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Callos_DeTerran
2009-12-17, 03:05 PM
Two hundred years from now, the solar system is at war. Bountiful mining colonies on Mars, the asteroid belt, and the moons of Jupiter have forcibly severed ties with an overcrowded and authoritarian Earth-based government that demands ever-growing amounts of resources to support itself. Desperate for raw materials and concerned that political unrest will spread to the teeming masses at home, Earth's United Earth Defense Force has vowed to bring the colonies back in line. But just as strident are the colonial leaders, who see their future among the stars, who refuse to concede to what they see as a despotic regime that cannot even take care of it's own people let alone the colonies cast among the solar system. As tensions began to rise, the advent of a new combat system drew the eyes of both sides to the mechanized armor suits that proved themselves capable of amazing feats of combat prowess. Both sides clamored to monopolize the new weapon system and as they deadlocked, mega-companies capitalized on the production void to work concessions out of officials from Earth and the colonies until they were able to market prototypes to private citizens under the guise of using the proceeds to fund charity and military orders. These 'luxury' mobilized armor were pitted against one another as a demonstration of the superiority of one company's goods or another company's own, the brutal matches recorded and viewed by a fearful public with the same eagerness and intensity of gladiatorial matches of old. And while these new age gladiators battled each other, both the UEDF and Colonial Authority Navy quietly began to mobilize as their disagreements came to a head.

War was declared two years ago, but so far only a handful of skirmishes have been fought as both sides refit their factories to crank out mass-produced weapons and mechanized armor to combat the other side's own advances. Neither side could have expected the harsh repercussions of the desperate race to develop an acting armed force to combat each other with. Just as things were coming to a head and hostilities had begun to boil over a tragedy happened that rocked all humankind occurred when one of the moon's many colony domes was seized by radicals and de-pressurized before there was a chance to evacuate. Millions died in that one act of terrorism while the UEDF and CAN both pointed fingers at one another full of righteous fury at the act of mayhem and chaos. Now the System War has begun in earnest, massive battles happening from the barren wastes of the Moon to the partially terraformed Mars all the way to the out-lying colonies on Jupiter's moons. While armored divisions clash all throughout the solar system, private companies wage a war against one another in a constant contest to better their position and all for the amusement of the masses.

The official tag for Clash of Titans threads is simply [CoT]. Put that on any threads for this.

Questions and answers:

What is CoT anyway?

This game is a home-made setting (mostly) for mech-based freeform play of the giant humanoid type (Search 'Gundam' if you want a good example) that incorporates both the 'super' and 'realistic' genres together. While mecha animes are a massive inspiration for this game, it is not connected to anyone mecha-anime, hence why it isn't named say...GundamITP or MechaITP. Please keep this in mind, it is NOT Gundam, Evangalion, or any other mecha universe. They are inspirations only.

Okay, but how is it different from, say, the Town, 'Anime'ITP, or ACRONYM?

It differs in several important ways.
First, it is a lot more uniform that the Town and ACRONYM. Clash of Titans has commanders of mecha armies, UEDF pilots, Colonial jockeys, mecha dare-devils, heads of corporations, or any other kind of character that could realistically fit into this setting.. It does not have, say, vampires, sniper kitties, or ninjas.
Second, the plot of Clash is going to be more directed. There are the good, the bad, and the ugly, and they are mostly organized. As such, most plots and stuff will be interwoven into one big plot. Or at least that's the intention.
Third, Clash is NOT in any way connected to the Town, at least not in the way ACRONYM is. i.e. you cannot have a character travel between the two. If you want a character in Clash, it is for Clash. You can have a version of the same character for both ACRO/Town and CoT, but they are different characters.

How do I start?

Well, you want to post a character in this thread, and the character registry when it goes up, so everyone can find information on your character and so people can give you helpful criticism on it.
To prevent a pattern that is all too easy to fall into, it's good to point out the fact that passive actions don't tend to get much attention.
With that in mind, make a post and begin!

There are rules, right?

Yes, there are.
Firstly, no godmodding (or godmoding). A far better explanation of godmodding than I can give is here. (http://www.giantitp.com/forums/showpost.php?p=1633965&postcount=5)
Second, please remember that we plan to have a far more directed plot than ACRO or the Town. Please run any major spanners in the works past guys on this thread first.
Third, don't ruin anyone else's fun. I can't stress this enough.
Fourth, have fun!

What the hell is going on?

The solar system has fallen into war as a tyrannical Earth tries to reign back in selfish colonies that don't see a reason to support their home planet. Private corporations jockey for position among one another through displays of technological prowess in battles between sanctioned pilots. Armies of mecha clash and are destroyed against one another even as heroes or villains work behind the scenes for their own purposes. Some things to keep in mind though are...

-No one side is the good guy or bad guy. Earth may have a despotic government with a secret police to monitor the populace, but they also look after their own and struggle to improve living conditions. The colonies may be fighting for freedom against a tyrant literally light years away, but they also exploit their own populations since there is no one to stop them. Both sides have good and bad to them, the line only becomes even more blurred when the mega-corporations are taken into account.
-While this is a mecha game, it is more then possible to play a character who has nothing to do with them. Government officials, corporate spies, naval officers commanding battleships, and others are all possibilities for people to play as just as much as the UEDF pilot battling it out on the barren poles of Mars or the contract-pilot who just wants to win his competition 'matches' and the fame/riches that come with those wins.
-There are space colonies that exist in the orbit of large heavenly bodies, such as the Earth, Mars, and moons of Jupiter, not just the colonies on the surface of various moons and planets. As a general rule, they are generally split evenly on which side they belong to
-The war is in it's beginning stages and has yet to reach Earth itself or the farthest colonies from it yet. All of this (well, the war stuff anyway) has happened within a single generation, not over multiple generations. Tensions have been high for close to a century though.
-While neither side is good or bad, it is important to keep in mind that the Earth is a totalitarian state at heart just as the colonies are disparate states who have trouble working together at heart. Both have multiple facets but those two facts are absolute for the moment.

Anything else can be determined as the game goes on and will be added to that summary as it becomes relevant.

New and Improved (but loose) Rules v.1.1!
These "rules" are more loose guidelines that serve another FFRPG very well so I adopted them into this one, because they work.

Consider asking to join in fights before jumping in.
Please respect that all plots might not be open. Alternatively, if you yourself want to keep a fight cordoned off from other participants, say so in the OOC, at the beginning of your post, or both.
TALK major fights over with your opponent!
This is to keep arguments about who's the better fighter, who should win, blablablablabla, out of the OOC. Of course, talk these things over in PM, or some kind of IM service. While arguments might break out over said PM/IM... It keeps it out of the OOC. Which is what we're trying to do here. On that note...
Don't argue in the OOC!
They make the atmosphere oppressive, they make things less fun, and generally unpleasant and maybe even make the arguments larger than they need be. So, if you have a problem with someone, try to talk it out in PM or IM before using the OOC.

These guidelines/loose rules might be viable to change or be added on to as issues come up, but the bases are covered pretty well.

I plan to see who is interested in a setting like this before putting up an example character or an IC thread, because I'm not certain how much interest a game like this will get.

MageSparrowhawk
2009-12-17, 04:08 PM
I am totally all over this...

but I have homework to do right now, so I'll figure out something specific later. :smallbiggrin:

Kasanip
2009-12-18, 01:40 PM
=3


I will post soon~

Fan
2009-12-18, 01:55 PM
I am totally all over this...

but I have homework to do right now, so I'll figure out something specific later. :smallbiggrin:

I'm guessing a Gurren Lagaan expy of some sort is in the works?

If so. I humbly request to be the Kamina to your Simon. :smallbiggrin:

Callos_DeTerran
2009-12-18, 02:02 PM
I'm guessing a Gurren Lagaan expy of some sort is in the works?

If so. I humbly request to be the Kamina to your Simon. :smallbiggrin:

Actually I believe he was moreso aiming for a Gundam-expy.

Epyon specifically from the last time I talked to him.

Fan
2009-12-18, 02:03 PM
Actually I believe he was moreso aiming for a Gundam-expy.

Epyon specifically from the last time I talked to him.

Ah, then I shalt humbly claim a Simon expy in the works.

That or a Shin Getter Robo expy, fits better in the Real/Super combo genre.

Callos_DeTerran
2009-12-18, 02:09 PM
Ah, then I shalt humbly claim a Simon expy in the works.

That or a Shin Getter Robo expy, fits better in the Real/Super combo genre.

If only I knew what that meant. :smalltongue:

Fan
2009-12-18, 02:13 PM
If only I knew what that meant. :smalltongue:

That's oddly funny. Considering you made the Mecha RP thread.

Well, here's a link (http://en.wikipedia.org/wiki/Shin_Getter_Robo) explaining Shin Getter Robo, and what exactly it entails.

/Will leave Gurren Lagaan to Mage.

Innis Cabal
2009-12-18, 02:16 PM
Bah, I told you to pace yourself. I'll post soon.

Callos_DeTerran
2009-12-18, 02:17 PM
That's oddly funny. Considering you made the Mecha RP thread.

I will admit that my own experience with mecha-animes is a bit on the short side (Gundam Wing, G Gundam, Code Geass, Gundam 08th, Evangalion, Raz Xephon being the primary ones), but I didn't think that should stop a mecha-freeform from being born.

Zarah
2009-12-18, 02:27 PM
Hey, my Mecha anime experience is even less than that. I've only ever seen Gundam Wing, and not even all of that. But maybe that will prevent me from ripping other things off too much. :smalltongue:


Anyway, I am totally willing to play a faction leader here, specifically for Earth if you didn't already have someone in mind for that. Though I will have to talk to you about some more specific details before I go ahead with it.

Innis Cabal
2009-12-18, 03:45 PM
Mecha

Code Name: 00X7v Epsilon “Gilgamesh”

Drive System: Mynofsky Particle Drive

Height: 18 meters

Armaments: Vulcan Cannons x2 (Located in head), beam swords x4 (Two located in wrist binders, two located in knee binders), combat knives x2 (located in elbow containment fields), razor whip x1 (retracted into right arm), combat shield x1 (located in left arm), hip mounted flame thrower, 6 funnels (located in leg binders): Optinal Combat Weapons- Beam Axe x1, beam pistols x2, bazooka x2, panzerfaust x6 (Can be attached to legs)

Other Features: Secondary Arm System (located in chest and back cavity, produces two smaller arms capable of wielding light weapons and perform manual tasks), Funnel Targeting System (operates the targeting and maneuvering systems for the six funnels stored in the Epsilon’s legs), High Grade Propulsion System ( propulsion jets located in upper and lower arms, upper and lower legs, feet, shoulders and back), Thrust Jets (allows for atmospheric manuevering, located on the back)


The 00X7v Epsilon is a highly experimental close combat proto-type in its final stages of testing. While considred fully operational, the practical side of mass production is still being weighed. Lightly armored, the Epsilon compensates with numerous rocket propulsion systems located around the body, giving it a wide range of movement in any series of directions. Despite its light armor and frame, the Epsilon is a high grade combat class Mobile Suit, sporting a wide array of weapons and several modifiable defenses. As marked above, the Epsilon is a close combat unit, carrying only six funnels for long ranged combat.

The Epsilon is at home on the ground, in the atmosphere of planets or in the depths of space. Due to its low armor, the Epsilon is not equiped for deep diving, nor are its weapon systems suited for prolonged underwater combat.

Apperance: The Epsilon is marked in its fairly uniform and sleek design. With a black matte base, over wide shoulders armor storing the vast majority of rocket systems, and highly articulated arms, the Epsilon has been described as a graceful killing machine, zipping and tearing across the battlefield with its weapons slashing, dicing all but the most Ace pilot to bits before they have time to react. Of note, the Epsilon sports a single mono-eye and track in its head. Also of note is the strange vivid green blood vessel system that has been interposed on the mecha, which seems to pulse and glow along with the natural heartbeat of a human.


Name:Captain Shanovar Ein (Ein to his friends)

Affiliation: Ace Pilot for Earth

Age: 18

Apperance: Shanovar Ein stands rather tall, an imposing six feet ten inchs, easily towering over the vast majority of other mech pilots of Earth. While it is easy to mark him for his height, it seems to only force the contrast between himself and his mech even further, for he is almost never found without a cockpit around him. Ein wears his hair long despite military dictum, long since earning the right to shove dress code to the wayside. His green eyes seem sparkle behind his combat visor or pair of sun glasses, both of which it is rare to see him without. As one could imagine, it is rarer still to see Ein out of his mobile suit uniform, a skin tight black affair. Off duty this uniform is typically accented by a long dark brown trench coat.

Personality: Shanovar Ein has been described as loyal, obedient and forgiving to a fault, earning him the nickname The Baying Hound. The first part of his nickname comes from the odd habit of calling a charge in his men before a direct assult, playing it over any and all intercoms within range to alert potential allies of the oncoming assult. While honorable, Ein has little sympathy for his men or his enemies, demanding the same level of obedience of those who follow him that he himself holds, while giving any enemy that falls within his sights no option for surrender.

As a Space Born, Ein is at odds with his service to the Earth, and keeps his heritage a deep and guarded secret least it destroys all his hard work and attempts to fit into the Earth Culture.

Ein is an undocumented member of the Synchronized Humans, a widely unexplained, and highly rare, phenomina within the human species. While undocumented and unrefined, his ability to utilize funnels and his above average piloting skills all herald back to his Synch status. Currently, his status as a Synch is kept tighter then his status as a Space Born.

Callos_DeTerran
2009-12-18, 04:28 PM
Zarah brings up an excellent point to me over MSN, should really decide on a name for the mecha of this game as a whole (mobile suits, armor suits, Knightmares, Frames, etc). What does everyone think?

I'm fond of armor suits personally.

darkblade
2009-12-18, 04:28 PM
Mecha:

Name: Gearth MK. 1.0

Drive Systems: Unknown Alien Power Systems absorbs ambient energy from the air around it. Primary power is that of the pilot's lifeforce.

Height: 500 meters.

Armaments: Hi-Powered Energy Blasts from it's arms, able to finely slice through concrete walls when used with percision. Immense strength, able to break through 10 feet of steel with a single punch.

Other Features: {Good} Moves based directly upon pilots' thoughts so reaction time is nigh instenaneous. Thick armour approximently 30 feet worth of an alien alloy as strong as steel but slightly more mallable. Teleportation, inhabits a pocket dimension and is summoned by the pilots when needed the pocket dimension cannot be accessed during combat. From witin the cockpit the pilot's have a 360 view around their robot so it is impossible to sneak up behind it. Gearth repairs itself while in the pocket dimension.

{Bad} Only the chosen fifteen children can pilot Gearth and one of them is currently dead leaving Gearth only opperable for fourteen more battles what happens to it after that is currently unknown. Also the pilots are regular children when outside of Gearth, despite their goverment custody they are vulnerable to assasination attempts. Every battle all the surving pilots must be on board Gearth or it will not function. Every battle the active controling pilot will die regardless of how well the combat went unless the somehow win without taking any action at all but that is next to impossible. Due to it's thin legs Gearth can be easily tripped or pushed over by enemies unconcerned with damage to nearby structures once on the ground it is all but helpless.

Background: Gearth was given as a something of a gift by a stange alien being who shall hence forth be refered to as Anno. Apparently it was once part of a multiversal tournament by it's former pilots rebelled and it was removed due to performance concerns and given to a random government on a random Earth for the owner's amusment since it was no longer tournament viable. With Gearth came a fifteen children selected by the alien to be it's pilots. After Gearth's first field test the chosen pilot for that excersise died and Anno revealed that Gearth's primary power comes from the pilot's life force and the pilot shall die after the battle if they move the robot a step. This horrified the supervisor's of the Gearth but they acknowledged that Zearth is potentially too valuable a weapon to be discarded based on this.

Gearth is dangerously large even among the standards of other Mecha. At 500meters tall it is easily the tallest mecha seen to date or at least it is if no one goes all TTGL Finale on us. Surprisingly most of it's bulk is in the torso and the legs are exceptionally thin to the point where it should not be structurally sound particularly since they each end in oddly high heel like feet. The arms are more blade like but the edges are dull instead seemingly used to divert the pilot's life force into the energy beams. It's face displays fifteen lights, one of which has gone out representing how many battles and pilots it has left.

Human Characters and Manipulative Alien Guide coming soon.

Callos_DeTerran
2009-12-18, 04:36 PM
darkblade, there's...uhh...a problem with the suit design. That being that this is a strictly human game (though the line may blur some where cybernetics become involved) and...well...Gearth is obviously not of human design and has an alien manipulating the pilots.

The closest thing to aliens would be...

Big Spoilers
The psychic secret police of the Earth government. And their most alien quality is telepathy.

Falgorn
2009-12-18, 04:38 PM
Oh. My. Dear. GOD!

I'll join, once I make a good character.

darkblade
2009-12-18, 04:44 PM
darkblade, there's...uhh...a problem with the suit design. That being that this is a strictly human game (though the line may blur some where cybernetics become involved) and...well...Gearth is obviously not of human design and has an alien manipulating the pilots.

The closest thing to aliens would be...

Big Spoilers
The psychic secret police of the Earth government. And their most alien quality is telepathy.

If I were to change it to an experimental Government mecha designed for executing brainwashed prisoners while killing enemies and change the children to child soldiers removing all alien influence would that be accetable?

Fan
2009-12-18, 05:01 PM
Here's he be.

Name: Nenshou Shinzou.

Drive Systems: Sheer Willpower, classified as a violation of the Law of Conservation of Matter, but it doesn't matter to this robot.

Height: 600 Meters. Rather large, and rather Super Robot.


Appearance: It has a rather angularly defined chest, and is painted in a stylistic red, and gold
Other Features:

{Good}: The Mecha truly has no limits of it's own, and never wears down. It's power is directly related to the Pilots sheer determination, and will to carry on for his task/lover/country, and is even capable of regeneration given the appropriate amount of will power. It's weapon also happens to vary between a Giant Laser Beam that it shoots out of it's chest, and a blood red sword that it carries on it's back, and wields two handed.It also has a odd, yet to be revealed, device in it's right hand that even the pilot does not fully understand, but it's interior has levels of radiation that are absolutely terrifying.

{Bad}: It's strength is also it's greatest weakness, being powered on will power, someone without any, or the inability to summon enough the machine will not work at all. It also has a tendency to pause for manly speeches. Which leaves it open for attack.

Pilot: Nakita Ishimura.

Appearance: He is rather lean, and of average height (5"4.), but his defining features start above the face starting with his glaring silver eyes, the result of a bad attempt at genetic engineering a superior breed of space people, and his rather pointed teeth that are symptoms of the same attempt. Damn geneticists, and their mad SCIENCE!

Personality: Being rather level headed, and straight minded he isn't exactly the optimal pilot for his mecha, but he found it, so no one else really has a choice. He tends to enjoy slow orchestral music, and has a tendency to worry a bit more then he should, but that's what keeps him alive in these times of war.

Backstory to come lol later.

Callos_DeTerran
2009-12-18, 05:04 PM
If I were to change it to an experimental Government mecha designed for executing brainwashed prisoners while killing enemies and change the children to child soldiers removing all alien influence would that be accetable?

That..isn't the only problem. It's simply far too advanced for the feel of the game. It mixes super-mecha and real-mecha, but the general idea was that the super-mecha were simply exceptionally designed, better, armed or had experimental systems. Nothing like...pocket dimensions, running off life force, or things like that.

It seems as if you are looking for a either strictly super-robot game or one with a higher power level then this one is intended to be.

darkblade
2009-12-18, 05:13 PM
Okay no problem I'll try to come up with something else then.

I can cut back on most of the powers if need be but the critical part I wanted was the life force power source. So without that the intention behind Geareth is pretty much lost.

MageSparrowhawk
2009-12-18, 06:19 PM
Lets see...

Abel Zephyros Ezra

Appearance: Strikingly handsome, Abel has fine features, bright blue eyes, and short, spiky silver hair. His skin is quite pale, being space-born, and his body is toned from regular physical management.

Backstory: Third son of the Ezra family, Abel fancies himself as a mobile suit ace. Now twenty two, he has been flying a variety of fighter-style spacecraft and mecha since his arms were long enough to reach the control pads. He has developed quite high skills in all forms of piloting, and his minor genetic modifications may or may not have had an effect on this.

Abel's interest in mobile suits does not stop at piloting them. Fascinated by the wondrous variety, he began to delve into design and engineering as soon as he had the basic technical understanding necessary. He has since become a skilled mechanic and engineer. His personal suit, the Brightwind, started out as little more than a skeleton with a fusion-drive in it. It has now won several medals and awards with Abel in the cockpit.

As the Ezra family are the primary owners of a very large asteroid mining company, Abel essentially has no limit to the depths of his pocketbook. He has spent a considerable amount of time and money on building and customizing his personal unit.

-unit posted later-

Zarah
2009-12-18, 07:05 PM
Zaria Elletar Talbeth

Profession: High Consular of Earth
Speech Color: Teal

Appearance: Zaria is in her early to mid-30s, giving her a youthful and energetic appearance, highlighted by her overall beauty. Her curly blonde hair is usually left to flow down her back, though she often styles it according to the situation and the clothes she will be wearing. She was born with heterochromia iridum, possessing one brown and one blue eye, which is something that is known only by a very select few. Specially designed contact lenses make her eyes both appear a vivid blue, allowing her to hide her discoloration whenever she goes into public. Despite her feminine features and apparent deformity, her eyes bear a strength that one would only expect from the daughter of a former High Consular.

Personality: Zaria is not someone you would want to cross. While she can be pleasant and friendly at times, she can also be fiery and temperamental at others. One can be quick to earn her ire, which can be dangerous given how vengeful she is when holding grudges and is only further amplified with her ambitious and sometimes ruthless nature. She is fiercely loyal to Earth and believes that everything she does is for the good of its people, even if she might be wrong from time to time. This is likely due to her strong desire to be in control of things herself, leading to her doing everything to be one step ahead of anyone who opposes her.

Growing up as the daughter of a dictator allowed her to learn the ways of dealing with people politically, and it wasn't long before she was taking after her father. In addition to her political training, she was given the opportunity to learn combat abilities. Soon, Zaria had shown her exceptional ability as a marksman, and even received some basic martial arts training as well. However, since she was never given any official place in the government or military, her skills were never really given much practical use until just recently.

Strangely enough, she was never given any piloting experience, making her useless within the cockpit of a mobile armor. Her lack of training may explain her disdain toward the mechs and utter lack of interest in the related research. Instead, she much prefers seeing traditional combat play out, and if ever confronted with an opponent, will goad them into fighting her personally.



Backstory and more information is pending. For now, I have to go eat...

Innis Cabal
2009-12-18, 07:24 PM
Name: Shanovar Ein (Ein to his friends)

Affiliation: Ace Pilot for Earth

Apperance: Shanovar Ein stands rather tall, an imposing six feet ten inchs, easily towering over the vast majority of other mech pilots of Earth. While it is easy to mark him for his height, it seems to only force the contrast between himself and his mech even further, for he is almost never found without a cockpit around him. Ein wears his hair long despite military dictum, long since earning the right to shove dress code to the wayside. His green eyes seem sparkle behind his combat visor or pair of sun glasses, both of which it is rare to see him without. As one could imagine, it is rarer still to see Ein out of his mobile suit uniform, a skin tight black affair. Off duty this uniform is typically accented by a long dark brown trench coat.

Personality: Shanovar Ein has been described as loyal, obedient and forgiving to a fault, earning him the nickname The Baying Hound. The first part of his nickname comes from the odd habit of calling a charge in his men before a direct assult, playing it over any and all intercoms within range to alert potential allies of the oncoming assult. While honorable, Ein has little sympathy for his men or his enemies, demanding the same level of obedience of those who follow him that he himself holds, while giving any enemy that falls within his sights no option for surrender.

As a Space Born, Ein is at odds with his service to the Earth, and keeps his heritage a deep and guarded secret least it destroys all his hard work and attempts to fit into the Earth Culture.

Callos_DeTerran
2009-12-18, 08:11 PM
Samuil Matvey Gerasim

Profession: CEO of Zodiac Armaments
Speech Color: Dark Slate Gray

Appearance: A man driven by the pursuit of wealth and power, Samuil dresses the part of a corporate executive to a 'T', despite his relatively young years (Thirty-five, much younger then the kind of person most people expect to have the position). A smart-looking three part suit is kept immaculately clean of such things as dust or stains, the outer jacket about as black as the depths of space with a deep sea blue dress shirt underneath to compliment the black tie. His features are sharp and angular, skin a pale tone that looks as if it would burn easily were he ever to find himself overly exposed to sunlight. With black hair slicked back and shiny with product, he almost looks the part of the stereotypical evil business man or possibly a vampire from a trashy novel. Despite the rigors of his position, he still seems remarkably young-faced and youthful, which only fuels the rumors of him being vampiric (such rumors are notably never mentioned in front of him). His eyes are the tell-tale chrome of cybernetics designed to be more luxurious, and thus the reason why he normally wears sun-glasses even when in doors.

In line with his formal attire, Samuil carries himself as a man with intense discipline, every movement seeming like it was calculated for the maximum effect of whatever he is doing. It could be compared to the measure that martial artists carried themselves with, but the little solid information on Samuil utterly debunks the thought of him taking self-defense lessons.

Personality: As can be expected of someone who has taken the weapon development field by storm, Samuil is cold-blooded and ruthless when it comes to the pursuit of a weapons deal or a victory against another company's mobile suit. Whenever victory in some form is involved, he brings the same brutal attitude to the table that turned Zodiac Armaments from a, figurative, mom-and-pops gunstore to the system spanning weapon juggernaut it is now.

When outside of official business, Samuil is at least a more personable person, able to relate to almost anyone with a quirky story of his past that inspires trust and camaraderie. This has generated a reasonably loyal workforce under him and earned him a small family he keeps on a separate colony from the one his business is on. His personal discipline can be seen in almost every aspect of his life, he rarely drinks unless it's to put a guest at ease, only smokes with a great accomplishment, doesn't cheat on his wife, and is otherwise a respectable figure to his underlings.

Resources: As the sole owner of one of the largest and most influential mobile suit weapon designers and sellers, Samuil's gross worth is comparable to small countries back on Earth. He uses this to spy on competitors, fund personal projects, and otherwise stay on top of the industry as best he can. Should he ever require it, for whatever bizarre purpose, it'd only take a couple of days for a fully functional suit to be designed for his specific needs. He has never exercised this need though.

His cybernetic eyes are a peculiar reasource, allowing him to view things in other spectrums of light as well as continue business even while talking to someone else.

Background: Before his ownership of Zodiac, nothing is known about Samuil. He's gone to extensive and extremely expensive ends to ensure that nobody know where he came from or how, but few care about such trifling details. What is known is he came from Earth, and thus holds a predisposition to sell to them, and he quickly put a stranglehold on the, then, small Zodiac Enterprises that had lost it's leadership several months beforehand.

The rest of his rise to riches can be read in his autobiography.

Quote: "If you fire more then once at the enemy, you aren't using Zodiac."

Zarah
2009-12-18, 08:30 PM
Quote: "If you fire more then once at the enemy, you aren't using Zodiac Jakobs."

Fixed that for you. :smalltongue:

Cpt. Soup
2009-12-18, 09:04 PM
Does anything think maybe there should be some discussion about the cap for mechs as well as what the factions would be? Because between the first 18 meter mech and the following 500 and willpower fueled 600 meter one.. I'm not really bothered by it but Callos did state that this a more uniform freeform thing. So maybe rules and the game world should be fleshed out more before people jump into creating mechs and characters.

Timberwolf
2009-12-18, 09:44 PM
Oh good grief, seriously tempted, seriously tempted...

I'll think this over. How long are we talking this lasting ?

darkblade
2009-12-18, 09:50 PM
Does anything think maybe there should be some discussion about the cap for mechs as well as what the factions would be? Because between the first 18 meter mech and the following 500 and willpower fueled 600 meter one.. I'm not really bothered by it but Callos did state that this a more uniform freeform thing. So maybe rules and the game world should be fleshed out more before people jump into creating mechs and characters.

My 500 meter mech got rejected just fyi.

Fan
2009-12-18, 09:57 PM
Does anything think maybe there should be some discussion about the cap for mechs as well as what the factions would be? Because between the first 18 meter mech and the following 500 and willpower fueled 600 meter one.. I'm not really bothered by it but Callos did state that this a more uniform freeform thing. So maybe rules and the game world should be fleshed out more before people jump into creating mechs and characters.

Well, I'mah tone that down... 100 meters be closer to what I want anyways... Damn me and forgetting my conversion rates.

Innis Cabal
2009-12-18, 09:57 PM
Honestly, 30 meters is....quite tall. More then quite tall...600 meters is around 2k feet tall. Thats only slightly shorter then the Burj Dubai and just under the Guangzhou TV & Sightseeing Tower. That just....well they destroy anything they touch on Earth, and would pretty much make the storyline fall under its own weight.

Kasanip
2009-12-18, 10:01 PM
Does anything think maybe there should be some discussion about the cap for mechs as well as what the factions would be? Because between the first 18 meter mech and the following 500 and willpower fueled 600 meter one.. I'm not really bothered by it but Callos did state that this a more uniform freeform thing. So maybe rules and the game world should be fleshed out more before people jump into creating mechs and characters.


I have to agree. Super Robot and Real Robot can be mixed together appropriately (like in ACE3)... but these things created so far are much too large from what it seems Callos originally intended. 500 or 600 meters is far too big for a mecha.

Callos_DeTerran
2009-12-18, 10:03 PM
Alright, apparently this needs said so I'm going to say it. When I said super-mecha were allowed, I expected people to draw a natural conclusion based upon the setting. Two specific examples so far show that at least two people haven't done so.

The setting is realistic. There are realistic mecha. There are also 'super-mecha' but they don't break fundamentals laws or are utterly ridiculous. See, when I said super-mecha, I meant along the lines of say...Gundams as super mecha. They are realistic (to an extent) but superior to the realistic models because of proto-type tech/etc. I did not mean mecha thousands of feet tall that ran on souls or willpower. I did not be more specific because I would have had to use specific examples to do so, which I felt people would look at and assume this setting was essentially that. I wanted to avoid that.

30 meters is a nice high end size, beam weaponry is suitably advanced. So on. Sorry for the confusion.

MageSparrowhawk
2009-12-18, 10:11 PM
...thirty meters is still pretty huge. it's a little over a 12 story building. For example, Gundams average around 12-20 meters. Knightmares might break 6 meters.

Innis Cabal
2009-12-18, 10:14 PM
I was saying 30 as a good high end.

Cpt. Soup
2009-12-18, 10:15 PM
Yeah, the NPC fodder can be slotted with mere townhouse sized.

Now do the Mechas have to resemble humanoids? Or can they be other things like big tanks, or spidery things, or even giant revolving death wheels? Also where would the main fields of battle be? Earth? Space? Would there be mecha space battles? Or just ship to ship combat?

Callos_DeTerran
2009-12-18, 10:15 PM
I was saying 30 as a good high end.

...My mistake then. I assumed you meant that as an average size.

Callos_DeTerran
2009-12-18, 10:19 PM
Yeah, the NPC fodder can be slotted with mere townhouse sized.

Now do the Mechas have to resemble humanoids? Or can they be other things like big tanks, or spidery things, or even giant revolving death wheels? Also where would the main fields of battle be? Earth? Space? Would there be mecha space battles? Or just ship to ship combat?

Army mobile suits tend to resemble humaniods or spidery things. The 'luxury' mobile suits owned by corporations and private owners...can...well those are based on personal preferences.

The main fields of battle would be Mars, space, the asteroid belt, and sometimes the Moon (or moons of Jupiter but that's really rare).

There would be mobile suit space battles with starships used to transport MS's, command battles, and pack fire power that simply cannot fit on a mobile suit.

MageSparrowhawk
2009-12-18, 10:25 PM
...and pack fire power that simply cannot fit on a mobile suit.

Oooh...you just gave me an idea...:smallamused:

darkblade
2009-12-18, 10:43 PM
Before I work on a write up on it would a technorganic mech like the Evangelions (just cloned meat reinforced by metal armor none of the metaphysical soul baggage) be considered too super for the setting?

Ganurath
2009-12-18, 10:54 PM
Question: Do the mechs have to have a humanoid shape? I'm invisioning something that's a quadropod, like the Protoss Dragoon or Tachikomas from Ghost in the Shell.

Captain Coup already asked.

Name Idea:

Mechanized
Extension
Control
Humanoid
Armor

MageSparrowhawk
2009-12-18, 11:05 PM
@ Darkblade: Most likely. Minor bio-mechanical stuff might be understandable, but nothing like an Eva.

the MECHA is an interesting acronym, but I'm going to cast my vote for 'Mobile Suit'. That is, of course, ignoring all the possible IC names for them.

Ganurath
2009-12-18, 11:15 PM
At, but Mage, you forget that these machines were developed by corporations. If they try to sell Mobile Suits, the consumer will expect an athletic tuxedo. By selling a MECHA, they save on ad space, grab attention, and through explaining the acronym sell the product to the target demographic.

MageSparrowhawk
2009-12-18, 11:19 PM
right. MECHA would be a brand name, like the Knightmare Frame, or the LFO. Mobile suit would be the ooc name that we can call all the giant robots of various types by.

Cpt. Soup
2009-12-18, 11:25 PM
Ultra-Zords! Mega-Zoids! Super-Mechanoids!!

Mechanoid is pretty straightforward I think. It also doesn't have a direct connection with any of the mainstream mecha things. Or maybe mechanoids could refer to humanoid type mecha, while exotic types can be defined in other groupings.

Ganurath
2009-12-18, 11:32 PM
Alright, I've been breaking out the MechCommander and Cyberstorm guides from the closet to get some technical stuff more my MECHA design. I find myself wondering:

Shields: Do they exist in the setting? If so, how do they work? My personal hypothesis would be that they function in a similar manner to the containment fields that make beam swords and similar energy weapons work.

Sensors: What would one scan for to pinpoint a MECHA, and what sort of countermeasures would there be? Thermal scans due to heated systems that can be cloaked with heat sinks, some sort of energy signature from the shields and/or reactor that can be masked with a specialized armor?

Power: What sort of reactor system would the MECHA be using? Nuclear, fission, battery, applied phlebtonium?

Pilot Interface: Do we favor the more vulnerable bulletproof glass window, or the encased Holographic Unit Display?

MageSparrowhawk
2009-12-18, 11:39 PM
Shields are available, but rare and power intensive.

Any kind of electromagnetic radiation, either emitted or reflected by the unit could be scanned for.

Power sources probably run the gamut.

Core-located cockpit, with screens displaying relevant information.

Innis Cabal
2009-12-18, 11:42 PM
I openly hacked from Gundam, of which I am not ashamed. I'd say power runs teh gamut, shields...well at least physical shields yes. Energy shields should be reserved for things much bigger then mechs like ships. Sensors...normal mech sensors I'd guess.

Ganurath
2009-12-18, 11:43 PM
Let me rephrase that. I plan on having my MECHA be a light, stealthy model with high-quality sensors and engines. What sort of detection systems would make sense to use, and what sort of precautions would I have against detection?

Innis Cabal
2009-12-18, 11:48 PM
Well, the standard would be infrared, things like that. A good cooling system wouldn't be a bad idea, if its a "super" mecha, then perhaps a stealth mode, aka active camo might be good. I mean, with things like beam weapons...that shouldn't be to crazy ya?

Callos_DeTerran
2009-12-18, 11:52 PM
Let me rephrase that. I plan on having my MECHA be a light, stealthy model with high-quality sensors and engines. What sort of detection systems would make sense to use, and what sort of precautions would I have against detection?

Look at it this way...think of the kind of sensors you want to slap on it...now if this MECHA is truly stealthy, it should have defenses against those very same sensors. Should help you figure it out a little...

MageSparrowhawk
2009-12-18, 11:53 PM
May I suggest that this (http://www.mahq.net/) be put in the opening post?

also, Deathscythe is probably pretty close to what you're looking for...

Ganurath
2009-12-19, 12:01 AM
Infrared/Heat Sensors: Numerous and efficient cooling systems. Doubles as encouraging energy weapons like plasma flamers and PBWs: Once the Comet has been spotted, the heat sinks won't be useful for stealth and thus should be applied toward combat efficiency.

Radiation Sensors: Don't use radioactive components. A minimum may be allowed, but may require an alloy in the armor to mask it. How effective would lead-based paints be in this situation?

Echolocation Sonic Scanners: Capable of both passive sonic reception and filtration, a sonic "ping" can also be sent out on a keyed frequency. Does anyone know a way to alter the frequency of a sound?

Visual Sweeps: I plan on being a scout for the Martian colonists, so conventional camoflauge may be sufficient here. May not work against a zoom feature, but running the other way would only show up as a dust cloud.

MageSparrowhawk
2009-12-19, 12:04 AM
um..'sonics' don't work in space. And they probably won't work well in the thin atmosphere of Mars either.

RADAR though, that could be an issue. Modern-day stealth tech would be a somewhat efficient counter though.

Ganurath
2009-12-19, 12:06 AM
Wait, the fighting will be mainly in space? I was thinking surface combat.

Innis Cabal
2009-12-19, 12:09 AM
Its bound to be in lots of area's. But space is big. With lots of resources. Its inevitable there will be fights there. Not to mention its where the Colonies are.

Cpt. Soup
2009-12-19, 12:14 AM
For sound, what about having decoy devices and such to overwhelm sound sensors?

Ganurath
2009-12-19, 12:18 AM
Ideally, I'd prefer to say "I'm nowhere." than "I'm everywhere." Since I want to have the paintjob be part of my stealth package, though, I'll probably opted for a space / asteroid unit. However, that means that most forms of hit sinks would actually light up my position to thermal scanning... Better use a combination of chemical coolants and zero-recoil ballistics.

Cpt. Soup
2009-12-19, 12:29 AM
What about stealing or faking an ID signal, which I assume would be extremely useful in space combat, what with poor visibility and obscenely wide combat field.

MageSparrowhawk
2009-12-19, 12:38 AM
Some kind of jamming would work rather well too. doesn't really matter what kind of sensors they use, if the computer can't figure out what the sensors are saying, they're just as useless.

SinisterPenguin
2009-12-19, 01:12 AM
Well, this certainly seems interesting. While I do like mecha, I'm not terribly well versed in mecha anime. I'm hoping the lack of any specific universe association will make this not a problem, however.

I was thinking either a fighter spacecraft pilot or a spider-mech pilot for my character. I'll see if I can get something up tomorrow.

Callos_DeTerran
2009-12-19, 01:17 AM
Infrared/Heat Sensors: Numerous and efficient cooling systems. Doubles as encouraging energy weapons like plasma flamers and PBWs: Once the Comet has been spotted, the heat sinks won't be useful for stealth and thus should be applied toward combat efficiency.

Radiation Sensors: Don't use radioactive components. A minimum may be allowed, but may require an alloy in the armor to mask it. How effective would lead-based paints be in this situation?

Echolocation Sonic Scanners: Capable of both passive sonic reception and filtration, a sonic "ping" can also be sent out on a keyed frequency. Does anyone know a way to alter the frequency of a sound?

Visual Sweeps: I plan on being a scout for the Martian colonists, so conventional camoflauge may be sufficient here. May not work against a zoom feature, but running the other way would only show up as a dust cloud.

Reflective coating? Doubles up on a lot of these, if the sensors read nothings there because it bounces off the MECHA or ship then it's as good as masking any tells that might set those kind of sensors off.

Ganurath
2009-12-19, 01:41 AM
...It seems someone else wants to do a spider-mech, so my Arachnus remix goes out the window. I think I'll go with The Mario instead. A unit captain, all units of the same model, using a targetting system that coordinates data for cumulatively improved accuracy. Now that I don't need to worry about stealth (at least, not employing it) I can embrace my love of micromissiles and PBWs!

SinisterPenguin
2009-12-19, 01:46 AM
...It seems someone else wants to do a spider-mech, so my Arachnus remix goes out the window.

Oh dear--if you're talking about me--I didn't mean to encroach on anything you were doing. I'm absolutely fine with doing something else, like the fighter pilot I mentioned in the post.

Ganurath
2009-12-19, 01:49 AM
Let me rephrase that: Now that someone else is doing my initial idea that I was only doing so that not everyone with mechs would be toward the heavy end, I can do what I really wanted and balance mobility with firepower.

Callos_DeTerran
2009-12-19, 01:51 AM
...It seems someone else wants to do a spider-mech, so my Arachnus remix goes out the window. I think I'll go with The Mario instead. A unit captain, all units of the same model, using a targetting system that coordinates data for cumulatively improved accuracy. Now that I don't need to worry about stealth (at least, not employing it) I can embrace my love of micromissiles and PBWs!

What exactly are PBWs? You've mentioned them twice now.

Cpt. Soup
2009-12-19, 01:53 AM
I assume he's referring to particle beam weapons

darkblade
2009-12-19, 01:54 AM
Second Attempt. With a much more "real" robot.

Name: Red Sniper MK 2.4
Faction: Martian Separatists

Power Systems: Solar Charged Megabatteries.

Height: 12 Meters.

Armaments (External): An extremely large energy sniper rifle, mainly set up on vantage points outside of friendly headquarters coloured so that visual sweeps from a distance would most likely mistake it for natural rock formations. Progressive Knife Combat knife, a large knife that vaguely resembles a box cutter that vibrates at supersonic speeds to allow for increased cutting powers.

(Internal): Medium caliber machine guns built into the palms of the hands.

Other Features: Camouflage colouring, making it hard to see on visual sweeps from a distance while on Mars. Although it is still vulnerable to other sensors.

Self Destruct Sequencing: Should the security of the Red Sniper be compromised so that it may fall into enemy hands it will self destruct taking most recoverable parts and it's pilot along with it.

Background: The most recent MECHA in the long series of Red Snipers. These MECHA have been handed to the Martian Government by an unknown cooperation for unknown but likely shady reasons. Since they are not on the official books of either the Martian Government or any cooperation's catalogue it has taken something of an Urban Legend type reputation with some more superstitious pilots claiming it to be an otherworldly force with intentions of protecting Mars. In reality these are rather unimpressive defensive machines that only make any successes on reputation and pilot skill and they are still destroyed with some regularity but they are never recovered by the enemy due to the self destruct feature. Yet every time one is destroyed by the end of the next lunar cycle another one has mysteriously appeared in the armories of the government. The twenty fourth Red Sniper is currently stationed outside the Martian capital.

If this one is any better I shall do a write up on the pilot tomorrow.

Ganurath
2009-12-19, 01:55 AM
Particle Beam Weapons. For an anime mecha analogy, imagine a beam sword run through a very narrow funnel. Has a lot of penetrating power, but doesn't do much damage over an area. However, when you follow up with missiles, the internal systems that were exposed by the PBW puncture are a lot more vulnerable to damage, providing a devastatingly efficient one-two punch.

Callos_DeTerran
2009-12-19, 02:12 AM
Second Attempt. With a much more "real" robot.

Name: Red Sniper MK 2.4
Faction: Martian Separatists

Very interesting darkblade. Cool MECHA.

Kasanip
2009-12-19, 02:59 AM
Company Profile: NOVI (New Orbital Valiance Industrials)

Type: Military Weapons Subcontractor, working for ????
Location: Production Facilities located on Phobos, moon of Mars.

Background: A military weapons subcontractor currently working for the Colonial Authority Navy, NOVI has been only a recent addition to the growing Colonial War Industry; beginning production only after the Moon tragedy. As a subcontractor, it is certain that NOVI has received some sort of support and guidance from some higher organization, but it is impossible to speculate at this time whom that could be - and if strings are being pulled, for what purpose?
Quite rightly, NOVI's production facilities on Phobos give it a strategically viable and important position close to the terraformed cities and colonies upon Mars, some of which now are in open rebellion and war with the Earth forces. NOVI's actions yet so far have been surreptitious, but they have completed work on the first prototype of a new Carrier/Cruiser, whose crew - an assortment of colonists from all over the solar system - have just arrived...

----------------------------

The Aruna


Vehicle Type: Prototype Garuda-class Carrier/Cruiser
Size: 350 Meters
Crew (Bridge): 12
Crew: (Ship): 56
Pilots & Soldiers: 26/36
(Total: 130)
Power: Twin-Nuclear/Fission Drive
Weapons:

Twin-Barrel Particle Energy Main Cannon
2x Twin-Barrel turret guns
4x anti-ship torpedo tubes
12x turret auto-flak guns
chaffe anti-missile system
1 Experimental Energy Diffusion Shield**


Launch Capability: 5 Deck Catapults; x3 forward, x2 rear
Hangar: capable of holding 24 fighter class MECHA (small ones), or up to 12 large humanoid class (larger ones). Generally some sort of arrangement between these two (whatever people would like to fly?)

Summary:
A new prototype fresh from the Phobos industrial facilities of NOVI, the Aruna is a fresh, new carrier/cruiser, making use of the gained battlefield knowledge the colonies have been forced to acquire through the last two years of war. It is a tough and hardy ship, with an enthusiastic crew. A diverse group in background, this ship's crew is the first fully integrated/unified ship within the Colonial Navy, and as such, despite having occasional tensions and disagreements, is a symbol of the unity of the Colonial causes.

Perhaps one of the greatest strengths of this new vessel is the lengths and pains the engineering division went through to maximize the compatability of the Hangar to service the assortment (and often, motley) array of various MECHA spread throughout the Colony and Earth Sphere. This gives it the freedom to act as an ideal carrier for a mixed team of MECHA, from fighter types up to the larger assault specialized designs.

**It is equipped with one new piece of technology that has not been thoroughly tested yet- a particle energy shield designed to diffuse excess heat from pinpoint weapons (like lasers) to reduce the stress from their attacks. It is still an experimental device, and should not be trusted for extended use.

-------------------------------
If people want to make crew, they are welcome to. Pilots from the colonies are welcome as well! I wanted to make a ship for people to base from...a kind of small 'faction' I guess you could say. :smallredface:

Captain Kristyn Aletha Toivonen
(Generally addressed as "Kris" or "Captain Toivonen" as appropriate)

Age: 25
Speech Color: "Hazuki's red"
Affiliation/Profession: Colonial Authority Navy, Mars 1st Fleet, Captain of the Carrier/Cruiser Aruna


Appearance: Standing at a fairly average height, Captain Toivonen has medium length brownish/red hair she generally pulls back, and sharp blue eyes. Secretly, she dyes her hair (it's naturally blonde). She has a natural grace and charisma that's well reflected in space, where the confines of gravity don't hold sway. Almost always seen in her Captain's uniform, Kristyn generally otherwise would wear functional civilian clothes.

Personality: Kris is a very sharp, bright young woman with a good head on her shoulders. Outside of combat, she's friendly and sincere, perhaps a little too much so. A little bit of her 'territorial accent' tends to slip out while she's relaxed or excited. In combat however, she is dignified, commanding and charismatic. She can be quite strict when she needs to, and is uncanny in her predictions about enemy movements.

Though she grew up on a surface colony, she has become adapted to life in space as well as any other colonist (though her loyalty may be questioned occasionally because of her past).
She does however, take war quite seriously - seeing it for the evil that it is, and is liable to become angry at those who would treat it as 'a game for rich young boys to play.' She firmly believes that they have to protect the future.
Secretly though, Kristyn's not quite sure what this war will bring, and ultimately she's fighting to protect lives...so that tragedies don't repeat themselves.

Background:

Born on a frontier terraforming colony on the surface of Mars, Kristyn escaped the tough frontier lifestyle by applying to the military academy in the capitol city of Mars. She was accepted, and delved deep into tactics and strategy, and transferred into the Officer's Academy after her second year. However, due to increased tensions erupting into full blown conflict between the Colonies and the Earth, Kristyn was forced to leave the academy with just a few months left before her graduation. She had many friends both from the Earth and Colonial ties, though most of the old ones have been broken away by the war.

With the ensuing tensions and conflict she was eventually recruited into the Colonial Armed Forces as a tactical adviser where she helped create a basic 'rules of engagement' stratagem. Seeing her potential, Kristyn was transferred to the Colonial Authority Navy, and assigned to the newly commissioned Aruna. She has just arrived on Phobos...

Zarah
2009-12-19, 03:39 AM
I had about six pages of backstory for Zaria and description for her flagship written up, which was all lost because firefox crashed. I'm far too frustrated to bother rewriting it all now, so it'll be up tomorrow.

I will say this, however. My flagship is 700 meters long and I wrote that it's one of, if not the biggest ship in existence. So there's your benchmark. :smalltongue:

Ganurath
2009-12-19, 10:21 AM
Mecha

Designation: Liberator Mk. III

Height: 12m

Armament: The new prototype model of the Liberator uses a Particle Beam Weapon rifle as the primary weapon, the hexagonal barrel alternating between green targetting lasers and remote sighting cameras at the corners around the barrel. The cameras are angled slightly inward so that their line of sight intersects with the maximum range of the Particle Beam Weapon, providing the targetting computers with depth perception even against opponents with non-visual stealth systems.

As a secondary weapon, the Liberator has two missile launchers mounted on each shoulder, with each launcher having a rack of four missiles and using an innovative zero-recoil launch system for space combat, allowing for rapid fire without having to expend manuevering fuel to compensate for shift.

Additional Systems: Although not applicable in the prototype phase, Liberator targetting systems are now able to coordinate information with other units of the same model. The Liberator's life support systems makes it space-capable even if the hull is breached (except the cockpit, of course) and the armor is a steel alloy with a carbon laminate sheath designed particular to resist energy weapons. One system that has remained the standard of the Liberator line is the back-mounted jump jets, which are now augmented with auxilary ankle thrusters for enhanced space manuevering.

Appearance: For the most part, the Liberators have always followed the humanoid bodily structure, with a slight variance in the legs of an additional pair of knees, lower and inverted, and replacing the normal feet with tripod "toes." This design increases ground speed on the field, and allows pilots in the stars to more effectively "tuck in" to minimize targetable areas in a battlefield where legs are supposed to be useless.

Pilot

Name: Captain Jonathan "Ironeye" Smith

Appearance: If one went by looks, one would figure Ironeye to be more suited for infantry duty than a MECHA pilot. Stocky and muscular in frame, his intimidating appearance is further enhanced by the bulky life support armor of a MECHA pilot and, when his helmet is off, his prosthetic left eye. With a shaven head to make room for an interface port on the back of his head, Ironeye has all the typical cyborg augmentations for MECHA pilots.

Personality: On the battlefield, Ironeye has a reputation for brutal and cold efficiency in pursuit of his goals. Off the battlefield, he is an exceptionally loyal soldier who is eager to overthrow the Earth government, to the point that many suspect that he is among those that have taken the war personally.

Backstory: As it so happens, this war is personal for Ironeye. He was originally part of a program of the Earth government to convert death row inmates into mindlessly obedient soldiers. The program was cancelled, however, when soldiers like Jonathan were captured by the enemy. Deprogramming couldn't bring back their old lives, but it could eliminate the loyalty protocols, and those soldiers that weren't originally criminally insane were eager to seek vengeance for their lost lives. Ironeye himself doesn't want to reclaim his past, figuring that any life that would drive him to crime punishable by death isn't worth remembering, but he really doesn't like being used.

Callos_DeTerran
2009-12-19, 02:19 PM
MECHA

Designation: Model P-32 "Little Hornet"

Height: 7m

Armament: The model P-32 is a small MECHA that has generally gone out of style and use as being out-dated. While the Little Hornet has the same frame, many would be more surprised to find that it's systems and weaponry had been gutted and replaced with more modern technology to keep it up to date. A H-102 Boar Laser Cannon is carried by the MECHA in it's hands, needing an independent power source in order to function. In addition to this laser cannon, the Little Hornet has twin M-716 concealed auto-turrets concealed in it's shoulders for desperate situations. While the auto-turrets select targets automatically and free up the pilot for other tasks, they consume a lot of energy and are quite difficult to set into motion in the first place. It's only concession towards melee combat is a simple chain cutter, a weighted carbon chain that is fired from the MECHA to wrap around a target then quickly retract, the intent being to sheer off whatever it had wrapped around. Due to how long it takes to reset for it's next use, a chain cutter is usually a weapon of last resort for otherwise range-type MECHA. In addition to the chain cutter is a specially alloyed switch-blade in the Little Hornet's left arm that swings out from it's concealed hiding spot with the press of a button before swinging back in. Rather sharp, it's more then capable of cutting through most enemy armor before dulling or breaking. Excellent for surprise strikes with it.

Additional Systems: Due to the immense amount of energy required by the Little Hornet's pop-up turrets and the programs needed to run those same weapons, the Little Hornet has a larger fission generator then normal for it's size. This has resulted in less armor overall and the addition of powerful thrusters to help avoid enemy fire. While extremely nimble and swift over short distances, the Little Hornet is difficult to use on battlefields with gravity as the pilot could suffer bodily harm from the top speeds it is capable of. It's targeting suite is above average, a necessary component for any ranged combatant, but the pilot has installed life support functions into the pilot's chamber. This is unusual considering most MECHA, in open combat, will be utterly destroyed before a pilot has the chance to use such functions.

Appearance: Most P-32's are humanoid shaped, with a clear head for sensors and so on to better help the pilot become familiar with the mobile suit's movements. They are also usually painted some form of blue as they sometimes used for civilian purposes and law enforcement in extreme circumstances. The Little Hornet had been modified in this fashion by being painted with yellow and black horizontal stripes, the head modified to include a visor hanging over the optics and two antenna sticking out of the top of the head to pick up transmissions, encoded or not.

Pilot

Name: Tanja Zita

Appearance: One does not look at Tanja and not realize what she seems to have been built for, and that purpose is nothing less then battle. A buzz cut leaves nothing but dark stubble across her scalp, suggesting she might have been a brunette were she to grow it out, and her soft features are screwed up in a scowl. Some might have called her 'pretty' at one time, but no more because of the faint lines of faded scars across her face and the hard look in her green eyes.

Tanja doesn't wear any sort of uniform, favoring a dark gray tank top and baggy olive green fatigues that are tucked into black military issue boots. Pound for pound, she is a lean and muscled figure underneath of the small cap that she commonly wears. Tanja's skin is lightly tanned from long times spent under the sun but she is curiously devoid of scars across her body especially considering the number of them on her face. Black gloves cover her hands, but aren't thick enough to interfere with her maneuverability.

Personality: As a result of her time spent as a free-lance pilot for MECHA battles between companies, Tanja has a pre-disposition to being extraordinarily risky or showy while in the middle of battle. This risky behavior seems to have no limits, leading to some truly crazy stunts performed that likely would have gotten her killed if anyone was expecting her to do them.

Outside of the cockpit, Tanja is an almost sullen individual who isn't often given to opening up to strangers or those she knows well. An emotional shut-off is the best way to describe her, she eats alone, sleeps alone, and if she has any degree of control over it prefers to fight alone as well. Politeness is given only when she receives it herself, should she even decide to open her mouth, and respect is something one has to earn from her. Her ability to tinker with machines and MECHA is surprisingly talented, but she has no real mechanic training and merely goes with what feels right.

Backstory: Tanja wasn't always the almost mute pilot that she is now, at one point in time she was a quasi-famous pilot for various corporations with a solid record of thirty four wins and only six losses under her belt. She was personable, warm, prone to having lots of friends, and generally a well-liked person. When the moon dome was de-pressurized though, the Zita family had been living there at the time and the only reason Tanja isn't dead as well is because she had a challenge to answer at the time. With her entire family dead, a grief-stricken Tanja blamed the UEDF for the terrorist attack and left the competition circuits to persue personal revenge against them.

For almost four years she gathered the parts and systems to construct the Little Hornet, and once she had completed the MECHA she began to hire out her services to the Colonial Authority Navy as a way of getting back at the UEDF for her loss. Despite her enthusiasm, her reckless nature ensured that she was never put into any actual danger and was quickly frustrated with the normal course of the Navy. So when the Aruna went out on it's maiden voyage, Tanja pleaded with an old friend she had long since fallen out of contact with for a place as one of the cruiser's pilots. Eventually Toivonen conceded to Tanja's requests and now she serves aboard the Aruna as one of it's most skilled pilots likely to get herself turned into vapor in the pursuit of revenge.

SinisterPenguin
2009-12-19, 04:36 PM
OK, to sort of stand out from the crowd, I did something a little...different. Tell me if anything is problematic.

MECHA

Designation: BGH-1143 "Squid"

Length: With it's "tentacles" fully extended behind it, about 15 meters long. The body, without the tentacles, is about 6 meters long and 4 meters high.

Armament: The Squid contains few weapons compared to many MECHA, though it's important to note that it's tentacles (see below) are its main asset. The craft's main ranged weapons are it's two XW-23 Viper pulse laser cannons, located on the front of the craft. These are assisted by a GU-569 Zenith missile launcher located on top of the craft. The Zenith missile launcher is mounted on a turret, allowing it to turn in a complete circle to target enemies. Located on the left side of the Squid is a machine gun, generally used for taking down infantry. It's front four tentacles, though not the back two, are also capable of releasing a powerful electric current through anything they are touching.

Additional Systems: The Squid's most useful asset is its six "tentacles", each located in sets of twos on the bottom of the craft. Essentially, they are long strings of a flexible material with armor plates connected to them. At the end of each one are three long, hooked "pincers" used for grasping objects. The pincers can contract into each other and from a sort of spearhead that can be used to tear through enemies. The pincers can also deliver an electric shock to things they are touching; see above. The pair of tentacles that are the furthest to the back can also double as additional thrusters to complement the main engine located on the back of the craft. The tentacles can, with some difficulty, be used to walk on the ground, but this is rare as the BGH-1143 is significantly more useful in the air or in space than on the ground. The Squid is very fast and very maneuverable, but this is at a cost to its armor; too much sustained fire can easily tear apart the Squid if the pilot isn't careful.

Appearance: The Squid, unlike most MECHA, is not humanoid at all. The body is crimson and tapers down into a point from the back to form something vaguely reminiscent of a bird's beak. Located towards the front of the body is a sensor suite that glows light blue. The tentacles, which jut out from the bottom of the craft, are crimson as well, with the pincers being a dark gray.

Right, I think that covers everything. If this all is alright, I'll get the pilot's write-up up soon-ish.

Zarah
2009-12-19, 05:08 PM
Okay, after a bit of rewriting, I think I'm finished with Zaria and her flagship. Cower in fear!

Zaria Elletar Talbeth

Profession: High Consular of Earth
Speech Color: Teal

Appearance: Zaria is in her early to mid-30s, giving her a youthful and energetic appearance, highlighted by her overall beauty. Her curly blonde hair is usually left to flow down her back, though she often styles it according to the situation and the clothes she will be wearing. She was born with heterochromia iridum, possessing one brown and one blue eye, which is something that is known only by a very select few. Specially designed contact lenses make her eyes both appear a vivid blue, allowing her to hide her discoloration whenever she goes into public. Despite her feminine features and apparent deformity, her eyes bear a strength that one would only expect from the daughter of a former High Consular.

Personality: Zaria is not someone you would want to cross. While she can be pleasant and friendly at times, she can also be fiery and temperamental at others. One can be quick to earn her ire, which can be dangerous given how vengeful she is when holding grudges and is only further amplified with her ambitious and sometimes ruthless nature. She is fiercely loyal to Earth and believes that everything she does is for the good of its people, even if she might be wrong from time to time. This is likely due to her strong desire to be in control of things herself, leading to her doing everything to be one step ahead of anyone who opposes her.

Growing up as the daughter of a dictator allowed her to learn the ways of dealing with people politically, and it wasn't long before she was taking after her father. In addition to her political training, she was given the opportunity to learn combat abilities. Soon, Zaria had shown her exceptional ability as a marksman, and even received some basic martial arts training as well. However, since she was only ever given a political office one in her career, her skills were never really given much practical use until more recently.

Strangely enough, she was never given any piloting experience, making her useless within the cockpit of a mobile armor. Her lack of training may explain her disdain toward the mechs and utter lack of interest in the related research. Instead, she much prefers seeing traditional combat play out, and if ever confronted with an opponent, will goad them into fighting her personally.

History: Zaria was while her father, Jangr Talbeth was away from his home planet and visiting one of the other colonies. Such is a fact that Zaria tends to cover up as much as she can. After all, the current dictator of Earth being born off-world is not something she would want revealed to the public. Although the mother disappeared shortly after the birth, Jangr felt a connection to the girl and took her under his own wing.

As she grew within his shadow, Jangr did everything he could for her, going as far to say that she was "spoiled" in most respects. Zaria quickly became accustomed to the lavish lifestyle, though as she matured, she began to pay more and more attention to her father's work. Jangr himself noticed this and began to teach the girl everything he could about the political world and how to handle herself within the government. Most people believed he was preparing her for a political office of some sort, but Jangr refused to let her become involved, claiming that she was not ready, no matter how much she pleaded otherwise.

When she entered her twenties, Zaria spent most of her time on Earth, looking over reports seeping in through any sources she could get. Even though she had no power, she was still interested in leadership. To pass the time, she began taking some combat training and was quickly proven to be an exceptional marksman and even showed promise in some basic martial arts training. She hoped that her new skills would catch the attention of her father and perhaps place her somewhere in the military, but it was only another false dream as he denied her yet again.

However, as tensions grew higher in the system, Jangr found himself spending more and more time away from home, visiting the other colonies and overseeing the military. When war eventually broke out between the two factions, he knew that he wouldn't be able to keep an eye on Earth as much as he would like, and needed someone to watch over it in his stead. After years of waiting, Zaria was given the position of Exarch in order to oversee operations on Earth. Although it was a purely political role, Zaria took it without question, relishing her newly acquired power with a wide smile.

She spent two years as Exarch, watching from a distance as her father continued to deal with the war. Over that time, she was still growing somewhat unhappy with her seat of power and yearned for more. What caught her by surprise, however, was the assassination of Jangr while he was visiting another colony. Immediately, blame was thrown to the CAN, even though no evidence was found and the assassin had escaped unharmed. With the High Consular dead and the people of Earth looking for a new leader, they turned to the only family he had. Zaria agreed to take up the lofty mantle and do everything she could to lead the UEDF to victory. She would be the one to restore peace to the system...


--------------------------------

Although Zaria does not pilot a MECHA, the High Consular spends most of her time aboard the flagship of the UEDF navy:

"Gaia's Lance"

Class Type: Legatus-class Heavy Battlecruiser
Affiliation: United Earth Defense Force
Power System: 2x Hypermatter Fission Reactors
Length: 2,230 feet (700 meters)

Armaments:

1x Mk. 1 "Titan Cannon"*
15x 16 in/Mk. 9 Long-Range Heavy KEW (5 batteries of 3)
36x 5 in/Mk. 14 Long-Range KEW (18 batteries of 2)
24x 40 mm/Mk. 31 High-Energy Beam Cannons (12 batteries of 2)
120x 40 mm/56 cal. Short-Range Anti-Aircraft KEW
76x 20 mm/70 cal. Short-Range Anti-Aircraft KEW
24x Surface-to-Ship Missile Launchers (6 batteries of 4)
24x Surface-to-Air Missile Launchers (6 batteries of 4)
4x High-Energy Shield Generators


*The Mark 1 "Titan Cannon" is the only one of its kind. The enormous weapon is mounted atop the ship with only the command tower rising up higher than it. The barrel runs nearly a full third of the entire ship's length, ending just at the tip of the bow. A smaller beam cannon is also mounted above the main weapon assembly, which is used for the first part of its primary attack function. When fired, the beam cannon launches a blast of energized particles that, while mostly harmless to physical armor, can wreak havoc on electrical equipment and can even punch through the highest powered shields with ease. Shortly after the initital burst, the main cannon is fired as a follow-up, allowing its massive shell to soar through the weakened shield and explode on impact, doing direct, structural damage to the enemy ship. The gun can be rotated 60 degrees in either direction in order to give it a wider firing range, but doing this only increases its already painfully long firing rate. The Titan is likely the most feared weapon in the entire system, despite the fact that it has never actually been used. It was only recently completed and hasn't been given a chance to be seen in action. Yet.

Hangar Capacity:

12x Large MECHAs
36x Small MECHAs and/or Fighters
6x Transport/Landing Craft


Apperance: (Probably something akin to this (http://img33.imageshack.us/img33/9052/1250547971591.jpg), but more futuristic.)

The Lance is widely regarded as one of, if not the most impressive ship in the system. Its sheer size is enough to cause most to cower in fear, but with its unbelievable amount of firepower, it raises it up to a legendary status. It is long and sleek, with the massive Titan Cannon taking up a fair portion of the helm. Directly behind the Titan is the command tower, rising up above it in order to oversee the entire ship. The bridge (which looks like this (http://images1.wikia.nocookie.net/starwars/images/b/b3/Bridge_of_Courageous.jpg)) juts out slightly from the tower so its large, bay windows can see more of the battlefield as it unfolds. The bridge is split into three tiers, with various panels of every shape and size lining the top and bottom tiers. Engineers man each station while the middle tier is reserved for the commanding officers, with tactical readouts and other relevant information displayed wherever there is room.

The hangars are located on either side of the ship, with a launch area that opens to the environment located above the storage hangars themselves. Smaller ships and MECHAs are lifted into the separate area from below before deployment. Fighters, however, are launched from a series of twelve launch tubes that lead directly from each hangar out to the front of the ship. The tubes allow for a much faster deployment of fighter squadrons when in taken by surprise in battle.

Also, I feel the need to raise the question of travel through space. Are we going to have some sort of FTL travel? Or are we just going to say they travel at lesser speeds, but still pretty darn fast? I mean, our solar system is close together in the big picture, but when you're out there flying, Mars is pretty damn far away, not to mention Jupiter. :smalltongue:

EDIT: I also should note that all the numbers for Gaia's Lance were pretty much plucked out of thin air, so try not to take them all too seriously.

Except for the Titan Cannon, of course. That thing will ruin your ****.

Callos_DeTerran
2009-12-19, 05:09 PM
I think it bears mention in the MECHA draft that the BGH-1143 is big for it's size. At 23 meters long it's STILL going to be slower then smaller MECHA built for speed but it's also still going to have more armor then them to by virtue of it's sheer size. :smallwink:

EDIT: Jump gates provide for the FTL travel, but they are one way, meaning you need two pairs of gates for back and forth travel between two places. Well...FAST travel between two places, otherwise your looking at some flight time.

SinisterPenguin
2009-12-19, 07:15 PM
I think it bears mention in the MECHA draft that the BGH-1143 is big for it's size. At 23 meters long it's STILL going to be slower then smaller MECHA built for speed but it's also still going to have more armor then them to by virtue of it's sheer size. :smallwink:

EDIT: Jump gates provide for the FTL travel, but they are one way, meaning you need two pairs of gates for back and forth travel between two places. Well...FAST travel between two places, otherwise your looking at some flight time.

Hm, well, maybe I'll shorten the Squid's length with the tentacles extended to, say...15 meters. And maybe change the body's length to 6 meters and it's height to 4.

Have some ideas for the pilot, I'll get them up as soon as I can.

EDIT: Aaaand pilot:

Pilot

Name: Desan Eskobio

Appearance: Almost always wears his standard issue UEDF helmet, even when out of his MECHA, to hide his disfigured face, which he. Has a complex, gunmetal gray cybernetic arm. He also usually wears his black piloting jumpsuit, though he will occasionally wear civilian clothes along with his helmet as well. When he's piloting, he wears a simple protective bodysuit over his jumpsuit as well.

Personality: Desan is absolutely obsessed with revenge against CAN for what they did to him. It is essentially the driving force in his life. This often leads him to being incredibly aggressive in battle, to the point that he will pull ridiculously dangerous stunts if it means taking out more enemies. His superiors often reprimand him for such behaviors, but he refuses to change his ways.
Desan also has the tendency to be rather arrogant, especially about his piloting skills. He often believes that only he has the skill to pull of certain difficult tasks. This leads to many of his fellow pilots disliking him for his arrogant attitude. However, his arrogance is at least a little justified because he is a very, very good pilot.

Backstory: For most of Desan's life, he was...normal. He went to school on Earth, got a good job as a cargo pilot, the works. His life seemed to be going well, up until he was 22 and going on a vacation. As the luxury space liner he was traveling on was heading for Saturn, the System War began. CAN forces attacked the ship based on faulty intel that it was carrying stolen CAN technology to give to UEDF forces. The ship was being torn apart from the attack. Desan was running for the escape pod bay when a missile hit the corridor he was in. He lost his arm and was horribly disfigured, but he managed to drag himself into an escape pod and launch it before falling unconscious. A UEDF ship found him lost, drifting through space and brought him aboard. He was taken back to an Earth hospital and given his bionic arm there. When he finally came to, days later, he vowed revenge against CAN for what they had done and joined the UEDF. After training and a few small skirmishes, he proved to be an excellent pilot. He was given a BHG-1143 "Squid" MECHA, a rare MECHA due to it's company, Zephyr Dynamics, only manufacturing a few hundred or so. This was because the Squid proved to be incredibly difficult to pilot, and so few pilots were able to handle it well. Desan proved to be one of those pilots, and he still pilots the Squid to this day.

darkblade
2009-12-20, 12:06 AM
And the Red Sniper gains a pilot. Hopefully clones and genetic engineering are allowed when it comes to the pilots.

Name: Franklin Parker
Codename: Red Ghost 24
Age: 12

Background: Since the Martian government has been receiving a seemingly endless supply of Red Sniper MECHAs one of the government's top scientists decided that it would be beneficial to using cloning technology to keep the pilot around despite the common deaths. So project Red Ghost was born.

Based upon the DNA of the scientist's long lost son who was killed in the initial conflict for independence from Earth Franklin Parker is the 12th cloned pilot of the Red Sniper with the memories of the previous 11.

This has led to him having a rather nihilistic view on life since he has experienced death many times but does not recall ever seeing an afterlife he harbours no fear of death nor any love for live, either his own or that of others. Psychiatric treatments have failed to improve upon this condition.

Zarah
2009-12-20, 01:51 AM
Alright, boys. It's time to add some authenticity to this UEDF faction, so I had a ranking structure made up for each branch of the faction.

Yes, I am that crazy.
(But not as crazy as Moff Yittreas, who actually took the time to organize this crap. Special thanks to you, man. :smalltongue:)

Military

Enlisted Ranks

Private
Senior Private
Private First Class
Lance Corporal
Lance Corporal Major


Non-Commissioned Officers

Corporal
Vice Sergeant
Sergeant
Senior Sergeant
Staff Sergeant
Sergeant First Class
Gunnery Sergeant
Master Sergeant
Master Sergeant Acting as Company First Sergeant (often abbreviated to First Sergeant)
Master Sergeant Acting as Sergeant Major
Regimental Sergeant Major
Command Sergeant
Senior Command Sergeant
Command Master Sergeant
Command Sergeant Major


Commissioned Officers

Ensign
Sublieutenant
Second Lieutenant
First Lieutenant
Captain
Senior Captain
Major
Lieutenant Colonel
Colonel
Commander
High Commander


General Officers

Brigadier General
Major General
Lieutenant General
General
Senior General
High General
Colonel General
Junior Marshal
Field Marshal
Chief Marshal
Marshal of the UEDF


Omnipresent (Secret Police)


Agent Recruit
Agent Apprentice
Agent
Senior Agent
Master Agent
Special Agent
Agent Officer
Agent Lieutenant
Agent Captain
Commander
Major
Lieutenant Colonel
Colonel
High Colonel
Brigadier
Junior Inspector
Vice Inspector
Inspector
Senior Inspector
High Inspector
Chief Inspector - Reports directly to High Consular


Intelligence

Enlisted Ranks

Private
Senior Private
Lance Corporal
Staff Lance Corporal
Lance Corporal Major


Non-Commissioned Officers

Junior Corporal
Senior Corporal
Junior Sergeant
Sergeant
Staff Sergeant
Master Sergeant
Senior Master Sergeant
Chief Master Sergeant
Senior Chief Master Sergeant
Command Chief Master Sergeant
Sergeant Major
Senior Sergeant Major
Command Sergeant Major
Master Sergeant Major
Senior Master Sergeant Major
Master Sergeant Major of the UEDFIS (UEDF Intelligence Service)


Commissioned Officers

Junior Officer
Senior Officer
Sublieutenant
Junior Lieutenant
Lieutenant
Captain
Commander
Major
Lieutenant Colonel
Colonel
High Colonel


General Officers

Group Leader
Senior Group Leader
Division Leader
Section Leader
Deputy Sector Chief
Sector Chief
Deputy Department Director
Department Director
Deputy Director of United Earth Intelligence
Director of United Earth Intelligence


Government

Mayors and Mayoral Staff
Deputy Executive
Executive (Responsible for county-sized regions)
Lieutenant Governor
Governor (Responsible for provinces, usually retaining historic boundaries)
Governor-General (Responsible for large geographic areas comparable to former large countries or similarly-sized groups of smaller ones)
Vice Exarch
Exarch
Consular
High Consular


So you can go ahead and assign whatever ranks you want to any future UEDF characters. EDIT: Who knows, maybe this'll even stir up some new character ideas. :smalltongue:

Told you I was crazy.

Innis Cabal
2009-12-20, 02:09 AM
Nice list there Zarah.

SinisterPenguin
2009-12-20, 12:48 PM
While I'm not entirely sure what it entails, Private First Class seems like it would be an appropriate rank for Desan.

So, out of curiosity...when are we planning on starting this? It seems to have generated a pretty good amount of interest already.

Callos_DeTerran
2009-12-20, 12:58 PM
Fairly soon. Monday night at the latest. Honestly, with a setting this...BIG, it could collapse in on itself quite easily with people being too far apart to interact with one another. Thus I'm being cautious about actually starting it off until I'm sure it won't crash and burn.

MageSparrowhawk
2009-12-20, 04:19 PM
"Gundam Brightwind"
(no model number, designed and built by Abel)
Height: 17.2 meters
Power source: micro-fusion reactor
Armor: Gundanium Alloy (Polymer created with certain plastics, metals, and ceramics. Very durable, very expensive)
Integrated Armaments: Direct generator-fed beam saber (http://xff.xanga.com/491b67f20403048913330/b32867365.jpg) x1, progressive blades x4 (mounted on elbows and knees), Plasma-lance cannons x2 (hidden under bracers), Slash harken x2 (Mounted on hips)
Optional Armaments: Beamsaber x1-3, Beam rifle x1 (with or without integrated shield), Variable ammunition rocket launcher x1 (fragmentation, ion, high explosive, armor-piercing, plasma), Single-shot charged particle cannon, planet defenser x4, reinforced shield x1

Appearance is something between the Lancelot Albion (http://www.biginjap.com/images/Lancelot%20Code%20Geass.jpg) and Wing Gundam Zero (http://www.mahq.net/MECHA/gundam/endlesswaltz/xxxg-00w0.jpg), but with wings closer to Gundam Epyon (http://mysite.verizon.net/modelwerks/mswerks/Epyon_files/StandingBack.jpg). It has a silver and light blue color scheme.

((What more should I add?))

Zarah
2009-12-20, 05:19 PM
While I'm not entirely sure what it entails, Private First Class seems like it would be an appropriate rank for Desan.
You might want to bump him up to a Non-Commissioned or Commissioned officer, since the Enlisted ranks are more of your... Basic grunts. It's probably pretty safe to say that most of the more advanced MECHA pilots would be officers of some kind.


Fairly soon. Monday night at the latest. Honestly, with a setting this...BIG, it could collapse in on itself quite easily with people being too far apart to interact with one another. Thus I'm being cautious about actually starting it off until I'm sure it won't crash and burn.
I disagree. While the setting is fairly widespread, there's only as much empty space as we allow it. I also think we could use some more players and characters, but we'll have to see how things go for now.

And on a somewhat related note, another character of mine is forthcoming. And this one actually is a pilot. :smalltongue:

SinisterPenguin
2009-12-20, 05:47 PM
You might want to bump him up to a Non-Commissioned or Commissioned officer, since the Enlisted ranks are more of your... Basic grunts. It's probably pretty safe to say that most of the more advanced MECHA pilots would be officers of some kind.


I disagree. While the setting is fairly widespread, there's only as much empty space as we allow it. I also think we could use some more players and characters, but we'll have to see how things go for now.

Hm, alright, then I'll bump him up to...Staff Sergeant, maybe?

And yeah, I agree with the thing about the setting. I think things will turn out all right.

Innis Cabal
2009-12-20, 07:11 PM
So what are the sides looking like? 4 for Mars, 4 for earth, two unstated?

Artemis Dreamer
2009-12-20, 09:00 PM
This seems interesting, and I believe I might try my hand at writing a character. Just a couple of quick questions.

How much knowledge about mecha and the whole future-tech genre is required? I really don't know much about sci-fi, and haven't read any mecha-themed manga.
How simplistic can the weapons and such be? Can they be more similar to current weapons technologies, rather than being futuristic and advanced?
Is there a run-down of the ranking system for the different factions anywhere? I'm not familiar with military ranks.
Finally, in terms of scale, would a mecha that is more like a physical enhancement battle suit, being roughly human-sized (under two meters), fit with the setting? Everything seems to be tending more towards a larger scale, and I want to know whether something smaller would be feasible/practical.

MageSparrowhawk
2009-12-20, 09:05 PM
That...looks to be the case Innis.

And while Abel should technically be on the colonist's side, whoever gives him the coolest prototypes gets his (at least temporary) assistance. :smallbiggrin:
____________

You probably ought to know at least a little about scifi and Mecha anime. Not too important if you pick up on stuff quickly though.

standard kinetic weapons are completely acceptable. Just remember that you can run out of ammo.:smallamused:

um...one was created for the human side, but you'd have to talk to Zarah about it for further explanations

Technically, that wouldn't be a Mecha, but instead powered armor...though It could work...but you'd have difficulty fighting on par with...well, anyone using a mobile suit.

Artemis Dreamer
2009-12-20, 09:25 PM
Ah. Thanks.

Can anyone recommend any mecha manga that fits the theme of this freeform? I feel that this would all make much more sense to me if I did some background reading.

I'm glad I can use some more standard weapons - Makes it much easier to research the required components.

I just noticed the list. *Facepalm* I must have missed it earlier. Being observant is not my strong point.

Oh, so it's called 'powered armor'? I'll have to remember that. I wasn't thinking that it would be on par with the big mechas, but I thought it might be a viable concept. I'm not certain how exactly it would fit, but it would be nice if I could figure out some way to integrate that sort of 'lesser' technology.

Ganurath
2009-12-20, 10:09 PM
So what are the sides looking like? 4 for Mars, 4 for earth, two unstated?I only counted 2 for the colonies. What's your math?

Innis Cabal
2009-12-20, 10:59 PM
I have no idea?

Zarah
2009-12-21, 12:03 AM
MECHA

Designation: 4800X2 Alpha Prototype “Chiron”
Drive System: Mynofsky Particle Drive
Height: 16.8 meters

Armaments:
1x Energized Lance
2x Beam Sword (attached to 'hip')
2x Wrist-mounted Flamethrowers
1x Extendable Hidden Blade (built into the right forearm)
2x Heavy Vulcan Cannons (built into 'hips')

Optional Armaments:
1x Combat Shield (usually worn on off-hand)
2x Beam Pistols
1x Bazooka

Other Features: The 4800x2 Alpha Protoype, colloquially known as "Chiron" (pronounced "kai-ron") due to its resemblence to the Mythological Centaur is certainly one of its kind. It was originally slated for mass production to serve as the first "cavalry-type" of mobile suit, but the overall cost made it entirely unfeasible. As a result, anyone who recognizes the suit might still be surprised to see it in operation, given its age, but the strength of the suit is still as high as it ever was.

Chiron is built for close-range, ground-based combat. While it is heavily armored, its horse-like design allows it to move frighteningly quick around the battlefield, and allows it to use cavalry tactics that one wouldn't expect from a giant robot. Its primary weapon is a large, energized lance, which can be used to pierce thick armor and even some low-powered shields as well. Additionally, the pilot can use the lance in a cavalry charge, or rear back and hit for even more force than the weapon initially allows.

The strength of the suit lies in supression, keeping the enemy pinned in order to overwhelm them, but also has a place for intimidation. It stands a full 22 meters tall when reared back, making it one of the tallest sights on a battlefield, and at full-charge, it can blaze a path through enemy lines with ease. However, the suit has a fundamental flaw, which is mostly attributed to its age: It is only built for ground combat. While it does possess the necessary upgrades for space travel, it loses most of its natural talents with the transition off the ground battlefield, making it a very ineffective suit for space or underwater combat.

Apperance: (Pretty much this (http://img695.imageshack.us/img695/1787/chiron.jpg).)

As mentioned, Chiron is a very unique suit. The most notable feature is that it was built to resemble a Centaur, possessing a horse-like hindquarters, but a humanoid upper body. It is heavily armored, almost partly resembling a medieval knight when fighting with full shield. While it has a distinctive yellow and purple color scheme, it has never been repainted so most of the armor is scratched and burned in various places, giving the suit an overall battle-worn appearance. The head of the suit has a pale green visor-eye that is protected on both sides by flared shields.

Pilot

Name: Rien Adelbert
Affiliation: United Earth Defense Force
Rank: General
Age: 49

Appearance: Rien is a fairly short man with a short mess of curly, black hair atop his head, complimented with a thin mustache that twists down slightly around the corners of his mouth. His gray eyes bulge from his head a little and the lines on his face define the shadows that usually cover his thin smile. His appearance is one that could be described as seedy or unnerving, which is well-founded, given his personality.

Personality: Rien is fiercely loyal to the UEDF, especially the late High Consular Jangr. Although he still holds his daughter in high regard, he took the loss of Jangr very heavily, and carries the weight with him at almost all times. Such behavior can be dangerous, since Rien has a general disregard for human life, making him ruthless on the battlefield.

Although he is not a talented speaker, nor a particularly strong leader, Rien is at home in battle. He is an exceptional tactician when leading ground asssaults, and is particularly ruthless when facing enemies in the pilot seat of his own MECHA. He has been piloting MECHAs for years, nearly since they were first developed, but has only ever been impressed enough with one model, which has been nicknamed Chiron. Although the suit is old and some would say outdated, he refuses to use anything more advanced, believing that the old fashioned model is far superior to any newer ones. He even goes as far to act chivalrous in combat, but it is all a ruse that he uses to lure enemies into a false sense of security before stabbing them in the back and leaving them to die.

Hey look, another antagonist character. :smalltongue:

I didn't write up a backstory because really, I don't plan to make this guy any more than a recurring bad-guy for the heroes to fight against now and then before finally dying a painful and karmic death some ways into the story. Besides, I wanted more to get the MECHA out there rather than the character, since I'm kind of expecting someone to capture this thing even after Rien dies. :smalltongue:

I've got a lot of ideas for vehicles and mechs, but I'm never going to make pilot characters for them all, so I might be just throwing them into the game now and then to fill things out. Oh, and if anybody needs ideas for a mech or something, don't be afraid to ask. Like I said, I have lots of ideas.

Cpt. Soup
2009-12-21, 12:54 AM
What about the colonist side though? Earth can be really anything, being earth. But what do the colonists have? They were intended as mining colonies originally but they could hardly stand up to the UEDF if that's all they were now. How advanced could CAN be? when you look at anime examples such as the gundam serieses, the space based sides are usually more advanced then their earth based counterparts, not to mention genetically superior at times.

That aside, we should come up with names to distinct various colonist groups. The obvious for mars is Martians, but what about the asteroid belt and Jupiter's moons?

Innis Cabal
2009-12-21, 01:30 AM
I assumed there were to be general Sides like in the Gundam series as well, large space stations more or less with rather earth like insides that spin to create gravity. Will have to ask Callos when I see him.

As for the other Colonies, surely other companies would sell them MECHA's and such...

Ganurath
2009-12-21, 01:30 AM
Belters and Lunars?

As for resources, I find myself wondering if anyone else is familiar with Starsiege, and how the colonial rebels from that game converted civilian vehicles into weapons of war: A loader became the Emancipator light HERC, for example, and the plow becomes the Dreadlock tank.

Innis Cabal
2009-12-21, 01:32 AM
I am quite familar with starsiege...and I figured that would be a given. I am currently writing up a list of various UEDF suits, and even -they- have one like that.

Innis Cabal
2009-12-21, 01:57 AM
The dreaded double post.

001AE Rabisu: Original mobile suitfor all UEDF models until the VX71 Huwasi, the Rabisu served as the core mobile suit for a great part of the UEDF’s expansion into space. This Unit is now retired. It had the appearance of a regular humanoid form with over long arms and little armor. Standard petrol fuel made the model ineffective over long periods of use. Stood at 6 meters tall.

VX71 Huwasi: New age mobile suit seeing significant usage in the UEDF on all current battlefronts. Termed a Third Generation Mobile suit, the Huwasi works off the ancient Rabisu model, increasing height from the small six meters to a steady 14 meters tall. Runs off a single Mynofsky particle engine, the Huwasi is made out of new age materials, overhauling the skeletal system of the Rabisu, keeping its over long arms and lightly armored body for higher mobility. Despite this, the armor on the Huwasi is nearly as cutting edge as it is cheap, affording it better protection then its cost would indicate. Standard ballistic and beam weaponry are common on the Huwasi which sports a wide degree of variation in weapons and additions. In addition to the standard issue Huwasi, several new variants have been released to better work in exotic battle fields. It is noted that the standard issue Huwasi works quite well in sandy and hot conditions, though improved cooling units are required. The standard Huwasi is a matte gray with a darker gray chest and white upper arms. Desert camo is generally accepted for all such missions

1. VX71cl Cold Weather Huwasi: The Cold Weather variant of the Huwasi boasts thicker and more numerous armor, sacrificing speed for traction. A large heating core has been placed in this model to melt and dislodge ice formation after disuse. Standard colors of the VX71cl is winter camo
2. VX71o Space Variant Huwasi: The Space Variant Huwasi has marked improved reaction time, being built for the low gravity of Mars or the zero g of space. Beam weapons are standard as are heavy munitions such as rocket launchers. Standard munitions are non-existent. The Mynofsky particle engine is overhauled as well, affording the Space Variant longer. Standard colors of Space Variant Huwasi differ little from standard appearances.
3. VX71pe Aquatic Huwasi: The Aquatic Huwasi sports wider treds to deal with wet terrain. While it is marked as an aquatic model, the VX71 cannot fully submerge, to support this, high thrust engines have been placed on this model to allow it to hover over lakes, oceans and other deep bodies of water, providing back up to the Abzu model. Non-beam weaponry is standard. Standard colors

43b8 Abzu: The Abzu is the UEDF’s current aquatic mobile suit. The Abzu appears as a large crab bodied mobile suit, with a main cockpit seating three, two large claws that can be used for melee combat and a wide compliment of missles, used when unsubmerged, to a wider compliment of torpedo’s for under water combat. The Abzu is perfectly at home in the water, capable of maintaining depths suitable for larger submersible. The Abzu has four small retracted legs, giving it slow land capability. The Abzu is 10 meters by 4 meters, and stands roughly a meter off the ground while outside of the water. Abzu tend to be shades of reds, oranges and yellows.

0015-1AE Utukku: The final mobile suit produced by the original company employed by the UEDF, the Utukku is a legless, space designed mobile suit whose primary function is in repair, building and over all construction of space installations. The Utukku aided greatly in the formation of the colonies and larger ships of the UEDF. The Utukku is highly maneuverable, with highly articulated hands. While not originally designed for war, the Utukku is capable of holding standard Huwasi weaponry. It is now mandatory for all units to carry and train in long ranged combat due to mounting tension. The Utukku aside from having no legs has a faint sphereical body, four arms and two massive mynofsky particle engines designed to give it suitable thrust and maneuverability. Utukku’s tend to keep limited paint schemes, most often remaining unpainted metal, or simply gray and black. Utukku vary between two to 6 meters in height.

VX78 Bandhu: The VX78 is a high performance mobile suit reserved for exceptional pilots and Ace’s who have proven themselves on the field of battle. Designed to be a well suited middle range mobile suit, the Bandhu is of humanoid design, with properly designed arms and legs, a marked difference between it and the Huwasi. The Bandhu can also be distinguished from all other models of UEDF design by its single mono-eye track. Bandhu come standard with a beam rifle, two small knives and two chest mounted machine guns. Aside from these additional weapons can be added, ranging from heavy Huwasi weaponry, to a powerful two handed beam sword running off the Bandhu’s own advanced mynofsky particle reactor. Bandhu Pilots are encouraged to customize their suit; almost no two are identical. It is not uncommon to see heavily modified Bandhu units in long standing mobile core’s, and specialty models have slowly become more available right off the line to facilitate the almost posh standing the suit itself has. This has been the downfall of many enemy pilots who have anticipated a standard model, and been blown away by a unique weapon or terrain specialization. The Bandhu has proven quite successful in combat missions, despite its creation being almost halted for good mid term. The mono-eye track was widely considered a downgrade in technology, as was the more human shape. With its shorter arms and more pivoting main camera many opponents of the costly MECHA claimed it would be a waste of time and money to further test and develop. All vocal critics have been since silenced now that concrete data has been provided. The Bandhu stands at 16 meters tall even.

Proto-Types and Special Commissioned Mobile Suits

4800X2 Alpha Prototype “Chiron”: Intended “Calvary Unit”, was dropped for cost reasons. One known model remains, despite the over haul.

00X7v Epsilon “Gilgamesh”: High mobility close combat proto-type, is currently seeing final stages of acting testing. Rumors abound that the Epsilon is a highly modified Bandhu unit, and while this is highly unfounded (And also highly incorrect), the Epsilon does borrow from the more human shaped body type and mono-eye track that the Bandhu is famous for. This would indicate a shift in design in the UEDF companies, as the Bandhu has seen wide and wondrous success despite its highly controversial creation.

MA01 Ra: The Ra is the first proto-type mobile armor of the UEDF. Only one has been produced, due to its high cost and matinance. The Ra appears as a massive two legged mobile tower with a large set of legs, standing well above the ground at 20 meters. The tower itself is another 8, making the Ra one of the largest ground based machines at the UEDF’s disposal. With a compliment of heavy beam weapons and an experimental and dense armor, the Ra is impervious to all but the most direct and vicious assult.

Falgorn
2009-12-21, 10:58 AM
Okay, I thought of a MECHA. Here it is...

Designation: HDF-1324 "Old One"

Length: 13.2 Meters

Armament: The Old One is designated for short-range combat, specifically, hit-and-run combat. These facts in mind, the Old One carries no long-range energy rifle, nor a close-combat energy sword. Of course, it does have a chainblade, carried on the hip, but it is rarely used. The Old One utilizes high-power Machine Pistols, capable of shooting 20 rounds of laser fire, in rapid time, per pistol. It also has two close-range missile launchers on its shoulders, and wrist-mounted flamethrowers.

Additional Systems: The Old One, being, as previously stated, a hit-and-run MECHA, needs high speeds. Thus being the case, it has a Nuclear Power source, and it also has obscene amounts of rocket fuel. It has rocket boots and wings capable of both flapping, to propel it into the air, and to use if it runs out of fuel, and flying into the air, and propelling it through space.

Appearance: Deriving from similar HDF models, the Old One is a somewhat short model, but humanoid in every aspect. Instead of the standard Samurai helmet, which was used for many models of the series, the captain added a personal flair. The captain of the Old One made its head one of a cuttlefish, and its wings are like those of a dragon. Its color is jet black, as the captain was hoping to make raids at night, or in space. On the other hand, maybe he did it just to inspire fear.

In faaaaact, I have a picture here!
http://public5.tektek.org/img/av/0912/d21/1005/bd10850.png (http://tektek.org/avatar/33430367)

Callos_DeTerran
2009-12-21, 12:06 PM
What about the colonist side though? Earth can be really anything, being earth. But what do the colonists have? They were intended as mining colonies originally but they could hardly stand up to the UEDF if that's all they were now. How advanced could CAN be? when you look at anime examples such as the gundam serieses, the space based sides are usually more advanced then their earth based counterparts, not to mention genetically superior at times.

The general 'advantages' I thought that would apply to both sides went along these lines...

UEDF
+Superior numbers
+Better Group Training
+Genetically Advanced (as of right now)
-MECHA more prone to malfunction
-Hostile reaction from CAN and some neutral colonies
-High-discipline usually leads to predictable tactics from generals

CAN
+Better individual training
+More Advanced Technology
+Superior manufacturing
+No Centralized Location
-Without present enemy, CAN pilots tend to bicker amongst themselves
-Fewer Numbers
-Hostile reaction from the UEDF and some neutral colonies
-Can be 'blockaded' if key jump gates are taken and held

Neutral Colonies (planet based or space based)
+Can expect a non-hostile response from almost anyone
+Cheaper costs of advanced MECHA
+Are generally left alone
+Afforded free protection by any companies in that colony
-Are sometimes not left alone
-Usually have small standing navies or few defenses
-Less MECHA or starships in general
-Few official training programs


That aside, we should come up with names to distinct various colonist groups. The obvious for mars is Martians, but what about the asteroid belt and Jupiter's moons?

Earth=Earth-born or Terran (slang)
Moon=Lunars or Moonhead (Slang)
Asteroid Belt=Belters or Pebbles (Slang)
Colonies (Space)=Space-born or Spinners (Slang)
Martian=Martian (obvious) or Duster (Slang)
Colonies (Jupiter)=Jovian or Huffers (Slang)

EDIT:

My count of characters was actually two unstated, three for colonies, four for earth. I don't know where the pilot of HDF's MECHA or darkblade's falls.

Shades of Gray
2009-12-21, 12:39 PM
Gerhard Richter, Captain aboard Gaia's Lance

Appearance
Gerhard is a rather tall man, standing at a respectable 6'3". He has fair skin and blond hair, which he keeps short and neat. His eyes are strong, piercing blue. No one has ever seen him outside his uniform.

Personality
Gerhard is the model soldier. He is calm, dutiful, and stays composed during the most stressful of situations. He cannot tolerate any insubordination however. He doesn't get angry due to any disobedience, but this might actually make him scarier than he already is.

Abilities
-Tactical Abilities and analytical mind. Gerhard scored top of his class in almost every subject and military exercise.
-Firearms Master. Gerhard has distinguished himself as one of the best shots of the UEDF, and he always has a holstered pistol at his side and over his heart. He also carries a sabre, but this is more of a sign of office.

Mecha
VX78 Bandhu. Like most Bandhu pilots, Gerhard has made some modifications. Instead of being mounted in the chest, Gerhard's mech has two smgs that he carries. At its waist hangs a cavalry-sabre.

Ganurath
2009-12-21, 12:59 PM
Earth=Earth-born or Terran (slang)
Moon=Lunars or Moonhead (Slang)
Asteroid Belt=Belters or Pebbles (Slang)
Colonies (Space)=Space-born or ????
Martian=Martian (obvious) or Red-grub (Slang)
Colonies (Jupiter)=???? or Huffers (Slang)Martians have to be Dusters.

Callos_DeTerran
2009-12-21, 12:59 PM
Ah. Thanks.

Can anyone recommend any mecha manga that fits the theme of this freeform? I feel that this would all make much more sense to me if I did some background reading.

Code Geass and Gundam Wing both have a mix of 'super' robot and realistic robots. Of course theres some elements of both that don't quite fit this game, but you'll be able to spot them. :smallbiggrin:


I'm glad I can use some more standard weapons - Makes it much easier to research the required components.

Standard weapons are cool (personally I change the numbers and such in front of them, mostly for the hell of it) but if you need some help with inspiration for mecha weaponry, I suggest downloading the mecha rules from d20 Future SRD on the Wizards site or looking here (http://d20resources.com/) for them. They don't contain anything particularly too outrageous in the weaponry department, but can give you nice solid ideas.



Oh, so it's called 'powered armor'? I'll have to remember that. I wasn't thinking that it would be on par with the big mechas, but I thought it might be a viable concept. I'm not certain how exactly it would fit, but it would be nice if I could figure out some way to integrate that sort of 'lesser' technology.

If it's under six meters but someone still pilots it from the inside (and has the shape of a creature/person) then it would count as 'powered armor' instead of a MECHA. As for figuring out a way to integrate it...boarders. A full sized mecha is unlikely to be able to fly around openly within the confines of a ship, but someone in powered armor could (in theory) launch themselves from somewhere, cut a hole in the hull of a ship, then wreck havoc on the inside until they are killed by counter-boarders or...well kill everyone else. Obviously this would be a risky profession but it's a way to use that sort of 'lesser' technology.

Artemis Dreamer
2009-12-21, 01:24 PM
Thanks for your help. Personally, I was thinking that powered armor might also be useful for saboteurs, as if it's small enough, the pilot could do some very specific and crippling damage to vulnerable, exposed systems without being noticed. That's the direction I was thinking of taking it, at least. Coupled with a pilot possessing mechanical skills and knowledge, I figure that that sort of mecha could be very effective.

Anyway, this is a rough idea of my character - I'll post her powered armor battlesuit later, once I've done some more research. Some details may not make sense until her armor has been defined fully, so please bear with me.

Pilot

Tessa Kerrigan-Blakesly, Mechanic for the United Earth Defense Force Military
Speech Color: Orange
Age: 32
Height: 5’7”
Weight: 151lbs

Appearance: Tessa has a stocky, muscular build, though she still retains a somewhat feminine appearance, mainly due to the fact that she has a pronounced hourglass figure. Her musculature is very obvious and well-defined, unlike that of most females, giving her a rather unnerving appearance, and is the result of spending many years working with heavy machinery on the massive mechas. Her skin is deeply tanned, and has a permanent orange tint from the anti-radiation gel that she applies when piloting her own battlesuit. She has her black hair cropped short, and it always seems messy and disheveled, sticking up at odd angles. Her face is broad and heavyset, with a strong jawline, and she has strange eyes that are such a dark blue that they almost appear black. There are often streaks of grease, engine fluid and grime on her face, and her hands and arms show evidence of scarring as well as many small cuts and scrapes, most of which are filthy and unbandaged.

She wears the standard UEDF uniform when on duty, though it is in poor condition, covered in assorted filth from the machines on which she works. Her sleeves are always rolled up to above her elbow, and she supplements the uniform with a large black belt, bristling with tools, that is cinched tightly around her surprisingly narrow waist, and a pair of protective goggles with red-tinted lenses that she rarely uses, as they remain pushed up atop her head most of the time. She has also modified her oversized standard-issue boots so that they are reinforced with interior metal plating, as well as having cleated soles (for traction, she claims). When not working, she dresses in drab, utilitarian clothing in depressing shades of dark green, gray, black and mud-brown, favoring sleeveless tops, vests, combat boots and long, loose pants with dozens of pockets. Overall, the shabby state of her clothing makes her easily identifiable as a mechanic, both on and off duty (and the fact that she wears her goggles and toolbelt even with her civilian clothing makes that fact even more obvious).

Personality: Tessa is a crass and rude individual with a highly abrasive personality, who often complains and generally makes a nuisance of herself. She speaks bluntly and harshly, using a great deal of offensive language, without caring what impact her words have on others, and is often extremely sarcastic and insulting. She has a very low opinion of humanity, and cares far more about machines, which she treats carefully, professionally and with a great deal of respect. Not surprisingly, she has no respect for her superiors, and likely the only reason that she has not been disposed of is her great degree of mechanical skill, as she is one of the best mechanics in the entirety of the UEDF. She has a habit of rolling her eyes when she is exasperated, which is quite often, as she cannot stand stupidity and ignorance, and makes very unkind snide remarks about those things and people who annoy her. Tessa has a very loud voice that accentuates her belligerence and often makes her remarks clearly audible to those whom she has just insulted, and a penchant for using obscure mechanical terminology while speaking.

Strangely, Tessa can often be heard speaking to the machines as she repairs them, possibly a sign of insanity, though this may be because she is lonely, having few friends and trusting no-one enough to actually confide in them. Generally, she talks only when it is necessary, and has a great deal of focus and patience when it comes to mechanical tasks, though this patience seems to vanish when she is not actively working. Despite her rather aggressive personality, she does not enjoy combat, being secretly terrified of death, and afraid that she will die on the battlefield. Still, she is not a coward, and obeys the orders that she is given to the letter, albeit with a great deal of grumbling, cursing and complaining.

Abilities: Tessa is a highly skilled mechanic, with incredible manual dexterity and a nearly encyclopedic knowledge of the particulars, construction features and weapons systems of almost all current mecha models and prototypes. She can repair most any problem given sufficient time, and though she does not work as effectively under pressure, any repair that she makes is always neat, efficient and done to the best of her ability. She is a great deal stronger than an average woman, mainly due to the scale of her work, and this is made clearly evident by the appearance of her well-muscled frame. When it comes to piloting a mecha, she has some ability, but she is most comfortable in her own powered armor suit, as unorthodox as it may be, as she enjoys a more hands-on approach. She has advanced hand-to-hand combat training for this purpose, as well as enough acrobatic ability and endurance to be an effective combatant despite the heaviness of the suit she pilots. Tessa is also a fairly skilled marksman, though she has had little training, and relies solely on instinct for more difficult shots, which results in success and failure in equal measure. She also has a lesser-known ability, which is partially responsible for her skill as a mechanic, in that she possesses an incredibly detailed photographic memory, though it only functions if she actually concentrates.

Any feedback or constructive criticism is greatly appreciated.

Ganurath
2009-12-21, 02:08 PM
I think a note should be made regarding kinetic weapons: There is no air in space.

Innis Cabal
2009-12-21, 03:01 PM
I guess I don't get some of these here Callos, some just don't stand to reason...I guess I should lay out the confusion.



UEDF
+Superior numbers
+Better Group Training
+Genetically Advanced (as of right now)
-MECHA more prone to malfunction
-Hostile reaction from CAN and some neutral colonies
-High-discipline usually leads to predictable tactics from generals


1. Got that.
2. More then understandable. They were the dominate power for a while, still are I think?
3. No real issue here...

On to the negatives

1. I'm not sure if this makes a whole lot of sense....they were the dominate power for a long while, I think at least standard issue malfunctions would stand to reason, but prone? I don't know about that...at least they should be easily repairable...

2. Makes sense. In fact alot of sense. Probably not just some neutral, but most if the UEDF are what you say they're like.

3. This does make sense, but on the same hand I'd not call it a real negative. Not all the time at least.



CAN
+Better individual training
+More Advanced Technology
+Superior manufacturing
+No Centralized Location
-Without present enemy, CAN pilots tend to bicker amongst themselves
-Fewer Numbers
-Hostile reaction from the UEDF and some neutral colonies
-Can be 'blockaded' if key jump gates are taken and held

1. This dosn't make sense to me on the whole. I would understand if it was more varied...but on the average? Better training on an individual level? Idk....

2. This makes alot of sense to me. And its keeping with tradition. Absolutly get this.

3. I'd say this is a major boon. If not probably the best advantage for their side.

Negatives

1. Makes sense, strong leadership could circumvent this of course.

2. Their biggest issue, but also somewhat of a positive. Lower numbers make it hard to fight a bigger enemy, but in combination to the over all "no base" area...makes them harder to find.

3. No issue here

4. Again, no real issue. Blockaids though are hard to hold when people can attack from literaly every and all directions.




Neutral Colonies (planet based or space based)
+Can expect a non-hostile response from almost anyone
+Cheaper costs of advanced MECHA
+Are generally left alone
+Afforded free protection by any companies in that colony
-Are sometimes not left alone
-Usually have small standing navies or few defenses
-Less MECHA or starships in general
-Few official training programs


No real issues here. Save for the cheaper cost of MECHA....that dosn't seem to make sense. Why would companies cut them deals, and building your own is always more labor intensive and expensive. If advanced MECHA were cheaper then why have such small navies? Even if you don't have the people to run it, reserves for civi's isn't always a bad idea.



Edit: As for the names of people

Slang for Space Colonies "Spinners"
Name for people from Jupiter: Jovinian

Ganurath
2009-12-21, 04:00 PM
I actually agree that UEDF MECHAs should be more prone to malfunction. They're from the most habitable environment in the system, after all. It's kinda like how a runner from the mountains is better from a runner from the lowlands: The higher elevation makes it harder to breath, but the mountain runner is acclimated to it. Martian MECHA will be more insulated against dust, for a more direct example.

Innis Cabal
2009-12-21, 04:19 PM
But the UEDF built all the colonies...and not several years ago. They'd have the technology to safe guard against it..its not like they'd lose it. Sure, they'd be less adapted to do it, but I'd say prone is selling them just a little short. They also have the most money and capability to mass produce. There are deserts on earth. They arn't new to space, or Mars. Or any other colony for that matter, they just arn't 100% geared to those terrain. And if it -is- based on that, then the suits of other factions should have some issues with Earth in certain climates. Such as the deserts or tropical area's due to over heating and mouisture respectivly. With that in mind, I think the "prone to malfunction" should be added to everyones tab.

Zarah
2009-12-21, 07:18 PM
Before we get started, I think we should come up with a list of potential locations (planets, moons, colonies), so we can have a bit of a "map" to look at if necessary. It might help avoid any confusion down the road, since this is a fairly big setting.

Also, we need to try and keep characters from wandering around aimlessly, which is probably a lot easier said than done, so having a well-defined plot to begin with is probably a necessity. I'll probably open with Zaria's inauguration ceremony to High Consular. While she has technically taken lead ever since her father's death a couple weeks prior, this is the first official announcement of it, so it will be wide-spread knowledge across the system now. Hopefully, stirring up some activity. >_>

Callos_DeTerran
2009-12-21, 09:01 PM
1. I'm not sure if this makes a whole lot of sense....they were the dominate power for a long while, I think at least standard issue malfunctions would stand to reason, but prone? I don't know about that...at least they should be easily repairable...

2. Makes sense. In fact alot of sense. Probably not just some neutral, but most if the UEDF are what you say they're like.

3. This does make sense, but on the same hand I'd not call it a real negative. Not all the time at least.

1. This is moreso the fact of 'the need to build MORE MECHA means there is more likely to be mistakes when it is being built since time is important. If there is a huge order, people/machines are more likely to wear down and accidentally put flaws in their work. And when I say 'prone', I don't mean that it's a given for any UEDF MECHA, but if you compare it to a CAN MECHA then the UEDF one is more likely to have a random malfunction.

2. If they are, then said space colonies couldn't afford to have a hostile attitude. Tends to bring to mind 'rebellion' in paranoid Terran officials.

3. Not all the time, but enough to be a problem.



1. This dosn't make sense to me on the whole. I would understand if it was more varied...but on the average? Better training on an individual level? Idk....

2. This makes alot of sense to me. And its keeping with tradition. Absolutly get this.

3. I'd say this is a major boon. If not probably the best advantage for their side.

1. It's the one upside of having fewer troops, you are able to devote more time to training each individual troop. They may not have good combat time under their belts working with one another, but individually their pilots are a little better to a lot better. (PCs the exceptions of course) ((OOC: Skilled pilots closes the gap of superior numbers with good group tactics))


Negatives

1. Makes sense, strong leadership could circumvent this of course.

2. Their biggest issue, but also somewhat of a positive. Lower numbers make it hard to fight a bigger enemy, but in combination to the over all "no base" area...makes them harder to find.

3. No issue here

4. Again, no real issue. Blockaids though are hard to hold when people can attack from literaly every and all directions.

2. The numbers difference really is important here.

4. Not as difficult as you might expect. Example: If the UEDF can take and hold the jump-gates leading to or from a colony then it is effectively blockaded. Send out patrols to try and catch inbound or outbound ships and you can cut off resources to that colony. This isn't perfect, ships or mobile suits could always slip by, but it will take so long for them to show up the blockaders can still effectively 'starve' a colony of important supplies. It wouldn't be quick or easy, but it IS doable with enough numbers to take said jump-gates in the first place.



No real issues here. Save for the cheaper cost of MECHA....that dosn't seem to make sense. Why would companies cut them deals, and building your own is always more labor intensive and expensive. If advanced MECHA were cheaper then why have such small navies? Even if you don't have the people to run it, reserves for civi's isn't always a bad idea.


The cheaper costs of MECHA is easily explained as...if a company is based on the same company, the cost of transporting the parts or an entire MECHA or drastically reduced. With the UEDF you have taxes on armed goods, inspections to see if any of it is counter-feit then you have the tolls of the jump-gates themselves. With the Colonies, you have the same problems, except each Colony state could very well be inspecting for any thing just as the definition of counterfeit changes from state to state. This is not including impromptu confiscations of advanced tech or entire shipments to help boost the CAN's own resources. Paying all the fees, possible bribes, and taxes on a shipment of MECHA just to have them 'confiscated' a couple days from delivery? Very expensive.

This doesn't make the production of the MECHA themselves any cheaper though, the neutral colonies can just skip the other assorted fees. And the reason for small navies is clear, the larger a navy, the greater threat the colony appears. More then one neutral colony is likely to have built up a navy for self-defense just to be annexed by the UEDF or CAN before a new threat can blossom. So they keep small navies for defense (and to avoid drawing undue attention to themselves) and as for putting civvies behind the controls of a VERY expensive machine with little to no training against seasoned soldiers or well-trained MECHA-jockeys? Not such a good idea.:smallwink:

Artemis Dreamer
2009-12-21, 09:51 PM
Pilot

Tessa Kerrigan-Blakesly, Mechanic for the United Earth Defense Force Military
Origin: Earth-Born
Speech Color: Orange
Age: 32
Height: 5’7”
Weight: 151lbs

Appearance: Tessa has a stocky, muscular build, though she still retains a somewhat feminine appearance, mainly due to the fact that she has a pronounced hourglass figure. Her musculature is very obvious and well-defined, unlike that of most females, giving her a rather unnerving appearance, and is the result of spending many years working with heavy machinery on the massive MECHAs. Her skin is deeply tanned, and has a permanent orange tint from the anti-radiation gel that she applies when piloting her own battlesuit. She has her black hair cropped short, and it always seems messy and disheveled, sticking up at odd angles. Her face is broad and heavyset, with a strong jawline, and she has strange eyes that are such a dark blue that they almost appear black. There are often streaks of grease, engine fluid and grime on her face, and her hands and arms show evidence of scarring as well as many small cuts and scrapes, most of which are filthy and unbandaged.

She wears the standard UEDF uniform when on duty, though it is in poor condition, covered in assorted filth from the machines on which she works. Her sleeves are always rolled up to above her elbow, and she supplements the uniform with a large black belt, bristling with tools, that is cinched tightly around her surprisingly narrow waist, and a pair of protective goggles with red-tinted lenses that she rarely uses, as they remain pushed up atop her head most of the time. She has also modified her oversized standard-issue boots so that they are reinforced with interior metal plating, as well as having cleated soles (for traction, she claims). When not working, she dresses in drab, utilitarian clothing in depressing shades of dark green, gray, black and mud-brown, favoring sleeveless tops, vests, combat boots and long, loose pants with dozens of pockets. Overall, the shabby state of her clothing makes her easily identifiable as a mechanic, both on and off duty (and the fact that she wears her goggles and toolbelt even with her civilian clothing makes that fact even more obvious).

Personality: Tessa is a crass and rude individual with a highly abrasive personality, who often complains and generally makes a nuisance of herself. She speaks bluntly and harshly, using a great deal of offensive language, without caring what impact her words have on others, and is often extremely sarcastic and insulting. She has a very low opinion of humanity, and cares far more about machines, which she treats carefully, professionally and with a great deal of respect. She seems rather devoted to them, and cares more for their well being than her own. Not surprisingly, she has no respect for her superiors, and likely the only reason that she has not been disposed of is her great degree of mechanical skill, as she is one of the best mechanics in the entirety of the UEDF. She has a habit of rolling her eyes when she is exasperated, which is quite often, as she cannot stand stupidity and ignorance, and makes very unkind snide remarks about those things and people who annoy her. Tessa has a very loud voice that accentuates her belligerence and often makes her remarks clearly audible to those whom she has just insulted, and a penchant for using obscure mechanical terminology while speaking.

Strangely, Tessa can often be heard speaking to the machines as she repairs them, possibly a sign of insanity, though this may be because she is lonely, having few friends and trusting no-one enough to actually confide in them. Generally, she talks only when it is necessary, and has a great deal of focus and patience when it comes to mechanical tasks, though this patience seems to vanish when she is not actively working. Despite her rather aggressive personality, she does not enjoy combat, being secretly terrified of death, and afraid that she will die on the battlefield. Still, she is not a coward, and obeys the orders that she is given to the letter, albeit with a great deal of grumbling, cursing and complaining.

Abilities: Tessa is a highly skilled mechanic, with incredible manual dexterity and a nearly encyclopedic knowledge of the particulars, construction features and weapons systems of almost all current mecha models and prototypes. She can repair most any problem given sufficient time, and though she does not work as effectively under pressure, any repair that she makes is always neat, efficient and done to the best of her ability. She is a great deal stronger than an average woman, mainly due to the scale of her work, and this is made clearly evident by the appearance of her well-muscled frame. When it comes to piloting a mecha, she has some ability, but she is most comfortable in her own powered armor suit, as unorthodox as it may be, as she enjoys a more hands-on approach. She has advanced hand-to-hand combat training for this purpose, as well as enough acrobatic ability and endurance to be an effective combatant despite the heaviness of the suit she pilots. Tessa is also a fairly skilled marksman, though she has had little training, and relies solely on instinct for more difficult shots, which results in success and failure in equal measure. She also has a lesser-known ability, which is partially responsible for her skill as a mechanic, in that she possesses an incredibly detailed photographic memory, though it only functions if she actually concentrates.

Powered Armor Battlesuit

‘Jinx’ – Custom construction using salvaged parts from now-decommissioned models
Height: 2 meters
Weight: Roughly 1500lbs

Unlike most every other pilot, who favour large, robotic MECHA, Tessa prefers a simpler approach to combat, in the form of powered armor. Her battlesuit is one that she constructed herself from scrap metal and decommissioned parts, and has only basic combat functions. Decades behind current technology, it has a shabby, cobbled-together appearance that makes it an object of scorn and mockery, especially because it seems to be an inferior work produced by an otherwise talented and respected mechanic. She complains openly about her suit, giving the excuse that mechanics aren’t expected to be combatants, which is why she was given no resources to construct it, thus the poor overall quality. Still, she is actually quite fond of it, not being nearly as unhappy with its functioning as she claims to be. Visibly rusting and corroding, the suit, which is only two meters tall, is made of dull silvery, unpainted titanium alloy. Completely humanoid in appearance, and modeled to closely resemble Tessa’s body shape, it is made of irregular, smoothly rounded metal plates that have been welded together, with exposed wiring and hydraulic cables in the joints. The plates are dented and battle-worn, giving the suit an even more ill-maintained appearance. A fully enclosed, fitted metal helmet protects her head, and is equipped an oxygen filter providing the sealed unit with breathable air, as well as four cameras (two at the front, two at the rear), that provide a 360 degree visual display.

The suit is little more than an armor casing equipped with basic kinetic weapons, some targeting and data-relay systems and a basic hydraulic system that augments Tessa’s movements. Her movements directly control the movements of the suit, and she can only utilize it in ways that she is physically capable, albeit with hydraulics minimizing the incredible weight of the suit so that she is able to run and jump relatively unhindered, as it would be completely immovable under physical power alone. It is very physically taxing to use the suit, and it can only be used successfully by Tessa herself, as all the augmentation systems are calibrated for her movements. Anyone else would suffer severe discomfort or even dislocated limbs/broken bones if they attempted to use it. To control the suit properly, Tessa dons a camouflage-print, skin-tight bodysuit that allows her vitals to be directly monitored by the suit sensors while still preserving some modesty. Getting in and out of the suit is a difficult and time-consuming process when done correctly, as she must manually disengage the pressure locks on the chest piece, which opens down the center to allow her to carefully slide in her legs and arms (requiring plenty of contortion, as the pieces are very tightly fitted). She then needs to adjust the hydraulics and pressure of each piece individually, re-seal the chest plate and don the helmet, provided that she does not want an improperly adjusted segment to cause damage to her joints or break bones. Getting out requires a similar procedure.

Though her battlesuit is nowhere near comparable to full-sized mechas in combat, Tessa still manages to use it effectively when she has no other choice but to fight. She has brought down a few opponents in combat, and this can be attributed to her knowledge of the construction and weaknesses of these machines, as well as her surprisingly accurate aim. The small size of her suit allows her a great deal of agility and freedom of movement, though her speed is limited by her physical capabilities, and her strength is only slightly enhanced. In combat she relies on the stealth afforded by the small size of her suit, using her weapons to target vital weaknesses, before using the magnet coils that she has integrated into the legs, feet, hands and arms of the suit to physically climb onto large mechas and ships to damage them further using some swift and unpleasant sabotage techniques. There is always the risk that she will be pinned and crushed to death, or torn limb from limb, as there are only a few inches of rather flimsy metal and wiring protecting her body, and she by far the smallest combatant on an average mecha battlefield. As a result, Tessa is often assigned to sabotage duties or boarding missions rather than engaging in direct combat, as this fits well with the capabilities of her suit and her own mechanical skills.

Weapons: The suit has only very limited integrated weapons systems, almost all of which are kinetic and 'so incredibly out of date that they ought to be in a museum of some sort. They are still quite serviceable, however. Most lack a targeting system, meaning that Tessa often has to rely on instinct when firing. The kinetic weapons obviously do not function in space, and are less effective at lower gravities, adding yet another reason that the suit is generally ineffective in space combat.

A heavy machine gun has been integrated into the left arm of her suit, so that only the barrel portion is clearly distinguishable, and the barrel runs the length of her forearm, ending at her wrist. It fires .50 calibre bullets at a rate of ten per second, with enough ammunition to shoot for two full minutes if necessary (1,200 bullets). The rounds fired are supposedly armor-piercing, but are generally ineffective, as this attribute is negated by the advancements in the shielding technology that protect the mechas. Rounds that explode on contact are also compatible with the machine gun system, though she has never used them. The machine gun operates on a belt-fed system, but this portion of the functionality has been completely internalized and heavily modified to make the weapon more efficient. It heats up very rapidly when fired, despite the direct-flow coolant system, and therefore cannot be safely fired for more than thirty consecutive seconds without running the risk of overheating and causing damage to the suit. The firing mechanism is activated when she bends the index finger of the left hand of the suit in a trigger motion, and firing ceases when she straightens her finger again. The ambiguity of this gesture can occasionally lead to mishaps, and is in the process of being refined.

A shoulder-mounted mortar is fixed to the right shoulder of the suit, and it is capable of firing a single, 120mm shell. This shell is highly explosive, being able to put a sizable hole in all but the most heavily armored mecha. It also has an added effect in that it produces a localized disruptive pulse that interrupts the flow of electrical current upon detonation, which can temporarily disable the electrical systems of the target for as long as it takes for the entire system to reboot. This often gives the pilot a fair jolt as well, though not enough to cause serious electrocution. Tessa usually uses this shell to provide a distraction or render a mecha unable to retaliate while she performs a swift act of sabotage that would otherwise endanger her life or be impossible if the mecha was fully functional. The mortar has a rather more advanced firing system, with a visual overlay targeting system that ensures that this precious shot is not wasted, and the shell is fired using the simple verbal command of “fire”.

The only non-kinetic weapon on the suit is a wrist-blade that operates on a principle similar to particle beam weapons, using atomic projection beam technology. It consists of a five-inch long oblong of circuitry that has been painstakingly affixed to the interior of the armor plate covering her right forearm. When activated, it projects a milimeter thick ‘field’ of atoms in an eight inch long, three inch wide blade along the outside edge of suit's right arm. This field, while not visible to non-mechanical vision, is razor-sharp and capable of cutting through nearly anything, with a minimum of applied force. It is her primary sabotage tool, and can function anywhere that there are atoms. It is severely limited however, due to its small size, the fact that it can only be utilized at direct, hand to hand range, and the fact that it can only cut to a depth of three inches. It is activated automatically when the suit powers up, and remains active until it enters an area in which there are no atoms (unlikely, to be sure), or the suit is powered down again. As a result of being constantly active and completely invisible, this weapon has caused its fair share of inadvertent damage. It is possibly the only part of the suit that is less than three decades old, and is actually a prototype of a discontinued atomic manipulation experiment that Tessa ‘salvaged’ from a mecha that she was repairing.

Power Source: Tessa’s battlesuit runs on what can best be described as a combination of her own energy (as her movements directly control the movements of the suit), and a nuclear battery that powers the hydraulics and electrical systems. The fact that much of the suit is controlled by her own movements makes is clumsy and ineffective in space, so she does not often engage in zero-gravity or low-gravity combat or sabotage. The nuclear battery is the oldest part of the suit by far, and is rather unstable, making the suit a biohazard with fairly severe health risks for the pilot. As there are leaks in the nuclear containment, Tessa must coat her entire body in anti-radiation gel before using the suit to prevent cellular damage from extended periods of use. This gel is a bright orange substance that smells vile, and it is extremely difficult to properly remove the residue, hence her orange skin. This prolonged exposure to nuclear energy makes Tessa’s current lifespan seem incredible, and doctors believe that she will likely not live past forty if she continues to use the suit. So far, however, she has displayed very few symptoms that would indicate that the nuclear exposure has had any ill effects on her health.

Any constructive criticism and feedback would be great. I'm personally not sure about the powered armor, and any ideas on how to make it better fit the setting are much appreciated. I'm working on some more technical specifications for the armor, but I think I'll wait to post them until everything has been approved.

Innis Cabal
2009-12-21, 10:40 PM
Okay, I thought of a MECHA. Here it is...

Designation: HDF-1324 "Old One"

Length: 13.2 Meters

Armament: The Old One is designated for short-range combat, specifically, hit-and-run combat. These facts in mind, the Old One carries no long-range energy rifle, nor a close-combat energy sword. Of course, it does have a chainblade, carried on the hip, but it is rarely used. The Old One utilizes high-power Machine Pistols, capable of shooting 20 rounds of laser fire, in rapid time, per pistol. It also has two close-range missile launchers on its shoulders, and wrist-mounted flamethrowers.

Additional Systems: The Old One, being, as previously stated, a hit-and-run MECHA, needs high speeds. Thus being the case, it has a Nuclear Power source, and it also has obscene amounts of rocket fuel. It has rocket boots and wings capable of both flapping, to propel it into the air, and to use if it runs out of fuel, and flying into the air, and propelling it through space.

Appearance: Deriving from similar HDF models, the Old One is a somewhat short model, but humanoid in every aspect. Instead of the standard Samurai helmet, which was used for many models of the series, the captain added a personal flair. The captain of the Old One made its head one of a cuttlefish, and its wings are like those of a dragon. Its color is jet black, as the captain was hoping to make raids at night, or in space. On the other hand, maybe he did it just to inspire fear.

In faaaaact, I have a picture here!
http://public5.tektek.org/img/av/0912/d21/1005/bd10850.png (http://tektek.org/avatar/33430367)


I missed this, as my brain refused to process H.P Lovecraft in the mech genre. I just don't see how it....fits in. At all. I can't be more clear then that I guess.

Callos_DeTerran
2009-12-21, 11:34 PM
Before we get started, I think we should come up with a list of potential locations (planets, moons, colonies), so we can have a bit of a "map" to look at if necessary. It might help avoid any confusion down the road, since this is a fairly big setting.

This is a good idea, so therefore I submit this list of places for characters to congregate and such...

The Aruma (Colonial)
Gaia's Lance (UEDF)
Colony DS-784 "Bel" (Neutral, Headquarters of Zodiac)
Capital District of Earth (Obviously UEDF)
Martian Belt Colonies (Colonial)
Martian Pole Facilities (UEDF)
Jupiter Colonies (Colonial)

I say lump the Martian and Jupiter colonies together (as locations) for now until they need more definition but I also feel Mars and Earth need a bit of definition.

As is often the case with sci-fi, Earth has become an almost globally spanning city with specific sections reserved for food production and so on. Unlike normal sci-fi, it is not a polluted hell-hole. Like any other place it has it's nice spots and bad spots.

On another note is Mars. Mars is only partially terraformed. This bears definition. Around the equator of Mars has been terraformed to roughly earth-like conditions. Trees, lakes, life, etc. But the further one strays from the equator, the more like 'old Mars' it becomes. Red dust and sand. Mountains. Chilling cold and dust storms. By the time you get to the poles, you are back to the freezing cold conditions of Mars as is. Thus there is a narrow green belt of land across the equator that is livable without extra equipment but past that you need more and more extreme measures.

KnightDisciple
2009-12-22, 12:10 AM
I missed this, as my brain refused to process H.P Lovecraft in the mech genre. I just don't see how it....fits in. At all. I can't be more clear then that I guess.

*Innocent Whistle* (http://en.wikipedia.org/wiki/Cthulhutech)

So, I was woefully non-informed of this until recently.

Have I mentioned I love mecha/sci-fi settings?

I won't get the whole writeup tonight, but I will give a taste...

Pilot. Male. Probably early 20s. Shorter.

Pilots a fighter, not a mecha. Specifically, something that looks an awful lot like this (http://fc00.deviantart.net/fs47/f/2009/222/f/c/GUNSTAR_by_bagera3005.png). Let's just say lots of weapons packed in, combined with high speeds.

He'll be flying off the Aruna.

More to come later, in a separate post.

SinisterPenguin
2009-12-22, 12:20 AM
The Aruma (Colonial)
Gaia's Lance (UEDF)
Colony DS-784 "Bel" (Neutral, Headquarters of Zodiac)
Capital District of Earth (Obviously UEDF)
Martian Belt Colonies (Colonial)
Martian Pole Facilities (UEDF)
Jupiter Colonies (Colonial)

Hm, well, Gaia's Lance seems like it would be an appropriate place for Desan to hang out at/deploy from for now. The Squid would probably be most useful in space, after all.

Innis Cabal
2009-12-22, 12:49 AM
Or...you know..water? :smallwink::smallbiggrin:

Cpt. Soup
2009-12-22, 12:54 AM
*Innocent Whistle* (http://en.wikipedia.org/wiki/Cthulhutech)

So, I was woefully non-informed of this until recently.


*screams and whimpers*

*recovers composure*

Right, well after finally finding an entry about this I think a colonists in jupitor should be called Jovian (http://en.wikipedia.org/wiki/Jovian_%28fiction%29), nearly the same as Callos's only it's the official thing as Venusians are to Venus and Martians are to you know what.

Now what is there to the Jupiter colonies? As all the colonies were started as mining colonies, my assumption is the those colonies control a massive source of fuel, the largest in the solar system, that is to say Jupiter. While I don't really know much about things like this, but I think hydrogen has something to do with rocket fuel, so that's good enough for me really.

I have this idea for a a somewhat sinister group controlling the Jovian faction of CAN. It's essentially an umbrella corporation of cooperating companies, puppet subsidiaries, and annexed holdings. The Company would be a leading authority in bioengineering for the colonies, and a rival to it's earth counterparts. It's main fault in that field would be a crippling lack of materials, making widespread use of gene-manipulation a far off goal even if other factions in CAN consented to their proposals. They would try to make up for this a bit with clinics and DNA collection banks wherever they'd be permitted; on the more unethical side they may deal with scavengers, pirates and kidnappers to acquire fresh bodies and samples. Aside from all that, they would of course control a primary source of fuel for CAN, having pushed out or crushed rival companies during the initial rebellion.

I also wanted to add connections to another Corporation with control over a great deal of the means communication and most media outlets within the Colonies, including coverage for the civil war and corporate battles. When I say connected with this company though, I mean secretly controlling and cooperating with it to develop an intelligence network to combat the UEDF's own. Also I think there should be a mecha battle league.

SinisterPenguin
2009-12-22, 01:08 AM
Or...you know..water? :smallwink::smallbiggrin:

:smalltongue:

Got me there. But no, the Squid probably can't even function in water. It's more suited to the skies or space.

Zarah
2009-12-22, 01:10 AM
Now what is there to the Jupiter colonies? As all the colonies were started as mining colonies, my assumption is the those colonies control a massive source of fuel, the largest in the solar system, that is to say Jupiter. While I don't really know much about things like this, but I think hydrogen has something to do with rocket fuel, so that's good enough for me really.

I'm working on a write-up for them right now, actually. I've only got a bit more to finish up and I can post them for review. However, the Hydrogen thing is a good idea, so I'll definitely be adding that. :smalltongue:

Callos_DeTerran
2009-12-22, 01:11 AM
Right, well after finally finding an entry about this I think a colonists in jupitor should be called Jovian (http://en.wikipedia.org/wiki/Jovian_%28fiction%29), nearly the same as Callos's only it's the official thing as Venusians are to Venus and Martians are to you know what.

Now what is there to the Jupiter colonies? As all the colonies were started as mining colonies, my assumption is the those colonies control a massive source of fuel, the largest in the solar system, that is to say Jupiter. While I don't really know much about things like this, but I think hydrogen has something to do with rocket fuel, so that's good enough for me really.

I have this idea for a a somewhat sinister group controlling the Jovian faction of CAN. It's essentially an umbrella corporation of cooperating companies, puppet subsidiaries, and annexed holdings. The Company would be a leading authority in bioengineering for the colonies, and a rival to it's earth counterparts. It's main fault in that field would be a crippling lack of materials, making widespread use of gene-manipulation a far off goal even if other factions in CAN consented to their proposals. They would try to make up for this a bit with clinics and DNA collection banks wherever they'd be permitted; on the more unethical side they may deal with scavengers, pirates and kidnappers to acquire fresh bodies and samples. Aside from all that, they would of course control a primary source of fuel for CAN, having pushed out or crushed rival companies during the initial rebellion.

I also wanted to add connections to another Corporation with control over a great deal of the means communication and most media outlets within the Colonies, including coverage for the civil war and corporate battles. When I say connected with this company though, I mean secretly controlling and cooperating with it to develop an intelligence network to combat the UEDF's own. Also I think there should be a mecha battle league.

Zarah is actually doing a write-up of the Jupiter colonies (for which I thank him), so once he's done you'll likely have much more info on them to base this idea off of. And it does sound like an interesting idea.

As for the MECHA battle league, that's pretty much what is going on in the private sector mobile suit wise, with corporate teams battling against one another. I just didn't want to come right out and say it. :smallbiggrin: In that same line of thought though I've been looking for someone to play one of the pilots on Zodiac's team.

Zarah
2009-12-22, 01:28 AM
And here we go! Sci-fi logic and rule-of-cool ftw! :smalltongue:

The Jovians

The Galilean Colonies are built upon the four largest of Jupiter's moons, and while many colonies across the solar system are built specifically for terraforming and living space, only two of the four Galilean Colonies was ever designated for such a purpose.

Io
Io is the most geologically active object in the solar system, but it is also one of the most dangerous. The facilities built upon the moon were originally designed primarily for research, but since then, many extraction plants have sprung up, harvesting the sulfur-rich surface for any resources they can possibly find. Io forms an important piece in the production cycle of the Galilean Colonies, providing a great deal of raw resources for manufacturing and for export to the other colonies across the system.

Terraforming efforts have been attempted numerous times, but the moon has proven to be far too unpredictable for the process, leaving anyone working there at the mercy of the harsh sulfur atmosphere. It only takes a few short minutes of breathing Io's atmosphere to kill an average human, so protective suits and breathing apparatus are mandatory at almost all times. What few buildings that have breathable air contained within are heavily monitored with very strict safety precautions as well.

Europa
Much like Io, Europa is home to research facilities as well as numerous extraction plants. However, the resources are entirely different. While Io is monitored for geological activity, Europa is studied for its abundant oceans beneath the thick icy surface, hoping to find any trace of extra-terrestrial life. As for raw resources, it is one of the most abundant locations of ice in the solar system, making it the primary export of the moon. Europan-brand ice is commonly seen in space-bound colonies, and even managed to find its way to Earth before long, although it has become something of a luxury item due to the high price of importing, especially with the outbreak of war.

Unlike Io, Europa was never attempted to be terraformed. The thick desposits of ice and oceans beneath the surface made it a difficult task, so the plan was abandoned shortly after conception. Efforts have been made to alter the atmosphere as they have tried to increase the levels of Oxygen, but it is a difficult and ongoing process. While one could certainly last much longer in Europa's atmosphere than Io's, it is still dangerous to be without proper breathing apparatus.

Ganymede
The largest moon in the Solar System is well-known to house a respectable amount of colonists as well. While the planet is largely frozen over like Europa, the ice is mixed with enough silicate rock to make it a solid surface. Ganymede is one of the only two Galilean Colonies built to house civilians, and does a good job, providing them with an average quality of life compared to any other colonies across the system. Most of the secondary manufacturing the Galilean colonies perform takes place on Ganymede as well, making it an important part of the group. Even the government of the four moons is centralized on Ganymede, making it the "capital" colony.

Since Ganymede was the first colony to be built, terraforming has been on-going for many years. Although the atmosphere is still thin in most places, there are patches where the moon has been formed into a rather comfortable system. Plant life has yet to be adapted into the natural environment, but anything is possible in the apparently bright future of the moon.

Callisto
Callisto is the only other Jovian moon that was ever developed for living space. Similarly to Ganymede, the quality of life is respectable, and a great deal of secondary industry takes place on the surface as well. Callisto also harbors the largest of the Jovian starports, making it the primary export and import location for the colonies. While not as many people call Callisto their home as they do Ganymede, it is still growing at an impressive rate for being near the rim of the major trade-lanes.

Since the colony on Callisto is much newer than Ganymede, terraforming has yet to create a solid foothold into the moon. The overall atmosphere is still thin and much of the landscape is relatively unchanged, but as with the population, progress is expanding quickly, and Callisto may some day overtake Ganymede as the primary Galilean Colony.

Other Jovian Moons
There are 63 confirmed natural satellites orbiting Jupiter, and while the four largest house the most impressive facilities, many of the smaller moons also possess small constructions as well. While personal housing is incredibly scarce across the other moons, they harbor many factories that extract and process the Hydrogen gas from Jupiter itself, turning it into a useable form of fuel. Such factories are the primary wealth of the Jovian Colonies, exporting the fuel to all corners of the system for use in countless machines.

MageSparrowhawk
2009-12-22, 12:31 PM
While I fully understand the rule of cool, space stuff is kinda my specialty in the sciences....

terraforming is an extremely long-term process. Like...centuries at minimum.

Being outside on Io would kill you in seconds; either from the massive doses of radiation coming from Jupiter, the intense heat, or the poisonous atmosphere.
(the radiation goes for all the Jovian moons,though the farther out you go, the 'less bad' it is)

portions of a planet can't be terraformed, except for (maybe) the way Mars was described. Temperature and atmosphere evenly distribute themselves across a planet, so you can't really have 'thin spots' any more than you can on Earth. Besides that, I kinda doubt the Jovian moons even have enough mass to hold a thick enough atmosphere.

So I offer the counter-example...dome cities! All the necessary components for life, but if you step outside...well, you have a few moments at least. We probably will have developed improved space suits, which could explain ease of traveling 'outside' (and I have no problems accepting the 'plugsuit' look from most mecha series, it really couldn't work, but it's not a big enough point to worry about).

I also don't want Titan to be forgotten about. It's Saturn's largest moon, with a very thick (methane) atmosphere. Probably not well settled, as it's almost twice as far away from the Sun as Jupiter, but it's still a logical place to settle.

Cpt. Soup
2009-12-22, 12:49 PM
While I fully understand the rule of cool, space stuff is kinda my specialty in the sciences....

terraforming is an extremely long-term process. Like...centuries at minimum.


Nooooooooooo!!*strikes down reality*

Zarah
2009-12-22, 01:13 PM
While I fully understand the rule of cool, space stuff is kinda my specialty in the sciences....

terraforming is an extremely long-term process. Like...centuries at minimum.

Being outside on Io would kill you in seconds; either from the massive doses of radiation coming from Jupiter, the intense heat, or the poisonous atmosphere.
(the radiation goes for all the Jovian moons,though the farther out you go, the 'less bad' it is)

portions of a planet can't be terraformed, except for (maybe) the way Mars was described. Temperature and atmosphere evenly distribute themselves across a planet, so you can't really have 'thin spots' any more than you can on Earth. Besides that, I kinda doubt the Jovian moons even have enough mass to hold a thick enough atmosphere.

So I offer the counter-example...dome cities! All the necessary components for life, but if you step outside...well, you have a few moments at least. We probably will have developed improved space suits, which could explain ease of traveling 'outside' (and I have no problems accepting the 'plugsuit' look from most mecha series, it really couldn't work, but it's not a big enough point to worry about).
I am well aware of all of this, but if we're dealing with mechas as a practical means of combat, we've already thrown all logic out the window. :smalltongue:

I was also under the assumption that any colonies would be "dome cities" already. Like you said, terraforming is an incredibly long process, so there wouldn't exist another planet that we could live on without proper protection. The terraforming I mentioned was more of a foothold for future development than anything else.

Also, I vote we bump this from "50 years in the future" to something more reasonable. I mean, maybe there is a remote chance we could have this kind of technology in 50 years, but it's still asking a lot for my suspension of disbelief. :smalltongue:



I also don't want Titan to be forgotten about. It's Saturn's largest moon, with a very thick (methane) atmosphere. Probably not well settled, as it's almost twice as far away from the Sun as Jupiter, but it's still a logical place to settle.
I didn't forget about Titan either, but like you said, the distance makes it a problem. Jump gate access would be limited that far out into the system, but it's possible that something could have been built there. The way I see it, there would have to be something of such significant value there that whoever built it would be keeping it a secret anyway. :smalltongue:

MageSparrowhawk
2009-12-22, 01:26 PM
I am well aware of all of this, but if we're dealing with mechas as a practical means of combat, we've already thrown all logic out the window. :smalltongue:

I was also under the assumption that any colonies would be "dome cities" already. Like you said, terraforming is an incredibly long process, so there wouldn't exist another planet that we could live on without proper protection. The terraforming I mentioned was more of a foothold for future development than anything else.
Ahhh...gotcha. So...it's 'in progress' terraforming, rather than "let's go for a nice walk outside" terraforming. *nod*


Also, I vote we bump this from "50 years in the future" to something more reasonable. I mean, maybe there is a remote chance we could have this kind of technology in 50 years, but it's still asking a lot for my suspension of disbelief. :smalltongue:
I'd like to second this. Perhaps 100-150 years. Not much more than that though...


I didn't forget about Titan either, but like you said, the distance makes it a problem. Jump gate access would be limited that far out into the system, but it's possible that something could have been built there. The way I see it, there would have to be something of such significant value there that whoever built it would be keeping it a secret anyway. :smalltongue:
This is also a good point. Perhaps a hidden outer colony...doing...sneaky things? *shrug*

Oh, and on the subject of jumpgates, I want to ask now if anyone would mind if I (eventually, not soon) developed a non-jumpgate form of FTL? Or if not actually faster than light, then just really fast.

Innis Cabal
2009-12-22, 03:36 PM
I honestly don't see how the time frame matters....like. What so ever. Its completly inconsequential.

Callos_DeTerran
2009-12-22, 04:01 PM
Fifty years is actually a mistake I haven't fixed yet, I openly admit I adjusted the recruitment post for an old d20 Modern/future mecha horror game to be suitable for this type of setting. There are still errors in it.

On the subject of terraforming: I used terraforming as I learned from this documentary on what it would take to terraform Mars into a habitable planet (somewhat) so yes, terraforming takes a very long time and it doesn't cover the entire planet. More like it spreads out from one location (for example, the equator on Mars).

On FTL: There already is non-jump gate just 'really fast' travel, it just isn't AS fast as jump-gate travel or as safe so people don't use it that often because of wanting to live and all that. Aside from that, non-gate FTL travel removes one of the CAN's few weaknesses. I don't think that should happen at all.

Zarah
2009-12-22, 10:52 PM
I honestly don't see how the time frame matters....like. What so ever. Its completly inconsequential.
You're right, but it would be nice to have a date to insert into the game when we want to.


On FTL: There already is non-jump gate just 'really fast' travel, it just isn't AS fast as jump-gate travel or as safe so people don't use it that often because of wanting to live and all that. Aside from that, non-gate FTL travel removes one of the CAN's few weaknesses. I don't think that should happen at all.
I disagree that it shouldn't happen at all. I think it should in time, but it should be a very rare and amazing technology. There should only be maybe one large ship with it installed on board, making it an important asset to whoever controls it.

And an important target. >_>

EDIT: Also, a new mecha design is forthcoming. I don't have a pilot for it, but it doesn't need one. I'm hoping it can become something of an important plot piece as the game progresses. :smalltongue:

EDITEDIT: The new mecha will be using dark matter as a drive system, and I ask that it remain the only one. Let's just say that it wasn't found to be terribly practical... :smalltongue:

KnightDisciple
2009-12-23, 12:56 AM
Right, so, here we go.

Gunstar One(Name could potentially change):
Designation: GNS-01 "Gunstar One"
Dimensions:
Length: 50 feet.
Width: 44 feet.
Height: 25 feet.

Manufacturer: Various Martian Companies
Operator: Colonial Authority Navy.
Base of Operations: The Aruna
Crew: 1 (pilot), 1 AI (EW)
Armor: Heavy Composite Armors; equal resistance across the board to energy and ballistic weapons.
Electronic Warfare: Various electronic level countermeasures; multi-spectrum flare decoys; active movement decoys x 6; multi-spectrum sensors; full-body micro-camera coverage
Power Plant: Compact fusion/Mynofsky particle engine, maximum output unknown
Armament: Micro-Missile tubes x 20 (in sets of 5); 5mm Coilguns x 4; GAU-800 30mm Rotary Laser Cannon

Appearance: Start with this (http://www.meshweaver.com/frames/Portfolio/htms/gstar.htm). Now remove all the ball turrets on the ship. Fill out the fuselage all the way to the back. Replace the front end with a slightly longer/slimmer version of this (http://upload.wikimedia.org/wikipedia/commons/a/a8/A-10_Thunderbolt_II_Radom_Air_Show_2009.JPG). Now instead of large Death Blossom doors, there are 10 missile tubes with small iris doors. The engines have more connective area (so no gap underneath/above the engines). The four black squares where the central fuselage meets the "wings" now sport smaller gun barrels. Dark blue paint scheme.

Description: Gunstar One is the signature fighter of ace pilot Ibram "Ghost" Corbec of the Aruna and CAN. It is a modified version of the stock fighter, upgrading several weapon systems and increasing the engine output. As it stands, Gunstar One is an incredibly fast machine, easily outpacing many standard machines. As well, a wealth of thrusters across the body allow excellent maneuverability. An inertial dampening system allows pilots to not be killed by every high-speed turn.

The primary weapon is the Avenger. Modeled on the old GAU-8 Avenger, this weapon is instead a laser. The cycling barrels allows a momentary charge to build up, as well as giving the barrels time to cool after each shot. Considering the power (and thus heat) each shot fires, this is necessary for sustained combat. As is, Ghost has to be careful to not to hold fire too long, or it could melt the barrels. The Avenger is capable of up to 4200 shots per minute. A few second sustained fire is often enough to cripple or destroy a standard mobile sook (OOC:Read: mooks).

The secondary cannons utilize a coilgun setup, also using magnetic fields to shave off solid slivers of metal to then fire. They do not have the same rate of fire as the Avenger, and do not cause as much damage individually, but typically all four fire at once. This makes them roughly 2/3 as powerful. Often, Ghost will use these weapons when an opponent seems to have energy shielding, or when he needs to let the main gun cool down.

Finally, the Gunstar One sports a total of 20 micro-missile tubes. Situated near the top and bottom of the front of the "wings", these are placed in groups of 5. Each individual tube has 5 shots, giving Ghost a full 100 missiles. Typically, these missiles (less than a foot in diameter) are standard explosive warheads (2-3 of which can destroy a standard suit, barring a cockpit shot). However, the system is fully capable of accepting varying loads, from anti-radiation missiles (radar seekers) to heavy armor penatrators (for anti-capital ship duty).

The ship's sensors, while modern technology, are not specialized or particularly high-powered. However, the Gunstar has been equipped with recent C3 systems, since Ibram is a squadron commander. As well, it has dedicated systems for a commander's AI (in this case, Gwen) to utilize to increase EW capability, as well as coordinating information intake and output. Often, Gwen handles specific targeting of missiles while Ibram concentrates on quickly designating general targets with eye movements.
The Gunstar One utilizes a wealth of cameras and sensors all over the body to prove a full 360 degree viewing area for the pilot. The cockpit is typically enclosed in armor during combat, leaving the pilot completely unexposed. As well, the cybernetic interfaces most pilots use allow even greater awareness of the battlefield.

Pilot Ibram "Ghost" Corbec to be posted later!

Callos_DeTerran
2009-12-23, 02:01 AM
Against my better judgement, here (http://www.giantitp.com/forums/showthread.php?t=136035) is the first IC thread for Clash of Titans! Hopefully I'll be better inspired and be able to add to and alter that post into something better soon, but I felt the game really should begin soon while everyone is still interested.

Zarah
2009-12-23, 03:43 AM
Why am I still awake? I really couldn't tell you, but I managed to finish up my new MECHA design. I plan to make an IC post tomorrow, but for now, I'll put this up:

MECHA

Designation: "Zulwarn"
Drive System: Dark Matter Reaction Drive
Height: 17.8 meters

Armaments:
1x Dark-Particle Beam Cannon
1x Dark-Particle Beam Halberd
12x Scrambler Talons
2x Disruptor Energized Nets
1x Gravity Well

Other Features: Zulwarn is also equipped with a specialized AI system that is able to infect other mobile armors through nothing more than their external scanning systems. The scrambler talons that jut out from the suit's "pauldrons" transmit the virus when they are scanned by another suit, making it a ruthlessly efficient method of attack. It is primarily used to scramble the other's systems and essentially blind them during combat, but if left unattended, the virus can spread and infect the entire suit, shutting down movement controls, life support, and even spread into further systems that the suit may connect to. It is said that the safest measure is to simply abandon any infected machines and move on without contact. However, the most terrifying ability Zulwarn is said to have is being able to directly control other suits that it has infected and turn them against their allies in the middle of a fight.

Since the weapons of the suit are powered by a dark energy reactor, it is surprisingly effective against nearly any known defenses. However, the extrodinary power comes at a terrible price...

History: Zulwarn was a landmark in MECHA development history. The suit was built to be a new line of state-of-the-art war machine, but what resulted was something far more terrifying. In an attempt to work around the defensive systems being developed at the same time, a dark matter reactor was used as a primary drive engine for the MECHA, which was the first (and last) of its kind. The MECHA specialized in unorthodox combat methods, and eventually grew into a weapon of fear more than anything else. Its scrambler talons would blind an enemy and even turn their own machine against them. The energized nets could disable crucial targets and keep them from acting any more. The researchers even went as far as to add a gravity well to the MECHA, which could potentially prevent anything from fleeing Zulwarn's wrath.

However, a dark matter reactor proved difficult to keep bound by a leash. The extreme abilities of the suit were not built with average pilots in mind, and even the greatest pilots of the age couldn't keep up with the behemoth's controls. As a result, the interface was redesigned to partly tap into the brain's electrical impulses in order to keep a pilot on edge longer. It was even rumoured that some of the MECHA's systems could be controlled directly through the pilot's mind. The new interface allowed pilots to keep up with the system and control the mech almost superhumanly, but it didn't take long before problems arose. The interface was wreaking havoc to the minds of the test pilots, nearly driving them insane after each run. Although the effects seemed to be only temporary at first, the more they tested, the more damage they saw. It wasn't until pilots began dying in the cockpit that the rumours of Zulwarn being run on "human blood" began to spread and the scientists behind it all realized just what they had created.

Stories began to spread throughout the military like wildfire. Some said it was cursed, others said it was haunted, while some still believed that it had a mind of its own. Soon, every MECHA pilot across the solar system would know the legend of Zulwarn, which is exactly what it became. Since no official records are known to exist, many consider Zulwarn to be nothing more than a myth used to scare rookie pilots. Even the original production number was lost to time, leaving only its nickname to remember it by. Some still believe that the MECHA did indeed exist, but all information about it was destroyed and covered up while the suit itself was disassembled and fired into the Sun. Whether or not any of it is true is still a matter of debate, but the legend will forever live on while there are still those who tell it.

Apperance: (Pretty much this (http://img188.imageshack.us/img188/5966/zulwarn2.jpg).)

Zulwarn is an impressive MECHA, especially given its age. It stands tall and is covered with thick, black and purple armor modeled almost like the kind seen in ancient Rome. It is an imposing figure, complete with "pauldrons" over its shoulders, almost designed like wings, especially with the twelve thin talons jutting out from underneath each one (six on either side). A large silver face is embedded into the chest plate, but the intentions behind the design are unknown, leaving it only as another strange detail.

One of the more notable and unique features of the suit is its eerie, dark glow. At all times, it seems to eminate a purple, almost black light from between its joints and especially from its main "eye" and scrambler talons when they are activated. Its beam weapons are designed to use to the same power source, and are given the same trademark purple glow as the rest of the suit, making them easily recognizable.
(I know this thing is horribly overpowered, but it's kinda supposed to be. :smalltongue:)

MageSparrowhawk
2009-12-23, 08:14 AM
I just noticed something.


...from the swamps of Venus...

WTF?! :smalleek: Um...not sure if this is something I missed, but the surface temperature of Venus is hot enough to melt zinc. Atmospheric pressure is 90 times that of Earth. If Mars is only partly terraformed, then there's no way Venus is anywhere near this far along.

Innis Cabal
2009-12-23, 02:05 PM
Why am I still awake? I really couldn't tell you, but I managed to finish up my new MECHA design. I plan to make an IC post tomorrow, but for now, I'll put this up:

MECHA

Designation: "Zulwarn"
Drive System: Dark Matter Reaction Drive
Height: 17.8 meters

Armaments:
1x Dark-Particle Beam Cannon
1x Dark-Particle Beam Halberd
12x Scrambler Talons
2x Disruptor Energized Nets
1x Gravity Well

Other Features: Zulwarn is also equipped with a specialized AI system that is able to infect other mobile armors through nothing more than their external scanning systems. The scrambler talons that jut out from the suit's "pauldrons" transmit the virus when they are scanned by another suit, making it a ruthlessly efficient method of attack. It is primarily used to scramble the other's systems and essentially blind them during combat, but if left unattended, the virus can spread and infect the entire suit, shutting down movement controls, life support, and even spread into further systems that the suit may connect to. It is said that the safest measure is to simply abandon any infected machines and move on without contact. However, the most terrifying ability Zulwarn is said to have is being able to directly control other suits that it has infected and turn them against their allies in the middle of a fight.

Since the weapons of the suit are powered by a dark energy reactor, it is surprisingly effective against nearly any known defenses. However, the extrodinary power comes at a terrible price...

History: Zulwarn was a landmark in MECHA development history. The suit was built to be a new line of state-of-the-art war machine, but what resulted was something far more terrifying. In an attempt to work around the defensive systems being developed at the same time, a dark matter reactor was used as a primary drive engine for the MECHA, which was the first (and last) of its kind. The MECHA specialized in unorthodox combat methods, and eventually grew into a weapon of fear more than anything else. Its scrambler talons would blind an enemy and even turn their own machine against them. The energized nets could disable crucial targets and keep them from acting any more. The researchers even went as far as to add a gravity well to the MECHA, which could potentially prevent anything from fleeing Zulwarn's wrath.

However, a dark matter reactor proved difficult to keep bound by a leash. The extreme abilities of the suit were not built with average pilots in mind, and even the greatest pilots of the age couldn't keep up with the behemoth's controls. As a result, the interface was redesigned to partly tap into the brain's electrical impulses in order to keep a pilot on edge longer. It was even rumoured that some of the MECHA's systems could be controlled directly through the pilot's mind. The new interface allowed pilots to keep up with the system and control the mech almost superhumanly, but it didn't take long before problems arose. The interface was wreaking havoc to the minds of the test pilots, nearly driving them insane after each run. Although the effects seemed to be only temporary at first, the more they tested, the more damage they saw. It wasn't until pilots began dying in the cockpit that the rumours of Zulwarn being run on "human blood" began to spread and the scientists behind it all realized just what they had created.

Stories began to spread throughout the military like wildfire. Some said it was cursed, others said it was haunted, while some still believed that it had a mind of its own. Soon, every MECHA pilot across the solar system would know the legend of Zulwarn, which is exactly what it became. Since no official records are known to exist, many consider Zulwarn to be nothing more than a myth used to scare rookie pilots. Even the original production number was lost to time, leaving only its nickname to remember it by. Some still believe that the MECHA did indeed exist, but all information about it was destroyed and covered up while the suit itself was disassembled and fired into the Sun. Whether or not any of it is true is still a matter of debate, but the legend will forever live on while there are still those who tell it.

Apperance: (Pretty much this (http://img188.imageshack.us/img188/5966/zulwarn2.jpg).)

Zulwarn is an impressive MECHA, especially given its age. It stands tall and is covered with thick, black and purple armor modeled almost like the kind seen in ancient Rome. It is an imposing figure, complete with "pauldrons" over its shoulders, almost designed like wings, especially with the twelve thin talons jutting out from underneath each one (six on either side). A large silver face is embedded into the chest plate, but the intentions behind the design are unknown, leaving it only as another strange detail.

One of the more notable and unique features of the suit is its eerie, dark glow. At all times, it seems to eminate a purple, almost black light from between its joints and especially from its main "eye" and scrambler talons when they are activated. Its beam weapons are designed to use to the same power source, and are given the same trademark purple glow as the rest of the suit, making them easily recognizable.
(I know this thing is horribly overpowered, but it's kinda supposed to be. :smalltongue:)

:smallamused:

horngeek
2009-12-23, 02:08 PM
Hmmm... I want to take part, but I missed a lot... so.

I have one question: If my mecha transformed in a similar way to Macross, how badly would people complain? :smalltongue:

MageSparrowhawk
2009-12-23, 04:49 PM
Do you mean a jet-to-mecha type transformation? I wouldn't think it would be that bad...

horngeek
2009-12-23, 04:50 PM
And a halfway transformation, as well. But yes, essentially.

It would mean I'd probably have one of the most maneuverable and flexible guys in the game, but still.

Callos_DeTerran
2009-12-23, 06:05 PM
I have one question: If my mecha transformed in a similar way to Macross, how badly would people complain? :smalltongue:

If you have to ask a question like this, then you need to rethink your idea.

horngeek
2009-12-23, 06:09 PM
The reason I ask is because I haven't read up on the thread yet.

You follow that line of reasoning, and I shouldn't bother with this RP, because I'll bother to ask on every concept.

Callos_DeTerran
2009-12-23, 06:17 PM
The reason I ask is because I haven't read up on the thread yet.

You follow that line of reasoning, and I shouldn't bother with this RP, because I'll bother to ask on every concept.

Critique is something entirely different from putting up an idea you think people are going to complain about. Critique is something others and I have no trouble giving as long as it's helpful.

Innis Cabal
2009-12-23, 06:17 PM
I think its sorta..considerate to Callos and everyone else to read the thread if your interested HG.

Not only that...but a Varitech fighter would be...well a bad idea. Sure its "fast" but honestly, there are alot of those types already. It'd get schooled with its small weapon selection. And its small, so it -would- have a small one or just be OP. Not claiming you play OP characters. Just saying.

horngeek
2009-12-23, 06:20 PM
I'll have a more proper look once I get back from a triathlon thing in the new year...

Innis Cabal
2009-12-23, 06:23 PM
Well then wouldn't it be better to hold off till then when your not so busy?

horngeek
2009-12-23, 06:24 PM
I was asking preliminary questions, really.

Innis Cabal
2009-12-23, 06:37 PM
Not to make an issue out of it. But most of your inquires could be answered by reading the thread.

KnightDisciple
2009-12-23, 09:08 PM
Revised version of the ship.

Gunstar One(Name could potentially change):
Designation: GNS-01 "Gunstar One"
Dimensions:
Length: 50 feet.
Width: 44 feet.
Height: 25 feet.

Manufacturer: Various Martian Companies
Operator: Colonial Authority Navy.
Base of Operations: The Aruna
Crew: 1 (pilot), 1 AI (EW)
Armor: Heavy Composite Armors; equal resistance across the board to energy and ballistic weapons.
Electronic Warfare: Various electronic level countermeasures; multi-spectrum flare decoys; active movement decoys x 6; multi-spectrum sensors; full-body micro-camera coverage
Power Plant: Compact fusion/Mynofsky particle engine, maximum output unknown
Armament: Micro-Missile tubes x 20 (in sets of 5); 5mm Coilguns x 4; GAU-800 30mm Rotary Laser Cannon

Appearance: Start with this (http://www.meshweaver.com/frames/Portfolio/htms/gstar.htm). Now remove all the ball turrets on the ship. Fill out the fuselage all the way to the back. Replace the front end with a slightly longer/slimmer version of this (http://upload.wikimedia.org/wikipedia/commons/a/a8/A-10_Thunderbolt_II_Radom_Air_Show_2009.JPG). Now instead of large Death Blossom doors, there are 10 missile tubes with small iris doors. The engines have more connective area (so no gap underneath/above the engines). The four black squares where the central fuselage meets the "wings" now sport smaller gun barrels. Dark blue paint scheme.

Description: Gunstar One is the signature fighter of ace pilot Ibram "Ghost" Corbec of the Aruna and CAN. It is a modified version of the stock fighter, upgrading several weapon systems and increasing the engine output. As it stands, Gunstar One is an incredibly fast machine, easily outpacing many standard machines. As well, a wealth of thrusters across the body allow excellent maneuverability. An inertial dampening system allows pilots to not be killed by every high-speed turn.

The primary weapon is the Avenger. Modeled on the old GAU-8 Avenger, this weapon is instead a laser. The cycling barrels allows a momentary charge to build up, as well as giving the barrels time to cool after each shot. Considering the power (and thus heat) each shot fires, this is necessary for sustained combat. As is, Ghost has to be careful to not to hold fire too long, or it could melt the barrels. The Avenger is capable of up to 4200 shots per minute. A few second sustained fire is often enough to cripple or destroy a standard mobile sook (OOC:Read: mooks).

The secondary cannons utilize a coilgun setup, also using magnetic fields to shave off solid slivers of metal to then fire. They do not have the same rate of fire as the Avenger, and do not cause as much damage individually, but typically all four fire at once. This makes them roughly 2/3 as powerful. Often, Ghost will use these weapons when an opponent seems to have energy shielding, or when he needs to let the main gun cool down.

Finally, the Gunstar One sports a total of 20 micro-missile tubes. Situated near the top and bottom of the front of the "wings", these are placed in groups of 5. Each individual tube has 5 shots, giving Ghost a full 100 missiles. Typically, these missiles (less than a foot in diameter) are standard explosive warheads (2-3 of which can destroy a standard suit, barring a cockpit shot). However, the system is fully capable of accepting varying loads, including anti-radiation missiles (radar seekers).

The ship's sensors, while modern technology, are not specialized or particularly high-powered. However, the Gunstar has been equipped with recent C3 systems, since Ibram is a squadron commander. As well, it has dedicated systems for a commander's AI (in this case, Gwen) to utilize to increase EW capability, as well as coordinating information intake and output. Often, Gwen handles specific targeting of missiles while Ibram concentrates on quickly designating general targets with eye movements.
The Gunstar One utilizes a wealth of cameras and sensors all over the body to prove a full 360 degree viewing area for the pilot. The cockpit is typically enclosed in armor during combat, leaving the pilot completely unexposed.

Of special note with the EW are the flares and the decoys. The multi-spectrum flares pulse out signals on most common missile tracking frequencies, such as a similar infrared signature and metallic return. However, these flares have no propulsion, quickly making the real fighter stand out once more. Thus, they are best for diverting groups of basic missiles, such as those used by general purpose suits and fighters. The decoys, of which there are only 6, have a propulsion system, and manage to create a realistic sensor return on the Gunstar. Opponents out of visual range can often be fooled, as can most all missiles. However, those within visual range can easily tell the difference. As well, the decoys have less than a minute of flight time before they burn out.


Pilot:Name: Ibram "Ghost" Corbec
Age: 28
Height: 5'1"
Weight: 115 lbs.
Hair: Light Brown
Eyes: Grey
Speech:Dark Slate Blue
Gwen's Speech: Sea Green

Appearance: Ibram Corbec is a typical fighter pilot. His look is, essentially, regulation, though he tends to wear his clothing looser than some may prefer. He cites comfort being paramount for a good performance from a pilot. His hair is kept close-cropped, and he is in excellent physical condition. Of course, his size is, frankly, small. Most members of the military have several inches on him. This doesn't seem to phase Ghost, as he just takes any jokes in stride. He often gives as good as he gets.
He often wears just an undershirt with his uniform pants and boots, citing the fact that the ship is often "too hot". Nevertheless, when called for, he can appear in full mess dress with creases among the best of them.
His spacesuit is a bit bulkier than some, due to having to help compensate for the G-forces that make it through his inertial dampner. (It's basically this (http://images2.wikia.nocookie.net/halo/images/c/cb/SPI.jpg), albeit a bit less bulky and without the odd "hole plates" or whatever those are. No actual power augmentation. The helmet looks like this (http://images1.wikia.nocookie.net/halo/images/1/15/EVAArmor.png).) The lightweight ceramics offer some protection if his craft takes severe hits, but it's better suited to cushioning him from high-powered turns, and helping keep his body temperature regulated if he ejects.

Personality: Ibram is a classic "Type A". He is highly motivated, energetic, upbeat, and often seeks to motivate others. Since he is in command of the Gunstar Squadron on the Aruna, most of the crew is spared this motivation. His squadron bears the majority of it. Were it not for the casual, friendly aspects of his personality, he'd probably have a near-mutiny on hand. As it is, his men work hard to meet his ever-rising expectations.
Ibram is passionate about defending Mars and the other Colonies from Earth oppression. He's not so passionate about the actual war now that it's started. Being as he's only a squadron commander, he rarely voices any misgivings. Only Captain Toivonen (whom he dares address as "Kris", at least in briefings among other senior officers) regularly hears his thoughts. Other squadron commanders seem to be in and out of the ship more, so he feels less free with them much of the time.
In combat, Ghost is all business, calling out terse commands and status updates. Half the time, he lets Gwen do the talking for him. He tries to use the fewest shots or missiles possible, always trying to maximize his kill ratio.

Gwen:Gwen is an Artificial Intelligence intended for battlefield support, specifically in the areas of Electronic Warfare, C3, and Tactical Information Processing. While she officially "rides" in Gunstar One, she is connected to the entire squadron, helping coordinate the group's EW and Comms. As well, she feeds data by the nanosecond back to the Aruna, giving them a constantly updating map of the battlefield in her area. There are times when she stops this feed for periods, typically to go radio silent, or something similar. Otherwise, she coordinates with the on-board computers and AIs of the mothership and other squadrons.
That all said, Gwen is something of a proof-of-concept, taking AI further than before. She is one of the first to have an actual personality, as well as a greater level of interactivity. She is, in essence, a true Intelligence. She has been classified as sentient by several research boards, granting her an actual citizenship with Mars. Her commission in the CAN is by her own choice; certainly she's a valuable enough mind to contribute to the effort no matter where she goes.
But her personality meshes well with Ghost, and she enjoys working with him. At times, they've even been caught "flirting", though both fully admit there's nothing to it. It's just something they do for fun. Kind of like the pranks she helps play on new members of the squadron.
Gwen appears as a beautiful woman (http://images1.wikia.nocookie.net/halo/images/a/af/Serina_color.png) in simple clothes. She typically manifests either on flatscreens in various locations, or in certain rooms so equipped, she manifests a full size hologram. The fact that her full size avatar is 5'11" tall is not a fact lost on her and Ghost's companions. Inevitably, jokes have occurred. Ghost lets them pass, unless they really cross the line, or come from someone he doesn't know at all (and thus doesn't have the privilege to make such jokes in Ghost's estimate). Gwen's personality is open and friendly enough she gets along well with most everyone on the ship, and typically in the fleet.

Skills and Role: Ibram is, first and foremost, a pilot. He is very, very good at being a pilot. Ibram is one of those people with natural talent. Not only are his senses sharp in general (especially his eyesight and hearing), he has incredible spatial awareness. It's a rare sight to see him bump into anyone, even in passing; typically, he sidesteps or leans out of the way.
Beyond his direct piloting skills, Ibram has a knack for bringing out talent in others. This manifests in his squadron not only having excellent rankings, but by his men often going on to command squadrons of their own.
Gunstar Squadron typically leads the force of attacking fighters, working first and foremost to clear the way for heavier, anti-capital ship small craft. Though able to take on flight-dedicated mobile suits, they tend to shy away from doing so, due to the better overall maneuverability of the suits, as well as the lack of any "melee" weapons.

So. Thoughts?

Callos_DeTerran
2009-12-23, 09:31 PM
I was asking preliminary questions, really.

Sorry if I got a bit snappy with you HG, I was in a foul mood today but it's passed over. As Innis has said though, most of your questions can probably be answered within the first or second page of this thread. That's where most 'what should/shouldn't be in here' is.

Zarah
2009-12-24, 03:37 AM
Whew. (http://www.giantitp.com/forums/showpost.php?p=7565137&postcount=2) I think I got a little carried away...

Anyway, my apologies for anyone waiting for me to post (especially you, Innis :smalltongue:). But, it's all done and posted now, so feel free to start getting into the swing of things. We can't play a game if the players don't do anything, so let's see some action, people! :smallbiggrin:

Kasanip
2009-12-24, 08:06 AM
I want to write that I have some serious concerns and questions as to the power levels appropriate for unit size/for this setting in total... In some ways I think Horngeek's question is appropriate, and honestly I do not see the trouble with allowing variable fighters, when there are Dark Matter suits and other extremely questionable developments already.

I have concern to know for what level I should design mecha or characters...
There is a fully 'intelligent' AI, yet no androids. There are highly advanced cybernetics, clones and genetic engineering....
Are there shields? The Aruna was designed with the idea that it is the first prototype using an experimental system more similar to the style from Gundam 00, than a real shield.

There are concerns over speeds as well... Since mecha are of different sizes, the easiest way to describe would be to say a hierarchy on size:
Giant = Tough + Slow
Medium = Balanced + Balanced
Small = Vulnerable + Fast

A simplification, and of course there can be variance there....

But, there still needs to be a lot more framework in my opinion on the type of mecha that are allowed vs not. Part of this may be that approval/disapproval has been sparse so far. I don't know - I'm not very knowledgeable on mecha.
=====================

@KnightDisciple

I don't like offering open critiques, but I have some problems with your fighter...

For a fighter, it is actually actually halfway up the size scale, which would, in my opinion, put it in the 'medium' size category of mecha.


It is "incredibly fast, has excellent maneuverability (which would theoretically keep it from getting hit by a normal ranged weapon)
It has armor that stops energy and ballistic weapons
It can't be hit by missiles or most/any lock-based weapons (so now both types of weapons are out)
It can't be seen outside of visual range, and even then, it can't be seen because of camouflage.
It has the engine of a MECHA in a fighter chasis

It has 20 micro missile tube launchers with missiles that allow it to destroy 7-10 normal mechas in one volley.
It has a fully functional AI that preforms a wide array of functions...


I apologize if it comes off as a blunt summary (and if it is off, I apologize...but maybe more explanation is necessary). It is what I think it appears to be however.

I will admit that the AI is frustrating to me partly because I was designing a character who would be able to function in some of the roles so described...but that isn't a fair critique point.
I am concerned by the fact that there is AI to the point of sentience... Because I am pretty sure it was brought up earlier in this thread that androids and the like do not exist - and if there was AI to this level, there is no reason for them not to exist. It also seems to me that this AI, if it truly is of the level of a sentience being should be played as another character (and that may be your intention).

However, my larger concern is that this fighter is...a fighter that is effectively invincible.

I don't know exactly what the ruling would be, but it seems to me that in a MECHA setting, the fighters are being replaced by humanoid suits because they are superior in combat than the fighters... The pilot of a fighter does as well as he does because he's an ace and relies on skill, wits, and courage to beat his opponent...not because his fighter is far superior to any of the humanoid suits thrown his way.

I am sorry if it comes off as harsh. I don't know if there is supposed to be a discrepancy with fighter combat abilities and mecha or not - judging by the comments directed at Horngeek it seems to me that if it is a fighter, it should be tuned down some.

I do think that, as the rules and guidelines stand right now, it is perfectly acceptable in this RP for the fighter as it is...but I have outlined my concerns about those rules above. :smallfrown:
============================
@Zarah

Very nice post :smallsmile:

Callos_DeTerran
2009-12-24, 10:46 AM
I want to write that I have some serious concerns and questions as to the power levels appropriate for unit size/for this setting in total... In some ways I think Horngeek's question is appropriate, and honestly I do not see the trouble with allowing variable fighters, when there are Dark Matter suits and other extremely questionable developments already.

Zarah's Dark Matter suit is almost the definition of 'MacGuffin' for a mecha game, it's top of the line 'super' robot material almost entirely. My problem with variable fighters is literally the description HG used of them of 'one of the most maneuverable and flexible guys in the game,' which implies a basic superiority of those kind of suits compared to all others. There shouldn't be. I know very little about Macross, but I didn't see they were either.


I have concern to know for what level I should design mecha or characters...
There is a fully 'intelligent' AI, yet no androids. There are highly advanced cybernetics, clones and genetic engineering....
Are there shields? The Aruna was designed with the idea that it is the first prototype using an experimental system more similar to the style from Gundam 00, than a real shield.

I've been meaning to talk to KD about the AI actually, I pretty much forgot to is all. As for highly advanced cybernetics...they aren't really that advanced. Unless people aren't telling me something, they all have the trademark of 'being just a replacement for something lost' which isn't that advanced. If they were superior in some fashion or did something else, then it may need to be called into question.

Clones and genetic engineering are a black-market science, the Martians may be doing it in secret, but very very few, if anyone else, is doing them at all. I didn't specifically bring this matter up because it ties into religion a bit (even in this setting) and I want to avoid bringing up a religious debate like all hell. To put it in the simplest and most non-offensive terms possible, once the development of reliable replacement cybernetic parts was finished the over-all research on cloning was put under better scrutiny. If you didn't need to clone replacement organs anymore, or use genetic engineering for other health purposes, then it came under a lot more fire under various religious sects. Why? Because there was a way to do the same stuff as cloning (aside from cloning a full grown copy) with cybernetics which they felt didn't violate the law of things. With support from the Earth government at the time (this was before the war), funding was stripped from cloning research to be put to 'more worthwhile uses'. This quieted dissent amount religious communities who felt it was a step back from a precipice.

As for shields, there has not been much mention of them at all on MECHa. That I've been keeping a sharp eye out for because frankly...they don't belong in the setting at the beginning. Further down the line perhaps, but right now it's an experimental, and in some cases, not very reliable technology yet. Even if smaller starships/MECHA DID have shields, the Aruna is still very much likely to be the first vessel anywhere close to it's size to receive such a system.



There are concerns over speeds as well... Since mecha are of different sizes, the easiest way to describe would be to say a hierarchy on size:
Giant = Tough + Slow
Medium = Balanced + Balanced
Small = Vulnerable + Fast

A simplification, and of course there can be variance there....

But, there still needs to be a lot more framework in my opinion on the type of mecha that are allowed vs not. Part of this may be that approval/disapproval has been sparse so far. I don't know - I'm not very knowledgeable on mecha.


I've been pointing out the same thing on speed to people too. If you are significantly bigger, then you are not faster or more maneuverable. If you are smaller then you aren't as tough. I know some exceptions to that exist, the Gilgamesh falls into medium but forsakes armor for speed, but for the most part I think the above should be upheld.

I think the biggest problem your seeing Kasa is people who are designing 'super' mecha, not the realistic ones taking part in the war. And I hope the people piloting those very same super-MECHA realize they have very little business being in the war going up against realistic suits. It's not right or fair to the people choosing to play pilots of realistic suits to have a super-mecha show up and thrash them to hell then kill them. Because that's what would happen. Super-mecha, as a rule, need to fight against other super-mecha. Even if they are fighting in one of the navies, they should try to single out any super-mecha on the opposite side and make that pilot their goal. By the same token, realistic mecha should know better then to go picking fights they can't win. This may seem like a little matter, but it isn't. Super-mecha shouldn't be battling realistic mecha. At all. Unless it's for a very specific purpose.

And frankly, if people insist upon doing that (no one has yet, I'm saying in the future) then I'm in favor of dumping super-mecha from this game entirely. I only tried to include it to broaden the amount of creativity that players could use in creating mecha and whatnot for this game, if it proves to be a problem then I say we ditch it. As, I think, SinisterPenguin said, any non-military super-mecha has their own problems with the League to be getting involved in wars.

EDIT: Well done to both Kasanip and Zarah actually. :smallbiggrin: And I think a minor issue needs to be addressed. CAN is a fine acronym, but it looks a bit silly in normal speech. :smallwink: Yes, I know it was my idea. However it also doesn't make sense Earth would acknowledge, readily anyway, such a group instead of just calling every one from the rebel colonies 'Colonials'. To call them otherwise gives them a minor victory...okay, I just think it's better to call them Colonials instead of CAN all the time.

Cpt. Soup
2009-12-24, 11:08 AM
But what about the colonial slogan campaign then? The possibilities are endless.

http://www.searchenginepeople.com/wp-content/uploads/2008/05/yes-we-can.jpghttp://data97.sevenload.com/slcom/nh/cx/eiqmihd/lkbonplgloie.jpg~/Obama-Yes-We-Can.jpg


Edit: I think though that the colonists want to escape being called colonists or rebels. Something uplifting like the Coalition of Heaven.

Ganurath
2009-12-24, 12:14 PM
The Free People of Mars, the Jovian League, etc?

SinisterPenguin
2009-12-24, 01:40 PM
Ooh, it's started. Nice job on the posts, everybody.

On another note, perhaps a character registry is in order now? Just so we don't have to go sifting through the OOC thread to find characters and MECHA, y'know.


As, I think, SinisterPenguin said, any non-military super-mecha has their own problems with the League to be getting involved in wars.

I must admit I don't actually remember saying that. Was probably someone else. :smalltongue:

horngeek
2009-12-24, 02:13 PM
Okay. I just read through the thread, and I don't see the problem with a Macross Expy either.

Callos, I was exaggerating a bit. It would be quite flexible, but not the most.

There would be some changes- the modular weapons wouldn't happen, for one thing. They'd be built in. But otherwise...

I'll get it typed up after I get back from my triathlon thing.

MageSparrowhawk
2009-12-24, 03:40 PM
I've got a question about tech...there was some conversation about shielding devices...would something akin to the blaze-luminous (http://codegeass.wikia.com/wiki/Blaze_Luminous) system be a problem? Either the free-floating version or mounted to a shield...

Innis Cabal
2009-12-24, 03:43 PM
I think actual physical shields should be the limit on MECHA...I mean, if the Aruna' energy shield is just experimental....how would it make sense to have something that works better on such a smaller scale?

MageSparrowhawk
2009-12-24, 04:12 PM
specifically because it's on a smaller scale. A 5 meter by 3 meter ovoid shield is probably a lot easier to create than a bubble around an entire battleship...

What I'm thinking of is essentially the same concept as a beam-saber, except round rather than sword-y. That, and a much stronger magnetic field, compressing the 'glowy stuff' into an effective barrier.

Zarah
2009-12-24, 04:58 PM
Zarah's Dark Matter suit is almost the definition of 'MacGuffin' for a mecha game, it's top of the line 'super' robot material almost entirely. My problem with variable fighters is literally the description HG used of them of 'one of the most maneuverable and flexible guys in the game,' which implies a basic superiority of those kind of suits compared to all others. There shouldn't be. I know very little about Macross, but I didn't see they were either.
First off let me clarify something about Zulwarn. The technology that was used was abandoned after everything went so horribly wrong. That's partly the reason why the MECHA is considered a legend. There's hardly any technological evidence left behind, so most people just dismiss it as a myth. Sort of the same way we talk about Atlantis in our time.

So in short, dark matter is not used as a power source anymore. :smalltongue:



As for shields, there has not been much mention of them at all on MECHa. That I've been keeping a sharp eye out for because frankly...they don't belong in the setting at the beginning. Further down the line perhaps, but right now it's an experimental, and in some cases, not very reliable technology yet. Even if smaller starships/MECHA DID have shields, the Aruna is still very much likely to be the first vessel anywhere close to it's size to receive such a system.


I think actual physical shields should be the limit on MECHA...I mean, if the Aruna' energy shield is just experimental....how would it make sense to have something that works better on such a smaller scale?


specifically because it's on a smaller scale. A 5 meter by 3 meter diamond shield is probably a lot easier to create than a bubble around an entire battleship...
On the subject of shields, I have a bit to say. While creating smaller shields first and working their way up certainly makes more logical sense, don't forget that things like shields would take an immense amount of power output to run. The article you linked to even says that itself. MECHAs aren't capable of generating that kind of power, so it makes sense that they would only be found on huge warships and the like. The personal shield technology should probably be something we work into as more and more advanced MECHA designs are brought out. Which leads me nicely into my next paragraph...


I've been pointing out the same thing on speed to people too. If you are significantly bigger, then you are not faster or more maneuverable. If you are smaller then you aren't as tough. I know some exceptions to that exist, the Gilgamesh falls into medium but forsakes armor for speed, but for the most part I think the above should be upheld.

I think the biggest problem your seeing Kasa is people who are designing 'super' mecha, not the realistic ones taking part in the war. And I hope the people piloting those very same super-MECHA realize they have very little business being in the war going up against realistic suits. It's not right or fair to the people choosing to play pilots of realistic suits to have a super-mecha show up and thrash them to hell then kill them. Because that's what would happen. Super-mecha, as a rule, need to fight against other super-mecha. Even if they are fighting in one of the navies, they should try to single out any super-mecha on the opposite side and make that pilot their goal. By the same token, realistic mecha should know better then to go picking fights they can't win. This may seem like a little matter, but it isn't. Super-mecha shouldn't be battling realistic mecha. At all. Unless it's for a very specific purpose.

And frankly, if people insist upon doing that (no one has yet, I'm saying in the future) then I'm in favor of dumping super-mecha from this game entirely. I only tried to include it to broaden the amount of creativity that players could use in creating mecha and whatnot for this game, if it proves to be a problem then I say we ditch it. As, I think, SinisterPenguin said, any non-military super-mecha has their own problems with the League to be getting involved in wars.
I agree with you about the super-mecha targeting each other in battle. Not only because that's the best way to tell a story, but because it actually makes the best tactical sense. Why shouldn't they be countering the highest priority threats on the battlefield with their own? Frankly, I'd be disappointed if we were to get rid of super-mecha altogether, since let's be honest, they kind of form the backbone of a mecha-based story. What we need to be careful of is escalation. As the game progresses, it's inevitable that new mechas are going to be built that are better, stronger and faster than those available now, which is fine with me. We just need to make sure things don't get out of hand and it turns into a wild arms race to see who can make the bigger gun. At least, not OOCly.

Secondly, I think some people might be missing the big picture when it comes to the realistic mecha. Of course they're dramatically underpowered compared to the super mechas. They're supposed to be cannon fodder. But what's the biggest strength of infantry? Numbers. We might not have a player for each man on the battlefield, but we still need to speak for them. Think about it. While there might be 20 or 30 super-mechas built across the solar system, how many infantry mechas would there be? Thousands, maybe millions. Even if the super mechas can hack their way through an entire battalion of smaller machines, they can't hold up forever.

The biggest issue with mecha designs in this game is going to be trust. If we trust each other to play the game responsibly, then whatever we equip the mechas with really don't matter. I've said it before in BleachitP, and I'll say it again here: We're here to tell a story, and I ask that people not lose sight of this fact.


EDIT: Well done to both Kasanip and Zarah actually. :smallbiggrin: And I think a minor issue needs to be addressed. CAN is a fine acronym, but it looks a bit silly in normal speech. :smallwink: Yes, I know it was my idea. However it also doesn't make sense Earth would acknowledge, readily anyway, such a group instead of just calling every one from the rebel colonies 'Colonials'. To call them otherwise gives them a minor victory...okay, I just think it's better to call them Colonials instead of CAN all the time.
Many thanks. I agree that CAN sounded awkward, so I made the necessary edits to my post to make it read a little better.

KnightDisciple
2009-12-24, 06:31 PM
First off, I appreciate the detailed critique, Kasanip. :smallsmile:


*snip*
@KnightDisciple

I don't like offering open critiques, but I have some problems with your fighter...

For a fighter, it is actually actually halfway up the size scale, which would, in my opinion, put it in the 'medium' size category of mecha.
I don't know sizes of mecha as well, but the Gunstar is about the same size as a modern air-breathing fighter so far as length and width go (remember, it's in feet, not meters). It's taller, and overall beefier, but not something that dwarfs them.



It is "incredibly fast, has excellent maneuverability (which would theoretically keep it from getting hit by a normal ranged weapon)
I can tweak those, but my basic intent was that it was really fast, and had good handling. This means it takes more effort to hit it, but he's not superhuman, so a good pilot of a faster machine could hit him. Certainly a big, lumbering mecha would have trouble, but one built for speed could keep up, and have a decent chance of hitting.


It has armor that stops energy and ballistic weapons
"Stops" might be strong. The armor can stand up to both kinds (as opposed to it being really good against one, but sucky against another). Either one can still wear it down; a barrage from a decent strength ranged weapon would start to hit internals if most all of the shots landed. It's just not going down after one hit.


It can't be hit by missiles or most/any lock-based weapons (so now both types of weapons are out)
Only so long as it has flares and decoys. I think I'll put in that it only has 3 "loads" of flares. So, at the outside, it can avoid perhaps 9 missiles or missile barrages in a battle. And the flares especially aren't foolproof. Some missiles could well get through, forcing either another round of flares, concentrated EW work, dodging, or at worst, tanking the hit.


It can't be seen outside of visual range, and even then, it can't be seen because of camouflage.
Oh, it'll get picked up in general. The thing'll light up like a Christmas tree. It has only active EW, which means broadcasting lots of stuff. What they won't be able to do is pin down the exact location from 10k km out or some such. They'll have to get closer. It's basically a localised version of what happens with Minovsky Particles (http://en.wikipedia.org/wiki/Universal_Century_technology#The_Minovsky_particle ) in UC Gundam, except a bad hit could turn this off. I can tone down the language, though, certainly. The idea here is just that he can't be sniped from way outside visual range.
As for "camouflage", I guess you mean the paint scheme? That's not intentional camouflage, and the patterns would stand out. I mean, it's not bright white, but...As well, camera aids allow it to be spotted more easily/fully, and I'd wager most all vehicles have such cameras.



It has the engine of a MECHA in a fighter chasis
Do you mean the power source?:smallconfused:
I just picked a random "futuretech" type power source, one that wouldn't require refueling every 5 minutes due to fuel consumption.


It has 20 micro missile tube launchers with missiles that allow it to destroy 7-10 normal mechas in one volley.
Well, "mook" mecha. Assuming they hit. Their guidance isn't that great. But I suppose I can reduce the power and/or number of tubes...



It has a fully functional AI that preforms a wide array of functions...
Other than being a great multitasker and not needing food, this is barely different from having a two-seater. She basically does a slightly larger job than the backseat guy in an F-14 (http://en.wikipedia.org/wiki/F-14#Avionics_and_flight_controls), which was a large part of my intent.

Now, this is all pending me talking with Callos about the AI.



I apologize if it comes off as a blunt summary (and if it is off, I apologize...but maybe more explanation is necessary). It is what I think it appears to be however.
You're fine. You were honest, and hit potential concern points. Pending speaking with Callos and you, I can revise, at the least, the language of things in the entry. I think we can tweak it without gutting my concept.:smallwink:


I will admit that the AI is frustrating to me partly because I was designing a character who would be able to function in some of the roles so described...but that isn't a fair critique point.
I am concerned by the fact that there is AI to the point of sentience... Because I am pretty sure it was brought up earlier in this thread that androids and the like do not exist - and if there was AI to this level, there is no reason for them not to exist. It also seems to me that this AI, if it truly is of the level of a sentience being should be played as another character (and that may be your intention).
She basically makes this a character and a half. I'm willing to have another person play her, or a backseater, but...frankly, I'd rather not.
My main reason for that is because of time. Rarely are we all online at the same time, and I don't want to have to wait for hours for someone else to come on to even post actions for my own vehicle. At the same time, I was intrigued by the potential dynamics of two people in one fighter.



However, my larger concern is that this fighter is...a fighter that is effectively invincible.
I think I've gone over the "invincible" concern above. My intent was merely that a fighter craft not be cannon fodder.


I don't know exactly what the ruling would be, but it seems to me that in a MECHA setting, the fighters are being replaced by humanoid suits because they are superior in combat than the fighters... The pilot of a fighter does as well as he does because he's an ace and relies on skill, wits, and courage to beat his opponent...not because his fighter is far superior to any of the humanoid suits thrown his way.

I am sorry if it comes off as harsh. I don't know if there is supposed to be a discrepancy with fighter combat abilities and mecha or not - judging by the comments directed at Horngeek it seems to me that if it is a fighter, it should be tuned down some.

I do think that, as the rules and guidelines stand right now, it is perfectly acceptable in this RP for the fighter as it is...but I have outlined my concerns about those rules above. :smallfrown:

I think that even this fighter has some disadvantages to mecha.
For one, while it may be able to get better speed (and perhaps acceleration), due to having four huge thrust engines, it isn't as maneuverable as a comparable mobile suit (IE, one designed for flight, especially space flight). The inflexible nature of its body means it has to pack on lots of little thrusters, and it still can't do things mecha can.

In an atmosphere, it's not nearly as good. It can possibly achieve a 1/3 of its spacebound speed, and it's way worse at handling due to no major control surfaces.

It can't use any sort of "melee" weapons at all.

It can't shoot to the side; it hast to turn to engage an opponent. It doesn't even have any rear-facing fixed weaponry.

Its weaponry is basically unchangeable. It can swap out missile loads, but the guns are permanent fixtures, barring weeks in the shop. Most mecha can just drop one gun and pick up another.

Think of anything mecha with hands can do. It can't do that.

I'm not as convinced of the "fighters must suck in a mecha universe" idea. And even still, I've just listed a lot of stuff that mecha can do, that fighters can't.

That all said, I'm definitely willing to talk things over.:smallwink:

SinisterPenguin
2009-12-24, 07:24 PM
So, just for fun, I wrote up a little UEDF infantry powered armor. Not for any specific characters, but I like doing stuff like this, so...yeah.

ROC-176 Light Battlesuit

Height: About 2.07264 meters

Armament: The ROC itself has no built-in weapon systems, though infantry wearing the ROC are generally outfitted with a single Light Beam Rifle and a munitions-based semi-automatic pistol.

Additional Systems: The ROC, like many battlesuits, gives the wearer enhanced strength and speed, a variety of useful sensors in the helmet, limited internal life support, and, of course, protection. It's most notable feature, however, is it's Enhanced Jumping System (EJS) (OK, I'm terrible at coming up with names for things like this :smalltongue:), a pack affixed to the suit's back with thrusters on the bottom. The EJS's thrusters can be turned on to allow the wearer to make gigantic leaps, further enhanced by the suit's added strength. It is important to note that the EJS is incapable of continuous flight; it merely allows the user to temporarily rocket into the air. For very high jumps, the pack also includes a parachute.

Appearance: The ROC is, of course, mostly humanoid, being a battlesuit. Most of the ROC is a dark orange color, though parts of it are black or dark gray. The helmet is taken up mostly by a jet black visor. On the back of the suit is the EJS pack, with conical thrusters on its bottom. Most of the ROC is curved and rounded, creating a rather smooth aesthetic.

So...yeah. I'm unsure if beam weaponry is common enough that normal infantry may be outfitted with it; if not, I'll just change the rifle to an assault rifle or something. I might try drawing a vaguely OOTS-style template of this up sometime. Emphasis on might.

MageSparrowhawk
2009-12-24, 07:31 PM
As an OOC explanation for the shield, it's just to have a glowy protective thing, and not have to talk about repairing it after every fight.

Callos_DeTerran
2009-12-24, 08:00 PM
specifically because it's on a smaller scale. A 5 meter by 3 meter ovoid shield is probably a lot easier to create than a bubble around an entire battleship...

What I'm thinking of is essentially the same concept as a beam-saber, except round rather than sword-y. That, and a much stronger magnetic field, compressing the 'glowy stuff' into an effective barrier.

The points Zarah brought up are rather good, lets hold off on MECHA or personal shielding for something to be developed during the course of the game. Hell, new and exciting tech is one of the hallmarks of sci-fi in general, if we have it all at the start then we have one helluva arms race already begun.

Innis Cabal
2009-12-24, 08:01 PM
Going to jump in and weigh in on some things I guess..



I don't know sizes of mecha as well, but the Gunstar is about the same size as a modern air-breathing fighter so far as length and width go (remember, it's in feet, not meters). It's taller, and overall beefier, but not something that dwarfs them.

I'm going to hope you mean it dosn't dwarf current fighter jets. As for sizes of mecha, if you look at entries and the over all coversation. 16 meters isn't unreasonable.


I can tweak those, but my basic intent was that it was really fast, and had good handling. This means it takes more effort to hit it, but he's not superhuman, so a good pilot of a faster machine could hit him. Certainly a big, lumbering mecha would have trouble, but one built for speed could keep up, and have a decent chance of hitting.

I have a personal issue with this, as everyone seems to have made a "really fast suit/fighter" and it sorta steps over the Gilgamesh's toes seven different directions. Not a legit issue with the fighter. But its something I wanted to get off my chest. You already brought up my issue with it, a mech built for manueverability and speed will do better then a fighter.



"Stops" might be strong. The armor can stand up to both kinds (as opposed to it being really good against one, but sucky against another). Either one can still wear it down; a barrage from a decent strength ranged weapon would start to hit internals if most all of the shots landed. It's just not going down after one hit.

I don't think anyones mech is going down from one hit. But honestly, the wording is a bit heavy. You might want to tone it down, alot.



Only so long as it has flares and decoys. I think I'll put in that it only has 3 "loads" of flares. So, at the outside, it can avoid perhaps 9 missiles or missile barrages in a battle. And the flares especially aren't foolproof. Some missiles could well get through, forcing either another round of flares, concentrated EW work, dodging, or at worst, tanking the hit.

This just adds to its defenses, which I guess are rather impressive...espically for a fighter...but the below more aggravates the issue then this.


Oh, it'll get picked up in general. The thing'll light up like a Christmas tree. It has only active EW, which means broadcasting lots of stuff. What they won't be able to do is pin down the exact location from 10k km out or some such. They'll have to get closer. It's basically a localised version of what happens with Minovsky Particles (http://en.wikipedia.org/wiki/Universal_Century_technology#The_Minovsky_particle ) in UC Gundam, except a bad hit could turn this off. I can tone down the language, though, certainly. The idea here is just that he can't be sniped from way outside visual range.
As for "camouflage", I guess you mean the paint scheme? That's not intentional camouflage, and the patterns would stand out. I mean, it's not bright white, but...As well, camera aids allow it to be spotted more easily/fully, and I'd wager most all vehicles have such cameras.

This is all well and good. But along with its pretty impressive. This makes sense, but its sorta...pushing it in regards to over all power. Its got impressive close range and far range defenses. Its really fast and manuverable, and the weapons....


Well, "mook" mecha. Assuming they hit. Their guidance isn't that great. But I suppose I can reduce the power and/or number of tubes...

This is still far and above most MECHA in the game. Most, not all, but still. Thats just silly.




Other than being a great multitasker and not needing food, this is barely different from having a two-seater. She basically does a slightly larger job than the backseat guy in an F-14 (http://en.wikipedia.org/wiki/F-14#Avionics_and_flight_controls), which was a large part of my intent.

Now, this is all pending me talking with Callos about the AI.

She basically makes this a character and a half. I'm willing to have another person play her, or a backseater, but...frankly, I'd rather not.
My main reason for that is because of time. Rarely are we all online at the same time, and I don't want to have to wait for hours for someone else to come on to even post actions for my own vehicle. At the same time, I was intrigued by the potential dynamics of two people in one fighter.

Letting Callos field this. But, from a personal stand point. It comes off a bit HALO to me, and rather tritely as such




It can't use any sort of "melee" weapons at all.

Not really a problem when your fighter isn't meant to be stationary in a fight. This is a non-issue if I've ever heard one.



It can't shoot to the side; it hast to turn to engage an opponent. It doesn't even have any rear-facing fixed weaponry.

Not really a problem in Free Form RPGs. If this were a video game? Ya, HUGE issue. In a game where it really dosn't matter when the next post is "breaks off from combat" and there is no computer to sit there and calcuate acceleration of weapon to movement of ship turning...ya. This is yet again a non-issue for the fighter.




Think of anything mecha with hands can do. It can't do that.

Saying that its disadvantage is it being not a mech...I don't really agree. Of course it can't do what the hands of a mech can do. Its not built for the same capabilities.

Callos_DeTerran
2009-12-24, 08:17 PM
I must admit I don't actually remember saying that. Was probably someone else. :smalltongue:

Someone mentioned there being a League for super-mecha (which was my general intention in the first place) and I'm fairly certain it was you.

SinisterPenguin
2009-12-24, 09:28 PM
Someone mentioned there being a League for super-mecha (which was my general intention in the first place) and I'm fairly certain it was you.

Hm, well, I searched through all my posts in this thread and I'm pretty certain I didn't say that. I did find this post by Cpt. Soup, however, which may be what you're talking about (though it doesn't mention super-mecha, specifically):


I also wanted to add connections to another Corporation with control over a great deal of the means communication and most media outlets within the Colonies, including coverage for the civil war and corporate battles. When I say connected with this company though, I mean secretly controlling and cooperating with it to develop an intelligence network to combat the UEDF's own. Also I think there should be a mecha battle league.

horngeek
2009-12-24, 11:04 PM
All right. It appears that I'm leaving for the Triathalon thing in 2 days, not tomorrow. :smalltongue:

So, I'll get the VF up tomorrow, and get thoughts on it.

KnightDisciple
2009-12-24, 11:53 PM
Re-Revised version of the ship and characters. Changed some language, clarified some things.

Gunstar One(Name could potentially change):
Designation: GNS-01 "Gunstar One"
Dimensions:
Length: 50 feet.
Width: 44 feet.
Height: 25 feet.

Manufacturer: Various Martian Companies
Operator: Colonial Authority Navy.
Base of Operations: The Aruna
Crew: 1 (pilot), 1 AI (EW)
Armor: Heavy Composite Armors; equal resistance across the board to energy and ballistic weapons. (OOC:Not invulnerable to either, just not weak to either one, and decent armor strength overall)
Electronic Warfare: Various electronic level countermeasures (OOC:These measures only work on the fighter and individual mecha scale; a capital ship could burn through easily enough, as could a dedicated sensor platform vehicle); multi-spectrum flare decoys x 3 loads; active movement decoys x 4; multi-spectrum sensors; full-body micro-camera coverage
Power Plant: Compact fusion engine, maximum output unknown
Armament: Micro-Missile tubes x 20 (in sets of 5); 5mm Coilguns x 4; GAU-800 30mm Rotary Laser Cannon

Appearance: Start with this (http://www.meshweaver.com/frames/Portfolio/htms/gstar.htm). Now remove all the ball turrets on the ship. Fill out the fuselage all the way to the back. Replace the front end with a slightly longer/slimmer version of this (http://upload.wikimedia.org/wikipedia/commons/a/a8/A-10_Thunderbolt_II_Radom_Air_Show_2009.JPG). Now instead of large Death Blossom doors, there are 5 missile tubes with small iris doors. The engines have more connective area (so no gap underneath/above the engines). The four black squares where the central fuselage meets the "wings" now sport smaller gun barrels. Dark blue paint scheme.

Description: Gunstar One is the signature fighter of ace pilot Ibram "Ghost" Corbec of the Aruna and CAN. It is a modified version of the stock fighter, upgrading several weapon systems and increasing the engine output. As it stands, Gunstar One is an very fast machine, easily outpacing many standard machines. As well, a wealth of thrusters across the body allow good maneuverability. An inertial dampening system allows pilots to not be killed by every high-speed turn.

The primary weapon is the Avenger. Modeled on the old GAU-8 Avenger, this weapon is instead a laser. The cycling barrels allows a momentary charge to build up, as well as giving the barrels time to cool after each shot. Considering the power (and thus heat) each shot fires, this is necessary for sustained combat. As is, Ghost has to be careful to not to hold fire too long, or it could melt the barrels. The Avenger is capable of up to 4200 shots per minute. A few second sustained fire is often enough to cripple or destroy a standard mobile sook (OOC:Read: mooks).

The secondary cannons utilize a coilgun setup, also using magnetic fields to shave off solid slivers of metal to then fire. They do not have the same rate of fire as the Avenger, and do not cause as much damage individually, but typically all four fire at once. This makes them roughly 2/3 as powerful. Often, Ghost will use these weapons when an opponent seems to have energy shielding, or when he needs to let the main gun cool down.

Finally, the Gunstar One sports a total of 20 micro-missile tubes. Situated near the top and bottom of the front of the "wings", these are placed in groups of 5. Each individual tube has 2 shots, giving Ghost a full 40 missiles. Typically, these missiles (less than a foot in diameter) are standard explosive warheads (but it takes 5 to destroy a standard suit, barring a cockpit shot). However, the system is fully capable of accepting varying loads, including anti-radiation missiles (radar seekers).

The ship's sensors, while modern technology, are not specialized or particularly high-powered. However, the Gunstar has been equipped with recent C3 systems, since Ibram is a squadron commander. As well, it has dedicated systems for a commander's AI (in this case, Gwen) to utilize to increase EW capability, as well as coordinating information intake and output. Often, Gwen handles specific targeting of missiles while Ibram concentrates on quickly designating general targets with eye movements.
The Gunstar One utilizes a wealth of cameras and sensors all over the body to prove a full 360 degree viewing area for the pilot. The cockpit is typically enclosed in armor during combat, leaving the pilot completely unexposed. Instead, he has an immersive holo display in all dimensions around himself.

Of special note with the EW are the flares and the decoys. The multi-spectrum flares pulse out signals on most common missile tracking frequencies, such as a similar infrared signature and metallic return. However, these flares have no propulsion, quickly making the real fighter stand out once more. Thus, they are best for diverting groups of basic missiles, such as those used by general purpose suits and fighters. That said, a missile swarm will often get at least a few missiles through. Alternatively, if an enemy barrage has enough missiles, all the flares in a load may be destroyed while there are still missiles in the air. The Gunstar carries 3 loads of these flares.

The decoys, of which there are only 4, have a propulsion system, and manage to create a realistic sensor return on the Gunstar. Opponents out of visual range can often be fooled, as can most all missiles. However, those within visual range can easily tell the difference. As well, the decoys have less than a minute of flight time before they burn out. Furthermore, due to being singular items, they are a poor choice against large groups of missiles, as the first missile to hit a decoy will destroy it, leaving the rest free to chase Ibram.


Pilot:Name: Ibram "Ghost" Corbec
Age: 28
Height: 5'1"
Weight: 115 lbs.
Hair: Light Brown
Eyes: Grey
Speech:Dark Slate Blue
Gwen's Speech: Sea Green

Appearance: Ibram Corbec is a typical fighter pilot. His look is, essentially, regulation, though he tends to wear his clothing looser than some may prefer. He cites comfort being paramount for a good performance from a pilot. His hair is kept close-cropped, and he is in excellent physical condition. Of course, his size is, frankly, small. Most members of the military have several inches on him. This doesn't seem to phase Ghost, as he just takes any jokes in stride. He often gives as good as he gets.
He often wears just an undershirt with his uniform pants and boots, citing the fact that the ship is often "too hot". Nevertheless, when called for, he can appear in full mess dress with creases among the best of them.
His spacesuit is a bit bulkier than some, due to having to help compensate for the G-forces that make it through his inertial dampner. (It's basically this (http://images2.wikia.nocookie.net/halo/images/c/cb/SPI.jpg), albeit a bit less bulky and without the odd "hole plates" or whatever those are. No actual power augmentation. The helmet looks like this (http://images1.wikia.nocookie.net/halo/images/1/15/EVAArmor.png).) The lightweight ceramics offer some protection if his craft takes severe hits, but it's better suited to cushioning him from high-powered turns, and helping keep his body temperature regulated if he ejects.

Personality: Ibram is a classic "Type A". He is highly motivated, energetic, upbeat, and often seeks to motivate others. Since he is in command of the Gunstar Flight on the Aruna, most of the crew is spared this motivation. His flight bears the majority of it. Were it not for the casual, friendly aspects of his personality, he'd probably have a near-mutiny on hand. As it is, his men work hard to meet his ever-rising expectations.
Ibram is passionate about defending Mars and the other Colonies from Earth oppression. He's not so passionate about the actual war now that it's started. Being as he's only a flight commander, he rarely voices any misgivings. Only Captain Toivonen (whom he dares address as "Kris", at least in briefings among other senior officers) regularly hears his thoughts. Other flight/squadron commanders seem to be in and out of the ship more, so he feels less free with them much of the time.
In combat, Ghost is all business, calling out terse commands and status updates. Half the time, he lets Gwen do the talking for him. He tries to use the fewest shots or missiles possible, always trying to maximize his kill ratio.

Gwen:Gwen is an Artificial Intelligence intended for battlefield support, specifically in the areas of Electronic Warfare, C3, and Tactical Information Processing. While she officially "rides" in Gunstar One, she is connected to the entire flight, helping coordinate the group's EW and Comms. More than that, she has had to adopt a "distributed processor" setup with the flight, as riding on just Ibram's machine decreases her available resources (both processing, and sensors). If the whole flight is in the air, she's notably better than if it's just Ibram alone (OOC:In just Gunstar One, she's only as good as a single human in the same role. With all 6 ships up, she's about 5 times as fast thinking, and able to handle 6 times as much raw data.).

As well, she feeds data by the nanosecond back to the Aruna, giving them a constantly updating map of the battlefield in her area. This map is limited to a few kilometers around any one ship of the flight, but within that range is rather detailed. This allows the Aruna command staff to have a better idea of what's going on, at least in her area of operation. Outside of the distributed systems on the squadron, only the computer banks on the Aruna can handle Gwen in an active status.

That all said, Gwen is something of a proof-of-concept, taking AI further than before. She is one of the first to have an actual personality, as well as a greater level of interactivity. She is, in essence, a true Intelligence. She has been classified as sentient by several research boards, granting her an actual citizenship with Mars. Her commission in the CAN is by her own choice; certainly she's a valuable enough mind to contribute to the effort no matter where she goes.

But her personality meshes well with Ghost, and she enjoys working with him. At times, they've even been caught "flirting", though both fully admit there's nothing to it. It's just something they do for fun. Kind of like the pranks she helps play on new members of the squadron.

Gwen appears as a beautiful woman (http://images1.wikia.nocookie.net/halo/images/a/af/Serina_color.png) in simple clothes. She typically manifests either on flatscreens in various locations, or in certain rooms so equipped, she manifests a full size hologram. The fact that her full size avatar is 5'11" tall is not a fact lost on her and Ghost's companions. Inevitably, jokes have occurred. Ghost lets them pass, unless they really cross the line, or come from someone he doesn't know at all (and thus doesn't have the privilege to make such jokes in Ghost's estimate). Gwen's personality is open and friendly enough she gets along well with most everyone on the ship, and typically in the fleet.

Skills and Role: Ibram is, first and foremost, a pilot. He is very, very good at being a pilot. Ibram is one of those people with natural talent. Not only are his senses sharp in general (especially his eyesight and hearing), he has incredible spatial awareness. It's a rare sight to see him bump into anyone, even in passing; typically, he sidesteps or leans out of the way.
Beyond his direct piloting skills, Ibram has a knack for bringing out talent in others. This manifests in his squadron not only having excellent rankings, but by his men often going on to command squadrons of their own.
Gunstar Flight typically leads the force of attacking fighters, working first and foremost to clear the way for heavier, anti-capital ship small craft. Though able to take on flight-dedicated mobile suits, they tend to shy away from doing so, due to the better overall maneuverability of the suits, as well as the lack of any "melee" weapons.

Incidentally, the Gunstar is only 50 feet long. An F-14 was a full 62 feet long, and 64 feet wide with wings spread. The only area this baby beats that classic machine in is "height" due to being a beefier design in most ways.

Innis Cabal
2009-12-25, 12:00 AM
I honestly can't see whats been changed. If anything at all. And I am still against the AI which looks widely unchanged.

KnightDisciple
2009-12-25, 12:09 AM
Maybe you ought to read it again. Because while I've not made sweeping changes, I've toned down several items Kasanip pointed out (or clarified my language regarding said items). As well, regarding Gwen, I've notably restricted her performance and role, so that she has no chance of actually stepping on Kasanip's toes. Instead, she merely makes the squadron as a whole more efficient and lethal.

Edit: Further tweaks, to powerplant and initial EW entries, for further clarification.

Artemis Dreamer
2009-12-25, 10:06 AM
So, just for fun, I wrote up a little UEDF infantry powered armor. Not for any specific characters, but I like doing stuff like this, so...yeah.

ROC-176 Light Battlesuit

Height: About 2.07264 meters

Armament: The ROC itself has no built-in weapon systems, though infantry wearing the ROC are generally outfitted with a single Light Beam Rifle and a munitions-based semi-automatic pistol.

Additional Systems: The ROC, like many battlesuits, gives the wearer enhanced strength and speed, a variety of useful sensors in the helmet, limited internal life support, and, of course, protection. It's most notable feature, however, is it's Enhanced Jumping System (EJS) (OK, I'm terrible at coming up with names for things like this :smalltongue:), a pack affixed to the suit's back with thrusters on the bottom. The EJS's thrusters can be turned on to allow the wearer to make gigantic leaps, further enhanced by the suit's added strength. It is important to note that the EJS is incapable of continuous flight; it merely allows the user to temporarily rocket into the air. For very high jumps, the pack also includes a parachute.

Appearance: The ROC is, of course, mostly humanoid, being a battlesuit. Most of the ROC is a dark orange color, though parts of it are black or dark gray. The helmet is taken up mostly by a jet black visor. On the back of the suit is the EJS pack, with conical thrusters on its bottom. Most of the ROC is curved and rounded, creating a rather smooth aesthetic.

So...yeah. I'm unsure if beam weaponry is common enough that normal infantry may be outfitted with it; if not, I'll just change the rifle to an assault rifle or something. I might try drawing a vaguely OOTS-style template of this up sometime. Emphasis on might.

This seems to be a very viable idea, but there's just one little thing that I wanted to mention. Correct me if I'm wrong, but I was under the impression that powered armor battlesuits (and generally all mechas under six meters in height) were rare in this setting, being impractical in combat against larger mechas.

I know that this isn't really a valid critique, but in a way this design of yours irritates me, as I purposely created my character's powered armor for the sake of being unique. Now powered armor is being proposed as general infantry issue, and that makes my design seem completely mundane. I'm sorry to complain like this, but I would have liked Tessa's armor suit to be a rarity, or perhaps even completely unique.

Otherwise, this design is very nice, and the jumping system is a clever touch, though perhaps it should incorporate some type of integrated weapon.

Just in case this becomes an issue, I'll just include a copy of my initial write-up for Tessa's suit.

Powered Armor Battlesuit

‘Jinx’ – Custom construction using salvaged parts from now-discontinued and decommissioned models
Height: 2 meters
Weight: Roughly 1500lbs

Unlike most every other pilot, who favour large, robotic MECHA, Tessa prefers a simpler approach to combat, in the form of powered armor. Her battlesuit is one that she constructed herself from scrap metal and decommissioned parts, and has only basic combat functions. Decades behind current technology, it has a shabby, cobbled-together appearance that makes it an object of scorn and mockery, especially because it seems to be an inferior work produced by an otherwise talented and respected mechanic. She complains openly about her suit, giving the excuse that mechanics aren’t expected to be combatants, which is why she was given no resources to construct it, thus the poor overall quality. Still, she is actually quite fond of it, not being nearly as unhappy with its functioning as she claims to be. Visibly rusting and corroding, the suit, which is only two meters tall, is made of dull silvery, unpainted titanium alloy. Completely humanoid in appearance, and modeled to closely resemble Tessa’s body shape, it is made of irregular, smoothly rounded metal plates that have been welded together, with exposed wiring and hydraulic cables in the joints. The plates are dented and battle-worn, giving the suit an even more ill-maintained appearance. A fully enclosed, fitted metal helmet protects her head, and is equipped an oxygen filter providing the sealed unit with breathable air, as well as four cameras (two at the front, two at the rear), that provide a 360 degree visual display.

The suit is little more than an armor casing equipped with basic kinetic weapons, some targeting and data-relay systems and a basic hydraulic system that augments Tessa’s movements. Her movements directly control the movements of the suit, and she can only utilize it in ways that she is physically capable, albeit with hydraulics minimizing the incredible weight of the suit so that she is able to run and jump relatively unhindered, as it would be completely immovable under physical power alone. It is very physically taxing to use the suit, and it can only be used successfully by Tessa herself, as all the augmentation systems are calibrated for her movements. Anyone else would suffer severe discomfort or even dislocated limbs/broken bones if they attempted to use it. To control the suit properly, Tessa dons a camouflage-print, skin-tight bodysuit that allows her vitals to be directly monitored by the suit sensors while still preserving some modesty. Getting in and out of the suit is a difficult and time-consuming process when done correctly, as she must manually disengage the pressure locks on the chest piece, which opens down the center to allow her to carefully slide in her legs and arms (requiring plenty of contortion, as the pieces are very tightly fitted). She then needs to adjust the hydraulics and pressure of each piece individually, re-seal the chest plate and don the helmet, provided that she does not want an improperly adjusted segment to cause damage to her joints or break bones. Getting out requires a similar procedure.

Though her battlesuit is nowhere near comparable to full-sized mechas in combat, Tessa still manages to use it effectively when she has no other choice but to fight. She has brought down a few opponents in combat, and this can be attributed to her knowledge of the construction and weaknesses of these machines, as well as her surprisingly accurate aim. The small size of her suit allows her a great deal of agility and freedom of movement, though her speed is limited by her physical capabilities, and her strength is only slightly enhanced. In combat she relies on the stealth afforded by the small size of her suit, using her weapons to target vital weaknesses, before using the magnet coils that she has integrated into the legs, feet, hands and arms of the suit to physically climb onto large mechas and ships to damage them further using some swift and unpleasant sabotage techniques. There is always the risk that she will be pinned and crushed to death, or torn limb from limb, as there are only a few inches of rather flimsy metal and wiring protecting her body, and she by far the smallest combatant on an average mecha battlefield. As a result, Tessa is often assigned to sabotage duties or boarding missions rather than engaging in direct combat, as this fits well with the capabilities of her suit and her own mechanical skills.

Weapons: The suit has only very limited integrated weapons systems, almost all of which are kinetic and so incredibly out of date that they ought to be in a museum of some sort. All are still quite serviceable, however. Most lack a targeting system, meaning that Tessa often has to rely on instinct when firing. The kinetic weapons obviously do not function in space, and are less effective at lower gravities, adding yet another reason that the suit is generally ineffective in space combat.

A heavy machine gun has been integrated into the left arm of her suit, so that only the barrel portion is clearly distinguishable, and the barrel runs the length of her forearm, ending at her wrist. It fires .50 calibre bullets at a rate of ten per second, with enough ammunition to shoot for two full minutes if necessary (1,200 bullets). The rounds fired are supposedly armor-piercing, but are generally ineffective, as this attribute is negated by the advancements in the shielding technology that protect the mechas. Rounds that explode on contact are also compatible with the machine gun system, though she has never used them. The machine gun operates on a belt-fed system, but this portion of the functionality has been completely internalized and heavily modified to make the weapon more efficient. It heats up very rapidly when fired, despite the direct-flow coolant system, and therefore cannot be safely fired for more than thirty consecutive seconds without running the risk of overheating and causing damage to the suit. The firing mechanism is activated when she bends the index finger of the left hand of the suit in a trigger motion, and firing ceases when she straightens her finger again. The ambiguity of this gesture can occasionally lead to mishaps, and is in the process of being refined.

A shoulder-mounted mortar is fixed to the right shoulder of the suit, and it is capable of firing a single, 120mm shell. This shell is highly explosive, being able to put a sizable hole in all but the most heavily armoured mecha. It also has an added effect in that it produces a localized disruptive pulse that interrupts the flow of electrical current upon detonation, which can temporarily disable the electrical systems of the target for as long as it takes for the entire system to reboot. This often gives the pilot a fair jolt as well, though not enough to cause serious electrocution. Tessa usually uses this shell to provide a distraction or render a mecha unable to retaliate while she performs a swift act of sabotage that would otherwise endanger her life or be impossible if the mecha was fully functional. The mortar has a rather more advanced firing system, with a visual overlay targeting system that ensures that this precious shot is not wasted, and the shell is fired using the simple verbal command of “fire”.

The only non-kinetic weapon on the suit is a wrist-blade that operates on a principle similar to particle beam weapons, using atomic projection beam technology. It consists of a five-inch long oblong of circuitry that has been painstakingly affixed to the interior of the armor plate covering her right forearm. When activated, it projects a milimeter thick ‘field’ of atoms in an eight inch long, three inch wide blade along the outside edge of the suit’s right arm. This field, while not visible to non-mechanical vision, is razor-sharp and capable of cutting through nearly anything, with a minimum of applied force. It is her primary sabotage tool, and can function anywhere that there are atoms. It is severely limited however, due to its small size, the fact that it can only be utilized at direct, hand to hand range, and the fact that it can only cut to a depth of three inches. It is activated automatically when the suit powers up, and remains active until it enters an area in which there are no atoms (unlikely, to be sure), or the suit is powered down again. As a result of being constantly active and completely invisible, this weapon has caused its fair share of inadvertent damage. It is possibly the only part of the suit that is less than three decades old, and is actually a prototype of a discontinued atomic manipulation experiment that Tessa ‘salvaged’ from a mecha that she was repairing.

Power Source: Tessa’s battlesuit runs on what can best be described as a combination of her own energy (as her movements directly control the movements of the suit), and a nuclear battery that powers the hydraulics and electrical systems. The fact that much of the suit is controlled by her own movements makes is clumsy and ineffective in space, so she does not often engage in zero-gravity or low-gravity combat or sabotage. The nuclear battery is the oldest part of the suit by far, and is rather unstable, making the suit a biohazard with fairly severe health risks for the pilot. As there are leaks in the nuclear containment, Tessa must coat her entire body in anti-radiation gel before using the suit to prevent cellular damage from extended periods of use. This gel is a bright orange substance that smells vile, and it is extremely difficult to properly remove the residue, hence her orange skin. This prolonged exposure to nuclear energy makes Tessa’s current lifespan seem incredible, and doctors believe that she will likely not live past forty if she continues to use the suit. So far, however, she has displayed very few symptoms that would indicate that the nuclear exposure has had any ill effects on her health.

If I have done something wrong by raising this issue, then I apologize, but I just wanted to make a point. I do not mean to be unkind or insulting in any way.

Callos_DeTerran
2009-12-25, 10:09 AM
I honestly can't see whats been changed. If anything at all. And I am still against the AI which looks widely unchanged.

I'll see if I can list all of the changes for easy reference:

-Engine changed from a mix of fusion and M-particles to just fusion.
-OOC note that the armor isn't perfect.
-OOC note about limitations of electronic counter-measures
-Reduced the payload of flares from x3 to just one
-Reduced from five reloads of micro-missiles to only two. (losing 60 micro-missiles in the process)
-Reduced the number of active body decoys from 6 to four.
-Change in how Gwen functions

Those are the ones that I noticed anyway, is that about the long and short of it KD or did I miss some?

EDIT:

Artemis: If you look about, Sinister Penguin doesn't propose a pilot for the suit, just put up an idea for the armor itself. :smallwink: And you are correct, powered armor really fell out of style and use once bigger MECHA were constructed, but during that brief period they were used quite a bit. It's very possible the one that Sinister Penguin put up was used before the advent of traditional MECHA systems.

In other words, with no pilot, it can be whatever we want his powered-armor to be in this story. Considering your point, a piece of history seems fitting or an eventual upgrade for your own character might be right. Hell, if you like the jumping system, design one of your own.

Artemis Dreamer
2009-12-25, 10:22 AM
Point. I suppose I was overreacting. I just assumed that Sinister Penguin intended this to be a current model of powered armor, and that he was intending it to be used in-game as a type of armor actually utilized by the infantry.

My character's armor is specifically intended to be out-of-date and generally defunct, and in a way, I must admit that I only created it for the sake of being different.

Honestly though, about the jumping system (though this may seem to be an impossible co-incidence), I was planning something involving reverse polarity thrusters for the magnet coils in Tessa's suit. So essentially, I was already planning something to that effect.

I apologize for making a fuss over nothing.:smallredface:

KnightDisciple
2009-12-25, 10:29 AM
I'll see if I can list all of the changes for easy reference:

-Engine changed from a mix of fusion and M-particles to just fusion.
-OOC note that the armor isn't perfect.
-OOC note about limitations of electronic counter-measures
-Reduced the payload of flares from x3 to just one
-Reduced from five reloads of micro-missiles to only two. (losing 60 micro-missiles in the process)
-Reduced the number of active body decoys from 6 to four.
-Change in how Gwen functions

Those are the ones that I noticed anyway, is that about the long and short of it KD or did I miss some?



Changed speed from "incredibly fast" to "very fast", and maneuverability from "excellent" to "good".

As well, he's a flight commander of 6, rather than a squadron commander of 12.

Edit: And Flares were reduced from "undefined" to "3".

Edit 2: I could see powered armor being good for infantry at being infantry. That is, it doesn't supplant mecha. It just does for infantry what mecha do for armored cavalry. But I can understand some of your other concerns, Artimis.

MageSparrowhawk
2009-12-25, 10:46 AM
Alright then. After a significant amount of work, and some very helpful people, I think I've finally worked out Abel Ezera's ride.

Unique Variable-Armor MECHA "Gundam Brightwind"
(no model number, designed and built by Abel)
Height: 17.2 meters
Power source: micro-fusion reactor
Armor: Gundanium Alloy (Polymer created with certain plastics, metals, and ceramics. Very durable, very expensive)
Armaments:
Brightwind-Hoshi: Plasma-lance cannons x2 (hidden under bracers), charged particle cannon x2, micro-missile pods (15 missiles each) x4, machine cannon x2, beam saber x1, and either variable ammunition rocket launcher x1 (fragmentation, ion, high explosive, armor-piercing, plasma), or laser ‘shotgun’ x1 (with complementary shield),
Brightwind-Hikyuu: Oversized hand-claws x2, fixed blades x4 (mounted on elbows and knees), Projectile blades x2 (Mounted on hips), Tail x1, vulcan x2,
Brightwind-Tenkyuu: SEDD x6, Plasma shield x1, beam saber x2, Machine pistol x1

Description:
When Abel first asked for a MECHA from his parents. They weren't surprised. What did surprise them was that he requested a completely unfinished unit, barely more than a skeleton (http://img2.gelbooru.com//images/245/a533da3718cb6dc700ba3177fbcf2722a567434b.jpg?24823 8) with a reactor strapped in. This quickly turned into understanding, as Abel began designing his personal mobile suit. It was to be incredibly customizable, able to be stripped down and refitted with entirely new armor and equipment in short order.

After finishing the thin-skinned, completely unarmed base form of his newly-christened "Brightwind" MECHA, Abel began to design and build suits of armor and armaments that would each be uniquely specialized. The first would become the Brightwind-Hoshi, practically a squad's worth of firepower collected into a single unit. A blue-black to contrast with the bright white undercoat, the Hoshi suite includes a pair of shoulder-mounted charged particle cannons, Hip-mounted machine cannons, and a pair of micro-missile pods installed on each leg, one above the knee and the other below. It also has the options of a high-energy laser ‘shotgun’ of Abel’s own design, or a rocket launcher with a variety of ammunition. Hidden under the suit's bracers are a pair of plasma lances, designed to surprise anyone who tries to get too close. There is also a beam saber stored on the back of the waist as backup, just in case things go particularly bad.

The next suit of armor that Abel designed he called the Hikyuu variant. The blood-red armor’s most obvious feature are the absurdly long arms (http://i31.tinypic.com/ip3z8h.jpg) and oversized hands (http://cdimg3.crunchyroll.com/i/spire2/15a8b1047c22d4464386709cb09097fe1227073149_full.pn g). To complement these odd weapons, the Hikyuu has a blades extending from each elbow and knee, as well as a long ‘tail’ (http://mysite.verizon.net/modelwerks/mswerks/Epyon_files/HeatRodDetail.jpg). Each of these components can vibrate incredibly fast, which heats them up, and allows them to tear through armor easily. Not entirely restricted to melee combat, the Hikyuu has a pair of small vulcans mounted on either side of its neck, as well as a pair of wire-guided projectile blades (http://codegeass.wikia.com/wiki/Slash_Harken) mounted at the hips. The former are primarily used as an anti-missile system, while the latter are designed to latch onto opponents, and reel the two units into melee range.

Not yet created
The most recently completed armor variant is the Brightwind-Tenkyuu, a defensive specialized version. Rather than heavily armoring itself, it instead uses a variety of experimental technologies. That’s not to say its dark green armor isn’t tough, as it can take quite a bit of abuse, but the suit primarily relies on a grouping of 6 self-propelled devices. Working in groups of at least three, the self-propelled electromagnetic defensive drones (SEDD) can form shields that deflect particle weapons, beam sabers, and most directed-energy weapons. They usually take the form of either two triangular shields, or a single large pentagonal shield. The SEDDs do little against kinetic weapons, but that’s what the shield (http://fc09.deviantart.net/fs23/f/2008/004/3/5/The_Chase__Legend_Gundam_by_sandrum.jpg) is for. A magnetically encased, super-dense plane of plasma expanding from a central point, it’s there to block anything that gets by the SEDD. It runs off of it’s own tiny reactor, which does tend to run out of juice if under heavy fire. Opposite its powerful defenses, the Tenkyuu variant is rather limited in offense, having only a machine-pistol and a pair of beam sabers. It does have a decent suite of thrusters, making dodging a decent initial defensive strategy.

KnightDisciple
2009-12-25, 11:00 AM
Broken picture links make Santa Sad.
http://i474.photobucket.com/albums/rr102/KnightDisciple/sad_santa.jpg

KnightDisciple
2009-12-25, 11:23 AM
Re-Re-Revised. Few changes, other than some clarification on Gwen's role.

Edit: Gave Ibram a rank.

Gunstar One(Name could potentially change):
Designation: GNS-01 "Gunstar One"
Dimensions:
Length: 50 feet.
Width: 44 feet.
Height: 25 feet.

Manufacturer: Various Martian Companies
Operator: Colonial Authority Navy.
Base of Operations: The Aruna
Crew: 1 (pilot), 1 AI (EW)
Armor: Heavy Composite Armors; equal resistance across the board to energy and ballistic weapons. (OOC:Not invulnerable to either, just not weak to either one, and decent armor strength overall)
Electronic Warfare: Various electronic level countermeasures (OOC:These measures only work on the fighter and individual mecha scale; a capital ship could burn through easily enough, as could a dedicated sensor platform vehicle); multi-spectrum flare decoys x 3 loads; active movement decoys x 4; multi-spectrum sensors; full-body micro-camera coverage
Power Plant: Compact fusion engine, maximum output unknown
Armament: Micro-Missile tubes x 20 (in sets of 5); 5mm Coilguns x 4; GAU-800 30mm Rotary Laser Cannon

Appearance: Start with this (http://www.meshweaver.com/frames/Portfolio/htms/gstar.htm). Now remove all the ball turrets on the ship. Fill out the fuselage all the way to the back. Replace the front end with a slightly longer/slimmer version of this (http://upload.wikimedia.org/wikipedia/commons/a/a8/A-10_Thunderbolt_II_Radom_Air_Show_2009.JPG). Now instead of large Death Blossom doors, there are 5 missile tubes with small iris doors. The engines have more connective area (so no gap underneath/above the engines). The four black squares where the central fuselage meets the "wings" now sport smaller gun barrels. Dark blue paint scheme.

Description: Gunstar One is the signature fighter of ace pilot Ibram "Ghost" Corbec of the Aruna and CAN. It is a modified version of the stock fighter, upgrading several weapon systems and increasing the engine output. As it stands, Gunstar One is an very fast machine, easily outpacing many standard machines. As well, a wealth of thrusters across the body allow good maneuverability. An inertial dampening system allows pilots to not be killed by every high-speed turn.

The primary weapon is the Avenger. Modeled on the old GAU-8 Avenger, this weapon is instead a laser. The cycling barrels allows a momentary charge to build up, as well as giving the barrels time to cool after each shot. Considering the power (and thus heat) each shot fires, this is necessary for sustained combat. As is, Ghost has to be careful to not to hold fire too long, or it could melt the barrels. The Avenger is capable of up to 4200 shots per minute. A few second sustained fire is often enough to cripple or destroy a standard mobile sook (OOC:Read: mooks).

The secondary cannons utilize a coilgun setup, also using magnetic fields to shave off solid slivers of metal to then fire. They do not have the same rate of fire as the Avenger, and do not cause as much damage individually, but typically all four fire at once. This makes them roughly 2/3 as powerful. Often, Ghost will use these weapons when an opponent seems to have energy shielding, or when he needs to let the main gun cool down.

Finally, the Gunstar One sports a total of 20 micro-missile tubes. Situated near the top and bottom of the front of the "wings", these are placed in groups of 5. Each individual tube has 2 shots, giving Ghost a full 40 missiles. Typically, these missiles (less than a foot in diameter) are standard explosive warheads (but it takes 5 to destroy a standard suit, barring a cockpit shot). However, the system is fully capable of accepting varying loads, including anti-radiation missiles (radar seekers).

The ship's sensors, while modern technology, are not specialized or particularly high-powered. However, the Gunstar has been equipped with recent C3 systems, since Ibram is a squadron commander. As well, it has dedicated systems for a commander's AI (in this case, Gwen) to utilize to increase EW capability, as well as coordinating information intake and output. Often, Gwen handles specific targeting of missiles while Ibram concentrates on quickly designating general targets with eye movements.
The Gunstar One utilizes a wealth of cameras and sensors all over the body to prove a full 360 degree viewing area for the pilot. The cockpit is typically enclosed in armor during combat, leaving the pilot completely unexposed. Instead, he has an immersive holo display in all dimensions around himself.

Of special note with the EW are the flares and the decoys. The multi-spectrum flares pulse out signals on most common missile tracking frequencies, such as a similar infrared signature and metallic return. However, these flares have no propulsion, quickly making the real fighter stand out once more. Thus, they are best for diverting groups of basic missiles, such as those used by general purpose suits and fighters. That said, a missile swarm will often get at least a few missiles through. Alternatively, if an enemy barrage has enough missiles, all the flares in a load may be destroyed while there are still missiles in the air. The Gunstar carries 3 loads of these flares.

The decoys, of which there are only 4, have a propulsion system, and manage to create a realistic sensor return on the Gunstar. Opponents out of visual range can often be fooled, as can most all missiles. However, those within visual range can easily tell the difference. As well, the decoys have less than a minute of flight time before they burn out. Furthermore, due to being singular items, they are a poor choice against large groups of missiles, as the first missile to hit a decoy will destroy it, leaving the rest free to chase Ibram.


Pilot:Name: Ibram "Ghost" Corbec
Rank: Flight Lieutenant
Age: 28
Height: 5'1"
Weight: 115 lbs.
Hair: Light Brown
Eyes: Grey
Speech:Dark Slate Blue
Gwen's Speech: Sea Green

Appearance: Ibram Corbec is a typical fighter pilot. His look is, essentially, regulation, though he tends to wear his clothing looser than some may prefer. He cites comfort being paramount for a good performance from a pilot. His hair is kept close-cropped, and he is in excellent physical condition. Of course, his size is, frankly, small. Most members of the military have several inches on him. This doesn't seem to phase Ghost, as he just takes any jokes in stride. He often gives as good as he gets.
He often wears just an undershirt with his uniform pants and boots, citing the fact that the ship is often "too hot". Nevertheless, when called for, he can appear in full mess dress with creases among the best of them.
His spacesuit is a bit bulkier than some, due to having to help compensate for the G-forces that make it through his inertial dampner. (It's basically this (http://images2.wikia.nocookie.net/halo/images/c/cb/SPI.jpg), albeit a bit less bulky and without the odd "hole plates" or whatever those are. No actual power augmentation. The helmet looks like this (http://images1.wikia.nocookie.net/halo/images/1/15/EVAArmor.png).) The lightweight ceramics offer some protection if his craft takes severe hits, but it's better suited to cushioning him from high-powered turns, and helping keep his body temperature regulated if he ejects.

Personality: Ibram is a classic "Type A". He is highly motivated, energetic, upbeat, and often seeks to motivate others. Since he is in command of the Gunstar Flight on the Aruna, most of the crew is spared this motivation. His flight bears the majority of it. Were it not for the casual, friendly aspects of his personality, he'd probably have a near-mutiny on hand. As it is, his men work hard to meet his ever-rising expectations.
Ibram is passionate about defending Mars and the other Colonies from Earth oppression. He's not so passionate about the actual war now that it's started. Being as he's only a flight commander, he rarely voices any misgivings. Only Captain Toivonen (whom he dares address as "Kris", at least in briefings among other senior officers) regularly hears his thoughts. Other flight/squadron commanders seem to be in and out of the ship more, so he feels less free with them much of the time.
In combat, Ghost is all business, calling out terse commands and status updates. Half the time, he lets Gwen do the talking for him. He tries to use the fewest shots or missiles possible, always trying to maximize his kill ratio.

Gwen:Gwen is an Artificial Intelligence intended for battlefield support, specifically in the areas of Electronic Warfare and Data Management. While she officially "rides" in Gunstar One, she is connected to the entire flight, helping coordinate the group's Electronic Warfare systems and Communications. More than that, she has had to adopt a "distributed processor" setup with the flight, as riding on just Ibram's machine decreases her available resources (both processing, and sensors). If the whole flight is in the air, she's notably better than if it's just Ibram alone (OOC:In just Gunstar One, she's only as good as a single human in the same role. With all 6 ships up, she's about 5 times as fast thinking, and able to handle 6 times as much raw data.). As well, she helps keep the squadron comm chatter encrypted such that many enemies have to put serious effort into cracking them.

As well, she feeds data by the nanosecond back to the Aruna, giving them a constantly updating map of the battlefield in her area. This map is limited to a few kilometers around any one ship of the flight, but within that range is rather detailed. This allows the Aruna command staff to have a better idea of what's going on, at least in her area of operation. Gwen herself doesn't make any command decisions; she only relays information to the Aruna, and often relays commands back from the ship, due to her communication expertise. Outside of the distributed systems on the squadron, only the computer banks on the Aruna can handle Gwen in an active status.

That all said, Gwen is something of a proof-of-concept, taking AI further than before. She is one of the first to have an actual personality, as well as a greater level of interactivity. She is, in essence, a true Intelligence. She has been classified as sentient by several research boards, granting her an actual citizenship with Mars. Her commission in the CAN is by her own choice; certainly she's a valuable enough mind to contribute to the effort no matter where she goes.

But her personality meshes well with Ghost, and she enjoys working with him. At times, they've even been caught "flirting", though both fully admit there's nothing to it. It's just something they do for fun. Kind of like the pranks she helps play on new members of the squadron.

Gwen appears as a beautiful woman (http://images1.wikia.nocookie.net/halo/images/a/af/Serina_color.png) in simple clothes. She typically manifests either on flatscreens in various locations, or in certain rooms so equipped, she manifests a full size hologram. The fact that her full size avatar is 5'11" tall is not a fact lost on her and Ghost's companions. Inevitably, jokes have occurred. Ghost lets them pass, unless they really cross the line, or come from someone he doesn't know at all (and thus doesn't have the privilege to make such jokes in Ghost's estimate). Gwen's personality is open and friendly enough she gets along well with most everyone on the ship, and typically in the fleet.

Skills and Role: Ibram is, first and foremost, a pilot. He is very, very good at being a pilot. Ibram is one of those people with natural talent. Not only are his senses sharp in general (especially his eyesight and hearing), he has incredible spatial awareness. It's a rare sight to see him bump into anyone, even in passing; typically, he sidesteps or leans out of the way.
Beyond his direct piloting skills, Ibram has a knack for bringing out talent in others. This manifests in his flight not only having excellent rankings, but by his men often going on to command flights or squadrons of their own.
Gunstar Flight typically leads the force of attacking fighters, working first and foremost to clear the way for heavier, anti-capital ship small craft. Though able to take on flight-dedicated mobile suits, they tend to shy away from doing so, due to the better overall maneuverability of the suits, as well as the lack of any "melee" weapons.

MageSparrowhawk
2009-12-25, 11:31 AM
There you go, fixed links.

SinisterPenguin
2009-12-25, 12:56 PM
This seems to be a very viable idea, but there's just one little thing that I wanted to mention. Correct me if I'm wrong, but I was under the impression that powered armor battlesuits (and generally all mechas under six meters in height) were rare in this setting, being impractical in combat against larger mechas.

I know that this isn't really a valid critique, but in a way this design of yours irritates me, as I purposely created my character's powered armor for the sake of being unique. Now powered armor is being proposed as general infantry issue, and that makes my design seem completely mundane. I'm sorry to complain like this, but I would have liked Tessa's armor suit to be a rarity, or perhaps even completely unique.

Otherwise, this design is very nice, and the jumping system is a clever touch, though perhaps it should incorporate some type of integrated weapon.

Just in case this becomes an issue, I'll just include a copy of my initial write-up for Tessa's suit.

Powered Armor Battlesuit

‘Jinx’ – Custom construction using salvaged parts from now-discontinued and decommissioned models
Height: 2 meters
Weight: Roughly 1500lbs

Unlike most every other pilot, who favour large, robotic MECHA, Tessa prefers a simpler approach to combat, in the form of powered armor. Her battlesuit is one that she constructed herself from scrap metal and decommissioned parts, and has only basic combat functions. Decades behind current technology, it has a shabby, cobbled-together appearance that makes it an object of scorn and mockery, especially because it seems to be an inferior work produced by an otherwise talented and respected mechanic. She complains openly about her suit, giving the excuse that mechanics aren’t expected to be combatants, which is why she was given no resources to construct it, thus the poor overall quality. Still, she is actually quite fond of it, not being nearly as unhappy with its functioning as she claims to be. Visibly rusting and corroding, the suit, which is only two meters tall, is made of dull silvery, unpainted titanium alloy. Completely humanoid in appearance, and modeled to closely resemble Tessa’s body shape, it is made of irregular, smoothly rounded metal plates that have been welded together, with exposed wiring and hydraulic cables in the joints. The plates are dented and battle-worn, giving the suit an even more ill-maintained appearance. A fully enclosed, fitted metal helmet protects her head, and is equipped an oxygen filter providing the sealed unit with breathable air, as well as four cameras (two at the front, two at the rear), that provide a 360 degree visual display.

The suit is little more than an armor casing equipped with basic kinetic weapons, some targeting and data-relay systems and a basic hydraulic system that augments Tessa’s movements. Her movements directly control the movements of the suit, and she can only utilize it in ways that she is physically capable, albeit with hydraulics minimizing the incredible weight of the suit so that she is able to run and jump relatively unhindered, as it would be completely immovable under physical power alone. It is very physically taxing to use the suit, and it can only be used successfully by Tessa herself, as all the augmentation systems are calibrated for her movements. Anyone else would suffer severe discomfort or even dislocated limbs/broken bones if they attempted to use it. To control the suit properly, Tessa dons a camouflage-print, skin-tight bodysuit that allows her vitals to be directly monitored by the suit sensors while still preserving some modesty. Getting in and out of the suit is a difficult and time-consuming process when done correctly, as she must manually disengage the pressure locks on the chest piece, which opens down the center to allow her to carefully slide in her legs and arms (requiring plenty of contortion, as the pieces are very tightly fitted). She then needs to adjust the hydraulics and pressure of each piece individually, re-seal the chest plate and don the helmet, provided that she does not want an improperly adjusted segment to cause damage to her joints or break bones. Getting out requires a similar procedure.

Though her battlesuit is nowhere near comparable to full-sized mechas in combat, Tessa still manages to use it effectively when she has no other choice but to fight. She has brought down a few opponents in combat, and this can be attributed to her knowledge of the construction and weaknesses of these machines, as well as her surprisingly accurate aim. The small size of her suit allows her a great deal of agility and freedom of movement, though her speed is limited by her physical capabilities, and her strength is only slightly enhanced. In combat she relies on the stealth afforded by the small size of her suit, using her weapons to target vital weaknesses, before using the magnet coils that she has integrated into the legs, feet, hands and arms of the suit to physically climb onto large mechas and ships to damage them further using some swift and unpleasant sabotage techniques. There is always the risk that she will be pinned and crushed to death, or torn limb from limb, as there are only a few inches of rather flimsy metal and wiring protecting her body, and she by far the smallest combatant on an average mecha battlefield. As a result, Tessa is often assigned to sabotage duties or boarding missions rather than engaging in direct combat, as this fits well with the capabilities of her suit and her own mechanical skills.

Weapons: The suit has only very limited integrated weapons systems, almost all of which are kinetic and so incredibly out of date that they ought to be in a museum of some sort. All are still quite serviceable, however. Most lack a targeting system, meaning that Tessa often has to rely on instinct when firing. The kinetic weapons obviously do not function in space, and are less effective at lower gravities, adding yet another reason that the suit is generally ineffective in space combat.

A heavy machine gun has been integrated into the left arm of her suit, so that only the barrel portion is clearly distinguishable, and the barrel runs the length of her forearm, ending at her wrist. It fires .50 calibre bullets at a rate of ten per second, with enough ammunition to shoot for two full minutes if necessary (1,200 bullets). The rounds fired are supposedly armor-piercing, but are generally ineffective, as this attribute is negated by the advancements in the shielding technology that protect the mechas. Rounds that explode on contact are also compatible with the machine gun system, though she has never used them. The machine gun operates on a belt-fed system, but this portion of the functionality has been completely internalized and heavily modified to make the weapon more efficient. It heats up very rapidly when fired, despite the direct-flow coolant system, and therefore cannot be safely fired for more than thirty consecutive seconds without running the risk of overheating and causing damage to the suit. The firing mechanism is activated when she bends the index finger of the left hand of the suit in a trigger motion, and firing ceases when she straightens her finger again. The ambiguity of this gesture can occasionally lead to mishaps, and is in the process of being refined.

A shoulder-mounted mortar is fixed to the right shoulder of the suit, and it is capable of firing a single, 120mm shell. This shell is highly explosive, being able to put a sizable hole in all but the most heavily armoured mecha. It also has an added effect in that it produces a localized disruptive pulse that interrupts the flow of electrical current upon detonation, which can temporarily disable the electrical systems of the target for as long as it takes for the entire system to reboot. This often gives the pilot a fair jolt as well, though not enough to cause serious electrocution. Tessa usually uses this shell to provide a distraction or render a mecha unable to retaliate while she performs a swift act of sabotage that would otherwise endanger her life or be impossible if the mecha was fully functional. The mortar has a rather more advanced firing system, with a visual overlay targeting system that ensures that this precious shot is not wasted, and the shell is fired using the simple verbal command of “fire”.

The only non-kinetic weapon on the suit is a wrist-blade that operates on a principle similar to particle beam weapons, using atomic projection beam technology. It consists of a five-inch long oblong of circuitry that has been painstakingly affixed to the interior of the armor plate covering her right forearm. When activated, it projects a milimeter thick ‘field’ of atoms in an eight inch long, three inch wide blade along the outside edge of the suit’s right arm. This field, while not visible to non-mechanical vision, is razor-sharp and capable of cutting through nearly anything, with a minimum of applied force. It is her primary sabotage tool, and can function anywhere that there are atoms. It is severely limited however, due to its small size, the fact that it can only be utilized at direct, hand to hand range, and the fact that it can only cut to a depth of three inches. It is activated automatically when the suit powers up, and remains active until it enters an area in which there are no atoms (unlikely, to be sure), or the suit is powered down again. As a result of being constantly active and completely invisible, this weapon has caused its fair share of inadvertent damage. It is possibly the only part of the suit that is less than three decades old, and is actually a prototype of a discontinued atomic manipulation experiment that Tessa ‘salvaged’ from a mecha that she was repairing.

Power Source: Tessa’s battlesuit runs on what can best be described as a combination of her own energy (as her movements directly control the movements of the suit), and a nuclear battery that powers the hydraulics and electrical systems. The fact that much of the suit is controlled by her own movements makes is clumsy and ineffective in space, so she does not often engage in zero-gravity or low-gravity combat or sabotage. The nuclear battery is the oldest part of the suit by far, and is rather unstable, making the suit a biohazard with fairly severe health risks for the pilot. As there are leaks in the nuclear containment, Tessa must coat her entire body in anti-radiation gel before using the suit to prevent cellular damage from extended periods of use. This gel is a bright orange substance that smells vile, and it is extremely difficult to properly remove the residue, hence her orange skin. This prolonged exposure to nuclear energy makes Tessa’s current lifespan seem incredible, and doctors believe that she will likely not live past forty if she continues to use the suit. So far, however, she has displayed very few symptoms that would indicate that the nuclear exposure has had any ill effects on her health.

If I have done something wrong by raising this issue, then I apologize, but I just wanted to make a point. I do not mean to be unkind or insulting in any way.

Oh dear, I didn't mean to step on your toes or anything. I wasn't aware you were intending to be unique in using powered armor.

I didn't have any particularly time period in mind for the ROC's creation, but I have no qualms with it being made in the "powered armor period".

I do feel it is worth mentioning, however, that I'm not sure why the advent of larger MECHA would be a problem for powered armor--specifically, I envisioned the ROC as something that's not supposed to combat large MECHA. Instead, it's simply designed to aid infantry with...infantry things. Unless MECHA are supplanting infantry itself, but that strikes me as a little odd.

Artemis Dreamer
2009-12-25, 01:49 PM
Oh dear, I didn't mean to step on your toes or anything. I wasn't aware you were intending to be unique in using powered armor.

I didn't have any particularly time period in mind for the ROC's creation, but I have no qualms with it being made in the "powered armor period".

I do feel it is worth mentioning, however, that I'm not sure why the advent of larger MECHA would be a problem for powered armor--specifically, I envisioned the ROC as something that's not supposed to combat large MECHA. Instead, it's simply designed to aid infantry with...infantry things. Unless MECHA are supplanting infantry itself, but that strikes me as a little odd.

I apologize for not making it clear that my character's powered armor was intended to be unique, and I realize that it was a bit unfair to assume that it would be 'my' concept.

It would probably make sense if the ROC was from the time when powered armor was more widely used (and would explain where Tessa got some of the parts for her suit).

On that last point, I'm not entirely certain either, but I believe that the infantry has been equipped with small, less powerful mecha. Correct me if I'm wrong, but I was under the impression that Zarah's design for the 'Huwasi' mecha was intended to be a standard-issue infantry model, and that all combatants in battles and skirmishes are to be mechas (with soldiers serving as pilots). I don't know much more about the logistics of this, but that's what I've been led to believe.

Also, just consider practicality for a moment - A two meter tall suit of powered armor could be very easily crushed underfoot in a battle between larger units.

KnightDisciple
2009-12-25, 01:51 PM
But it's great for city fighting, guard duty, etc. The kind of stuff a 5 story mecha just can't do (without lots and lots of property damage).

MageSparrowhawk
2009-12-25, 02:09 PM
actually, about 7 stories...>.>

I fixed the links. I also need to decide on a third suit, because my current design is...inappropriate. Suggestions welcome.

Cpt. Soup
2009-12-25, 09:11 PM
Two things! First, I have a proposal for the colonial sides new name. I say we call it HAN, standing for the Heavens Alignment Navy.

Second thing, I've put together my earlier my earlier mentioned idea. It's abit muddled as I don't have much time at the moment and I went quickly back and forth for some editing, but here it is.

Trade Name Axolodyne
Company Type Umbrella corporation, primarily involved in bioengineering.
Location HQ is located on Jupiter's second moon, Europa.

Overview
Although this is a well guarded secret, most if not all of the Jovian system is controlled by the powerful Axolodyne Corporation; there are few citizens in the free colonies of Jupiter that are not, indirectly at least, employees or close associates of Axolodyne. Although among the most considerable corporate superpowers in the colonies, Axolodyne jumped to this level of prominence only recently after Jupiter's colonies declared independence from Earth.

Short History
Axolodyne was one of a number of companies moved their operations to Jupiter to join the Jovian Life Project, a large scientific venture to find life on the moons of Jupiter. Like their rival companies, this was to escape the harsh restrictions the Consul on Earth placed on bioengineering, crippling most research, usage and marketing in that field. In time, Axolodyne managed to become the sole company in the field of gene-science, having either merged with compatible companies or sabotaged, discredited and thoroughly crushed all others before absorbing their assets. Being the only company of it's field, it was granted the contract for the Jovian terraforming project. The company had branched out into other industries within the system, acquiring other companies with funds skimped from the project's ridiculously large accompanying fund. Following Jupiter's rebellion, Axolodyne proceeded to seize much of remaining industry in the system before beginning to integrate itself into the core of the Jovian leadership. By the time open conflict broke out, Axolodyne had achieved control over the the highest levels of the Jovian leadership. It was decided that a united leadership under the company may reflect badly on their allies as well as make the UEDF regard them as a higher priority in the war. And so Axolodyne itself withdrew from the limelight and reorganized the system government. Jupiter is officially governed by a cartel of gas barons. The barons themselves have the appearance of divided interests, as despite the fact that Jupiter's colonies are at war with the UEDF, it hasn't stopped several parties from secretly selling fuel to the UEDF.

Public Projects

Commercial Products
Axolodyne is the leading corporation in bioengineering, it may well be the only one as the Consul and other colonial governments had thoroughly put a stop to the industry while bolstering their own research divisions. This leaves Axolodyne in complete control of the commercial market, providing private parties with custom argumentation. The possibilities are nearly endless; examples of products in the Axolodyne catalog include custom skin pigments, adding body parts (simple things like fingers, noses and breasts.) Youth rejuvenation treatment (while not actually de-aging the customer, it makes one appear younger although not permanently so.) These and similar luxury modifications have made Axolodyne substantially wealthy, generating revenue for an abundance of private ventures.

Jovian Life Project and Terraforming Project
Although support for these projects have dwindled over the years. After open war broke out, the projects have officially been postponed until this conflict reaches a conclusion. There are rumors circulation among some Axolodyne employees that the intention of the Life Project had been changed some time ago; most activities relating to it had been cut and the work itself was now restricted to facilities on Europa.

DNA Collection
Axolodyne is in dire need of new samples and materials to further their research, and so Axolodyne began constructing DNA banks. The banks would collect blood, bone marrow, hair, organs, sperm and even whole bodies (legally donated or purchased of course with the owner's consent.) While the banks would freely work along side hospitals and provide needed parts, promising samples would regularly be sent back to Axolodyne. The company builds them wherever permitted; naturally, this means there are a number of easily accessible banks in the Jovian system. There are rumors that Axolodyne traffics with scavengers, slavers and pirates to sate their material needs, these are all quite groundless.

Black Projects

Retrogenics
Axolodyne's work in the field of bioengineering is hardly limited to their commercial enterprises. The Earth Consul has a section devoted to gene-science, resulting in the UEDF's genetic enhancements and psychic members of Omnipotent. The colonies of Mars also appears to have a foothold in the field, wading into the forbidden territory of cloning to gain an edge in the war. While these government backed rivals are formidable in their ways, they seem painfully conservative when compared to Axolodyne's special projects. Axolodyne has created a a bizarre new area in bioengineering they call retrogenics. Retro genics is essentially a controlled cancer set to completely reengineer the subject's cells into something far different. This is vastly beyond the mere cosmetic manipulations that Axolodyne sells to the public, and is used only in secret for operatives as well as trusted soldiers and employees.

Subsidiaries

Gas Cartel
Axolodyne has an assortment of companies under their control. For many, their relationship is publicly known, a number of these are in the same field and perform various functions for the parent company. For others, the relationship is not so obvious and Axolodyne may take steps to ensure it remains hidden. Officially, there are 38 independent corporations in Jupiter's booming gas industry; all are rather large but several can be considered full blown mega-corporations. The Boards, owners, CEOs and Chairmen make up the leadership of the Jovian colonies as mentioned above. Although in full control, Axolodyne still maintains a public foothold in the industry, and has an actual place in the system's council.

Episco Solar Network
The Martian based ESN is the largest privately owned media company in the solar system. Although it's officially free of any government or military's control, it's regarded as firmly on the side of the separatists. The mega-corporation has built a media empire, informing and entertaining citizens from every colony as well as delivering pirate broadcasts to Earth viewers. ESN had painstakingly gained the cooperation of numerous Mecha manufacturers to support what is easily their most profitable ventures ever. The Mechabattle League (title likely to change) was started by ESN to support system wide coverage of the corporate battles. Manufactures make high bids to ESN to have the company broadcast and advertise their products in these spectacle fights. Although not always the case, the enthusiastic pilots usually fight to the death to fully demonstrate their mecha's capabilities.

ESN is an ally of Axolodyne, the company had some time ago been taken over by several employees who are close associates of Axolodyne's directors. The two companies together have an interest in repelling UEDF and firmly establishing the colonies' independence from Earth.

Seraphim
Seraphim is Axolodyne and ESN's answer to Earth's own Omnipotent. The two companies were in agreement that this war could not be won merely with superiority of arms, Earth had maintained it's hold over Earth and it's colonies with the shadowy assistance of it's secret police. They didn't doubt that the organization would have a part to play in the war, and they would make certain the colonizes would have a force to counter them. Seraphim is the product of Axolodyne bioengineering and Episco's own Security and intelligence gathering developments.

KnightDisciple
2009-12-25, 09:25 PM
I'd rather it stay Colonial Authority Navy. Sounds more official, less egotistical.

Innis Cabal
2009-12-25, 09:49 PM
Black Projects

Retrogenics
Axolodyne's work in the field of bioengineering is hardly limited to their commercial enterprises. The Earth Consul has a section devoted to gene-science, resulting in the UEDF's genetic enhancements and psychic members of Omnipotent. The colonies of Mars also appears to have a foothold in the field, wading into the forbidden territory of cloning to gain an edge in the war. While these government backed rivals are formidable in their ways, they seem painfully conservative when compared to Axolodyne's special projects. Axolodyne has created a a bizarre new area in bioengineering they call retrogenics. Retro genics is essentially a controlled cancer set to completely reengineer the subject's cells into something far different. This is vastly beyond the mere cosmetic manipulations that Axolodyne sells to the public, and is used only in secret for operatives as well as trusted soldiers and employees.


I'm only going to comment on this. As...well...its utterly nonsensical. I understand where your trying o go with this. But, its pretty...well it dosn't really do much for MECHA fighting. Not only that, but this is well more advanced then genetic engineering or cloning. To a point where...well this is utterly cutting edge to the point of far flung Sci-Fi. Completly re-engineering a human's celluar structure? I'm sorry but...what?

Callos_DeTerran
2009-12-25, 10:19 PM
I'd rather it stay Colonial Authority Navy. Sounds more official, less egotistical.

Some clarification...the official name is going to be Colonial Authority Navy. :smallwink: I was asking for suggestions on what they informally call themselves. And Heavenly Authority Navy is just as long (if not longer) then Colonial Authority Navy.

As for the bio-company...

Spoiler on Omnipotent:
The Omnipotent are not the result of genetic engineering, they merely benefit from it. The reason they are so scarce is because Terran scientists don't know what makes those with psychic potential possible, even after (literally) trillions of dollars in research.

Along those same lines, the Omnipotent are not widely known about or even acknowledged as part of the UEDF. On Earth, where 85% of them are located, they are merely a half-thought out story told by conspiracy theorists and parents to get children to behave. When a person disappears, other people joke about how 'they got Omnipotent', especially if there's no trace left of them. Their primary concern is literally subduing dissent and unrest on Earth and it's absolute closest colonies because they realize as long as the UEDF controls those, it will have the numbers advantage at the very least. They've never had a strong presence, if any, at the colonies that people could even begin to investigate.

What this means for the Seraphim...well it's still an excellent idea, but the source of it would need some altering. Anox and ESN could very well have decided to form that group as a strike-force, a contingency, or to try and gain an edge over the UEDF. But in response to a para-military organization that there is, literally, no solid and credible evidence to prove it exists? :smallwink: That seems unlikely. They are quite literally the bogeymen of Earth, no one believes they are real but no one wants to admit they are scared the Omnipotent ARE real and watching them.

As for the advancement of gene-technology, I'm with Innis on how far it has advanced. Cloning and mild genetic enhancement is as far the UEDF and colonies have taken genetics, so for a bio-engineering company with black book projects, just being able to hide moderate bio-engineering that doesn't result in horrifying deaths is a major success. :smallwink: Perhaps that would be better.

Kasanip
2009-12-26, 02:23 AM
"Petra" (aka) "PETRA"
(referred to depending on form of communication)


Age: ?? Looks to be in mid/late teens
Speech Color: "Petra Blue" "Computer Navi"
Affiliation/Profession: Former Test-Subject, now Colonial Authority Navy, Mars 1st Fleet, Strategic Tactical Support Network (STSN).

Appearance: Unimposing in build, "Petra" is quite young, and probably amongst the youngest members of the crew on the Aruna. Her hair is cut in a short bob cut, though it often is a little messy (a result of 'hat hair' from wearing the interface helmet), and she wears one of the closer-fitting flight jumpsuits, though often she wears a small jacket around her shoulders on the semi-rare occasions when about the cold interior of the ship.
Her eyes are often distant and she can seem a bit distracted. Despite this trait and her small stature, there is something about "Petra" that gives the impression she can see more than she should about others. Perhaps describable as being like "the child watching one, whose hand is caught in a cookie jar. Both understanding, and vaguely unsettling...if not completely unaccusing."

Appearance: Computer Fairy: In the instances when "Petra" is integrated with the STSN as "PETRA", her onscreen appearance could be described as something of a virtual 'computer fairy' version of herself. She is focused and knowledgeable, and dressed in a sort of combination of flightsuit and bridge communications headset. A headband displays "STSN" in the center of her forehead, and the rest is covered by a constantly changing stream of numbers as calculations and data is updated. She is generally positive and supportive to no end

Personality: A bit on the quiet side, "Petra" is tasked with a very large, and important role in administering/integrating the STSN network on the mainframe of the Aruna with the mecha and fighter pilots. A human "Sensor" in the style of a Newtype/Coordinator, Petra is uncertain as to her past, due to accident-inflicted amnesia. Because of her function as a conduit for tactical and strategic information, Petra is a genius mathematician and computer specialist...but the skills seem to surprise even her sometimes - when she is not integrated. She is focused and helpful to the end while integrated, though sometimes she functions almost as machine in calculations when things are quite complicated. She tends to view her liaisoning with the pilots through the computers a sort of morale improving, 'do-anything' assistant.
Due to the fact that pilots do die while she is linked on occasion, she generally tries to avoid contact with them outside of combat, if only to help insulate herself from the tragedy of war. She knows she has to do the best she can, but silently sometimes she may question why this responsibility was forced upon her.

Background:

An amnesiac, "Petra" was the only survivor of a terrible civilian transport accident on Mars. The Transport Westphalia and it's passengers was the victim of a terrorist attack above the Martian capitol at one point a few months back. The crash landing presumably killed all on board, though "Petra" actually survived, but can remember no memories leading up to the event. She was rescued by some colonists sympathetic to the C.A.N. and she switched 'hands' several times before her latent potential was discovered, and she was brought into the NOVI research department during the final stages of the Aruna's construction.

(Background spoilers)

"Petra" is actually an A-Rank Proto-SYnCronized Human Interpreting Communicator ('PSYCHIC'), from the darkest and deepest secrets of Earth Secret Police and research institutes.
Perhaps one of the most advanced subjects, she went missing and is presumed dead due to the crash on Mars...though encounters in the future may reveal she is alive, and then there will be an interesting response to come...


Strategic Tactical Support Network (STSN): The official name for the branch that deals with Enemy Movement Analysis, Combat Statistical Processing, Pilot Coordination, and Flight Control, the STSN service consists mostly of a large number of integrated core computers in the mainframe of the Aruna and processors working in the Database. There are of course, a number of humans involved in the operations - the Chief Hanger Mechanic, Deck Launch Officer, Aruna's Bridge Communications Officer as well as communications crew in general, the Sensors officers, and Targeting Relay team. All of these people are directly involved with feeding and coordinating information to those who need it most.
"Gwen" is of special mention to the STSN, because of her role in integrating the Gunstar Flight into the rest of the system, serving as a middleman and coordinator for the pilots.

"Petra" functions as the medium who interfaces directly with the computer systems and coordinates with the other mecha and pilots on an array of skills, boosting combat coordination and aiding pilots, at the same time relaying information the Aruna crew to also boost their efficiency and coordination.

While she is involved in this process, "Petra" is located in a small, spherical soundbooth next to the Aruna's mainframe, and 'plugs in' by wearing a virtual reality helmet and attaching several brainwave monitoring nodes to her head.

Despite the fact that the Aruna is equipped with the system capabilities of supporting Petra, the technology is still largely experimental, and it's possible there are some bugs in the system.

Innis Cabal
2009-12-26, 03:37 AM
Having chatted with Kasa, Ein's profile is edited

Cpt. Soup
2009-12-26, 10:21 AM
Some clarification...the official name is going to be Colonial Authority Navy. I was asking for suggestions on what they informally call themselves. And Heavenly Authority Navy is just as long (if not longer) then Colonial Authority Navy.

(It's Heavens Alignment Navy actually) HAN, CAN I don't see the problem.. and it just sounds better then CAN. The reason why I think it's better if they refer to themselves officially as the Heavens(plural,) is that they would be trying to get away from words like colonial or rebel. I doubt the colonials during the war of independence would like to be referred to as such. Also heavens opens a whole new naming theme for the colonies, having to do with arcs and celestial bodies.. I personally think it's a very good idea.


I'm only going to comment on this. As...well...its utterly nonsensical. I understand where your trying o go with this. But, its pretty...well it doesn't really do much for MECHA fighting. Not only that, but this is well more advanced then genetic engineering or cloning. To a point where...well this is utterly cutting edge to the point of far flung Sci-Fi. Completly re-engineering a human's celluar structure? I'm sorry but...what?

I was expecting criticism but this was an unexpectedly harsh delivery. You're right of course this doesn't have much to do with Mecha fighting, but I could also point out a number of things here that have nothing to do with fighting in giant mechanized people.

For Retrogenics, they wouldn't be able to do just anything. Obviously there wouldn't have been anything over the top like laser vision or super strength. Retrogenics requires reference from an existing creatures. It could give the person enhanced hearing from dogs lets say, eyesight using eagles, other things such as making them double jointed or increasing the amount of fast-twitch muscles they may have. There would be limits for what could work, wings form birds or regeneration from starfish would be just too far, and anything attempted without meticulously weeding out certain genes for reference would end in horrible death. Every treatment would have to be customized for the individual would take several months to complete while under sedation. Finally they could just dump the whole catalog into each subject, they would selectively receive certain features, too much means agonizing death may ensue. They're basically just copying and pasting things together.



As for the advancement of gene-technology, I'm with Innis on how far it has advanced. Cloning and mild genetic enhancement is as far the UEDF and colonies have taken genetics, so for a bio-engineering company with black book projects, just being able to hide moderate bio-engineering that doesn't result in horrifying deaths is a major success. Perhaps that would be better.

The reason why I came up with this is that, while Earth went one way with gene superscience, Axolodyne would go the opposite. Axolodyne reached down into the depraved depths to get where they are, while the others were servery restricted by their ever watching governments.

Now what is too advancement? how much more possible is it to create a functional shielding device that defects lasers and ballistics? What about the process of transferring memories and all those other necessities that make up a human mind into an inert piece of meat? As for how they'd get away with this sort of stuff, they have whole moons under their sway, and most of their super secret stuff would go on in deep down facilities on Europa, possibly in underwater facilities. I don't imagine it would be too hard to keep the screams from reaching the surface..

...but if it's really such a problem though, I could change it so they simply vat grow the stuff, graft it own and have subjects regularly chug down immune repressers, as boring as that is. I really don't think this was so unreasonable, It's not like I was suggesting something like a machine that turns people into energy beings here.



EDIT: Concerning Seraphim, I agree completely and will make appropriate changes for it after I either lose here or make you all see the enlightened truth that is the great Soup.

KnightDisciple
2009-12-26, 10:28 AM
I don't see why "Colonial" would be so bad. When you're in structures that are rightly referred to as "space colonies", it's kind of natural.

Plus, it preserves the sense of frontier that the space outside Earth and Luna have. Sure there are people out there. Lots of people. But it's big. All we really have beyond Earth are, effectively, colonies.

And again, "Heavenly Alignment" just feels too ostentatious.

Cpt. Soup
2009-12-26, 10:47 AM
I don't see why "Colonial" would be so bad. When you're in structures that are rightly referred to as "space colonies", it's kind of natural.

Plus, it preserves the sense of frontier that the space outside Earth and Luna have. Sure there are people out there. Lots of people. But it's big. All we really have beyond Earth are, effectively, colonies.

And again, "Heavenly Alignment" just feels too ostentatious.

Heavens! heavens heaves heavens! *strangles Knight with the -ly* When I say Heavens, each heaven refers to a colony, it's in reference to the fact that they're very far and above earth.

While yes "colony" preservers a sense of frontier, what if the resident powers-that-be for the colonies don't like to think of themselves as a collection of spaceborn Bushwackers.

I was suggesting this because war between nations isn't just a conventional war of arms but a war of words, so they sound like they're in the right while smearing their enemy as much as possible.

The definition of "colony" is as follows: Any people or territory separated from but subject to a ruling power.

Callos_DeTerran
2009-12-26, 11:03 AM
For Retrogenics, they wouldn't be able to do just anything. Obviously there wouldn't have been anything over the top like laser vision or super strength. Retrogenics requires reference from an existing creatures. It could give the person enhanced hearing from dogs lets say, eyesight using eagles, other things such as making them double jointed or increasing the amount of fast-twitch muscles they may have. There would be limits for what could work, wings form birds or regeneration from starfish would be just too far, and anything attempted without meticulously weeding out certain genes for reference would end in horrible death. Every treatment would have to be customized for the individual would take several months to complete while under sedation. Finally they could just dump the whole catalog into each subject, they would selectively receive certain features, too much means agonizing death may ensue. They're basically just copying and pasting things together.



The reason why I came up with this is that, while Earth went one way with gene superscience, Axolodyne would go the opposite. Axolodyne reached down into the depraved depths to get where they are, while the others were servery restricted by their ever watching governments.

Now what is too advancement? how much more possible is it to create a functional shielding device that defects lasers and ballistics? What about the process of transferring memories and all those other necessities that make up a human mind into an inert piece of meat? As for how they'd get away with this sort of stuff, they have whole moons under their sway, and most of their super secret stuff would go on in deep down facilities on Europa, possibly in underwater facilities. I don't imagine it would be too hard to keep the screams from reaching the surface..

...but if it's really such a problem though, I could change it so they simply vat grow the stuff, graft it own and have subjects regularly chug down immune repressers, as boring as that is. I really don't think this was so unreasonable, It's not like I was suggesting something like a machine that turns people into energy beings here.



EDIT: Concerning Seraphim, I agree completely and will make appropriate changes for it after I either lose here or make you all see the enlightened truth that is the great Soup.

On Innis: Hehe, yeah, Innis has a tendency to make his criticism a bit harsh but it's usually valid as well. Ignore the harshness and look to the matters he points out, it's what I do whenever he criticizes me. :smallwink:

On Retro-genetics: See, that's more so what I meant by 'moderately advanced' and that's not at all what I pictured when you mentioned being able to completely re-write the human genome by way of science, not in the least. That's....improving with gene-therapy more then re-writing. (in my mind anyway)

Reasoning: Heh...Earth didn't just 'go one way with gene superscience', they got to the point they got what they were looking for and STOPPED. Like colonies did. That's why I mentioned that even hiding moderate gene manipulation was a major success.

'Advanced': Lemme put this another way...the most advanced thing so far in this game is that freakish dark matter MECHA that Zarah created. It's strong as hell but it's also flawed and it's drawbacks can be seen in the short-term...even possibly kill in the short-term. Gene-manipulation is in the same ball-park as that thing, but where are the downsides? You haven't touched on those issues which I think is part of the problem. If Axol has completely eliminated all the bugs in their gene-therapy or has a way to manage the mistakes so they are never seen, then it's not just on par with the dark matter MECHA, it's heads and toes above it because there's no drawbacks to it. Which is a bit odd considering the system has been gearing itself towards mobilization for the past twenty years or so with most research going towards that, so if Axol HAS managed to perfect such a science...where did they find the students and professors to help them do it? How were they good enough to make actual advances? Keep in mind...at the end of the day, this is primarily a mecha setting and game. That's the direction science and superscience has been going in since their advent, and while other kinds of characters exist who do different things and some have no relation to mecha at all...at the end of the day the MECHAs, their pilots, and the conflicts they are embroiled in are still the focus point for the majority of the plot. It's possible, but just not as likely, that other supersciences were able to develop along side that (so Axol is still interesting, believe me, I like the idea) but it's just not as likely they were able to get as far.

Hiding stuff: Hey, I wasn't questioning their ability to hide what they were doing. :smallwink: Any evil mega-corperation worth their money has ways to hide what they don't want to see, I simply assumed you had something in mind.

Problems with the Idea: Let me state again, I like the idea of the Axol company, I just think it needs to be tweaked so it properly fits into the setting is all. That's what I'd like to help you do. :smallwink:

Callos_DeTerran
2009-12-26, 11:05 AM
The definition of "colony" is as follows: Any people or territory separated from but subject to a ruling power.

The dreaded double post!

Ahh, but the term colony also brings to mind the brave fight of thirteen colonies against the one of the largest military powers of it's time, and their actual triumph and metamorphosis into a super power.:smallwink: More importantly it brings to mind how said colonies were desperately out-numbered with little support and the similarities between why they wanted independence and why the space colonies too.

:smallwink: Tis also a powerful message to be sending.

KnightDisciple
2009-12-26, 11:08 AM
The dreaded double post!

Ahh, but the term colony also brings to mind the brave fight of thirteen colonies against the one of the largest military powers of it's time, and their actual triumph and metamorphosis into a super power.:smallwink: More importantly it brings to mind how said colonies were desperately out-numbered with little support and the similarities between why they wanted independence and why the space colonies too.

:smallwink: Tis also a powerful message to be sending.

This right here.

Cpt. Soup
2009-12-26, 11:43 AM
I see what you mean, but as I said, those thirteen colonies also avoided the word and chose to call themselves the Continental congress and army. It's your call of course, it's just that you said yourself that the acronym sounds really silly and I can just imagine all the fun rank and file earthling troops are going to have with nicknaming... what about the other parts? I mean if people love colony so much, could the A and the N be changed?


On Innis: Hehe, yeah, Innis has a tendency to make his criticism a bit harsh but it's usually valid as well. Ignore the harshness and look to the matters he points out, it's what I do whenever he criticizes me. :smallwink:

On Retro-genetics: See, that's more so what I meant by 'moderately advanced' and that's not at all what I pictured when you mentioned being able to completely re-write the human genome by way of science, not in the least. That's....improving with gene-therapy more then re-writing. (in my mind anyway)

Reasoning: Heh...Earth didn't just 'go one way with gene superscience', they got to the point they got what they were looking for and STOPPED. Like colonies did. That's why I mentioned that even hiding moderate gene manipulation was a major success.

'Advanced': Lemme put this another way...the most advanced thing so far in this game is that freakish dark matter MECHA that Zarah created. It's strong as hell but it's also flawed and it's drawbacks can be seen in the short-term...even possibly kill in the short-term. Gene-manipulation is in the same ball-park as that thing, but where are the downsides? You haven't touched on those issues which I think is part of the problem. If Axol has completely eliminated all the bugs in their gene-therapy or has a way to manage the mistakes so they are never seen, then it's not just on par with the dark matter MECHA, it's heads and toes above it because there's no drawbacks to it. Which is a bit odd considering the system has been gearing itself towards mobilization for the past twenty years or so with most research going towards that, so if Axol HAS managed to perfect such a science...where did they find the students and professors to help them do it? How were they good enough to make actual advances? Keep in mind...at the end of the day, this is primarily a mecha setting and game. That's the direction science and superscience has been going in since their advent, and while other kinds of characters exist who do different things and some have no relation to mecha at all...at the end of the day the MECHAs, their pilots, and the conflicts they are embroiled in are still the focus point for the majority of the plot. It's possible, but just not as likely, that other supersciences were able to develop along side that (so Axol is still interesting, believe me, I like the idea) but it's just not as likely they were able to get as far.

Hiding stuff: Hey, I wasn't questioning their ability to hide what they were doing. :smallwink: Any evil mega-corperation worth their money has ways to hide what they don't want to see, I simply assumed you had something in mind.

Problems with the Idea: Let me state again, I like the idea of the Axol company, I just think it needs to be tweaked so it properly fits into the setting is all. That's what I'd like to help you do. :smallwink:
Well now you have me in agreement. Sorry I wasn't clear before on the idea, I didn't want to make anything concreate about it so I could get suggestions from others. I'll admit I hadn't considered adding weaknesses but off the top pf my head how about, the treatments, do have a habit of being unstable, and their lifespans would be significantly decreased. Operatives could take special stabilizing pills or injections to keep their bodies from failing while away. And the more augmented the person in question is the more unstable his condition may be. Hows this? I'm really open to suggestions on this.

Retrogenics itself is something I took directly from an rpg game about secret corporate wars in the distant future; the game itself took alot of things from various scifi universes, such as works by Philip K. ****.

Anyway what other sort of tweaking would be needed to make it a better fit?

KnightDisciple
2009-12-26, 12:53 PM
Really, we've already started using Colonial Authority Navy. Let's run with that for now.

Later, we can consider name changes, eh?

Dorizzit
2009-12-26, 04:17 PM
Well, having read through the OOC thread I find myself very interested in this game, and have the beginnings of a character and Mecha concept. That said, I have a few questions:
Does some form of suspended animation exist?
Are there smaller companies that make Mecha, or is the industry dominated by a few large corporations?
Would a system allowing a pilot to directly control their Mecha with their thoughts and bypass conventional controls be viable?

Innis Cabal
2009-12-26, 04:17 PM
On Innis: Hehe, yeah, Innis has a tendency to make his criticism a bit harsh but it's usually valid as well. Ignore the harshness and look to the matters he points out, it's what I do whenever he criticizes me. :smallwink:


Pfff, sugar coat it and no one listens, be harsh and look like a jerk. I think we know where I stand on that.



The reason why I came up with this is that, while Earth went one way with gene superscience, Axolodyne would go the opposite. Axolodyne reached down into the depraved depths to get where they are, while the others were servery restricted by their ever watching governments.

Opposite direction in what way? If you mean above and beyond then ya, we can agree they went in the opposite direction. Being able to even graft better pieces and parts onto another human being goes far beyond simplistic genetic augmentation.

Innis Cabal
2009-12-26, 04:27 PM
Would a system allowing a pilot to directly control their Mecha with their thoughts and bypass conventional controls be viable?

The dreaded double post, but its important.

I'm actually working on something very similar for something down the road. So, in a manner of speaking yes. But I'd greatly appreciate if you didn't, as it'd step all over the toes of what I have planned.

Dorizzit
2009-12-26, 05:06 PM
Alright, that's fine, I won't put it in. It wasn't necessary at all.

Cpt. Soup
2009-12-26, 06:20 PM
Opposite direction in what way? If you mean above and beyond then ya, we can agree they went in the opposite direction. Being able to even graft better pieces and parts onto another human being goes far beyond simplistic genetic augmentation.

Silence Earthling!!

Also Dorizzit, there's probably a few smaller companies. Maybe there's some smaller manufacturers that do custom work or do contracts for larger companies. As for introducing technical things in the game, you should just jump right into creation and not worry about possible backlash, like me!

Innis Cabal
2009-12-26, 08:26 PM
He's a vet of the ITPenders.

Dorizzit
2009-12-26, 09:00 PM
Alright then, rough draft of the Mecha is up:


Designation: S45 Zeta Prototype, Codename "Ieyasu"
Drive System: Mynofsky Particle Drive
Height: Fifteen Meters
Armaments:
Direct Energy Transmission Sword x2 (attached to magnetic back sheathes)
DET Knife x2 (hip sheathes)
Mobile Shoulder Weapons System x2 (attached to the back)
Mesa Class Double Laser Turret x16 (four per leg, four on the torso, two on each arm)
Ares Pattern Rail Cannon x2 (top of both forearms)
Phalanx Missile Bank x2 (Running along the top of both wings)
Kinetic Assault Rifle x1 (Carried)
Heavy Vulcan Cannon x2 (Stomach)
Ionic Flame Thrower x2 (Fold out of the underside of both forearms)
Armaments Explanation: DET weapons are melee weapons still in the field testing phase by the UEDF. They are uniform in appearance, as a single-edged sword or knife weapon. The blades project a thin laser field surrounding the weapon, allowing them to slice through most armor easily and counter other laser based weapons. Once it wounds an enemy mecha, the weapon is triggered and the laser field is dropped, allowing a devastating blast of thermal or electrical energy to be launched through the weapon into the enemy mecha, melting or overloading internal components and damaging other systems. Mesa Turrets are relatively weak in terms of power output, but can remain firing for extended periods of time before overheating, allowing them to bore into an enemy mecha. Ares Pattern Rail Cannons are thin, compact weapons that are much more powerful than their size suggests. They consist of two magnetic lines which connect at the end of the weapon and to the ammo chamber. These lines are powerfully magnetized to keep the projectile on a straight course. Ares Rail Cannons fire thin discs as ammunition, which can slice through armor.
Additional Systems: Athena Class Wings, large, powerful, curving but fixed wings which have built in propulsion jets, enabling mid-speed flight with average maneuverability. The shoulder weapons systems are large tubes with either a gatling cannon, missile bay, or laser cannon on the front, and powerful propulsion jets on the back. When the Ieyasu is on the ground, the tubes are in their default, over-the-shoulder position, allowing them to fire in front of the mecha. In the air, they slide back and down, resting parallel to the wings, directing their fire in front of the Ieyasu and providing an additional boost with their jets. The Ieyasu also has two jets in each leg that can fold out as part of flight, or increase its overland speed. The Ieyasu has been designed to survive in space, on the ground, and anywhere in between. It's armor is designed to resist heat, allowing it to pierce the atmosphere of a planet unscathed, but this also helps against heat based weapons and lasers.
Battlefield Role: The Ieyasu was created with close to mid range combat in mind. It was designed to be dropped into battle from orbit, landing in the middle of enemy forces where it could do the most damage. The goal of the Ieyasu was to hunt down enemy commanders in the field and kill them, disrupting the chain of command. It is less heavily armored than other mecha of its size, in exchange for increased speed and maneuverability.
Appearance: The Ieyasu is an imposing figure on the battlefield, standing a full meter above standard Huwasi models. It is colored pitch black, highlighted with veins of deep red. The design of the Mecha is slick and angular, important for its flight. The hilts of its swords can be seen over each shoulder. Its wings are long and extend upwards over its shoulders until they are at a right angle from each other while extended. When grounded, the wings fold down and across each other to use the minimum of space. Swiveling Mesa turrets stud its form. It's head is relatively humanoid in shape, but instead of eyes has a sharply angled red visor, and two communications antenna where ears would be on a human. The Ieyasu has a set of red kill marks on its left shoulder.

Pilot to come.

Edit: and the beginnings of a Pilot:

Name: Hikaru Hanzo
Personality: Hikaru is, under normal conditions, quiet and withdrawn. He's more happy reading a book than he is in the company of other humans, and that's what he can most often be found doing in his free time. Hikaru is honorable and kindhearted, preferring diplomatic and peaceful solutions to the use of violence and force. Despite this, he understands that violence is often necessary, especially in hostile times such as these. Hikaru is also extremely loyal, and will not stray from a cause he has dedicated himself to unless he has been betrayed by it.
Appearance: Hikaru is of average height, standing at six feet tall. He has short, unruly black hair and deep green eyes. He has an easy agility to his step that betrays his fighting skills to anyone with sufficient training. He typically wears his pilot under suit at all times, a skintight black cloth which covers from his neck to his ankles. When off duty he wears simple pants or jeans and a brown coat over it, along with a pair of simple boots. When he is piloting, the under suit is enhanced by sections of armor, thin gloves, combat boots, and a red visored helmet.
History: Hikaru was born and raised on earth, in a prominent and respected military family. He was a happy and upbeat child, and applied himself enthusiastically to any tasks laid before him. He proved to be both remarkably intelligent and physically sound, as well as showing interest in his family's military heritage beyond even what was expected of him. He joined the UEDF straight out of college, applying to the air force.
During training, he did extraordinarily well in simulations, and quickly became a skilled pilot. Several of his supervisors, however, noted psychological concerns about how well he would perform in actual combat. Regardless, he was given high recommendations upon his ascension from training and was posted on the UEDF Tuchanka. Less than a year later, the war started.
Hikaru had a surprisingly cool head during battle, never losing control of himself and keeping an eye on his surroundings at all times. He gained a reputation as a skilled dogfighter, and shot down numerous enemy pilots and even a few mecha. He became a First Sergeant and the leader of his squad within two months of the war's start, after the former head was shot down during a battle in the asteroid belt. His service record as a pilot is, even today, quite impressive given its length.
Fate, however, had other things in store. Hikaru was asked to transfer into the mecha piloting program, due to a need for skilled pilots in the relatively new area. After some consideration, Hikaru agreed. After being trained, Hikaru reentered the war as a Mecha pilot. His skill there was at least equal to his piloting ability of conventional craft, or possibly even greater. Hikaru crushed any opponent that opposed him, carving his way through numerous enemies and earning many kill marks. Hikaru continued to prove his bravery and skill repeatedly during his service.
It was these traits, combined with his unswerving loyalty to the UEDF, that saw him selected as the candidate for piloting a prototype mecha. That mecha was the Ieyasu. Hikaru adapted well to the advanced systems of the Ieyasu in the initial test run, cementing his role in its use. As one of the best pilots in the UEDF, Hikaru was constantly on the move after this, shifting from warzone to warzone, and helping to turn the tide of numerous battles.
Even today, no one is quite certain what happened to Hikaru. None of his friends or family noted a difference in demeanor, and to all outward eyes he continued to behave no differently from his usual patterns. One day, however, while on a scouting mission, Hikaru loaded the Ieyasu into a Mecha carrier and fled the ship he was on, eluding pursuit and vanishing from the eyes of the UEDF.
Over a month later, Hikaru reappeared in a small neutral colony, Fyre, offering his skills as a pilot and a mechanic, not to mention his unique mecha. He tried to keep a low profile, and Fyre was enough out of the way that it wasn't bothered by much of anything, being too insignificant for real notice. Unfortunately, this also means that the colony began to receive even less traffic after a while, falling on hard times. With little other option, the leading counsel has begun hiring Hikaru out as a mercenary for CAN.

Innis Cabal
2009-12-27, 05:23 AM
This is not slotted for play for a little while, and its just a basic beta form, but here is the proposed Hyperion, an almost completly funnel based MECHA.

0018EZ Hyperion “Ahriman”
Drive System: Dual Mynofsky Particle Reactors
Height: 22 Meters

Armaments: Funnels x23 (Located in funnel binder on back), Beam Saber x2 (Located in elbow compartments, Razor Whip x1 (Located in right wrist compartment), beam rifle x2 (located on back charge slot), vulcan cannons x2 (located in head), Shoulder Mounted Beam Turrets x2 (Mounted on Shoulders, capable of heavy sustained fire and tracking)

Features: Psychommu Frame (Installed in the MECHA itself*), Thrust Jets (located under funnel binder-Allows for superior maneuverability in atmospheric and space environments), Optional Beam cannon (High grade beam cannon), Re-enforced gundanium plating (While its armor is lighter than that of a typical assault MECHA, the Hyperion’s armor is augmented by the rare metal gundanium, boosting its defensive capabilities to astounding levels despite its build), Articulated Joint System (Built into the MECHA, grants the Hyperion a high grade of mobility, almost equal to that of a human without use of the Psychommu system)

The 0018EX Hyperion, designed almost entirely by the Ace Pilot Shanovar Ein, is built to utilize his talents to their fullest. Hailing back to the Epsilon, the Hyperion is a high mobility grade frame focusing on swift devastating assault and quick get aways. While this makes the Hyperion one of the strongest MECHA ever designed for the use of the UEDF, it is not what makes the Hyperion as frighteningly as powerful as it is. While it boasts a limited range of weapons, its funnel system is cutting edge, no longer operating by aid of computer, but solely from the brain waves of its pilot. It accomplishes this by its revolutionary Psychommu Frame, which allows a Synchronized Human to attune itself far better with his suit then a typical pilot. This in turn grants faster reaction time, attack coordination and the use of the funnel system unaided. The Psychommu Frame allows suit and pilot to become almost one, turning a singular high grade weapon of war into a virtual platoon in its own right.

Appearance

The strikingly tall Hyperion towers over much of the UEFD MECHA, much like Ein himself when he is out of his suit. The suit itself is bulky, holding two massive thrust jets on its lower back, which support its maneuverability and control with aid from several small thrust jets installed in the shoulders and legs. The Hyperion, much like the newer age MECHA keeps a particularly humanoid shape with evenly sized ams, legs and chest. Each lower arm and hand appear over large, as if wearing armor a size to big for its frame, while its upper arm appears completely unarmored, resting in a powerfully built shoulder. The Hyperion’s chest is slightly larger than a typical MECHA, housing its advanced piloting system and internal cockpit. The cockpit itself is innovative and unique, instead of a singular chair and computers, the Hyperion houses a single chair and visor, giving Ein more room to move and control his suit through movement and thought. The final points of the Hyperion are its slopped helmet with a single mono-eye set above what would stand as a mouth on a typical human, and its weapons system. The Hyperion relies on a powerful funnel system, housed on its back, appearing as a large black rectangular pack that juts a meter or two from back. This pack is studded with six golden rings, each a release tube and charger for the funnels. Aside from its funnel system, the Hyperion is equipped with two powerful beam sabers, a retractable razor whip, two beam rifles and a rotary turret system built into its shoulders. The turrets allow the Hyperion a full range of attack that its other weapons, save its funnels, can reach. Each turret appears as a massive squat cylinder built into the top of its shoulders.

The Hyperion keeps Ein’s traditional matte black coloration with vivid green and silver highlights. Unlike his previous models, the mono-eye of the Hyperion glows the same luminescent green as its highlights, giving it an unearthly, inhuman glow in the depths of space or during night combat, where it appears to simply hang in the air unattended.


The Psychommu Frame
The afore mentioned Pscychommu frame is a cutting edge piece of technology worked into the very skeleton of the Hyperion, ending in a built in system within its cockpit. The Frame itself is attuned to Ein’s body movements, heart rate and other vital functions, reading and predicting changes in each. Such a high grade system is not without a price, and over use within the Psychommu Frame can create a powerful bio-feedback, causing temporary or permanent insanity in its operator.

Boo
2009-12-27, 06:56 AM
I'm actually working on something very similar for something down the road. So, in a manner of speaking yes. But I'd greatly appreciate if you didn't, as it'd step all over the toes of what I have planned.

Is it a sequel to Macross Plus? :smalltongue:

On the "no toe stomping": If he builds a psyche-mech AND works for the military don't you think they'd start building more? Y'know, to gain the upper hand in the war? (This is a war plot, right?)

(quick technical note on mech post: "...no longer operating by aid of computer, but solely from the brain waves of its pilot..."

That's still with the aid of computers; you meant "no longer analogue operated", right?)


As it stands, and I haven't looked at anyone elses', this mech really should be a prototype to be a singular force of destruction. If you want to keep all the shiny bits that could use a bit of nerfing, increase the backlash instead. Here are some examples.

Ex.
1)Make the pilot feel what the mech may feel, but only mentally. So if the robot's arm is cut off, the pilot will only feel as if they've just lost an arm, but really haven't. This could also have a major effect on their concentration, distracting them in battle. Continued battles thereafter would be treated with greater fear of death, no?
2) Maybe, just maybe, the pilot's brain would fry if he tried to take the mech TOO far. This chance increases with the #4 example.
3) This one is an addition to your current: Insanity is a definite with over-use. Don't make a temporary property that really does nothing. Make it forever permanent (without some form a therapy). Just vary the degrees based on the time from gaining increased insanity. This has too much RP potential to make it just "temporary".
4) Due to #3 or something else, they'll want to take the game to a whole new level over time. At first it's exciting to be in the cockpit of such a machine, then you get bored and take things up a notch--okay, it's basically the "drug" effect. You get used to the level you're at, and then move up the power line unless reasonably strong willed.

I don't mean to be so rude, but damn. Talk about lots-O-guns for nothing. What's insanity here? Sanity if it goes away quickly enough. Therapy is the only good reason for getting better (NEVER completely better), but otherwise: psychological afflictions should not be so temporary.

Also: A history of the Psychommu Frame would be good for reference. If you make it a prototype then you can take your time writing the history, eventually have a full suit made, and control a whole squad of psychic soldiers played by other people or yourself. Just come up with a reason for being the only one with this suit type.

EDIT: A smiley was needed for sarcasm notation.

Innis Cabal
2009-12-27, 07:24 AM
Is it a sequel to Macross Plus? :smalltongue:

On the "no toe stomping": If he builds a psyche-mech AND works for the military don't you think they'd start building more? Y'know, to gain the upper hand in the war? (This is a war plot, right?)

(quick technical note on mech post: "...no longer operating by aid of computer, but solely from the brain waves of its pilot..."

That's still with the aid of computers; you meant "no longer analogue operated", right?)


As it stands, and I haven't looked at anyone elses', this mech really should be a prototype to be a singular force of destruction. If you want to keep all the shiny bits that could use a bit of nerfing, increase the backlash instead. Here are some examples.

I think you should :smallwink:


I don't mean to be so rude, but damn. Talk about lots-O-guns for nothing. What's insanity here? Sanity if it goes away quickly enough. Therapy is the only good reason for getting better (NEVER completely better), but otherwise: psychological afflictions should not be so temporary.

Its certainly not going to be short term. And really..when looking at some of the other MECHA...this is more or less nothing. Its quite stepping into "Super Mecha" territory. But it has no more weapons then the Quin Mantha of ZZ Gundam, which isn't saying much as it was destroyed quite soundly. The thing also has lower armor, so over all, its quite balanced considering its not a "Normal" MECHA. Which we've adressed :smallwink:


Also: A history of the Psychommu Frame would be good for reference. If you make it a prototype then you can take your time writing the history, eventually have a full suit made, and control a whole squad of psychic soldiers played by other people or yourself. Just come up with a reason for being the only one with this suit type.

EDIT: A smiley was needed for sarcasm notation.

As mentioned, its just a proto-type, and even then, the above is just a sample of whats planned. Alot of the above will come out during the course of the game :smallwink::smallbiggrin: I just posted it so I didn't go "No toe stepping plzkthnks" without anything to show for it. As for your suggestions.


1)Make the pilot feel what the mech may feel, but only mentally. So if the robot's arm is cut off, the pilot will only feel as if they've just lost an arm, but really haven't. This could also have a major effect on their concentration, distracting them in battle. Continued battles thereafter would be treated with greater fear of death, no?

This would, in some small way, come from being a Synch, and would indeed be carried over to the mech.


2) Maybe, just maybe, the pilot's brain would fry if he tried to take the mech TOO far. This chance increases with the #4 example.

Thats a bit far. Don't take the Psychommu frame as a nerf, as its not intended to be. Its intended, much in the loving memory of the original gundam series, to show biological evolution compared to genetic manipulation and cypernetic enhancment.


3) This one is an addition to your current: Insanity is a definite with over-use. Don't make a temporary property that really does nothing. Make it forever permanent (without some form a therapy). Just vary the degrees based on the time from gaining increased insanity. This has too much RP potential to make it just "temporary".

This was a given. Such things can't simply be taken back by simple short term RP. I've played insane characters before. This is no new grounds for me.


4) Due to #3 or something else, they'll want to take the game to a whole new level over time. At first it's exciting to be in the cockpit of such a machine, then you get bored and take things up a notch--okay, it's basically the "drug" effect. You get used to the level you're at, and then move up the power line unless reasonably strong willed.

This would be that "level up". And its certainly not planned on being one for some time. The game hasn't even hardly started yet :smalltongue:

MageSparrowhawk
2009-12-29, 11:23 PM
Has anyone created a 'sniper' specialized mobile suit?

KnightDisciple
2009-12-29, 11:26 PM
Has anyone created a 'sniper' specialized mobile suit?

I don't believe so. We could probably say there are generic suits decked out for sniper duty, like the GM Sniper in UC. But for a "super" mech, or even just a tricked out "realistic" mech? I don't believe so.

SinisterPenguin
2009-12-29, 11:32 PM
Has anyone created a 'sniper' specialized mobile suit?

Well, it is called the Red Sniper, so... :smalltongue:


Second Attempt. With a much more "real" robot.

Name: Red Sniper MK 2.4
Faction: Martian Separatists

Power Systems: Solar Charged Megabatteries.

Height: 12 Meters.

Armaments (External): An extremely large energy sniper rifle, mainly set up on vantage points outside of friendly headquarters coloured so that visual sweeps from a distance would most likely mistake it for natural rock formations. Progressive Knife Combat knife, a large knife that vaguely resembles a box cutter that vibrates at supersonic speeds to allow for increased cutting powers.

(Internal): Medium caliber machine guns built into the palms of the hands.

Other Features: Camouflage colouring, making it hard to see on visual sweeps from a distance while on Mars. Although it is still vulnerable to other sensors.

Self Destruct Sequencing: Should the security of the Red Sniper be compromised so that it may fall into enemy hands it will self destruct taking most recoverable parts and it's pilot along with it.

Background: The most recent MECHA in the long series of Red Snipers. These MECHA have been handed to the Martian Government by an unknown cooperation for unknown but likely shady reasons. Since they are not on the official books of either the Martian Government or any cooperation's catalogue it has taken something of an Urban Legend type reputation with some more superstitious pilots claiming it to be an otherworldly force with intentions of protecting Mars. In reality these are rather unimpressive defensive machines that only make any successes on reputation and pilot skill and they are still destroyed with some regularity but they are never recovered by the enemy due to the self destruct feature. Yet every time one is destroyed by the end of the next lunar cycle another one has mysteriously appeared in the armories of the government. The twenty fourth Red Sniper is currently stationed outside the Martian capital.

If this one is any better I shall do a write up on the pilot tomorrow.

KnightDisciple
2009-12-29, 11:33 PM
...I can't believe I missed that. My bad. :smallsigh::smallredface:

MageSparrowhawk
2009-12-29, 11:44 PM
Alright...well there goes that idea for an armor suit...

stealth is out, as I know there's at least one of those...

Don't want to do speed...because I don't want to completely rip off Liger 0...

any ideas anyone? :smalleek:

Dorizzit
2009-12-29, 11:55 PM
Just because there's one mecha with a certain main ability, doesn't mean there can't be another. Just differentiate it somehow.

Kasanip
2009-12-30, 10:11 AM
As the Aruna prepares for combat... I was wondering if anyone else would like to play? :smallsmile:

KnightDisciple
2009-12-31, 12:06 AM
I'll go ahead and post this now, even if it's not on the dot. I'll repost in the morning if it's fallen behind many posts.

Deadtiming.

I will be out of town from Thursday evening (effectively all day, since I have work all day as well) until Sunday evening (of course, with a tabletop game that evening, I won't post much then, either). I may have access, but it will be intermittent at best.

Status and godmod permissions are as follows:

Ibram Corbec: Prepping for launch and fight. Godmod Permissions to Kasanip, and Callos if need be

Zarah
2009-12-31, 12:36 AM
As the Aruna prepares for combat... I was wondering if anyone else would like to play? :smallsmile:

Now that I've actually got some time to post again, you can be sure that Rien will be commanding some of the UEDF forces in the region. :smallamused:

Dorizzit
2009-12-31, 08:22 AM
If I can get Hikaru done in time, I'll probably participate as well.

Edit: Pilot and Mecha are done.

The Ieyasu


Designation: S45 Zeta Prototype, Codename "Ieyasu"
Drive System: Mynofsky Particle Drive
Height: Fifteen Meters
Armaments:
Direct Energy Transmission Sword x2 (attached to magnetic back sheathes)
DET Knife x2 (hip sheathes)
Mobile Shoulder Weapons System x2 (attached to the back)
Mesa Class Double Laser Turret x8 (two per leg, two on the torso, one on each arm)
Ares Pattern Rail Cannon x2 (top of both forearms)
Phalanx Missile Bank x2 (Running along the top of both wings)
Kinetic Assault Rifle x1 (Carried)
Heavy Vulcan Cannon x2 (Stomach)
Ionic Flame Thrower x2 (Fold out of the underside of both forearms)
Armaments Explanation: DET weapons are melee weapons still in the field testing phase by the UEDF. They are uniform in appearance, as a single-edged sword or knife weapon. The blades project a thin laser field surrounding the weapon, allowing them to slice through most armor easily and counter other laser based weapons. Once it wounds an enemy mecha, the weapon is triggered and the laser field is dropped, allowing a devastating blast of thermal or electrical energy to be launched through the weapon into the enemy mecha, melting or overloading internal components and damaging other systems. Mesa Turrets are relatively weak in terms of power output, but can remain firing for extended periods of time before overheating, allowing them to bore into an enemy mecha. Ares Pattern Rail Cannons are thin, compact weapons that are much more powerful than their size suggests. They consist of two magnetic lines which connect at the end of the weapon and to the ammo chamber. These lines are powerfully magnetized to keep the projectile on a straight course. Ares Rail Cannons fire thin discs as ammunition, which can slice through armor. They are designed for close to mid range use, and outside of that they are relatively ineffective to the complexity of their firing arcs.
Additional Systems: Athena Class Wings, large, powerful, curving but fixed wings which have built in propulsion jets, enabling mid-speed flight with average maneuverability. The shoulder weapons systems are large tubes with either a gatling cannon, missile bay, or laser cannon on the front, and powerful propulsion jets on the back. When the Ieyasu is on the ground, the tubes are in their default, over-the-shoulder position, allowing them to fire in front of the mecha. In the air, they slide back and down, resting parallel to the wings, directing their fire in front of the Ieyasu and providing an additional boost with their jets. The Ieyasu also has two jets in each leg that can fold out as part of flight, or increase its overland speed. The Ieyasu has been designed to survive in space, on the ground, and anywhere in between. It's armor is designed to resist heat, allowing it to pierce the atmosphere of a planet unscathed, but this also helps against heat based weapons and lasers.
Battlefield Role: The Ieyasu was created with close to mid range combat in mind. It was designed to be dropped into battle from orbit, landing in the middle of enemy forces where it could do the most damage. The goal of the Ieyasu was to hunt down enemy commanders in the field and kill them, disrupting the chain of command. It is less heavily armored than other mecha of its size, in exchange for increased speed and maneuverability.
Appearance: The Ieyasu is an imposing figure on the battlefield, standing a full meter above standard Huwasi models. It is colored pitch black, highlighted with veins of deep red. The design of the Mecha is slick and angular, important for its flight. The hilts of its swords can be seen over each shoulder. Its wings are long and extend upwards over its shoulders until they are at a right angle from each other while extended. When grounded, the wings fold down and across each other to use the minimum of space. Swiveling Mesa turrets stud its form. It's head is relatively humanoid in shape, but instead of eyes has a sharply angled red visor, and two communications antenna where ears would be on a human. The Ieyasu has a set of red kill marks on its left shoulder.

Hikaru Hanzo:


Name: Hikaru Hanzo
Personality: Hikaru is, under normal conditions, quiet and withdrawn. He's more happy reading a book than he is in the company of other humans, and that's what he can most often be found doing in his free time. Hikaru is honorable and kindhearted, preferring diplomatic and peaceful solutions to the use of violence and force. Despite this, he understands that violence is often necessary, especially in hostile times such as these. Hikaru is also extremely loyal, and will not stray from a cause he has dedicated himself to unless he has been betrayed by it.
Appearance: Hikaru is of average height, standing at 5' 8" tall. He has short, unruly black hair and deep green eyes. He has an easy agility to his step that betrays his fighting skills to anyone with sufficient training. He typically wears his pilot under suit at all times, a skintight black cloth which covers from his neck to his ankles. When off duty he wears simple pants or jeans and a brown coat over it, along with a pair of simple boots. When he is piloting, the under suit is enhanced by sections of armor, thin gloves, combat boots, and a red visored helmet.
History: Hikaru was born and raised on earth, in a prominent and respected military family. He was a happy and upbeat child, and applied himself enthusiastically to any tasks laid before him. He proved to be both remarkably intelligent and physically sound, as well as showing interest in his family's military heritage beyond even what was expected of him. He joined the UEDF straight out of college, applying to the air force.
During training, he did extraordinarily well in simulations, and quickly became a skilled pilot. Several of his supervisors, however, noted psychological concerns about how well he would perform in actual combat. Regardless, he was given high recommendations upon his ascension from training and was posted on the UEDF Tuchanka. Less than a year later, the war started.
Hikaru had a surprisingly cool head during battle, never losing control of himself and keeping an eye on his surroundings at all times. He gained a reputation as a skilled dogfighter, and shot down numerous enemy pilots and even a few mecha. He became a First Sergeant and the leader of his squad within two months of the war's start, after the former head was shot down during a battle in the asteroid belt. His service record as a pilot is, even today, quite impressive given its length.
Fate, however, had other things in store. Hikaru was asked to transfer into the mecha piloting program, due to a need for skilled pilots in the relatively new area. After some consideration, Hikaru agreed. After being trained, Hikaru reentered the war as a Mecha pilot. His skill there was at least equal to his piloting ability of conventional craft, or possibly even greater. Hikaru crushed any opponent that opposed him, carving his way through numerous enemies and earning many kill marks. Hikaru continued to prove his bravery and skill repeatedly during his service.
It was these traits, combined with his unswerving loyalty to the UEDF, that saw him selected as the candidate for piloting a prototype mecha. That mecha was the Ieyasu. Hikaru adapted well to the advanced systems of the Ieyasu in the initial test run, cementing his role in its use. As one of the best pilots in the UEDF, Hikaru was constantly on the move after this, shifting from warzone to warzone, and helping to turn the tide of numerous battles.
Even today, no one is quite certain what happened to Hikaru. None of his friends or family noted a difference in demeanor, and to all outward eyes he continued to behave no differently from his usual patterns. One day, however, while on a scouting mission, Hikaru loaded the Ieyasu into a Mecha carrier and fled the ship he was on, eluding pursuit and vanishing from the eyes of the UEDF.
Over a month later, Hikaru reappeared in a small neutral colony, Fyre, offering his skills as a pilot and a mechanic, not to mention his unique mecha. He tried to keep a low profile, and Fyre was enough out of the way that it wasn't bothered by much of anything, being too insignificant for real notice. Unfortunately, this also means that the colony began to receive even less traffic after a while, falling on hard times. With little other option, the leading counsel has begun hiring Hikaru out as a mercenary for CAN.

Cpt. Soup
2010-01-03, 10:20 AM
Back again with revisions.

Axolodyne
Trade Name Axolodyne
Company Type Umbrella corporation, primarily involved in bioengineering.
Location HQ is located on Jupiter's second moon, Europa.

Axolodyne is well known within the colonies, as it's reputed as the only corporation to commercially sell genetic enhancement. The corporation is a leading power in bioengineering; it may well be the only one under private ownership as the Consul and other colonial governments had thoroughly put a stop to the industry while bolstering their own research divisions. Although primarily known for bioengineering and pharmaceuticals, Axolodyne also controls food production within the Jovian system and publicly owns several companies within the system's gas industry. The corporation had previously been given the task of terraforming the moons of Costello and Europa; since the war began though, without support from the Consul Axolodyne had ceased most of it's work relating to it.

Like other powerful corporations, Axolodyne has it's share of secrets and and questionable practices, more then most others. Something Axolodye goes to some lengths to hide is it's relationship to the Jovian leadership and who controls the majority of fuel vendors. Through an assortment of shady methods, Axolodyne has a great deal of influence over the collection councilors that administer the system. Less politically, Axolodyne has devoted facilities to research and special projects that have little in common with commercial products. Axolodyne is highly intent on securing the colonies' independence from earth, and even more so to be one of the linchpins that make it possible.

OOC
The purpose of Axolodyne was initially to give colonials a look unique from earthlings, as they would offer custom skin pigments and cosmetic changes to to give a real alien look to them. Additionally for the super rich, a reason for why they may look far younger then they actually are. Also introduces character possibilities for mad scientists, decedent gas barons, mercenaries (private soldiers for a corporation), special conditioned pilots(suicide soldiers courtesy of Axolodyne) and genetically enhanced Axolodyne operatives.

Notable Features

Axolodyne Catalog
As mentioned before, Axolodyne is now well known in the colonies. This level of fame is largely due to the company's catalog. Axolodyne had been advertising genetic enhancement for years in the private sector. It was only after the colonies began cutting ties with earth that the company began marketing it to the public. Without the constrictions of Earth laws, Axolodyne went so far as to create a catalog for their various treatments and enhancements. These include custom skin pigments(very popular for looking every bit a Martian or Jovian), adding body parts (simple things like fingers, and breasts.) Youth treatments(halts the person's physically aging, additional treatments are needed to keep it up, although it doesn't make you immortal..) These and similar luxury modifications have made Axolodyne substantially wealthy, generating revenue for an abundance of private ventures.

DNA Collection
Axolodyne is in dire need of new samples and materials to further their research, and so the company began constructing DNA banks. The banks would collect blood, bone marrow, hair, organs, sperm and even whole bodies (legally donated or purchased of course with recorded consent of it's owner.) While the banks would freely work along side hospitals and provide needed parts, promising samples would regularly be sent back to Axolodyne. The company builds them wherever permitted; naturally, this means there are a number of easily accessible banks in the Jovian system. Rumors that Axolodyne traffics with scavengers, slavers and pirates to sate their material needs are all quite groundless.

Retrogenics
Axolodyne's work in the field of bioengineering is hardly limited to their commercial enterprises. Axolodyne has created a a bizarre new area in bioengineering dubbed retrogenics. Retrogenics is essentially a controlled cancer set to reengineer the subject's cells into something different. Although a thing of unlimited potential, Axolodye has only just begun to tap into it. Axolodyne scientists have isolated specific traits in animals and attempted to imbue subjects with them. This process had been regarded as a phenomenal success as most of the initial subjects didn't immediately die. This gene-splicing has limitations though as some traits may be too alien to replicate, leading to undesirable mutations or death; scientists have attempted to offset this to an extent by introducing needed material into the subject to assist in the transformation. Those that undergo the process are likely to be physically unstable, depending on how severe the change was. After the condition of subjects worsened, Axolodyne developed a new drug intended to stabilize them, and with some trial and error they managed to make it work. Although, even with the drug, subjects so far can't handle crossings with multiple creatures. Currently, Axolodyne makes use of it's retrogenics developments for special operatives. Operatives working for Axolodyne are usually the only ones permitted to receive major retrogenic augmentations as the severity of the process is believed to shorten one's lifespan even with the drugs.

Fuel Vendors
Axolodyne has an assortment of companies under it's control. For many, their relationship is publicly known, as a number of these companies perform various functions for the parent company. For others, the relationship is not so obvious and Axolodyne may take steps to ensure it remains hidden. There are numerous corporations in Jupiter's booming gas industry; all are rather large but several can be considered full blown mega-corporations. For the majority of the companies, Axolodyne merely coerced or bribed their way into filling their board rooms with executives loyal them. Although ultimately under the control of Axolodyne, control of these companies is hardly absolute.

Episco Solar Network
Trade Name Episco Solar Network
Company Type Major Media Corporation
Location Based on Mars, location of HQ is unknown

The Martian based ESN is the largest privately owned media company in the solar system. Although it's officially free of any government or military's control, it's regarded as a separatist sympathizer. The mega-corporation has built a media empire, informing and entertaining citizens from every colony as well as delivering pirate broadcasts to Earth viewers. ESN had painstakingly gained the cooperation of numerous Mecha manufacturers to support what is easily their most profitable ventures ever. The Mechabattle League (title likely to change) was started by ESN to support system wide coverage of the corporate battles. Manufactures make high bids to ESN to have the company broadcast and advertise their products in these spectacle fights

OOC
ESN is a number of things. Characters could be guerrilla journalists like Gekkostate from Eureka Seven (http://en.wikipedia.org/wiki/Eureka_Seven#Setting), egotistical news anchors, reporters and kings of spin, entertainers, actors and spys. From the MBL, professional gladiator pilots and game announcers or referees.

Notable Features

Outlets
ESN controls numerous media outlets, most are official but ESN secretly supports more then a few pirate channels and other illegal outlets. ESN doesn't limit itself to only newscasting, the company is also a major source for entertainment within the colonizes. ESN is responsible for the rise the Martian entertainment industry, small as it is still. Writers, actors, musicians and artists all have managed to gain some recognition with the assistance of ESN.

MBL
ESN has capitalized on the rise of the mecha as much if not more then the manufacturers themselves. Aside from diverting whole sections of merchandising to it and creating a multitude of mecha inspired dramas (http://www.wsfl-home.de/img/Animes/Mobile%20Gundam%20SEED.jpg), ESN started the Mechabattle League. Various weapons manufacturers had engaging each other in battle for some time now, while having journalists report on the battles and most importantly the winners of them. ESN built on this slipshod marketing strategy and managed to make a consensus with the collective weapons manufacturers. And so the Mechabattle League came to be! The MBL was far more sensible way to resolve product superiority, lessening needless collateral damage, maximizing coverage and of course letting ESN make quite a lot of money from it.

Espionage
ESN strongly believes in the value of information. The Company acquires information through a number of means, and most of these are rather dubious if not illegal. Although it's the company's usual practice to put a sensational spin on particularly good pieces it acquires, it's usually careful enough to evade the ire of militarizes, governments, or damaging it's relationship with some companies; of course showing them through unaffiliated pirate outlets is another completely different.

Axolodyne Connection
ESN has strong connections the the Axolodyne Corporation through the current executive board. Unlike other companies connected to Axolodyne, their relationship is one on equal footing; both are powerful in their own ways, and both have a measure of leverage against each other. Each have something to offer to the other, and they share the same ambition to insure the independence of the colonies.

Seraphim

Seraphim is a secret intelligence agency working to secure colonial independence. Although technically working alongside the separatists, very few people are even aware of Seraphim's existence. The reasons for this secrecy is largely because of the fickle nature of the assembled colonial factions. If Seraphim were to become known among the colonial leaders, it's very likely this would eventually leak to the UEDF and more prudent measures may be taken to defend against it. The organization is the product of Axolodyne bioengineering and Episco's own sprawling information network. The two companies were in agreement that this war could not be won merely with superiority of arms; spying, sabotage and assassination would play a part in determining the victor. Aside from these offensive functions, Seraphim is expected to counter similar attacks against the separatist movement. Patriotic as the founders are, Seraphim also serves to defend the private interests of Axolodyne and ESN.

MageSparrowhawk
2010-01-04, 11:01 PM
Dorizzit, I'm noticing a couple of issues with your mecha. It has sooo many guns, yet is described as 'sleek'. It is less armored, so as to improve manuverability...but can perform unaided reentry. It's supposed to be a short to mid-range unit...but has railguns, which usually fall into the long or very long range group.

Most of my confusion comes from the number of weapons on this thing...Unless I'm misunderstanding what each gun looks like, I'm not sure how it could have that many. (I mean, it has four separate guns on each arm :smallconfused:)

--Will examine the pilot when I'm not going to sleep--

Dorizzit
2010-01-05, 05:53 AM
Alright, let's run through the list of problems.

Too many guns and Rail Cannons: The Mesa turrets are tiny. As in, man portable tiny. Against any powerful mecha they're going to be doing very little. The Rail Cannons...are honestly more of a failure of research on my part, but these ones lack power compared to other types, losing penetrating power and accuracy over long distances. All of the other armaments are integrated into the body of the Ieyasu in various ways.

Unaided reentry: It can perform unaided reentry specifically because that's what it was designed to do, and it's armor is specifically heat resistant for that purpose.

MageSparrowhawk
2010-01-05, 04:18 PM
oooh...gotcha. Your explanations make sense.

alright, the pilot....

Six feet tall is over the average, which is currently 5' 8". However, if we assume that people continue to grow (especially with reduced gravity allowing for very tall people) that is completely acceptable.

aside from that (and the assumption that his...event will be expanded upon in gameplay) he looks great.

Dorizzit
2010-01-05, 04:25 PM
Fixed the height, since that was more due to my ignorance than anything else. Thanks for your feedback.

MageSparrowhawk
2010-01-05, 04:29 PM
Sure. I's not fun when you post things up for review, and then never get any help...

...:smallsigh:

@Soup: I'd review your group, but I think Callos is doing a better job of that...knowing the setting better than me and all...:smallsmile:

Artemis Dreamer
2010-01-05, 04:49 PM
Sure. I's not fun when you post things up for review, and then never get any help...
Which is exactly why I'm reposting this.

Pilot

Tessa Kerrigan-Blakesly, Mechanic for the United Earth Defense Force Military
Origin: Earth-Born
Speech Color: Orange
Age: 32
Height: 5’7”
Weight: 151lbs

Appearance: Tessa has a stocky, muscular build, though she still retains a somewhat feminine appearance, mainly due to the fact that she has a pronounced hourglass figure. Her musculature is very obvious and well-defined, unlike that of most females, giving her a rather unnerving appearance, and is the result of spending many years working with heavy machinery on the massive MECHAs. Her skin is deeply tanned, and has a permanent orange tint from the anti-radiation gel that she applies when piloting her own battlesuit. She has her black hair cropped short, and it always seems messy and disheveled, sticking up at odd angles. Her face is broad and heavyset, with a strong jawline, and she has strange eyes that are such a dark blue that they almost appear black. There are often streaks of grease, engine fluid and grime on her face, and her hands and arms show evidence of scarring as well as many small cuts and scrapes, most of which are filthy and unbandaged.

She wears the standard UEDF uniform when on duty, though it is in poor condition, covered in assorted filth from the machines on which she works. Her sleeves are always rolled up to above her elbow, and she supplements the uniform with a large black belt, bristling with tools, that is cinched tightly around her surprisingly narrow waist, and a pair of protective goggles with red-tinted lenses that she rarely uses, as they remain pushed up atop her head most of the time. She has also modified her oversized standard-issue boots so that they are reinforced with interior metal plating, as well as having cleated soles (for traction, she claims). When not working, she dresses in drab, utilitarian clothing in depressing shades of dark green, gray, black and mud-brown, favoring sleeveless tops, vests, combat boots and long, loose pants with dozens of pockets. Overall, the shabby state of her clothing makes her easily identifiable as a mechanic, both on and off duty (and the fact that she wears her goggles and toolbelt even with her civilian clothing makes that fact even more obvious).

Personality: Tessa is a crass and rude individual with a highly abrasive personality, who often complains and generally makes a nuisance of herself. She speaks bluntly and harshly, using a great deal of offensive language, without caring what impact her words have on others, and is often extremely sarcastic and insulting. She has a very low opinion of humanity, and cares far more about machines, which she treats carefully, professionally and with a great deal of respect. She seems rather devoted to them, and cares more for their well being than her own. Not surprisingly, she has no respect for her superiors, and likely the only reason that she has not been disposed of is her great degree of mechanical skill, as she is one of the best mechanics in the entirety of the UEDF. She has a habit of rolling her eyes when she is exasperated, which is quite often, as she cannot stand stupidity and ignorance, and makes very unkind snide remarks about those things and people who annoy her. Tessa has a very loud voice that accentuates her belligerence and often makes her remarks clearly audible to those whom she has just insulted, and a penchant for using obscure mechanical terminology while speaking.

Strangely, Tessa can often be heard speaking to the machines as she repairs them, possibly a sign of insanity, though this may be because she is lonely, having few friends and trusting no-one enough to actually confide in them. Generally, she talks only when it is necessary, and has a great deal of focus and patience when it comes to mechanical tasks, though this patience seems to vanish when she is not actively working. Despite her rather aggressive personality, she does not enjoy combat, being secretly terrified of death, and afraid that she will die on the battlefield. Still, she is not a coward, and obeys the orders that she is given to the letter, albeit with a great deal of grumbling, cursing and complaining.

Abilities: Tessa is a highly skilled mechanic, with incredible manual dexterity and a nearly encyclopedic knowledge of the particulars, construction features and weapons systems of almost all current mecha models and prototypes. She can repair most any problem given sufficient time, and though she does not work as effectively under pressure, any repair that she makes is always neat, efficient and done to the best of her ability. She is a great deal stronger than an average woman, mainly due to the scale of her work, and this is made clearly evident by the appearance of her well-muscled frame. When it comes to piloting a mecha, she has some ability, but she is most comfortable in her own powered armor suit, as unorthodox as it may be, as she enjoys a more hands-on approach. She has advanced hand-to-hand combat training for this purpose, as well as enough acrobatic ability and endurance to be an effective combatant despite the heaviness of the suit she pilots. Tessa is also a fairly skilled marksman, though she has had little training, and relies solely on instinct for more difficult shots, which results in success and failure in equal measure. She also has a lesser-known ability, which is partially responsible for her skill as a mechanic, in that she possesses an incredibly detailed photographic memory, though it only functions if she actually concentrates.

Powered Armor Battlesuit

‘Jinx’ – Custom construction using salvaged parts from now-decommissioned models
Height: 2 meters
Weight: Roughly 1500lbs

Unlike most every other pilot, who favour large, robotic MECHA, Tessa prefers a simpler approach to combat, in the form of powered armor. Her battlesuit is one that she constructed herself from scrap metal and decommissioned parts, and has only basic combat functions. Decades behind current technology, it has a shabby, cobbled-together appearance that makes it an object of scorn and mockery, especially because it seems to be an inferior work produced by an otherwise talented and respected mechanic. She complains openly about her suit, giving the excuse that mechanics aren’t expected to be combatants, which is why she was given no resources to construct it, thus the poor overall quality. Still, she is actually quite fond of it, not being nearly as unhappy with its functioning as she claims to be. Visibly rusting and corroding, the suit, which is only two meters tall, is made of dull silvery, unpainted titanium alloy. Completely humanoid in appearance, and modeled to closely resemble Tessa’s body shape, it is made of irregular, smoothly rounded metal plates that have been welded together, with exposed wiring and hydraulic cables in the joints. The plates are dented and battle-worn, giving the suit an even more ill-maintained appearance. A fully enclosed, fitted metal helmet protects her head, and is equipped an oxygen filter providing the sealed unit with breathable air, as well as four cameras (two at the front, two at the rear), that provide a 360 degree visual display.

The suit is little more than an armor casing equipped with basic kinetic weapons, some targeting and data-relay systems and a basic hydraulic system that augments Tessa’s movements. Her movements directly control the movements of the suit, and she can only utilize it in ways that she is physically capable, albeit with hydraulics minimizing the incredible weight of the suit so that she is able to run and jump relatively unhindered, as it would be completely immovable under physical power alone. It is very physically taxing to use the suit, and it can only be used successfully by Tessa herself, as all the augmentation systems are calibrated for her movements. Anyone else would suffer severe discomfort or even dislocated limbs/broken bones if they attempted to use it. To control the suit properly, Tessa dons a camouflage-print, skin-tight bodysuit that allows her vitals to be directly monitored by the suit sensors while still preserving some modesty. Getting in and out of the suit is a difficult and time-consuming process when done correctly, as she must manually disengage the pressure locks on the chest piece, which opens down the center to allow her to carefully slide in her legs and arms (requiring plenty of contortion, as the pieces are very tightly fitted). She then needs to adjust the hydraulics and pressure of each piece individually, re-seal the chest plate and don the helmet, provided that she does not want an improperly adjusted segment to cause damage to her joints or break bones. Getting out requires a similar procedure.

Though her battlesuit is nowhere near comparable to full-sized mechas in combat, Tessa still manages to use it effectively when she has no other choice but to fight. She has brought down a few opponents in combat, and this can be attributed to her knowledge of the construction and weaknesses of these machines, as well as her surprisingly accurate aim. The small size of her suit allows her a great deal of agility and freedom of movement, though her speed is limited by her physical capabilities, and her strength is only slightly enhanced. In combat she relies on the stealth afforded by the small size of her suit, using her weapons to target vital weaknesses, before using the magnet coils that she has integrated into the legs, feet, hands and arms of the suit to physically climb onto large mechas and ships to damage them further using some swift and unpleasant sabotage techniques. There is always the risk that she will be pinned and crushed to death, or torn limb from limb, as there are only a few inches of rather flimsy metal and wiring protecting her body, and she by far the smallest combatant on an average mecha battlefield. As a result, Tessa is often assigned to sabotage duties or boarding missions rather than engaging in direct combat, as this fits well with the capabilities of her suit and her own mechanical skills.

Weapons: The suit has only very limited integrated weapons systems, almost all of which are kinetic and 'so incredibly out of date that they ought to be in a museum of some sort. They are still quite serviceable, however. Most lack a targeting system, meaning that Tessa often has to rely on instinct when firing. The kinetic weapons obviously do not function in space, and are less effective at lower gravities, adding yet another reason that the suit is generally ineffective in space combat.

A heavy machine gun has been integrated into the left arm of her suit, so that only the barrel portion is clearly distinguishable, and the barrel runs the length of her forearm, ending at her wrist. It fires .50 calibre bullets at a rate of ten per second, with enough ammunition to shoot for two full minutes if necessary (1,200 bullets). The rounds fired are supposedly armor-piercing, but are generally ineffective, as this attribute is negated by the advancements in the shielding technology that protect the mechas. Rounds that explode on contact are also compatible with the machine gun system, though she has never used them. The machine gun operates on a belt-fed system, but this portion of the functionality has been completely internalized and heavily modified to make the weapon more efficient. It heats up very rapidly when fired, despite the direct-flow coolant system, and therefore cannot be safely fired for more than thirty consecutive seconds without running the risk of overheating and causing damage to the suit. The firing mechanism is activated when she bends the index finger of the left hand of the suit in a trigger motion, and firing ceases when she straightens her finger again. The ambiguity of this gesture can occasionally lead to mishaps, and is in the process of being refined.

A shoulder-mounted mortar is fixed to the right shoulder of the suit, and it is capable of firing a single, 120mm shell. This shell is highly explosive, being able to put a sizable hole in all but the most heavily armored mecha. It also has an added effect in that it produces a localized disruptive pulse that interrupts the flow of electrical current upon detonation, which can temporarily disable the electrical systems of the target for as long as it takes for the entire system to reboot. This often gives the pilot a fair jolt as well, though not enough to cause serious electrocution. Tessa usually uses this shell to provide a distraction or render a mecha unable to retaliate while she performs a swift act of sabotage that would otherwise endanger her life or be impossible if the mecha was fully functional. The mortar has a rather more advanced firing system, with a visual overlay targeting system that ensures that this precious shot is not wasted, and the shell is fired using the simple verbal command of “fire”.

The only non-kinetic weapon on the suit is a wrist-blade that operates on a principle similar to particle beam weapons, using atomic projection beam technology. It consists of a five-inch long oblong of circuitry that has been painstakingly affixed to the interior of the armor plate covering her right forearm. When activated, it projects a milimeter thick ‘field’ of atoms in an eight inch long, three inch wide blade along the outside edge of suit's right arm. This field, while not visible to non-mechanical vision, is razor-sharp and capable of cutting through nearly anything, with a minimum of applied force. It is her primary sabotage tool, and can function anywhere that there are atoms. It is severely limited however, due to its small size, the fact that it can only be utilized at direct, hand to hand range, and the fact that it can only cut to a depth of three inches. It is activated automatically when the suit powers up, and remains active until it enters an area in which there are no atoms (unlikely, to be sure), or the suit is powered down again. As a result of being constantly active and completely invisible, this weapon has caused its fair share of inadvertent damage. It is possibly the only part of the suit that is less than three decades old, and is actually a prototype of a discontinued atomic manipulation experiment that Tessa ‘salvaged’ from a mecha that she was repairing.

Power Source: Tessa’s battlesuit runs on what can best be described as a combination of her own energy (as her movements directly control the movements of the suit), and a nuclear battery that powers the hydraulics and electrical systems. The fact that much of the suit is controlled by her own movements makes is clumsy and ineffective in space, so she does not often engage in zero-gravity or low-gravity combat or sabotage. The nuclear battery is the oldest part of the suit by far, and is rather unstable, making the suit a biohazard with fairly severe health risks for the pilot. As there are leaks in the nuclear containment, Tessa must coat her entire body in anti-radiation gel before using the suit to prevent cellular damage from extended periods of use. This gel is a bright orange substance that smells vile, and it is extremely difficult to properly remove the residue, hence her orange skin. This prolonged exposure to nuclear energy makes Tessa’s current lifespan seem incredible, and doctors believe that she will likely not live past forty if she continues to use the suit. So far, however, she has displayed very few symptoms that would indicate that the nuclear exposure has had any ill effects on her health.


I would like to get feedback on my proposed battlesuit design (and the pilot/mechanic as well), seeing as this was either overlooked or ignored the first time that I posted it, back on page four. I just want to get a sense of what people think, what any possible issues may be with this design, and what should be done to improve upon it.

Yes, I know it's very long, but I would really appreciate if someone took the time to read this and comment on it. :smallsmile:

MageSparrowhawk
2010-01-05, 07:51 PM
Alright, I've looked over it...there are some changes I'd really recommend.

> Its appearance should be a lot better than it is (unless she's purposely making it look bad). If she's using scraps off of other mecha, it should be easy to find undamaged pieces. Patchwork? Sure. Beaten up, dinged, and coming apart at the seams? If she relates as closely to machinery as you say, she wouldn't let it look that bad.

> The suit shouldn't be that hard to get into. I can easily see how someone of her caliber could make it open up more fully to ease donning.

> With sufficient hydraulics, the suit should enhance her movements, not just make it mobile. That is what powered armor is for, make the user superhumanly strong.

> An internal trigger could be placed within the left glove, to avoid any accidental firing.

> A less commonly used word would be useful to avoid accidental firing of the mortar. An external switch could be just as effective, if not more so.

> Like above, some kind of on/off switch would be appropriate (and completely illogical not to have) for the energy-blade thingy.

> Just lining the reactor with lead would easily keep it from emitting radiation, and besides that, she wouldn't be allowed to use something like that. Abrasive personality or not, she would be given a better reactor if she's as good of a mechanic as she is described to be. Her employers wouldn't want her dying.

KnightDisciple
2010-01-05, 07:55 PM
Alright, let's run through the list of problems.

Too many guns and Rail Cannons: The Mesa turrets are tiny. As in, man portable tiny. Against any powerful mecha they're going to be doing very little. The Rail Cannons...are honestly more of a failure of research on my part, but these ones lack power compared to other types, losing penetrating power and accuracy over long distances. All of the other armaments are integrated into the body of the Ieyasu in various ways.

Unaided reentry: It can perform unaided reentry specifically because that's what it was designed to do, and it's armor is specifically heat resistant for that purpose.

Despite their size, your entry states they can bore into suits with time.

Against mook suits, mook fighters, or even more so, missiles, they'd be horrendously effective. This makes the missile defenses I gave the Gunstar One originally look like wet paper.

Armor that can resist reentry will resist lasers pretty well...leaving regular ballistics to hurt it.

As well, rail guns wouldn't lose anything until well outside useable range due to things like sight/sensor range.

horngeek
2010-01-05, 08:19 PM
Right. Here's my Mecha, Pilot to come:

"Vindicare" Prototype VF Mecha/Fighter

Description: The Vindicare is a field prototype vehicle designed to combine the best possibilities of Mecha and a Light Fighter in space combat, with it able to transform, both between Mecha mode (high maneuverability and accuracy, low speed) and Fighter Mode (High speed, but needs enemies to be roughly in front of it to hit) at high speed, as well as a 'mid-way' transformation, which combines some of the fighter mode's speed with some of the maneuverability of the mecha mode. It has been stated, however, that this would not be a beginner's craft, with a crack pilot in both Mecha and Fighters required.

Dimensions: Fighter Mode: 16 Meters length, 4 meters width
Mecha mode: 16 meters tall

Drives: 4 Type X Freedom-Class boosters. Two are mounted in the 'legs', and two in the 'back' (Relative to Mecha mode) of the craft, and fold in to provide forwards thrust in Fighter mode.

Weapons: There are three primary weapons for the craft-
Missile pods: Mounted in the 'shoulders', this weapon is the only one restricted to a certain mode, being only fireable in Mecha mode due to the positioning. 4 cluster missiles are fired, which then separate into 40 (in total) smaller missiles, which are all capable of tracking opponents. These cannot destroy a Mecha individually, unless extremely lucky, but generally all the smaller missiles from a larger missile will track towards weak spots.
Gatling Cannon: Located in the left arm, this gun is capable of putting out a high rate of fire, over 100 shots a second.
Pulse beam: Located in the right arm, this is a long-ranged, powerful, but slow rate-of-fire laser that is capable of taking out a mecha in one lucky shot, and severely damaging it even if it gives a glancing hit. It requires a large amount of skill to use well, however, and it takes a while to recharge- one minute, to be precise.

It'd be a rebel craft, and I have an idea for the pilot already.

So far, what do you think? I'm perfectly happy to change most things.

MageSparrowhawk
2010-01-05, 08:25 PM
200 shots a minute isn't very fast...(only works out to be 3.3/sec) Maybe 20/sec would be more appropriate.

Make the slow rate of fire be a more dramatic disadvantage for the energy weapon. A 'once or twice per fight' type weapon, rather than 'not in consecutive posts'. Anything that has a chance to one-hit kill a mecha should be similarly restricted (in my opinion).

horngeek
2010-01-05, 08:26 PM
Well, in my opinion, EVERYTHING has a CHANCE to one-shot a mecha.

That small bullet hits a fuel tank, stuff like that.

But I see your point. Changes will be made!

KnightDisciple
2010-01-05, 08:30 PM
Gatling guns are capable of fire rates in the thousands of rounds per minute. That's hundreds of shots per second. Just FYI.

If the big gun is supposed to be used rarely, give it something like a 1 minute recharge time, and OOC have it usable only once every many posts. Something like that.

horngeek
2010-01-05, 08:32 PM
Right. Increase again!

:smalltongue:

Dorizzit
2010-01-05, 09:44 PM
Despite their size, your entry states they can bore into suits with time.

Yes...if the enemy mecha decides to stand still and let the turrets maintain a constant stream of fire on the exact same point for several minutes.


Against mook suits, mook fighters, or even more so, missiles, they'd be horrendously effective. This makes the missile defenses I gave the Gunstar One originally look like wet paper.

Please clarify, I do not understand the statement.


Armor that can resist reentry will resist lasers pretty well...leaving regular ballistics to hurt it.

Yes, it does resist lasers, but more powerful ones will still melt through it's armor, and regular ballistics and melee weapons are going to be very effective since the armor itself is thinner.


As well, rail guns wouldn't lose anything until well outside useable range due to things like sight/sensor range.

...
Would the problem be solved if I kept the intended functionality (i.e. a Mid-range, moderately powerful weapon), and removed the rail aspect of the weapon?

KnightDisciple
2010-01-05, 09:52 PM
Yes...if the enemy mecha decides to stand still and let the turrets maintain a constant stream of fire on the exact same point for several minutes.

The point more being that, despite being "man portable", they pack a lot of punch.


Please clarify, I do not understand the statement.
Well, unless he has to manually aim each one, they can presumably do some level of "auto-aim". Thus, they'd likely do well against fighters, which tend to have as many or more exposed parts, and may well have less armor. Missiles would need just a second or two to be destroyed by these, if that.

I downgraded my missile defenses, though admittedly my Gunstar is maybe just barely into the "super" level, really more of a high-end "real". Nonetheless, 16 or so of these turrets means missiles are almost never going to hit.

As for someone having to stand still, not necessarily. If he can match velocity and keep close enough, he can keep the lasers trained. I'm sure they'd be hell on sensors.

I guess part of my trouble is I can't tell what they're intended for. Are they meant to hurt opponents, shoot down missiles, kill infantry...?


Yes, it does resist lasers, but more powerful ones will still melt through it's armor, and regular ballistics and melee weapons are going to be very effective since the armor itself is thinner.
Hm. Point.


...Would the problem be solved if I kept the intended functionality (i.e. a Mid-range, moderately powerful weapon), and removed the rail aspect of the weapon?
Hm. Eh, the rail part really is minor. Maybe just state it tends to work best at middle ranges due to complexity of firing arcs and such. It's just that, in space, stuff will keep going nearly the same speed for a long, long time. *Shrugs*

Artemis Dreamer
2010-01-05, 10:00 PM
Alright, I've looked over it...there are some changes I'd really recommend.

I see. Thank you for the advice. I would just like to clarify and justify a few things.

> Its appearance should be a lot better than it is (unless she's purposely making it look bad). If she's using scraps off of other mecha, it should be easy to find undamaged pieces. Patchwork? Sure. Beaten up, dinged, and coming apart at the seams? If she relates as closely to machinery as you say, she wouldn't let it look that bad.
I wasn't aware that the aesthetics would be an issue. Bearing in mind the fact that the mechas from which the parts have been salvaged are all at least two-decade old, discarded wrecks that she found literally decaying in scrapheaps, I thought it would be logical that the suit she made from them would have similar qualities. She might be a mechanic, but she isn't a miracle worker. She can only work within the limits of her materials, which in this case happen to be derelict old mecha parts.

Besides. She's close to machinery. That does not mean that she cares about the appearances of said machinery, only the functionality. If it works, then does it matter that it isn't pretty? Not to Tessa.


> The suit shouldn't be that hard to get into. I can easily see how someone of her caliber could make it open up more fully to ease donning.

A very valid point. I only had it that way because I was playing around with the theme of the machine being dangerous to the pilot. I felt that I wanted to create something that wouldn't be a comfortable or enjoyable experience, and I thought that something like that would be logical. I'll fix it.


> With sufficient hydraulics, the suit should enhance her movements, not just make it mobile. That is what powered armor is for, make the user superhumanly strong.

Oh. Chalk this up to my complete ignorance of the mecha genre. Honestly, I don't want something that will enhance her movements, just something that prevents her from being ground to a pulp while she sabotages enemy units. I suppose I'll just call it an armor suit, then, since it seems that this isn't really powered armor at all, or at least not according to that definition.


> An internal trigger could be placed within the left glove, to avoid any accidental firing.

> A less commonly used word would be useful to avoid accidental firing of the mortar. An external switch could be just as effective, if not more so.

> Like above, some kind of on/off switch would be appropriate (and completely illogical not to have) for the energy-blade thingy.

I'll fix these things. I was doing more with the concept of the mecha being dangerous to the pilot, and I tried to intentionally make the weapons a danger to her and those around her by giving them these control flaws. I suppose that was illogical.

The atomic projection beam blade, though, I would like to keep without an on/off switch. It's stolen technology after all, and it stands to reason that using these sort of functions would require additional knowledge that she does not posses.


> Just lining the reactor with lead would easily keep it from emitting radiation, and besides that, she wouldn't be allowed to use something like that. Abrasive personality or not, she would be given a better reactor if she's as good of a mechanic as she is described to be. Her employers wouldn't want her dying.

*sigh* I just knew this one would come up. I honestly have no real explanation for this concept. It's really superficial, but I thought that it helped to make this a more unique and altogether more interesting mecha concept. Again, the whole 'danger to the pilot' idea. Also, I wanted to be able to justify an unusual skin color, and an 'anti-radiation gel' that she would need to pilot such a bio-hazardous suit gave me an excuse to do so.

I'll change it to a more standard form of particle drive, or some other standard core.

Just to clarify something regarding her employers, though. They wouldn't give her a reactor. They don't want her to pilot suits in the first place, given that they don't want one of their best mechanics to end up dead. So essentially, while they really aren't going to stop her if she wishes to build and pilot a suit, they won't give her a proper one, and the certainly won't give her a better reactor. They want to discourage her piloting of any combat devices, as they only care about her skill with machines, and if this means allowing her to get radiation poisoning, then so be it.

... This is my impression, at any rate.

I'm going to make the majority of these changes, though in the case of the aesthetics, I would prefer that they remain as they are now.

Thank you for your helpful feedback, and please don't fault me for providing some explanations of my thought process and reasoning for some of these undesirable elements. I don't mean to be stubborn, I'd just like an opportunity to explain.

Dorizzit
2010-01-05, 10:04 PM
The point more being that, despite being "man portable", they pack a lot of punch.

Man portable in size and "caliber", yes, but still having access to a much larger power source than could be feasibly mounted on an infantry weapon.


Well, unless he has to manually aim each one, they can presumably do some level of "auto-aim". Thus, they'd likely do well against fighters, which tend to have as many or more exposed parts, and may well have less armor. Missiles would need just a second or two to be destroyed by these, if that.

They all aim towards relatively the same target. So, for instance, all could be fired at a single mecha or aircraft, or maybe a group of smaller opponents, but their wouldn't be any precision aiming, and the tracking would be slow enough that an experienced pilot could usually avoid them.


I downgraded my missile defenses, though admittedly my Gunstar is maybe just barely into the "super" level, really more of a high-end "real". Nonetheless, 16 or so of these turrets means missiles are almost never going to hit.

Picking up from the previous point, they wouldn't be precise enough to target individual missiles. If someone fired, say, a barrage of missiles from the front, then they could be fired at the missiles in general, but it would be unlikely to hit all of them. Given the Ieyasu's maneuverability, it would be a poor tactical choice.


As for someone having to stand still, not necessarily. If he can match velocity and keep close enough, he can keep the lasers trained. I'm sure they'd be hell on sensors.

On the same target? Yes. On the exact same part of the target for several minutes? No. That would also make the Ieyasu a sitting duck to a more powerful attack.


I guess part of my trouble is I can't tell what they're intended for. Are they meant to hurt opponents, shoot down missiles, kill infantry...?

Honestly? They're meant for taking down weaker NPCs and as a Worf Barrage (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheWorfBarrage) against anything else.


Hm. Eh, the rail part really is minor. Maybe just state it tends to work best at middle ranges due to complexity of firing arcs and such. It's just that, in space, stuff will keep going nearly the same speed for a long, long time. *Shrugs*

Alright, I'll do that.

KnightDisciple
2010-01-05, 10:10 PM
Hm. So basically, for taking out fragile enemies, and being ineffectual against better ones.

Maybe reduce the number of them? Cluster them on the arms and shoulders? It just seems like 16 is overdoing it. I can understand what they're intended for, mind.

MageSparrowhawk
2010-01-05, 11:16 PM
I see. Thank you for the advice. I would just like to clarify and justify a few things.

I wasn't aware that the aesthetics would be an issue. Bearing in mind the fact that the mechas from which the parts have been salvaged are all at least two-decade old, discarded wrecks that she found literally decaying in scrapheaps, I thought it would be logical that the suit she made from them would have similar qualities. She might be a mechanic, but she isn't a miracle worker. She can only work within the limits of her materials, which in this case happen to be derelict old mecha parts.

Besides. She's close to machinery. That does not mean that she cares about the appearances of said machinery, only the functionality. If it works, then does it matter that it isn't pretty? Not to Tessa.
Just make it clear that the damage is cosmetic, and not actually non-protective. Besides, why would she be using really old stuff, if she has access to all of the (granted damaged, though she could still use sections) chunks of armor and such off of the mecha she repairs? That section of armor, fused to the sublayers that she removed in her post? I'm sure she could use bits of it that aren't damaged (as much). And as aesthetics are the point, just describe it that way IC, but make it clear that it's fully protective OOC. Scorched armor may look bad, but it protects essentially as well as undamaged armor. :smallbiggrin:


A very valid point. I only had it that way because I was playing around with the theme of the machine being dangerous to the pilot. I felt that I wanted to create something that wouldn't be a comfortable or enjoyable experience, and I thought that something like that would be logical. I'll fix it.
Dangerous to pilot is an interesting idea...but not logical if you have someone as good at engineering as Tessa.


Oh. Chalk this up to my complete ignorance of the mecha genre. Honestly, I don't want something that will enhance her movements, just something that prevents her from being ground to a pulp while she sabotages enemy units. I suppose I'll just call it an armor suit, then, since it seems that this isn't really powered armor at all, or at least not according to that definition.
Not being ground to a pulp practically requires superhuman strength. I mean, you're trying to go against humanoid opponents that are many times your size. I'd want to be able to at least run faster than a normal person if that was my job. If anything, add a thruster pack to allow for space-maneuvering.


I'll fix these things. I was doing more with the concept of the mecha being dangerous to the pilot, and I tried to intentionally make the weapons a danger to her and those around her by giving them these control flaws. I suppose that was illogical.

The atomic projection beam blade, though, I would like to keep without an on/off switch. It's stolen technology after all, and it stands to reason that using these sort of functions would require additional knowledge that she does not posses.
If you have to make it an all or nothing thing...make the off switch kill power to the hand or arm. That way she can move around outside of combat without accidentally leaving gaping holes in things. But in combat, have it be potentially hazardous.


*sigh* I just knew this one would come up. I honestly have no real explanation for this concept. It's really superficial, but I thought that it helped to make this a more unique and altogether more interesting mecha concept. Again, the whole 'danger to the pilot' idea. Also, I wanted to be able to justify an unusual skin color, and an 'anti-radiation gel' that she would need to pilot such a bio-hazardous suit gave me an excuse to do so.

I'll change it to a more standard form of particle drive, or some other standard core.
Living in space, and working with experimental (or just old) technology can do strange things to someone's body. Or falling into a vat of dye... There's no reason that she couldn't have orange-y skin. It is an interesting characteristic.

Perhaps the method that she syncs her body to the suit involves an electroconductive gel that happens to be a bright orange? *cough*LCL*cough*


Just to clarify something regarding her employers, though. They wouldn't give her a reactor. They don't want her to pilot suits in the first place, given that they don't want one of their best mechanics to end up dead. So essentially, while they really aren't going to stop her if she wishes to build and pilot a suit, they won't give her a proper one, and the certainly won't give her a better reactor. They want to discourage her piloting of any combat devices, as they only care about her skill with machines, and if this means allowing her to get radiation poisoning, then so be it.

... This is my impression, at any rate.
If her employer doesn't want her dead, they're going to try and get her the best (but cheapest) stuff they can. She's really stubborn. They know this, because at least one of them has been in a room with her for more than a few minutes. They're not going to change her mind about going, but they can at least help keep her alive. From a business standpoint, it's the most cost-effective option.


I'm going to make the majority of these changes, though in the case of the aesthetics, I would prefer that they remain as they are now.

Thank you for your helpful feedback, and please don't fault me for providing some explanations of my thought process and reasoning for some of these undesirable elements. I don't mean to be stubborn, I'd just like an opportunity to explain.
I take no offense to you explaining your point. If there's something supporting your reasoning, it proves that you have put some thought into your work. :smallsmile:

Callos_DeTerran
2010-01-06, 01:37 AM
It's actually very nice to see constructive criticism being given back and forth, I mean it. As for not commenting on Artemis' battle suit, it's cause I thought it was damn cool and didn't need modification. The 'dangerous to the pilot' type of suit is a standard in the mecha genre, and even this game (The Little Hornet could potentially kill Tanja, the Dark Matter MECHA drives the pilot insane, Ahriman does something similar) has it's share of them. The difference I find compelling is that all of the above examples are dangerous to the pilot because of how GOOD at something they are (or a unique feature) while Tessa's creation is dangerous because she doesn't have everything she needs to make it safe for use. I personally wouldn't change a thing about it, but your talk of her employers makes me curious. I thought Tessa's employers were the UEDF, am I mistaken?

Dorizzit
2010-01-06, 06:38 AM
Maybe reduce the number of them? Cluster them on the arms and shoulders? It just seems like 16 is overdoing it. I can understand what they're intended for, mind.

Alright, I've reduced the number down to 8. Thanks for your feedback.

Artemis Dreamer
2010-01-06, 12:21 PM
Just make it clear that the damage is cosmetic, and not actually non-protective. Besides, why would she be using really old stuff, if she has access to all of the (granted damaged, though she could still use sections) chunks of armor and such off of the mecha she repairs? That section of armor, fused to the sublayers that she removed in her post? I'm sure she could use bits of it that aren't damaged (as much). And as aesthetics are the point, just describe it that way IC, but make it clear that it's fully protective OOC. Scorched armor may look bad, but it protects essentially as well as undamaged armor. :smallbiggrin:

I'll clarify that, though I will still leave in the IC description notes. I like to convey an accurate image of what the armor looks like. But yes, you got it right. The damage is almost completely cosmetic. As to why she doesn't use the pieces off of the mecha she repairs... Well, they aren't decomissioned, only in need of repair, so even the badly damaged, otherwise useless segments are still government property. Getting permission to use those sort of pieces would take far more paperwork then Tessa has the patience for, and it really wouldn't be worth the effort. The scrap heap mechas that she deconstructs for parts don't really belong to anyone, and are free for the scavenging, with no repercussions or red tape.


Dangerous to pilot is an interesting idea...but not logical if you have someone as good at engineering as Tessa.

Tessa is a mechanic, not an engineer. :smallwink: This is her first time building her own suit from scratch, so of course it would be dangerous. Her mechanical skill originates from her absolute knowledge of the schematics of the machines that she works on. For something that she is building without any plans whatsoever, she has no reference, and hence things are dangerous, incomplete, and poorly constructed in comparison with her blueprint-driven repair work on army mechas. I am fairly sure that I stated in her description that her mechanical skill is almost completely as a result of her photographic memory.


Not being ground to a pulp practically requires superhuman strength. I mean, you're trying to go against humanoid opponents that are many times your size. I'd want to be able to at least run faster than a normal person if that was my job. If anything, add a thruster pack to allow for space-maneuvering.

Yes, but the strength in question comes from the suit itself, and the armor plates that make up that suit. She doesn't actively have to wrestle giant mechas or anything, since in combat, she's a saboteur, nothing more. The suit just lets her climb mechas, by way of the magnet coils, and prevents her body from being crushed if the mecha that she is sabotaging throws her off or grabs a hold of her. That's all that I intended it to be - pretty much just glorified body armor. As for space maneuvering - The suit isn't designed for space, hence she would not use it in space (nor would she have a reason to be in space in the first place, as she works in an Earth-based repair bunker). Therefore, a thruster pack for space maneuverability would be unneccasary.


If you have to make it an all or nothing thing...make the off switch kill power to the hand or arm. That way she can move around outside of combat without accidentally leaving gaping holes in things. But in combat, have it be potentially hazardous.

... And this begs the question... Why would she wear the suit out of battle? Honestly though, the entire point of the blade is that it runs on an internal, self-contained power source that is directly co-related with the power source of the suit itself. Because of this, killing the power to just the arm wouldn't work. She has to cut the power to the entire suit for the blade to turn off. The blade supposed to be both a blessing and a curse - It is her ultimate sabotage tool, but she can accidently destroy her own suit if she isn't careful. That was the concept behind the blade.


Living in space, and working with experimental (or just old) technology can do strange things to someone's body. Or falling into a vat of dye... There's no reason that she couldn't have orange-y skin. It is an interesting characteristic.

Perhaps the method that she syncs her body to the suit involves an electroconductive gel that happens to be a bright orange? *cough*LCL*cough*

... She does not live in space. She lives on earth. I'm not sure exactly where this misconception came from. She is Earth-born, and lives and works on Earth. She doesn't work with "odd technology", only with mecha. Also, she doesn't sync her body with the suit. It just moves with her provided that she has adjusted all of the segments correctly.

I'll just make her skin a normal color, and eliminate the nuclear core, because it seems to be causing far more controversy than it's worth, hmm? I didn't know it would be such a terrible choice, and I just wanted to have fun with the idea of a mecha suit that was slowly poisoning the pilot with nuclear radiation. It was just meant to be a gimmick. (Yes, my idea of fun is twisted as hell)

Oh, and what's LCL? :smallconfused:


If her employer doesn't want her dead, they're going to try and get her the best (but cheapest) stuff they can. She's really stubborn. They know this, because at least one of them has been in a room with her for more than a few minutes. They're not going to change her mind about going, but they can at least help keep her alive. From a business standpoint, it's the most cost-effective option.

I take no offense to you explaining your point. If there's something supporting your reasoning, it proves that you have put some thought into your work. :smallsmile:

The most cost-effective thing for them, actually, is not to give her any materials or personal budget at all. The radiation from the suit won't accumulate in her body at high enough levels to kill her for another 10-20 years, and by that time, they'll have a new, better mechanic to take her place. They lose no money by giving her decent-quality parts, and even when she dies, they'll already have scouted some new talent to replace her, so they won't lose productivity either. Her employers are just as stubborn as she is, if not more so.


It's actually very nice to see constructive criticism being given back and forth, I mean it. As for not commenting on Artemis' battle suit, it's cause I thought it was damn cool and didn't need modification. The 'dangerous to the pilot' type of suit is a standard in the mecha genre, and even this game (The Little Hornet could potentially kill Tanja, the Dark Matter MECHA drives the pilot insane, Ahriman does something similar) has it's share of them. The difference I find compelling is that all of the above examples are dangerous to the pilot because of how GOOD at something they are (or a unique feature) while Tessa's creation is dangerous because she doesn't have everything she needs to make it safe for use. I personally wouldn't change a thing about it, but your talk of her employers makes me curious. I thought Tessa's employers were the UEDF, am I mistaken?

I'm glad you think so highly of my design. *flattered*

I honestly would like to maintain the danger to the pilot as one of the integeral flaws of this suit, though it seems that others feel differently about the situation. I hope that things work out in such a way that at least some of the dangerous aspects can be maintained.

Don't worry, I won't change much. Just a few weapon control features, a detail of the aesthetics, and possibly the nuclear core if I absolutely have to. I'm a bit partial to it, honestly. I might also add a bit about the reason that the suit is so low-quality, because I never explained that, but that's really all.

Her employers are indeed connected to the UEDF, but her direct employer is the chief of staff of the mechanic corps. I might actually write up a character discription for him, and perhaps a few of the other mechanics, considering that Tessa is currently a bit isolated as the only mechanic. So yeah, I apologize for the confusion.

Oh, and sorry for the massive, quote-filled post.:smallredface:

horngeek
2010-01-08, 08:42 PM
Right. Here's my pilot, as well.

Captain Miyamoto Hotaru
(Last name, first name)

Allegiance: CAN
Origin: Unusually for a CAN pilot, Hotaru was Earth-born. However, she strongly disagrees with Earth's totalitarian government, a fact that is well known to her superiors. According to her, as long as Earth suppresses the colonies, it isn't her home any more.
Speech: Blue
Age: 30
Height: 5'6"
Weight: Light.

Appearance: Standing fairly short and slender, more than one person has been heard to remark that Hotaru looks like a leaf on the wind, and in fact, she is not very strong, although extremely fit otherwise. She has black hair, olive eyes, and is always quite cheerful out of combat.

Abilities: Hotaru has been described by more than one person as 'the best damm pilot in the solar system', and while she denies it, saying there are others who are better, it is no secret that she is an expert at flying, her super-quick reflexes and perception enabling her to almost cause any craft she is in the cockpit of to dance as if it were a part of her body- mecha, or anything else.

Good thing she's the designated pilot for the Vindicare, then.

Dorizzit
2010-01-09, 01:24 PM
(OOC: Um... if he's on the surface as a part of the drop team, there's no reason he would possibly be placed under Captain Toivonen's command. She and the Aruna are up in space, covering the spacedrop rentry capsules and the taskforce... Was this not clear?)

Sorry, I just wasn't paying enough attention.

MageSparrowhawk
2010-01-09, 10:34 PM
Would either side be interested in hiring a ace-level mecha pilot? I want to get Abel into the story, and I can't come up with a good way without outside help.

Kasanip
2010-01-10, 04:27 AM
Magesparrow Hawk: We can certainly work something out...Where is Abel? In relation to the other characters, that is.


Also To Everyone in C.A.N. in Battle right now:
I apologize for misunderstandings from my english. I want to make it clear what the plan was that Captain Toivonen was describing, so I will use a picture:

http://i1006.photobucket.com/albums/af188/umbrellako/Other%20Oekaki/nmarsk.jpg
The Aruna is the blue square. The two straight lines are the 'screen' of mecha to keep the Pink EF fighters and mecha from going to attack the spacedrop capsules before they pass into the atmosphere.

It's a bad map, but I hope it clears it up.
I don't mind if players want to go down to the planet to help fight the battle, but so far the one I have been describing is in space. Specifically the top two pink and blue forces fighting.

Callos_DeTerran
2010-01-10, 11:44 AM
Before my next post in Space, hey Artemis, would you be adverse to some interaction with Zodiac? I need to do something with that character and you have just the character for it.

Artemis Dreamer
2010-01-10, 11:47 AM
Oh, that's be just fine. Better than fine actually. It'd be nice for Tessa to finally get in on the action, so to speak.

Go right ahead. :smallsmile:

Callos_DeTerran
2010-01-10, 12:24 PM
Oh, that's be just fine. Better than fine actually. It'd be nice for Tessa to finally get in on the action, so to speak.

Go right ahead. :smallsmile:

Right then, I'll get up a proper post once I get back from my friend's house. Tessa still in the hangar?

Artemis Dreamer
2010-01-10, 02:28 PM
... There may be some misunderstanding, or perhaps I'm not understanding what you mean by 'hangar'. :smallconfused:

Tessa's currently on Earth, in a massive underground repair bunker, part of a larger complex of mechanic workshops and mecha storage areas. If by hangar, you meant that you thought she was in a launching bay, or perhaps even on some spacecraft, then you would be mistaken.

Sorry, just wanted to clear that up. If this changes anything, then I really don't mind.

Callos_DeTerran
2010-01-10, 07:43 PM
... There may be some misunderstanding, or perhaps I'm not understanding what you mean by 'hangar'. :smallconfused:

Tessa's currently on Earth, in a massive underground repair bunker, part of a larger complex of mechanic workshops and mecha storage areas. If by hangar, you meant that you thought she was in a launching bay, or perhaps even on some spacecraft, then you would be mistaken.

Sorry, just wanted to clear that up. If this changes anything, then I really don't mind.

Well I didn't know the repair bunker was underground, but that is generally what I meant. So no, doesn't change anything. :smallwink: Once I get it sorted out in my head, a Zodiac representative will be inbound to Tessa's position.

MageSparrowhawk
2010-01-10, 10:53 PM
I've been working on more ideas for suits for the Brightwind, and I want to run the concepts by people here before I put too much effort into something that might not work out.

Currently, there are the two finished variants.
Hoshi: Heavy weapons platform. Slow, but can blow the crap out of anything that moves.
Hikyuu: Melee fighter with lots of vibro-edges. Beastlike, with claws, tail, and other pointy bits all over.

Conceptually finished, but only a theoretical design IC.
Tenkyuu: Fairly fast, and outfitted with several experimental defensive tools. Almost nil for attack power.

These variants are only ideas at this point.
Kairaishi: Essentially unarmored, very mobile unit with almost no attack power. Sensor jammers that allow it to move about secretly. Despite many weaknesses, it has an unusual piece of tech; a kind of 'puppetmaster' weapon. If this variant can get within reach of an opponent, it can hack in and take control of the other suit.
Tsukimi: Sniper unit. Exceptional sensors, halfway decent camouflage, and a really big gun. And that's about it.
Hirameku: Exceptionally fast unit, with experimental 'inertial dampening' technology. Little armor, and few weapons. Really, really fast.
Fukusen: Jammers like on the Kairaishi, turned up to 11. Counter-hacking software that can force people who do actually find him to either loose him, or think he's someone else. And a pair of vibro-kinves, possibly hidden under his wrists.

So...do any of these sound plausible/workable/not stepping on toes? I haven't gotten any help as of yet, and I'm running out of ideas.

MageSparrowhawk
2010-01-12, 06:23 PM
...*glances around*

...*Presses a large red button labeled BUMP*

Innis Cabal
2010-01-12, 06:42 PM
I've been working on more ideas for suits for the Brightwind, and I want to run the concepts by people here before I put too much effort into something that might not work out.

Currently, there are the two finished variants.
Hoshi: Heavy weapons platform. Slow, but can blow the crap out of anything that moves.
Hikyuu: Melee fighter with lots of vibro-edges. Beastlike, with claws, tail, and other pointy bits all over.

Conceptually finished, but only a theoretical design IC.
Tenkyuu: Fairly fast, and outfitted with several experimental defensive tools. Almost nil for attack power.

These variants are only ideas at this point.
Kairaishi: Essentially unarmored, very mobile unit with almost no attack power. Sensor jammers that allow it to move about secretly. Despite many weaknesses, it has an unusual piece of tech; a kind of 'puppetmaster' weapon. If this variant can get within reach of an opponent, it can hack in and take control of the other suit.
Tsukimi: Sniper unit. Exceptional sensors, halfway decent camouflage, and a really big gun. And that's about it.
Hirameku: Exceptionally fast unit, with experimental 'inertial dampening' technology. Little armor, and few weapons. Really, really fast.
Fukusen: Jammers like on the Kairaishi, turned up to 11. Counter-hacking software that can force people who do actually find him to either loose him, or think he's someone else. And a pair of vibro-kinves, possibly hidden under his wrists.

So...do any of these sound plausible/workable/not stepping on toes? I haven't gotten any help as of yet, and I'm running out of ideas.

I'll answer. This puts the Gundam over anything else in the game thats playable. It'll never see action with any of this stuff..or at least it won't without ruining everyone else

MageSparrowhawk
2010-01-12, 06:54 PM
Um...do you mean each individual suit won't work? Or that the availability of the options is too much? Because each part can be toned down, should it be too much.

If you could go into a little more detail, that would be appreciated.

Kasanip
2010-01-12, 07:55 PM
Though I don't like doing critiques (and especially on mecha things that I have little knowledge of), I'll try... :smallredface:

I think the first problem is the number of different designs. The amount of concepts covers almost any possible situation, which means really it has no weaknesses. Certainly, each individual frame may have a drawback, but the number of kinds of frames means that the pilot could handle any situation. It really nullifies the disadvantages, which lets it do anything.
This is not a bad thing from a perspective of a military craft, but from a story perspective and rp perspective, it does make things difficult.
When can other characters shine? By doing everything, it overshadows everyone else.

I know I already canceled my mecha design after you had suggested the Hoshi....

I am also confused how it would be possible, with the pilot's background, as to why and how these could be explained. Why does he have them, or how did he get the ability to make them? I thought he was a civilian?

I honestly thought the two variants you had were more than plenty already...And maybe in the future it would be possible to add more as technology/plot/story advances...but right now it would be unfair.
That is my opinion :smallredface: