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Unread 12 Dec 2004, 17:23   #1
Planetkiller II
Current HrH Manijjmint
 
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Join Date: Dec 2000
Location: Alsar System
Posts: 722
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Colonies: The Return to Alsar Prime

Look what's back. All orders will please be posted in thread, with records of current status kept at the beginning of the thread. No old powerblocks if you please, and try to refrain from all out war for at least a LITTLE while. Anyway, on with the thread.

This thread we shall be returning to an old favourite, Alsar Prime. The flood waters have receded, and the races have returned to try and take the planet once more.



This is mostly for new players, but old players may find it helpful as well. (To new players) Please read the info on the website, as it will be essential to you. The rules have barely been changed this time around, except for some minor resources stuff, check it out down the page.


Website



Colonies: Alsar System is a thread-based roleplaying game where each character is a leader from one of several species that are listed on the website. You may trade, do diplomatic missions, ally and fight with other players, as well as other threats that will keep you busy.

The thread is set in a Sci-Fi universe where mankind has spread throughout the stars. The latest system to be colonised is the Alsar System, and the Terrans, along with other races have begun settling on the planets. The current one is Alsar Secondus, the second planet from the sun. Along the way they've had many difficulties, including fighting between themselves, the sinister, primative Glubs (lizards), Termi-Eron Pirate attacks and more. Expect more of the same. Now for the rules.





Everyone has a space station in orbit which launches Colony hubs to the planet. You each start with a Colony Hub which has the ability to construct your buildings.

Colonies (the large ones) are limited to 10, ever, even if captured, or destroyed. They can be called down by requestition (i.e. asking me whether you can). Each large colony may have up to 4 buildings on it.



Colonies:

You may place colonies anywhere, after a hile, but to begin with you may only drop starting colonies on the large central continent, preferably the eastern peninsular.





Resources:

These have been changed slightly this thread. They are gained via the use of Mines which produce 2 Slots a day, providing that they can tap into an area which can be processed for resources. To construct a Mine costs 5 Slots and can be built two a day. They come into the Special Non-combat catergory. New to this thread is the fact that only 40 Nanos can be supported by the main colony. This can be increased by 10 for each additional colony dropped in. Mines are stationary, and are built wherever you like. However, they can't be too close together. This is designed to give you something to fight over, since smash and grab raids won't be so effective anymore.





Units and Orders:

Things will only be built if there is enough slots to construct them.

Only one order per day is accepted, with ORDER LIST or similar clearly in it's subject and includes the days order of research, units and buildings.



Titans and Specials- May be limited to a certain amount. However, if they are abused, they will be removed entirely.

Starships- Now illegal. Don't even try building them.




Unit Costs-

Starter- 1 Slot

L1- 2 Slots

L2- 3 Slots

L3- 4 Slots

L4- 5 Slots

Titans and Specials- To be agreed at time of research.




Shuttles can ferry up to 10 units at a time.





Research:

You start at Level 1 research, and at that point can only research level 1 units. When PK feels you are ready to move to the next stage, you will advance to Level 2, and can build and research Level 1 or 2 units. This continues up to Level 4.

You can trade one research a week with another Commander of the same species (as long as their tech is up to that level)

Research is paid for out of Tech Points. 1 point per level- level 1- 1pt, level 2- 2pts etc. You get 10 Research Points a week.

You may invent units to research (within reason) to be used. Bear in mind you MUST use technology out of the Unit Tech lists. A unit's level is may be altered by PK, if he feels it is incorrect.

You may also research one of the available base defences.

Quick Note: Artillery must be L4 or above. This is another one that if abused, will go.







Battles:

When battles are conducted, losses will be resolved by the players, each describing their tactics, and removing units as appropriate. If one player thinks they are being treated unfairly in this way, talk to PK about it. This will go as follows:

1. Attacking player puts up an attack post

2. Defending player puts up a defending post

3. Round DMed

4. Repeat as many times as players wish.

DM's decision is final. Disputing (except where there is a genuine mistake) will cause unit removal.





Miscellaneous:

There are 20 in infantry units, 10 in vehicle units, and 5 in air and sea units. There is 1 in a titan or special unit.


Secret Plans are allowed but only if you inform PK, and get his approval. Be sure to include a way this will add to the experience of the thread. You must put a decent post, saying how you construct it/launch it/whatever, and spend a decent amount of slots on it. Secret bases are not allowed.

NO giveing away armies if you wish to leave and start a new character. You also may not give more than 10 slots worth of units to another player each week.

Arguments WILL cause removal of units. Any time you think PK is wrong, take it up by PM or E-mail, not in the thread.

Generals for your forces will appear, who you can hire for a certain amount of slots, and they cause your troops to fight better. They will probabally have their own special vehicle as well. You'll be notifyed if one appears. Currently there is:



Ensign Xan (Terran)- Will fight only for Terran Fleet. Comes with a custom Greyhound with highly improved speed. Price: 1 Slot a day .

Pirate TerocNar (Termi-Eron)- Will fight for anyone. Comes with triple barrelled custom Proton Bazooka. Enjoys blowing things up. Price: 1 Slot a day

Overhiveman Talatar (Antless)- Will fight for the Antless (Zappa as priority). Demolitions expert. Highly skilled in the use of all weapons. Comes with his own unit of elite Blacksmith Combat Engineers. Price: 2 Slots a day

Sky Lieutenant Larranne (Trillan)- Will fight for Trillan (No Dachi has priority). Larranne is a courageous, capable and charismatic leader for any soldier; but he is himself a fighter pilot. He specialises in drawing up plans to win against massive odds, but can be a bit reckless. He is extremely loyal to the Trillan Special Corps. He flies a souped up Valour Fighter, which is faster and more manouevreable with no additional weapons.
Hiring out price: 2 Slots a day

Diplomat Guardian Nadari (Iridanii)- An excellent diplomat, and accomplished leader. He has mediated many talks and strives to find the best solution for all involved. Does not like aggresive leaders. Comes with a hand held health sapper, and a massively strong shield, given to him by the Trillans. Best used as a diplomat rather than a fighter, but he'll fight if ordered. Price: 3 Slots a day

Aquisitions Expert Sithin (Spideron)- Will fight for anyone who pays. A spy, and a good one, he is great at discovering plans and sabotage. Though he is only armed with a plasma pistol, he does have a portable holo-field, and his skills are better than his equipment. Price: 3 Slots a day

Also, YOU are a general, and can fight if you want.



The longer you have a general, the better they will become.





You start with 50 Slots and 1 Colony Hub (1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport with 1 Shuttle, 3 Mines)





(Title) (Name) of the (Species)

Generals:

Colonies:
1. ??? in ???

Slots per Day:

Total Units:


-Units-

OF:

DF:

OV:

DV:

SpV:

SV:

BA:

FA:

ST:

BM:

SN:

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport


Research:



So, what are you waiting for, pick a place on the map, and post!
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Owner of Colonies: Alsar System , Universal Operations and Inumerable Others
Hofficial HrH Spanish Hinkwisitor and Hofficial HrH Webby Manijjer of the HrH Webby

Horseman of the Psy-Apocalypse - Famine, Psychic Weapons Divison Commander and Tutor of Telenullics at the Academy of Psychics

Last edited by Planetkiller II; 2 Jan 2005 at 15:47.
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