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Galactic Conquest.

a topic in Fanfics & Other Fiction-Based Roleplay, a part of the RPG forum.

Anime based, book based, movie based. For those who don't want to spend extra time developing an original world.

Galactic Conquest.

Tips: 0.00 INK Postby Sangheili Pride on Fri Nov 28, 2008 5:22 pm

Credit goes to:
-Lord Snakie, for making games 1 and 2, and for Lead Design and compilation of 3. Also for the compilation of this ā€œFun-Gameā€, game 4.0.
-The rest of the previous development teams and the development teams of BGG for their massive contributions!

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Why we play: Simple; everybody wants to kill everybody else!

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How to play:
* Pick a faction and declare yourself
* Narrate your actions
* Join an Alliance (If you want to)
* Fight for you (and your allies) to control the system

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There are a few guidelines:
* Keep it reasonable; No fleets of obscenely large size without building them, no instant landings or takeoffs, no quick movements. Everything takes turns
* No "Instant fleets"; Reinforcements can arrive, but it must be declared that they are inbound several turns before they arrive. The only ā€˜instantā€™ fleet you get is the one your armies bring with them at the beginning, and it should be fairly small.
* A "turn" consists of one post. You cannot take two consecutive turns
* Don't be a prick- When you loose ships and people, admit it and keep playing
* Pay attention to other peopleā€™s posts and the rules
*Make sure that you donā€™t just constantly build. Even if you are building within the rules, you canā€™t build fleets and buildings all the time. Think about when your resources would run out if this was real, and stop building one or the other at that point for a few turns. The entire point of this game is realism, and itā€™s only real if thereā€™s no infinite resources.

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Story Plots: Story Plots are new things that will pop up in the course of the story. They will offer rewards of ships, technology, and many other things. But be careful- some story plots are more dangerous than others to ignore. If ignored, the enemy could gain valuable technology or ships without having to fight for them at all. Story plots will be listed in the post under the current player/faction status post.

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The Game's Format: The game should follow one, solid format so every one of us can keep track of what the enemy has. This is how it should be done (PLEASE NOTE: You should check your post completely before you post it! Make sure you change out old messages and comments left strewn around your posts! The smaller it is, the faster and easier it is to work!):

Your faction:

Ships:

Ground units:

Buildings: (What buildings you've already built. Add different sub-titles, like Buildings-Asteroid Field as you expand, so people know your full defenses at every base. Doesn't include research/upgrades. Delete buildings as they are destroyed) (You start the game with a 1-bay Space Station. Please reflect that as your first building here, and look further below as to what the differences are in Space Stations)

Finished Research: (Finished research goes here. Make sure to EXPLAIN WHAT IT DOES)

Research: (Current Research)

Construction: (Current Construction)

Ground Movement:

Space movement:

Allies:

Enemies:

Message to all: (What you would like to flash around your solar system to all who see it.)
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Rules for fighting:

1. War losses: When a war is being fought, all sides must accept the defeats. The winning and losing sides lose things. They must change their posts to orient around the fight, like change the fleet numbers to it. With this comes the responsibility of deducting the amount of losses from the total fleet.

2. Fighting: You must declare what you attack and how. If you just say you attack something, then it could be with just infantry and it do nothing. You must say what attacks what, and you must either outnumber, outpower, or use a surprise or tactical approach to win.

3. Boarding: When boarding, it takes 3 turns, with the exception of a larger-grade ship that would take longer (for conformation if one of your ships would have a longer boarding time, PM me and give me the specifications. In my reply, I will say yes or no and give you the amount of time it would take a slow-boarding (normal) faction to take it or a fast-boarding (Flood/Borg) faction to take it. If it is different than the norm, you will have to post those times next to the ship listed in your Ships bar in your post). For a normal takeover, itā€™s 1 to board, one to kill crew, one to learn to fly and take control, then the ship is yours. If you have a faction such as the Borg that can terraform ships and turn all of the crew into Borg at the same time, or the Flood which can attack much quicker and take the crew itself over, it would only take 2 turns. Make sure to PM me to confirm if your faction would take 3 or 2 turns to board a ship.

4. WMD's: Superweapons may be used during warfare, but be careful of the losses, if anything of yours is engaging the enemy fleet that gets attacked, they get lost along with the enemy. Also, the Superweapon normally only destroys a large number, not the whole enemy fleet. Advanced WMD rules are down a bit more.

5. Shields: Shields are automatically installed to ships and units based on what level of shielding you research. The shield can protect from anything except for a WMD or EMP. You must design better shields to protect against WMDs, and the only thing that would protect against EMP is a backup shield, which must also be researched.

6. EMP: We all know that EMP, if used, will knock out a ship/vehicle. EMP uses a lot of power though, and you must research it. It is classified as a WMD, and the same advanced rules will apply.

7. Equal turns: If you and an enemy are fighting, you cannot do a double post. You must wait at least until 1 other person has made a post, and then you can post again. You can only post twice without the enemy you are attacking responding. From that point on, you can post but not attack him.

8. Base destruction: You must get through an orbital fleet and shielding before you can destroy an enemy base. If it comes this far and your enemy has you pinned without shields, beware! If your faction loses its only base, you lose the game and cannot re-enter as the same faction. This is why building 2-3 bases on separate planets would be a smart move.

9. Victory: If you win a war, your opponent that lost (as long as he wasnā€™t destroyed) must pay whatever the two of you were fighting for (if you were). If you were not, by the terms of whatever treaty you come up with (the treaty must be posted when finished) you can get whatever was discussed there. Be careful with treaties, however. Time spent negotiating can turn into turns your enemy has to recuperate, and can make the agreement way less than perfect.

10. Nemesesā€¦ become allies?: Sometimes, it will come down to ā€˜The Enemy of my Enemy is my Friendā€™ logic. If one faction teams up with another under the table, the third will likely get obliterated. Be careful to not overly piss off one faction unless you have a plan. Better to keep one neutral than have one even trade with your enemy.

11. Base Listing: Wherever you set up a base, space port, space station, asteroid mine, or anything that involves building and would be considered a ā€˜factoryā€™ ā€˜space stationā€™ or ā€˜baseā€™ of any kind must be listed. Post the info under the ā€˜listsā€™ section in the suggested guide for posting.

12. Bypassing Defenses: During an attack your ships can ignore the orbiting enemy fleets and go right for defensive structures or other things....but you will suffer an automatic 50% loss in ships and personnel. (If you have an odd number of something, round UP)

13. There is a limit of 8,000 units recruited per planet per turn.


Advanced Rules:

WMD restrictions:
-You have a base
-You have studied Nuclear fission and fusion
-You have a very high level nuclear materials mine
-You have stores of your particular ingredient of nuclear material

Atomic weapons arenā€™t the only type of weapons that are WMDs. A WMD that is not an atomic weapon is judged by this- it is a WMD if it can take out more than 2 capital ships at once, or more than 1000 people at once. You must do the following before making one of these types of weapons:
-Study that particular branch of Energy, Plasma, Magic, ETC
-Produce something to channel the energy
-Build up stores of energy
-Produce the actual weapon
(It should be noted that a WMD that is not an Atomic weapon can ONLY be made after base Atomic research is completed. Thatā€™s just a simple rule- a lot of these are more powerful than atomic weapons)

After this, I've also added 2 other variables:
-You can only begin building a base atomic bomb. Upgrades to hydrogen bomb and so forth must be studied.
-WMDs that are destroyed after one use do not have this effect. But WMDs that remain active, such as a ā€˜WMD Laserā€™ or something, do. There is an allowance of one ship/base per turn for a WMD to take out. Any more than that results in shutdown for the WMD for a time. (Number of ships destroyed-1=Number of turns inactive. OR- If a remain-active WMD takes down one ship, it can be used the turn after that. If it takes down 2, it can be active in 1 turn. If it takes down 3, it can be active in 2.)

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IN ADDITION: There is now a 5-turn period when newcomers cannot be attacked. This is so they can get settled. All new members should have a counter at the bottom of their posts that counts down each time they post. After 5 of their turns, theyā€™re open to be attacked.

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Your Battleground: Your battleground is in a solar system with 4 inhabitable planets, three uninhabitable ones, several moons, and two asteroid fields. I will explain it here:

Uninhabitable Planet 1(also known as Planet 1): The planet closest to the Sun of this solar system is the uninhabitable planet. It is very hot, so you organics need advanced space suits to settle on it (these must be researched). It is relatively small, but has three moons. All of itā€™s moons are about the same size as it, except for a very small but habitable moon. It is very hot there also, but not lethally so.Planet 1 and it's moons.

Asteroid Field: This asteroid field is located about halfway between the uninhabitable planet and the first habitable one. Itā€™s a great place to hide, but the asteroids could very easily destroy, or be used to destroy, your equipment.

First Inhabitable Planet (Also known as Planet 2): The first inhabitable planet is a slight way away from the asteroid field. Temperatures here are mild, and it is one of the best planets to be on. It is made up of two great oceans, and about 35% landmass. It has one moon, which is uninhabitable but fairly large. Planet 2

Second Inhabitable Planet (also known as Planet 3): This planet could almost be a sister planet to planet 1; itā€™s only on a slightly different orbit. It is a bit further out, however, so it will be a bit colder here. It has several rivers running through itā€™s landmass, but only a small ocean. Itā€™s about 60% landmass. It has two moons, one inhabitable but extremely cold, and one uninhabitable. Planet 3

The Halos: When the Covenant took this system, they disarmed Alpha and Beta halo and put them into the orbit of planet two and three to show their power and holiness. The Covenant have since been wiped out from this system, but their Halos remain as a testament to how much power the combined Covenant held. Alpha orbits two, while Beta orbits three. (NOTE: The Halos DO NOT have the superweapon that kills all life.) A Halo

Second Asteroid Field: This asteroid field is located directly behind Planet 3, and is filled with small asteroids, and only few are big enough to be settled upon. The Embassy Asteroid is located here. There are many relics of the past hidden in these asteroids, however, and perhaps some of them could be used to help your factionā€¦

Embassy Asteroid: The Embassy Asteroid is where all trading diplomacy takes place. Every faction has a non-military base here. It is also the location of the game's police, the Embassy Asteroid Port Authority. The asteroid cannot be attacked, and no military ships may enter its airspace.

Uninhabitable Planet 2 (Also known as Planet 4): This planet is a ball of rock, Icy and cold. It has little natural resources, but plentiful land. If this planet could be settled and held, it would be near-impossible for anybody to take it from them. Planet 4

Third Inhabitable Planet (also known as Planet 5): This planet never really gets above 40 degrees Fahrenheit, and will remain an icy ball of dust. It is so small itā€™s normally overlooked. Ice suits will need to be researched to settle here. Planet 5

Fourth Inhabitable Planet (also known as Planet 6): This planet, through the use of greenhouse gasses, maintains an excellent balance, very similar to that of Earth. It could very well be the best planet to settle on. Planet 6

Uninhabitable Planet 3 (also known as Planet 7): This planet is basically an asteroid, but it isnā€™t in a belt and it orbits like a planet, so itā€™s called a planet. Itā€™s rocky and bumpy like an asteroid, so maybe this planet would be best suited for tunneled, underground basesā€¦ Planet 7 (asteroid)

Factions participating in the game, their leader, their positions, and their alliance:

The Covenant Union-Sangheili pride
[Faction Description:The Covenant Union is devoted to "reclaiming" their former military prowess and holds no affiliation or contest with any other faction. A fanatical sect, they place more importance on relics than combat but can hold their own with their re-purposed Forerunner technology powering their ships and ground forces. unlike their predecessor, the original Covenant, this hegemony has no interest in the destruction of other sentients. Rather, they are brought together by their interest in advancing technology and, having picked up the signatures of additional relics on their luminaries have moved into the system to begin excavating uncolonized planets when they have a formidable defense fleet. You may find it curious that many Covenant Loyalists exist within their ranks. Don't be alarmed. Many sentients have been drawn to the Covenant Union's purpose and joined of their own will rather than having their planets held at gun-point by the fleet. They will remain in-system for the excavation of Forerunner Artifacts, but will not attack unless provoked.]

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Sangheili Pride
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Re: Galactic Conquest.

Tips: 0.00 INK Postby Sangheili Pride on Fri Nov 28, 2008 5:29 pm

Covenant Union: Now entering Habitalnle planet 1 atmospher with starting fleet. Peacefully beginning to research relics.

Ships: 1 Assault carrier, 4 CCS-class cruisers

Ground units: 100 grunts, 40 elites, 2 hunters and 4 phantoms.

Buildings: 1-bay space statiob

Finished Research: Slipspace drives (FTL travel), Plasma weaponry( High energy plasma weaponry) Energy sheilding (Infantry and ship defense that can hold off against a good amount of damage)

Research: (Current Research) Anti-matter (5 turns)
Slipspace upgrade (2 turns)

Construction: War Factory (5 turns)
Barracks (3 Turns)

Ground Movement: Excavating forerunner relics.

Space movement: Holding position,

Allies:

Enemies:

Message to all: I mean no harm on Habitable planet 1. I will take alliances if requested.

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Sangheili Pride
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Re: Galactic Conquest.

Tips: 0.00 INK Postby Zeno on Fri Nov 28, 2008 6:10 pm

This looks like it could be interesting (and fun!), and I can tell you've put a lot of work into the rules. I might join when I have the time (probably tomorrow). Hopefully there'll be a decent number of people willing to participate!

On a side note, would it be okay if I made an Alien faction, with possibly different tech? (They would have an exotic alternative to atomics for example.)

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Zeno
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Re: Galactic Conquest.

Tips: 0.00 INK Postby Sangheili Pride on Fri Nov 28, 2008 6:59 pm

Zeno wrote:This looks like it could be interesting (and fun!), and I can tell you've put a lot of work into the rules. I might join when I have the time (probably tomorrow). Hopefully there'll be a decent number of people willing to participate!

On a side note, would it be okay if I made an Alien faction, with possibly different tech? (They would have an exotic alternative to atomics for example.)


Anything you want, man. As long as your faction you use or make up doesn't shoot giant worms that eat everyone else's planets in one hit or something overpowered like that. :P

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Re: Galactic Conquest.

Tips: 0.00 INK Postby StopMyClock on Mon Dec 01, 2008 8:15 am

Army: AOAW ( Army Of Advanced Warfare This is mostly a Command Branch ) Main Fighting Branch: AAMC ( Advanced Army Marine Core )

AOAW: Now entering Habital planet 1 atmosphere with starting fleet. Peacefully beginning to build.

Ships: 5 Carriers, 2 Armagendons. ( MOS DANGEROUS CAUTION. ITs not cheating its destroyable. You figure that out :3 )

Ground units: 50 Bio-Soldiers ( Non-Human ), 2 Battalions of Light,Medium, and Heavy Tanks. 13 Drop Ships, and a fleet of LRV and HRV.

Buildings: 2 Bay

Finished Research: Slipspace drives (FTL travel), Bio-Soldiers, Energy Sheildings ( Can take a beating form infanty, but not from vechicles).

Research: (Current Research) Plasma Weaponry (5 turns)
Slipspace upgrade (2 turns)

Construction: War Factory (5 turns)
Barracks (3 Turns)

Ground Movement: FInshing off the UNSC Emplacements

Space movement: Fighting off the rest of The UNSC Defense Fleet.

Allies: Covenant (? Coveant has faced us before. Wishs not to again.?)

Enemies: UNSC (UNSC Fears us)
Hope ya accept :D
Orbital Drop Shock Troopers 7th Battalion

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StopMyClock
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Re: Galactic Conquest.

Tips: 0.00 INK Postby blind00hawk on Wed Dec 10, 2008 1:20 pm

Your faction: united slave tradeing federation

Ships:glaxy class warship (do we describe the weapons?)

Ground units: 200 bio infintry (simple front line soldiers mostly broken slaves and lower grade crew),100 support infintry (higher class soldiers most plasma weapons which diffently out power the lower infintrays bullets)20 Behemoth (large tank its machineray is mostly for tera warfare, as in increaseing humidity to unbearible amounts or dehydrateing the battlefield into a desert.)

Buildings: (first building) 1 bay space station

Finished Research: (can i start out with one?) terra forming (allows altering of planets lanscapes to ethier colonize are destroy a planet though ecology)

Research: exterme jump drive (allows for faster traveling inbetween long distances also incease speed of my behemoth tanks) (5 turns)

Construction: asteriod mine (do i have to put a place?)

Ground Movement:building mine

Space movement: holding round construction area provideing support

Allies:

Enemies:

Message to all: if you come in peace our stores are open to you if you come forwar we shall be happy to sell you to our allies

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