Fen who had already moved into Space, but wanted to make sure that they were known to the Perry Rhodan fandom on Earth, the USO aimed to get themselves known.
Immediately after GarchingCon 8 they began to work on their home station [[Stardust] at [[L5].
When asked they will grumpily admit that they may technically be [[Pulpers] since Perry Rhodan was first published in 1961. But then they will note that it is continuously published every week since 1961, making it the longest running printed Science Fiction series in the world and that the series has grown into a large and very well populated universe few series can rival.
{{factions}}
[[Category:Factions]
[[Category:Minor Factions]
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| Attempting to watch _Needless_ |
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Posted by: classicdrogn - 09-03-2011, 06:56 AM - Forum: General Chatter
- Replies (1)
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It's very... explosive... and the ED seems to be promising lesbian lolis at some point, but.... there doesn't seem to be any real story here, beyond vague stereotypical rebel aginst the evil corporation stuff. The frame rate is low, and it literally puts up a bllboard to announce each attack. What I'm asking here is, is the show really as aptly named as it seems, or does it at some point turn into something more than popcorn for your eyes? Because seriously, I'd rather rewatch the Kamina episodes of Gurren Lagann three times than 24 episodes like Needless #1.
- CD
ETA: Looked it up and discovered that the Wikipedia articles is unusually detailed... ...basically, the impression I get is someone was sitting around the studio one days, trying to think up idea for a new manga, and happened to see an issue of Wolverine sitting beside one of the Naruto tankobon with Sasuke on the cover. "Yes! We can make loads of loot off of this!" he shouted in glee, before scribbling some character designs with thick, jaggy lines and skipping off to the Chief Editor's office to present The Next Big Thing. This is probably unfair of me, but with three episodes down and still not caring about the characters at all, indications are uniformly bad. Unless someone tells me that it has a sharp improvement later, this one's a lock for discard.
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows
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| From the offlined archives: Dragonraid 2nd Edition card game |
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Posted by: classicdrogn - 09-02-2011, 11:14 PM - Forum: General Chatter
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I created this to be a minigame in Ninja Robot Space Fighter, but it's perfectly playable IRL. It's meant to have a TCG feel while using standard playing cards and/or a Tarot deck. Do please tell me what you think of it, especially if you actually play it in a group - I've only playtested it solitaire.
Dragon Raid 2nd Edition
A card game for 2-6 players
Terms:
- Turn: The period in which a player can choose cards from their hand to Attack other players.
- Round: The period in which a single Battle is contested, including dealing each player a hand of cards, discarding and replacing any cards in those hands, dealing an ambush card, each player's Turn, any Ambushes during those Turns, and tallying the Battlefield of each player to determine who wins the Battle. All cards are collected and shuffled at the end of each Round.
- Battlefield: An area in front of each player where their cards are placed, seperately (not in stacks) and face up, after being played. It is the cards in the Battlefield at the end of a round that determine which player wins the Battle.
- Command Post: (Tarot deck only) a central area where Major Arcana are put in play.
- Skirmish: the process of deciding the winner between attacking, defending, and any ambushing cards.
- Soldiers: the counters used to keep track of progress in the game. Some players may want to call them by other warrior-like names, but they're all the same; Braves, Conscripts, Dogz, Footmen, Grunts, ICPs, Lancers, Mercs, Minions, Ninja, Peons, Rabble, Samurai, Toadies, etc.
- Army: Each player's supply of Soldiers.
- Sortie: The number of Soldiers put into the Battle or added to a card in a Skirmish by each player.
- Battle: A central area holding all the Soldiers Sortied by all players in one round.
Rules:
- Each player will need an Army to play, the more Soldiers the longer the game will last. 100 each is suggested with minimum Sorties of ten, increasing by five each time a player is eliminated. Actual toy soldiers make particulary good Soldiers, but ordinary poker chips are easier to stack. It is suggested that threee types of markers be used, with values of 1, 5, and 10 Soldiers respectively. The larger denominations may be called Squads and Platoons if desired.
- Determine turn order before dealing, the person with the last turn deals.
- Each player is dealt five cards at the beginning of the round, and may discard up to all five cards and be dealt replacements.
- If a Tarot deck is being used, any Major Arcana in the player's hand should be played to the Command Post or discarded and replaced with regular cards before any Skirmishes begin. Each player may only put one Major Arcana in play per round.
- Each player Sorties a number of Soldiers, ranging from the minimum to their entire Army, placing them in the Battle. If the player's Army is empty at the beginning of a round, they are out of the game. If their Army does not contain enough Soldiers for the minimum Sortie (due to opponents' Thieves, for example) they must Sortie all their remaining Soldiers.
- Each player recieves one more card, left on the table face down, which may be played at any time as an Ambush. The remainder of the deck is placed face up as a discard pile. Players may look at their own Ambush card. If a Major Arcana is recieved as an Ambush card, it must be discarded and replaced with a normal card.
- The player whose turn is active may then play a card to Attack any other player, placing it face up on the table. Two cards of the same suite may be played as a single Attack or Defense if desired. The Defender may play any card in Defense, the higher face value winning.
Either player may Sortie any number of additional Soldiers to add to the attack or defense value of the card(s) played, placing them beside the relevant card. The Attacker, Defender, and any Ambushers may take turns Sortieing additional Soldiers as desired to determine the winner of a particular Skirmish. If the player has no more cards in his hand, Soldiers may still be Sortied in this fashion, effectively adding to a card with a value of zero and no Special Ability.
The special effect of whichever card(s) win the Skirmish are applied, then all played cards are placed in their player's Battlefield. Ties go to the defender. Attacks may be allowed to pass unopposed if the defender does not want to play any cards, in which case the attacking card's special ability automatically succeeds. When the Skirmish is decided, all extra Sortied Soldiers are added to the Battle.
- Ambush cards disrupt a Skirmish and send any lower-value cards from the attack or defense to the Discard pile. If unused by the end of the round, these ambush cards are added to the owner's Battlefield just like any remaining hand cards. They may be used by either side of a Skirmish, or by any other player at the table on a Skirmish they are not involved in, either in support of (combining face value with) the attacker or defender, or to attack both sides, as chosen by the player using the Ambush card. Regardless of who plays them, ambush cards will always send ALL lower value cards in the Skirmish to the Discard pile.
Ambush cards use their special effect on the owners of all defeated cards, making a high-value thief or wizard exceptionally desirable for ambushes.
- When the active player does not wish to use any more of their hand cards, or all have been played, their turn is over. When all players have had a turn, the player with the strongest Battlefield (highest total value of cards) wins the Battle, and all cards are placed in the discard pile and shuffled. In the event of a tie, split the pot evenly and draw for a high card after shuffling to win any remainder. Major Arcana do not have any face value, and so do not affect the outcome of the Battle directly. Play continues until each player is out of Soldiers in their Army at the beginning of a round, or resigns with the Soldiers currently in their Army.
Cards:
The playing cards in Dragon Raid are used to represent heroes who turn the tide of the Battle and lead their player's Soldiers to victory. Two decks will be required to avoid running low on cards with more than three players, though four technically can play using a single deck, five if each player is limited to four discards per round, and even six players with a single deck if players are limited to two discards per round.
The game may be played using an ordinary 52-card poker deck plus two Jokers or with a Tarot deck, with additional Dragons and unique powers for the Major Arcana that change the flow of play. It is reccommended to use only a single deck's worth of Major Arcana if using Tarot cards, since there are so many Major Arcana compared to Minor Arcana when considered as playing cards. Since Tarot decks tend to be disproportionately more expensive han normal cards, and of a different size (making shuffling them together difficult if not impossible) to use one deck of each, deal hands of six cards instead of five, three from each deck after shuffling seperately, and maintain two Discard piles.
Card values:
- Diamonds = Coins/Pentacles = Thieves
- Hearts = Cups = Healers
- Clubs = Wands = Wizards
- Spades = Swords = Fighters
- Jack = Knight = 11
- Queen = 12
- King = 13
- Ace = 14
- Joker = Page = Dragon = 20
Ignore the suite of Dragon cards when using a Tarot deck
Card Special Abilities:
- Thieves capture their face value of Soldiers from the opponent's Army and add them to the player's Army.
- Wizards capture at least one card from the opponent's hand or Battlefield, which is then added to the player's hand. The attacker chooses the captured card, but does not get to see the faces of those cards still in the opponent's hand. (Hand cards must be chosen unseen, with only the backs fanned out.) The total value of captured cards is subtracted from the value of the wizard, and if the result is above zero another card may be captured.
- Fighters attack or defend with double their face value, including when they are used to add to another card's value. The other card's value in such a case is not also doubled unless it was also a Fighter, however. They force the defender to discard the lowest card in their Battlefield. Extra Soldiers Sortied to support a Fighter are not doubled. When The Fool is in play, the card discarded from the battlefield is chosen blindly, by the defender (the player who owns that battlefield)
- Healers may return any cards with a total face value equal to or less than twice their own from the player's Battlefield to their hand. Extra Soldiers may be Sortied as usual to increase the value of a Healer for this purpose, and are also doubled. Healers may also be used to attack or defend normally but return to the players hand instead of the Battlefield after a Skirmish if the player wins it, and may combine with cards of any suite to increase their value. Healers may not themselves be healed.
- Dragons send any card they defeat to the discard pile rather than the player's Battlefield regardless of whether they are used to attack, defend, or ambush, for you are crunchy and taste good with ketchup. The value of the opposing cards is subtracted from the value of the Dragon and any card(s) riding it, and any cards in the opponent's (and/or ambushers') Battlefield with face values totalling up to the remaining value are also Discarded. Dragons may be ridden by (be played and combine with) a second card of any suite or two cards as long as those two cards are of the same suite, from the same hand, and in such a case the special ability of the riding card(s) is also applied at the end of the Skirmish. They may also be ridden by Healers to increase the number of cards that can be Healed. Dragons played as Ambushes may not be ridden, but can be combined with other cards in the Skirmish like any other Ambush card.
Tarot deck Major Arcana each have unique powers that, when placed in play in a player's Command Post, affect all players during that Round. The use of Major Arcana is an optional rule that all players should agree to before beginning the game, as the constantly shifting rules can become confusing.
Major Arcana powers:
- The Fool: All Battlefield cards must be placed face down, and players may not look at the faces once placed. Special Abilities which affect Battlefield cards must be handled like capturing cards from an opponent's hand with a Wizard, subtracting the value of Battlefield cards from the played card after picking each one blindly.
- The Magician: Players may place a card from their hand face down on the table as a second Ambush card.
- The High Priestess: All Ambush cards must be placed face up on the table.
- The Empress: Healers may be Healed, by Sortieing a number of Soldiers equal to their face value.
- The Emperor: All cards double their face value when used to Defend. (Warriors use 3x their face value.)
- The Hierophant: Any card in the player's hand may be played as a Healer of the same face value, including Dragons.
- The Lovers: Cards of any suite may be played together and combine face values. Only one Special Ability is used, chosen by the player.
- The Chariot: Wizards capture double their face value in opponent cards. (counters Strength)
- Strength: Wizards capture only half their face value of opponent cards. (counters The Chariot)
- The Hermit: The player's Ambush Card may be picked up and added to their regular hand.
- Wheel of Fortune: Each player rolls a die for each card played, and adds it to the value of that card. Warriors do not double this die value.
- Justice: All players involved in a Skirmish (Attacker, Defender, any Ambushers) must Sortie the same number of extra Soldiers to their cards. If one player does not have enough Soldiers in their Army, no player can Sortie more than that number of extra Soldiers to the Skirmish.
- The Hanged Man: The player's Ambush card may be played as a Healer (regardless of suite, and including Dragons) to return cards from their Battlefield to their hand. The Ambush card is then placed on the Battlefield.
- Death: Any card may be played as a Warrior of the same face value, including Dragons.
- Temperance: Extra Soldiers Sortied to increase the value of cards count double.
- The Devil: Any card may be played as a Thief of the same face value, including Dragons.
- The Tower: All cards double their face value when used to Attack. (Warriors use 3x their face value.)
- The Star: Thieves capture double their face value of opponent Soldiers. (counters The Sun)
- The Moon: Any card may be played as a Wizard of the same face value, including Dragons.
- The Sun: Thieves capture only half their face value of opponent Soldiers. (Counters the Star)
- Judgement: The minimum Sortie is doubled for this round.
- The World: All Ambush cards double their face value. (Warriors use 3x their face value, 4x for the relevant use if The Emperor and/or The Tower are also in play)
Optional Rules:
- Battlefield cards may be counted as in poker (pairs, straights, flushes, etc.) to determine the winner of the pot, instead of by simple face value
- Four players may form teams of two with a shared war chest, playing in attack-defense-attacker's team mate-defender's team mate order within the turn and within the round, where the defender's team mate was the dealer, and the attacker's team mate is the dealer next round. Attacker and defener play cards normally, while team mates may play one card to combine with the attacker or defender's cards, and any player may use their ambush card as usual. If the maximum cards were played by a team, up to five cards may combine their face value.
- Two players may control two hands each, as in a four player team game.
- If more decks of cards are available, any number of players can take part, but Rounds can get very long. For practical purposes, five or six really is the most players that can be accomodated.
- One to three dice may be used, rolled by attacker and defender and added to the value of their played cards. If The Wheel of Fortune is in play, an extra die would be rolled if this optional rule is used.
- If "poster decks" with unmistakeably different faces can be obtained (such as Star Wars, Star Trek, Lord of the Rings, and Transformers decks, for example) one deck may be used for each "character class" rather than working in suites. In such a case suites are ignored and only which deck the card belongs to matters. Note that because the back patterns will be different, this makes obvious what type of cards are in a player's hand or set aside as an ambush, though number values will remain unknown to opponents. This may be preferable for novice players or younger children, to make the game easier.
- If toy soldiers or poker chips (or a ready expedient such as coins, stones, or polyhedral dice) are not available, each player's Army and Sorties may be tracked on scrap paper.
- In a tournament setting, each player may continue to higher brackets with their total Army from lower brackets, but starting Army size may be smaller and minimum Sorties should also increase accordingly to avoid very long games.
Strategy:
- If you have sevens or lower in your initial hand, discard them.
- Players who are very familiar with the rules may raise the number of Major Arcana that can be put in play in the Command Post each round. Alternately, players might keep seperate comand posts (the Major Arcana in each only in effect when that player is involved in a Skirmish or Ambush) and play up to two or three Major Arcana into their own Command Post each round, assuming they receve that many in the cards they are dealt.
- Play Thieves, then Wizards, then Fighters, then Healers - and Fighters only if there's something in the opponent's Battlefield.
- Save healers for the end of your turn if there's anything worth healing, even if it means letting some attacks go unopposed.
- Sortieing extra Soldiers to increase the value of your cards is effective, but can quickly empty your Army. It's best to only do so when just a few extra Soldiers will win the Skirmish, possibly in combination with an Ambush card, or to when an opponent plays a Dragon.
- The use of ambush cards is a bit different depending on the card's value. Because they send all lower value cards to the Discard pile rather than the player's Battlefield, it's best to only use low-value Ambush cards when you are the attacker or defender to combine with your normally played card(s), to avoid weakening your Battlefield. Ambush cards with a high face value are better used to interrupt a contest between two other players, attacking both sides to force them to be Discarded.
- In a game with more than two players, plan to have at least three cards in your hand when you end your turn to defend with. If your ambush card is good you MAY count it as one, but it's better used to break into a contest if possible.
- If you run out of hand cards early in the round in a game with more than two players, resign. You lose what's in the Battle, but without cards to defend with you'll be the target of everybody else's Thieves and lose your Army.
- CD
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows
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| [RFC]Element Zero |
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Posted by: HRogge - 09-02-2011, 08:11 PM - Forum: Fenspace
- Replies (7)
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This is a wiki entry (I will push it to the wiki tomorrow) which will explain some things I want to be out before I post the next story (maybe tomorrow or Sunday). Have fun to read and comment it.
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Element Zero (Eezo)
»Eezo is the first unique invention made by Catgirl Industries, which shaped the form and function of many products afterwards.«
- From the CI history holo, 2068 edition
»I cannot comment on the creation of Element Zero, its a trade secret, but mixing up Handwavium with hydrogen as a replacement core definitely wasn't a bright idea. Or a very bright one if I look at the video of the explosion.«
- From 'Repairing Handwaved Engines', Mars bulletin board 2017
»Oh, shiny!«
- Catgirl after accidentally producing the first batch of Eezo, December 2015
Element Zero is a strain of Handwavium that follows the story of the Mass Effect universe. In its natural form its a blue glowing liquid substance. Like its role model it reacts to electrical currents, creating zones of changed gravity. As most Handwaved based substances, its detailed mechanism is unknown, but its said that it generates or repels dark energy to influence the basic workings of physics.
Eezo or Mass Effect fields can not only propel objects at high and even superluminal speed, it can also create impact barriers, similar to the particle shields of the Warsies. Element Zero is not used up while creating this fields, but needs a constant input of electrical energy.
Eezo does not replicate as easily as some common handwavium strains and its production seems to be difficult, because Catgirl Industries seems to be always low on their stockpile. It can only be obtained at Catgirl Industries, mostly built into the drones they sell. There has been a request by the Lensmen for a combined research project about the possibility of creating ‘Bionic implants'.
Mass Effect field drive
» Central Mass Effect core deployed, shield up and stable, active defenses fully charged... let us give them a nice welcome present. «
- Cortana, during the second attack of The Tanglewood Boys in 2017
Drive type: reactionless dark energy drive
Drive rating:
1st gen cruising speed 0.1c, sprint speed up to 0.12c
2nd gen cruising speed 0.11c, sprint speed 0.14c
roughly 500c outside the Limit
Element Zero can be used as the core of a reactionless drive system. The so called ‘Mass Effect' wraps the target into a shell of Dark Energy, which moves forward at great speed. When energized by an electrical current an Mass Effect core can manipulate the mass of objects within the drives effect. This effect create a speedy drive, which allows the ship or drone to quickly reach the maximum speed, cutting the electricity drops the ship down to normal speed quickly.
It also can be used to create artificial gravity fields within a limited radius. Increased gravity can be inconvenient to people inside, but mass effect fields have never been observed more than 3g or 4g, which limits the amount of damage it can do. It is assumed that this is a manifestation of the slapstick effect.
The largest first generation Mass Effect drive ever sold by Catgirl Industries, which were developed in winter 2015, is able to only accelerate a body up to a diameter of one meter. The drive can also project a single circular forcefield surface with a diameter of 90 cm, which can protect the interior of the drive field against kinetic damage from one direction.
Unhappy with this, Catgirl Industries continued to focus on a research project to create a better iteration of the drive. In 2017 Catgirl Industries released the first drone with a second generation drive. This new generation not only pushed the maximum field diameter to two meters, it also included the forcefield protection into the drives engine field, allowing a full 360° protection. The protection is still mostly limited to kinetic weapons.
Trivia: - The energy consumption of the drive peaks quickly when going beyond cruising speed. Most drones built by Catgirl Industries cannot store enough energy for sprint speed for more than a few seconds. Other drones are even limited to lower speeds to conserve energy.
- Mass Effect drives always seem to produce a spherical drive field, even if the drone has a different shape.
- The forcefields glow bright red when hit by a projectile until they regenerated their strength. They can be overloaded by multiple smaller impacts.
- Pure gravity generator Mass Effect cores cannot produce forcefields, but can cover a much larger area than the full space drive.
Quirks:- Funny looking cat! Mass Effect drive fields sometimes produce a static charge during long operations.
- Fireworks. Mass Effect drives produce a lot of light when the ship engage its drive at superluminal speeds.
- Game Mechanics. The shields of a mass effect field does not begin to recharge until it got some time without further impacts.
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| Horrible Boskonian Idea... |
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Posted by: Ebony - 09-02-2011, 12:00 AM - Forum: Fenspace
- Replies (19)
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Just a drabble. I'm not planning on using this as a villain.
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The voice that came across Rocky's cellphone was flat and digitally distorted, but there was no mistaking the tone. "I've reviewed the business ventures from the last cycle, Rocky. The profits on the trafficking of modified servants is slipping. You were down 7.632%. This is unacceptable."
Rocky was sweating. Messing with the profits was something that irritated the Boss, and it didn't pay to irritate the Boss. "Yessir. I'm aware of the discrepancy, sir. We believe it was the result of interference by the Banzai Institute in our operations in Haiti. Their disaster relief teams there have been keeping a closer tally of the refugees than we expected.
The voice responded, its tone strangely booming, even out of the small cellphone speaker. "There's a 93.82% chance that you're right. Start looking for other sources. Haiti is no longer a profitable source of income in that market."
"Yessir. Where do you think we should look?"
"Sociopolitical analysis shows that the areas around Libya and Syria will be suitable. Revolutions are chaotic; people who are missing will be assumed to have died in the conflict or disappeared by the regimes."
"What about the social media sites? Won't disappearances spark communications there?"
"The social media sites are easily manipulated. I will deal with them." The voice sounded supremely confident in its assertion.
"Yessir. I'll start directing our bugout from Haiti. What about the Blazers."
"Ignore them for the time being. Let them be the philanthropists that they wish to be. Do this quickly, Rocky, but carefully. Remember, I replaced Dillinger, and I can replace you."
"Yessir. I won't fail."
"See that you don't. End of Line."
Ebony the Black Dragon
http://ebony14.livejournal.com
"Good night, and may the Good Lord take a Viking to you."
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| (filkish) Pour Le Internets |
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Posted by: classicdrogn - 09-01-2011, 11:52 PM - Forum: Other People's Fanfiction
- Replies (7)
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![[Image: 31486565.png]](http://img834.imageshack.us/img834/8601/31486565.png)
Ha ha ha ha! (x6)
I wanna troll em like they do in the /b/ad place
Post and watch em argue feed the flames started by me, I love it
Shock and indignation play the boards with threads I start
And after they die down I'll troll again 'cuz it's my art
Ell, oh ell oh ell oh ell, oh ell oh ell oh ell
Get collars hot, lets see what they got
Ell, oh ell oh ell oh ell, oh ell oh ell oh ell
Get collars hot, lets see what they got
Can't see my, can't see my, Oh can't you see my trollingface
(He gotta troll everybody)
Can't see my, can't see my, Oh can't you see my trollingface
(He gotta troll everybody)
T-t-t-trollingface, t-t-trollingface
(ha ha ha ha!)
T-t-t-trollingface, t-t-trollingface
(ha ha ha ha!)
(etc.)
- CD, this post is not itself meant as a troll, it's a song about the troll mindset. Or something.
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows
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