Title: The People's Races! Post by: Neonlare on August 01, 2006, 11:15:18 pm I just thought that people here who are creative, maybe want to think of stuff for future fan games, etc, so I decided to make this topic.
What it involved is that you create a race, it's history, appearance, so on and others review it. Here's mine. Name : Metranomes Information : The Metranomes are a bizarre race, you can't actually see them with normal vision, but you can hear them. The Metranomes are a race which are composed entirely of sound-waves, life spans vary from one second to several millennia, due to the nature of the sound waves they are "born" as. They talk about being Re-Born, which suggests that they merely go dormant until something can "awaken" them by making the appropiate action (which makes the sound). The Metranomes are a varied race, they can be very placid and peaceful and in the next second become hostile and violent, meaning it can be a danger negotiating with them. What makes the Metranomes more unique is the way they can manipulate animals into doing their bidding, almost true to the statement "music tames the beast," they can make these creatures do their bidding in a maner which isn't total mind control, the animals can choose to follow. Race History : The Metranomes weren't active during the first war due to the fact they were not in the range of the effects. The race at this time were situated on a forest planet which was corewards, and couldn't enter space due to their shape. By the events of SC2, they had made the native animals "inteligent" enough to build a ship for which the Metranomes could pilot, with it's vast emptyness they could echo on for ages, and with the various apparatus available to them they could change their sound waves, which in turn they could opperate the space ship. They set off from their home planet, leaving the existing races sentient enough to look after theirselves. Their first contacts were the Utwig, who were suprised and delighted at the Metranomes and their emotion-changing propeties. They agreed to aid them if they would help them defeat depression by "recording" themselves, spawning more of them in a positive energy called music. They currently live in Beta Leporis on an alkaline planet, which echoes of different sounds induced by the cities they have constructed, courtesy of the Utwig. Ship Name : Metranome Harmonizer Ship Crew : 15 Speed : Medium-Slow Turn Rate : Medium Energy : 30, Regen Rate Slow Ship Primary Fire : Sine Wave with medium length, deals 2 C.P and costs 5 E.P. Refire rate slow. Ship Secondary Fire : Sound Wave which radiates outwards from the ship, on contact it inverts the opponents controls. Costs 15 E.P and has a very slow refire rate. Title: Re: The People's Races! Post by: Mr._Jiggles on August 02, 2006, 02:23:36 am This is great, I would love to see this implemented into SC3. I have a race or two that I will post. Im going to post them later since I don't have time right now. This is very creative, I like the idea very much.
Title: Re: The People's Races! Post by: Lance_Vader on August 02, 2006, 08:13:06 pm Ship Primary Fire : Sin Wave with medium length, deals 2 C.P and costs 5 E.P. Refire rate slow. Don't you mean a sine wave, not Sin wave? A sine wave is something that exists, a Sin (as in Sin, Cosin, and Tangent) is geometry, not acoustic physics, and as far as I am aware, does not have a wave form.Ship Secondary Fire : Cos Wave which radiates outwards from the ship, on contact it inverts the opponents controls. Costs 15 E.P and has a very slow refire rate. I think you mean a sine wave, and the other should be a square wave or a sawtooth wave. That's acoustics for ya'. Title: Re: The People's Races! Post by: Neonlare on August 02, 2006, 08:35:59 pm Sorry, fixed it now >_<.
Title: Re: The People's Races! Post by: Novus on August 02, 2006, 09:39:45 pm Don't you mean a sine wave, not Sin wave? A sine wave is something that exists, a Sin (as in Sin, Cosin, and Tangent) is geometry, not acoustic physics, and as far as I am aware, does not have a wave form. Actually, the term is "sine" (and "cosine") in both trigonometry and physics (not to mention innumerable other fields); "sin" (and "cos") is the traditional mathematical notation. Both refer to the same function.Title: Re: The People's Races! Post by: Zeep-Eeep on August 02, 2006, 09:57:07 pm Name : Eltie (elle-tie)
Information : Nomadic space traders. They, as a race, travel in giant, small-moon-sized space ships. Theres giant ships can each drag along serveral star ships, which are used in defence of the Mother Ship. The Eltie are a fairly peaceful bunch, who travel the galaxy, trading fuel, food, refined minerals and technology. They have an appearance similar to the Melnorme, but with two eyes and thin, human-like arms. Race History : The Eltie have been roaming the galaxy for thousands of years, trading, picking up techology, etc. By speading out (Mother Ships tend to travel alone) they were able to (mostly) miss contact with the Ur-Quan and Kohr-Ah. They arrive on the scene shortly before 2160, when the New Alliance is rising up against the Ur-Quan comination. Ship Name : Sentry Ship Crew : 40 Energy : 40, Regen Rate medium Ship Primary Fire : Short-range lazer. Similar to the Chmmr's primary weapon, but with Cruiser-like lock-on ability. Ship Secondary Fire : Energy shield. Good for blocking bursts of incoming fire. Speed/turning: slow In short, this is a large, slow moving vessle, with mainly defensive weapons/shields. Would probably do well against a Pkunk or Skift, but not so great against a Blade or Dreadnaught. Title: Re: The People's Races! Post by: 1ceph on August 02, 2006, 11:05:37 pm Er...
Why does the Eltie race has a ship named Metranome Sentry? Quote By the events of SC2, they had made the native animals "inteligent" enough to build a ship for which the Metranomes could pilot BTW, this leaves a place for yet another race - these native animals, who have become a sentient space-travelling race because of the Metranomes...As they are mere animals who have been just quickly "modified" to become intelligent, they have no culture and are socially primitive - therefore, agressive, like Thraddash... Or something like that. Title: Re: The People's Races! Post by: Neonlare on August 02, 2006, 11:46:26 pm Er... Why does the Eltie race has a ship named Metranome Sentry? Quote By the events of SC2, they had made the native animals "inteligent" enough to build a ship for which the Metranomes could pilot BTW, this leaves a place for yet another race - these native animals, who have become a sentient space-travelling race because of the Metranomes...As they are mere animals who have been just quickly "modified" to become intelligent, they have no culture and are socially primitive - therefore, agressive, like Thraddash... Or something like that. Or do a total reverse in that idea and have them as tree hugers :D Title: Re: The People's Races! Post by: Zeep-Eeep on August 03, 2006, 12:27:39 am Tree huggerswould probably LOVE the Supox.
Sorry about the typo in the ship name. I had copied the text from the original post and missed deleting that part. It should read simply Sentry now. Title: Re: The People's Races! Post by: nightwrath on August 03, 2006, 11:06:51 am Metranomes reminded me of a dream I had sometime this year. Those aliens there were physically in another dimension, but they could communicate by using the speakers on sound systems.
They ,,played" a part of a simple improvised song (the meaning was actually what you felt when you heard that song, when he plays a sad song for example, that means the alien is depressed or something) and I could communicate back by improvising a logically fitting next part of that song. Although it's currently impossible to implement, it would be a cool feature for your race. Title: Re: The People's Races! Post by: pendell on August 03, 2006, 06:03:18 pm Race: Numrom
Biology: 2.5 meters long, exoskeleton, multiple legs similar to earth millipedes. Notwithstanding, they have bright, white teeth (which are almost always smiling) and for some reason when communicating with others wear fore garments of white fabric. On the forepart is wrapped a second piece of fabric which is tied in a knot at the front, the remainder being allowed to hang down in front. The garment appears equivalent to the old-style "shirt and tie". Communication with outsiders is almost always in pairs, so an earthling will see two of them side by side. Reproduction is in the manner of terrestrial insects, where a female lays millions of eggs which are then fertilized by a male. History: The Numrom, like the Arilou and the Orz, are extra-dimensional creatures and thus were missed by the Kohr-ah. Their dimension is an alternate reality very similar to True-space, but with different star constellations and a different history. One might say they are like any other inhabitants of the galaxy, except that their homeworld is a step across the dimensional barrier rather than reachable through hyperspace. The Numrom were a fairly run-of-the-mill predatory species until they Got Religion. Impshah, their First Prophet, was hit on the head and when he came around wrote the Revelation of Rom. The basic tenets of this religion are: 1) Pacifism. 2) Making converts to Rom by peaceful means. Though there was a fair amount of bloodshed, the peaceful Gandhi-like tactics and their absolute refusal to take no for an answer resulted in the entire species converting to this religion, in many cases by people who simply wanted them to SHUT UP and conversion was the only way to get them to change the topic away from "you need to meet Rom!" So profound was the change in their outlook that the species' name was changed from "ZrkLurg" to "Mun Rom" -- in their language, the "People of Rom". Even so, there are dissidents who will be discussed in the next section. Since this conversion, this formerly-warlike species has devoted all its conquering energies to sending vessels throughout known space in the hope of spreading the word of Rom. Details given in the section on encounters below. SHIP: Apostle Maneuverability: Low. Speed: 5 Firepower: Tongues-speak (special) Secondary: Convert Regeneration: Medium. Crew: Large (approx. 42). --------- The Apostle, being a ship crewed by pacifists, possesses no true offensive armament, in the sense of killing crew. - Speaking in Tongues, if it strikes a ship, will confuse it for XX seconds similar to the Melnorme secondary weapon. - Convert. If an enemy ship approaches to maximum screen size, "Convert" will persuade crew members to jump ship a la Syreen song. Unlike Syreen song, they will be attracted directly to the Apostle, so there is little chance of rescuing crew. This lack of offensive weaponry does not mean the Apostle is defenseless, however. Accompanying every apostle ship are three "Guardian angels", the nature of which is unknown and which even the NumRom do not completely understand. In any case, shortly after combat is initiated these 3 vessels will hyperspace in, one at a time. The vessels are functionally identical to Arilou skiffs, but of course they don't look like them. Once they arrive they will attack the enemy vessel "like slavering Zebrankys". Like the Pkunk, these vessels re-incarnate when destroyed. Unlike the Pkunk, the probability of re-incarnation is 1.0. Therefore, one effectively faces infinite skiffs until the Apostle is itself destroyed. The most effective vessel against the Apostle is the Druuge Mauler. One simply uses the gun to blow up the Apostle, all the while using the gun recoil to keep away from the skiffs. The earthling cruiser is a close second, although it's slow acceleration and speed will render it fodder for the skiffs, so several will be required. Any ship that needs to close to combat range is in a great deal of trouble, as Tongues followed by Convert will cause the enemy to spin helplessly while his crew is sucked away and the skiffs close in for the kill. ENCOUNTERS ------------------- Despite their pacifist nature, it is possible to provoke the Numrom into combat (they aren't perfect, after all). During an encounter, they have one motive and one motive only: To tell you about their belief system. It is long, boring , and complicated. The best solution is to simply listen or say "go on". If one has the patience to simply listen quietly, they will eventually run through their spiel and ask if you wish to convert. The best answer is "Let me think about it". At which point they will be willing to talk about other subjects. Trying to get them to talk about other subjects before they have finished their spiel will make them progressively angrier a la the Orz until they lose it and combat begins. Let 'em talk. Trying to reason with them, pointing out the logical fallacies in their belief system, will result in immediate combat. Answering "no" when asked to convert or telling them how stupid their religion is results in immediate combat. The NumRom do not become angrier if you blow up their ships. They will simply keep coming at you with their spiel. They will also apologize if you did suck them into combat, explaining that their original, warlike nature got the best of them. That won't stop them from flipping again if you push their buttons, as above. If you let them talk all the way through, they will then provide some useful hints. Answering "yes" to the convert option causes the race to ally with you. They will give you several starships with the option to reveal more. They will also provide additional hints and data not previously available, but this is optional and not required to finish the game. Finally, when dialoguing with you, they will skip the spiel and allow you to get straight down to business. The disadvantage of this is that now the Captain is expected to adhere to the NumRom code of conduct, which includes 1) engaging in combat only in self-defense 2) opening every communication with any non-NumRom with a discussion of the Revelation of Rom. Since most other races are sick to death of hearing about Rom, this will make every other species in the galaxy hostile in short order. Repeated failures to adhere to the code of conduct results in the NumRom believing that your "conversion" was simply a trick. At which time, any NumRom ships in your fleet will initiate combat (they are really angry). If you survive, the remaining NumRom will simply go back to the original encounter tactic of bombarding you with the revelation of Rom, until you finally reach the point that you, like the rest of the quadrant, open fire on them on sight. Respectfully, Brain P. Title: Re: The People's Races! Post by: Mr._Jiggles on August 03, 2006, 08:36:43 pm Wow we might have stumbled across a race more annoying than the slylandro probes!!! ;D
Title: Re: The People's Races! Post by: Elerium on August 07, 2006, 11:11:45 am I love it! :D I'll be sure to make up my race soon.
But I think the ship might seem abeit overpowered having Avatar-like skiff/syreen crossbreeds and reincarnating. Title: Re: The People's Races! Post by: C. Bob on August 08, 2006, 05:48:02 pm I love the race idea. The only thing I don't like is the ship concept.
Essentially, it does things other races could do, as a specialty, without their flaws. They used to be the only ones that could do something like that, but this race beats them at their best fields. I don't really like that. It should either do it worse than the established stuff, or something different entirely. Bob Title: Re: The People's Races! Post by: pendell on August 08, 2006, 09:15:38 pm All right ...
so let's nix the special attacks. We reduce it to a single unarmed target (albeit very large) being protected by infinite waves of escorts. The way to win is to evade the escorts and blow up the ship. The escorts disappear when the main ship dies. The problem now is to prevent a VUX or CHMMR from just blowing it to pieces with laser fire in under two seconds. It's big and expensive enough it has to be a little harder than that. So perhaps we should add a reverse-tractor beam .. like the Avatar's tractor except it pushes ships away. This will prevent it being too-easy meat for the Avatar. We should ensure the power regeneration is low so that a ZFP or similar can break through with a little persistence. Or another option might be the repulsor balls used by the Sa-matra. This ensures that a VUX or some such has to show a bit of cleverness, rather than simply motoring up to the BigShip and plastering it. Respectfully, Brian P. Title: Re: The People's Races! Post by: Lance_Vader on August 08, 2006, 11:32:49 pm The problem now is to prevent a VUX or CHMMR from just blowing it to pieces with laser fire in under two seconds. It's big and expensive enough it has to be a little harder than that. It's got forty-two freakin' health. That's plenty. And if the VUX can motor up to a ship like this without being plastered by the guards, he DESERVES to blast it apart.If you want to add repulsor balls, put that ability into the guards. They're plenty powerful as it is. Title: Re: The People's Races! Post by: Arne on August 10, 2006, 03:57:03 pm Zeep> maybe something like the Raiden II laser? It fires straight first, gradually powering p, then it sticks onto anything that comes in its path.
I made this race as a joke a while ago (based of someone's avatar image). (http://itchstudios.com/psg/sce/mormai.jpg) Edit: Mormai are a race of happy animals that are bizarrely naive about the horrors that lurk out there. They think of most things as a 'fun game'. If something terrible happens, they always come up with a happy alternative explaination (no matter how absurd). They also have a very short memory. When not getting into trouble, they war among themselves, all as a game of course. Their fast and agile ships comes armed with a close range tripple shot burst and a homing missile. The weapons are a bit above average for such a small ship, and uses quite a bit of energy. To make up for the relatively potent weapons the ship also uses energy to accelerate and turn. This means the pilots must carefully plan their route so they'll end up in a favorable position with enough energy to fire the weapons in time. Happy Ball Burst: 1+3+1 damage Messenger of Joy: 2 damage Crew: 6 Movement: Like a Pkunk but with an energy cost. Title: Re: The People's Races! Post by: 1ceph on August 10, 2006, 09:20:40 pm Beware! These weird-looking cats are possesed by Orz and want a *fun game*! ;D
Title: Re: The People's Races! Post by: Neonlare on August 10, 2006, 11:13:35 pm Zeep> maybe something like the Raiden II laser? It fires straight first, gradually powering p, then it sticks onto anything that comes in its path. I made this race as a joke a while ago (based of someone's avatar image). [image] (http://itchstudios.com/psg/sce/mormai.jpg) Edit: Mormai are a race of happy animals that are bizarrely naive about the horrors that lurk out there. They think of most things as a 'fun game'. If something terrible happens, they always come up with a happy alternative explaination (no matter how absurd). They also have a very short memory. When not getting into trouble, they war among themselves, all as a game of course. Their fast and agile ships comes armed with a close range tripple shot burst and a homing missile. The weapons are a bit above average for such a small ship, and uses quite a bit of energy. To make up for the relatively potent weapons the ship also uses energy to accelerate and turn. This means the pilots must carefully plan their route so they'll end up in a favorable position with enough energy to fire the weapons in time. Happy Ball Burst: 1+3+1 damage Messenger of Joy: 2 damage Crew: 6 Movement: Like a Pkunk but with an energy cost. That drawing And the race are bloody awesome! They're like an Otaku outcast in the bizzare universe of SC. Would it be ok if I asked you to have a go at the Fjorn? (If it's not too much to ask) :) (http://img60.imageshack.us/img60/8497/fjorn7ik.png) (the lower half is two humanoid legs) (http://img220.imageshack.us/img220/6551/fjorninquisitorrs6.png) (Fjorn Inquisitor) The Fjorn are a semi-serious race which act like the medieval knights of old, you can find more about them here at http://timewarp.sourceforge.net/forum/viewtopic.php?t=399&start=0 (http://timewarp.sourceforge.net/forum/viewtopic.php?t=399&start=0) (Mainly due to the fact it's all on the TimeWarp wiki thing and forums) Moderator edit: removed image quoted from other posting. Neonlare remarks: Oh, didn't notice >_< Thanks Meep. Title: Re: The People's Races! Post by: nightwrath on August 11, 2006, 10:37:00 am I did this race as a reverse on the Ilwrath - kind of. Nothing to be taken seriously. ;)
THE VIRE (we-reh) APPEARANCE Size is 1.6 metres, they are always covered in a metal spiked armor with a huge battery on the back with the only visible parts of their body being their red eyes and gray furry arms. The battery is connected with the armor with hundreds of visible cables that constantly send waves of electricity through the armor and it's wearer. Although they're normally bipedal, is is quite common to see a Vire moving on all fours or lying on the ground, only able to move by creeping. CHARACTERISTICS They are characteristic by one thing: masochism. They have become so used to pain, that it has become an essential part of their life, like breathing. Pain is a vital condition for them and they will die after not being exposed to physical pain for several hours. To prevent this, they have developed a special suit for themselves that sends strong (and painful) electric current through their body. However, while they enjoy pain, their bodies still treat it like a stress situation and behaves so. This results in the already mentioned crippled movement and other symptoms. One thing that it follows is their love for battle. They like to win, but the main goal of battling is to lose, as they like to say. (most likely because of the punishment that follows the loss) RACE HISTORY When Vire have been developing, they have discovered very early about fate, being their compass through most of their existence. Fate has been the most crucial subject at schools. Later on they accused every action of being only fate. That lead to absolute ignorance about their own physical status, saying that if they are fated to survive, they will survive even without any physical treatment - this lead them to lead a "martyr" - kind of lifestyle. But the bodies of these "martyrs" have in time adapted to pains, and when a new breed of Vires was born, they had implemented in their genes a natural form of masochism. They used pain as a form of calming down instead of accusing it of being predestined, threw down the "fate religion" as a mere excuse for getting "more pain than they deserve" (they didn't understand that their parents weren't born with their distinctiveness) and took over the society. The old generation of fate believers (usually called "priests" or "believers" by the new breed) emigrated into space and were never seen since then. On their first meeting with the Ur-Quan they had agreed to become Battle Thralls in exchange for the last several pieces of the Excruciator device the Ur-Quan didn't recycle yet. However, they had a main reason to do this: the Ur-Quan would imprison them on a SAFE planet - that means they would be treated not to be damaged or hurt in any way - a really bad thing for them, since they need pain and danger to live, like I already mentioned. One easy way to gain their alliance is to tell them about the Kzer-Za/Kohr-Ah war and offer them to go kill themselves in the war. Their sphere of influence will go fight vs the Kohr-Ah and when the small number of survivors return, they will give you 4 of their ships and thank you for being "a pain in the neck". SHIP NAME : Vire Painkiller SHIP CREW : 22 ENERGY : 20, fast regen PRIMARY (first idea) : Sends out a drone which follows any enemy ship to a distance of about the Shofixti dart max range. Acts similarily to an Ur-Quan fighter, except the laser shots have more range, the drone is faster and shoots faster, and after 5 seconds or 4 dealt damage it returns to the Painkiller. If it is destroyed, it will drop the Painkiller's energy to zero. PRIMARY (second idea) : Short range sawblade. Works exactly like the Daktaklakpak drill from SC3. SECONDARY: Explodes a bomb near the back of the ship, propelling you quickly forward. You don't lose crew while doing this, but it does damage enemies in the explosion's range, which is as big as the Shofixti divine wind. ACCEL: medium TOPSPEED: fast TURNING: medium Title: Re: The People's Races! Post by: Arne on August 11, 2006, 03:28:19 pm Very rough, playing with shapes. I thought pronouncing the hat would be fun (aswell as the midieval armour detailing).
(http://itchstudios.com/psg/sce/fjorn.jpg) Title: Re: The People's Races! Post by: Neonlare on August 11, 2006, 03:43:46 pm That's awesome O.O I wasn't expecting you to do it but wow, that sure as hell works :D Although the head's more curved than that and the eye's bigger, other than that it's awesome :D.
However, the ship doesn't look exactly like the Inquisitor, but it's still good :). [EDIT] : Oh that's not a hat, it's his head. :P [2nd EDIT] : Do you use software to do that cool paint looking effect? I have flash but it can't do stuff like that, it looks more digitized and flat... Title: Re: The People's Races! Post by: Holocat on August 12, 2006, 12:05:07 am Not exactly a race ideas, but I did putter around with the idea of craft:
1. Blockade Runner Acceleration: Moderate Top Speed: Moderate-Good Turning:Moderate-Poor Crew: 14 Energy: 12 Energy regen rate: Moderate, 1 block per regen phase. Weapon 1: Heavy Fusion Missles, med-long range, poor tracking. Damage 4, cost 4, hp 1, shot speed med-fast. Always fires in salvo, that is fires as many missles as it takes to run the battery dry in a single devastating strike. Weapon 2: Turbo Boosters. Single large blast of speed that lasts X seconds, 6 energy cost. Inital blast produces corona similar to FRIED or Traddash trails, does 1 damage per blast to run through. May not turn until boost is complete. Notes: This is the idea of a skirmish type vessel I had. All gun and run, or rather Run and Gun. Boosting will make you run into your own missles, a la Mycon so you must plan your runs without it, making use of it to either get out or into range fast; Remember, once you fire your missles you can't use your boost, as the missle volley will eat up your entire battery. Mass makes it vulnerable to limpets and tractors. 2: Dodonpachi Acceleration: good Top Speed: moderate-poor Turning: moderate Crew : 4 Energy: 42/starts with 12 Energy regen: Special-- Since you must shoot stuff to get upgrades in those crazy dodonpachi games, you must shoot things to gain energy. Asteroids, damageable shots and the enemy are valid targets. Gain energy at 2x the rate you damage, asteroids give a flat 4 energy. Otherwise energy regen is very poor. Weapon 1: Mega salvo, cost 1 energy per salvo. Fires two pellets forward, two small homing missles to each side forward. All shots 1 damage, short-medium range. Rapid fire. Weapon 2: Megalaser. Press once to begin charging, press again to fire. Range extreme, solid laser shot. Damage dictated by charging 'level,' like a melnorme. Increments additonally, each level requiring 8 energy and adding 1 damage to the laser. When fired the laser will hit for X damage, then X-1 damage, and so on until the laser is exausted. 4 levels(10 damage max, if someone hangs around that long in the beam), long charge time. Level can be seen by the width and colour of the laser beam as it fires (graphically it would be a very wide beam that thins as the damage decreases). Note: I can't seem to balance this nice SDF main gun thing properly. Because of the maneauverablity of the ship. Still, i'm hoping the massive energy problems will keep it sane, if extremely overpowered damage wise. Not exactly fair, but a good interpretation of those invincible scroller/shooter jets that take one whole armies themselves. Title: Re: The People's Races! Post by: Mugz the Sane on August 21, 2006, 11:32:03 am Race: Ethereal/Shining One
Info: Tall (2.5 - 3m), near-transparent and glows with a blue-white light - intensity of blue depends on mood, more unhappy, more blue. "Biology" is so far evolved that the distinction between flesh & energy is very blurred (see below). Very calm, unrelentingly neutral. Do not, however, ask any questions about biology, technology or the 'secrets.' Particularly not anything relating to their biology. History: Evolved on a water world, blah, blah, at about the time in their history about equivalent to our Renaissance they entered an era of unprecedentec scientific progress. Later, at about the time equivalent to our period of abusing nuclear technology, they started playing around with space-age tech and modifying their own biology. At the same time, their ideological leader (insert appropriate name here) established a policy of 'what's ours stays ours.' This was after they encountered the melnorme ;) Characterised by a severely mercenary attitude to their services and a severely secretive approach to technology and science. Altruism is, at best, mistrusted. At worst, altruism can result in abrupt violence. No warnings. Personality - arilou with the 'sinister' knob turned up until it breaks, with shadings of Orz. Ship: Ghost Weapon: dual white laser cannon a la X-Form (2 damage per laser, combined to 4, 1E per shot. Constant-fire) Special ability: Etherblink - ship goes completely insubstantial and can pass through planets, asteroids, other ships. Weapons still do 1/2 damage. Energy cost - full battery, lasts, say, 10 sec (although I think 5 is better). CAVEAT: if Ghost 'unblinks' while in asteroid/planet, destroys ship. If 'unblinks' in middle of enemy ship, both get blown up (this could be used tactically, methinks). Speed: top speed equivalent to fury with slower acceleration. Turning: v. fast. Crew: small, say 6 or 8 Battery: 16 Comments? Oh, yeah, I also have an idea for a race who look like little eyeballs with wings and tentacles. should I develop that one further? Title: Re: The People's Races! Post by: Valaggar on April 20, 2007, 09:51:32 pm (copied from OUR Star Control-style races (http://uqm.stack.nl/forum/index.php?topic=3599.0))
Hmm... what about... (sorry if my race attempt isn't that brilliant): The Pjuoughrck (pronounced [piu:k]): Formerly very sophisticated organisms (with an extremely sophisticated culture - MUCH more than the Utwig -, technology, thinking etc.), they have "wrapped around" to simpleness (this was after a philosopher of theirs formulated the most complex theory ever. The others were envious and proceeded to nitpick his theory. Eventually, they discovered that it was, in fact, a very simple syllogism. Being separated from simpleness for eons, though, they could not resist the temptation and embraced the beauty of the simple things). They now want to reveal the hidden beauty of simpleness from all complex things by simplifying them. Their name reflects this change - it is a complex name with a very simplified pronunciation. They have officially abandoned living in settlements and all their technology. However, there exists a Pjuoughrck sect, a secret technological culture seeking to destroy all technology besides their own, and then destroy their own technology too. This sect occupies the Pjuoughrck's homeworld orbit and has a Sphere of Influence. Initially, the player presumes that they are the main Pjuoughrck race, but later succeeds in finding the truth. They pretend to want to make friends with races they meet and so on, then make a few technology exchanges and then attack the "peaceless mockers of Simpleness", as they call other races. Psychologically, the Pjuoughrck race is, paradoxally, very complex and self-contradictory, although a large part of their normal behaviour is inhibited by their love for simpleness. SHIP: Pjuoughrck Point A very simple and small ship consisting of an engine, a very small cockpit and a weapon. The weapon may be any weapon taken from another ship, before, during or after combat. A stolen Jugger weapon (for example) will of course shoot only a single projectile, not an entire array. Stolen Umgah cones will be more narrow. CREW: 1 FUEL: 8 Fuel regeneration is very slow (a-la-Druuge). It may, however, be regenerated by stealing weapons and passing at point-blank near enemy ships and projectiles (while not being hit by them). PRIMARY: Whatever weapon was stolen by the ship. Same energy consumption as on the original ship (note that, if it's a Jugger-like weapon with energy consumption - say, for example, that the Jugger shoots 6 projectiles for 6 batt total. Then the consumption for a single weapon will be 1 batt). SECONDARY: Use 4 batt to automatically dodge incoming projectiles for a while. During this time, energy does not regenerate by point-blanking, though it may still regenerate by stealing weapons. Good acceleration and maneuverability, medium speed. Title: Re: The People's Races! Post by: Neonlare on April 21, 2007, 01:05:59 am That's a nice race, it's like they just snapped after all the pressure and went nuts. Although, the ship sounds a little "powerful" because the use of stole. Does this mean that they copy the weapon, or actually disarm the ship until the end of that battle? Also, secondary, although balancing the ship, I think it should have less time in dodging bullets, something to maybe 2 seconds. that way it could be used as a technical ability :D.
Thanks for bumping this up though, I wanted to revive this :). [EDIT] And now, the Fjorn! Fjorn Description (http://itchstudios.com/psg/sce/fjorn.jpg) The Fjorn are a race of aliens that see themselves as intergalactic police. They look unique and can not be compared with anything on Earth, they have two arms which branch off at the elbow, so each arm has two hands, and a large eye that takes up the majority of their faces. (which, to be honest, looks rather cool) The Fjorn were always noble, knight-like figures, but they kept themselves to themselves, until they were Slave Shielded. They couldn't dream of becoming Battle Thralls for something as wicked as the Ur-Quan. Recent History The anger of being slave shielded fueled the Fjorn to rise up, and destory the shield using their weapons, but it was already too late to join the war effort, as the Sa-Matra was already blown up, they managed to contact Zelnick, who told them of this. They were deeply ashamed of not being able to assist, and because of this they vowed to protect the galaxy, no matter the costs. So they began building up their armies, rivaling the Utwig forces, and possibly other larger races, but a lot of the army squadrons in that spent most of their time trying to save endangered races, and finding places for them to live, and unfortunately due to the hostility of some races, after being slave shielded for so long, there were fights, and due to the nature of the Fjorn, who just wanted to help, they did not open fire until they thought it was an absolute must. Personality The Fjorn are very intrusive, much like the Medieval knights of old, and will want to enquire about certain events that have taken place. They also have an air of superiority about them, because of the duty they have imposed on themselves, of course they mean no harm, and are quite docile, but they will stand up for what they believe as right. The Fjorn speak in a stereotypical British Medieval accent, and will try to be as courteous as they can. The Fjorn, however, have a very family orientated life style, it's known that once a Fjorn took a direct hit from an Illwrath vessel's flame thrower and survived with some major burns, only because it was his son's birthday in a few months time, and for the love of his wife. Thus, the ties with their families make Fjorn are very hardy, and most ships can take extra fire from enemy vessels. Relations with Race The Fjorn were slave shielded near the Zoq-Fot-Pik, so after meeting Zelnick, they went to their nearest neighbors. The relationship between them is a light-hearted, friendly one. The Zoq-Fot-Pik would joke about the Fjorn's "Crusades" and the Fjorn would joke back about it. They are the only race that the Fjorn feel that they can trust with their stories, so the Zoq-Fot-Pik get the true record on the Crusades. They do envy humans, because the grand hero of the Sa-Matra seige was one, but otherwise they bare them no ill. The Yehat and Fjorn don't see eye-to-eye, they both see each other as pompus prats, but there is rarely a battle between ships, they both see each other as not worth the effort. Ironic, is the fact that they believe in the Pkunk's powers, and ask them to bless them on their Crusades, which means they had to go into Yehat space to do this, until the Dimensional Bomb exploded. Even more funnier, is that they think they can understand the ORZ, and to be truthful, they couldn't save their own lives if it was dependent on this, the ORZ mock them slightly and the Fjorn think they are saying something very important. The ORZ mean them no harm of course. The Umgah, love playing pranks on the Fjorn, they find them so funny that they sometimes make mistakes at which the Fjorn notice, so the Fjorn Veterans do not take them as serious as the new recruits. When the Dimensional Bomb exploded, the races got scattered around, and the Scavengers appeared. This was a brilliant chance for the Fjorn to get to work, it's not un-common to see a fleet warp in and help a defensless or weak ship against a Scavenger Vessel, and to be perfectly honest, the Fjorn like hogging the lime-light, if only to be noticed and loved for their deeds. The Slylandro gas giant ended up warping near the Fjorn's Homeworld, which is titanic in size, curiuous, the Fjorn went up and the Slylandro went down, and the races met each other. The Fjorn liked the Slylandro's child-like maner, and their interests in the Fjorn's acts of bravery, which reminded the Fjorn of their own children. As a gift, the Fjorn created an automated factory which produced mechanical enviroment-suits which the Slylandro could use, but they could not create anything themselves without asking the Fjorn, because they had told them about their "Probe Accident" which the Fjorn had to be careful about. Ship Fjorn Inquisitor (http://img220.imageshack.us/img220/6551/fjorninquisitorrs6.png) A nimble, quick ship with a laser as it's main weapon and an arching one as it's secondary, built to be effective against larger ships. It's major ability is the fact that it is INSANELY RESISTANT to many forms of attack done to it's crew directly. Orz troopers fall like flies against these, they are COMPLETELY resistant to the Syreen Song, and once more, 1 crew member equates to 2, so the enemy has to get through twice the amount they thought they would have to. A formidable ship in the right hands. Crew : 10 (20 points total) Fuel : 20 1st Wep Damage/Fuel : 2/2 2nd Wep Damage/Fuel : 2/2 per 2 second Turning Rate : Good Movement Speed : Good Movement Accel. : Mediocre Long Term Plans Policing the Galaxy, making sure everyone is trying to be good. And playing Frungy, they love the sport. Title: Re: The People's Races! Post by: Valaggar on April 21, 2007, 08:49:52 am I love the Fjorn race, but the ship is a bit TimeWarp-ish -- especially the fact that they take 2 damage as 1, such a concept is present there. Though, in fact, I really like the ship too - it's like a medieval knight with sword(s). I like the other ships too.
Quote from: Neonlare Although, the ship sounds a little "powerful" because the use of stole. Does this mean that they copy the weapon, or actually disarm the ship until the end of that battle? Also, secondary, although balancing the ship, I think it should have less time in dodging bullets, something to maybe 2 seconds. that way it could be used as a technical ability :D. No, they just copy the weapon, of course.Less time in dodging bullets = less energy per dodge-run = more control = better ship = not exactly "balance". Title: Re: The People's Races! Post by: Valaggar on April 21, 2007, 09:26:41 am The ViDi:
A race that values games above all other things. Frungy is nothing compared to their sports. And they have a video game system so advanced that not even the best Yehat consoles can rival it. Moreover, due to these advancements, they ACTUALLY discovered that they are part of a game! Of course, nobody takes this too seriously, until The Captain directs the ViDi to Groombridge and they repair the rift, thus allowing everybody to speak to Fred Ford and Paul Reiche III. (Unfortunately, the two surely won't implement such a race since nobody wants to go to office only to discover that a bunch of unsightly aliens and a no-less-strange human have taken over the building and demand to speak to the designers) Dialogue: They go mad if you tell them of our games. They say you are boring if you don't talk about games. They ally with you for a month or two when you play their games (which takes two weeks or so); you can repeat the action after the alliance ends to renew it. Ship: ViDi Virus The ViDi like to PLAY games, but sometimes they go mad at the creativeness of the other races' games. So they use the Virus to overcome them. Looks like a crossover between the XBox (3600) and the PlayStation (30) Primary: Baseball bat that hits asteroids towards the enemy ships (hit asteroids have a purple outline to indicate that they deal damage). Secondary: Throw DVDs for everyone. If it passes close enough to the enemy ship, 1 crew member jumps to seize it, then returns it to the ship (a DVD in a ship causes a temporary confusion - everybody is so occupied with the game that they press the ship controls randomly - turn, thrust, primary and secondary). The ship accelerates automatically, thrust is instead brake. No maximum speed. Turn: Grows faster as the ship flies faster. Crew complement: Medium. The maximum crew number decreases as crew dies - i.e. the ship can't be recrewed, since other ViDis are busy playing games, and other races usually hate playing that much games. Fuel: Medium to large, but the fuel may not go down below 25% since the games won't have energy any longer and the ship will explode with angry, bored ViDis. So you must be careful when shooting. Title: Re: The People's Races! Post by: Elerium on April 21, 2007, 02:34:37 pm Same, I love the Fjorn, but you should really re-balance the ship and fix the storyline. I'd like to think things should be kept in the current galaxy, not any plotlines not created by TFB, comments in italic.
[EDIT] The Fjorn are a race of aliens that see themselves as intergalactic police. They look unique and can not be compared with anything on Earth, they have two arms which branch off at the elbow, so each arm has two hands, and a large eye that takes up the majority of their faces. (which, to be honest, looks rather cool) Interesting... Quote The Fjorn were always noble, knight-like figures, but they kept themselves to themselves, until they were Slave Shielded. They couldn't dream of becoming Battle Thralls for something as wicked as the Ur-Quan. Interesting...Quote Recent History The anger of being slave shielded fueled the Fjorn to rise up, and destory the shield using their weapons, but it was already too late to join the war effort, as the Sa-Matra was already blown up, they managed to contact Zelnick, who told them of this. They were deeply ashamed of not being able to assist, and because of this they vowed to protect the galaxy, no matter the costs. Interesting... Quote So they began building up their armies, rivaling the Utwig forces, and possibly other larger races, but a lot of the army squadrons in that spent most of their time trying to save endangered races, and finding places for them to live, and unfortunately due to the hostility of some races, after being slave shielded for so long, there were fights, and due to the nature of the Fjorn, who just wanted to help, they did not open fire until they thought it was an absolute must. Interesting... but wouldn't they go around helping the NA against the Kohr-Ah? Think about it, you've got a race that has no disregard for life, mentally mad, seeks the utter annihilation and genocide of all races, I'm sure the Kohr-Ah would be fragging a load of traders like pirates or initiating attacks upon worlds they encounter in groups. Quote Personality Sounds like the Owa, but still, not bad.The Fjorn are very intrusive, much like the Medieval knights of old, and will want to enquire about certain events that have taken place. Quote They also have an air of superiority about them, because of the duty they have imposed on themselves, of course they mean no harm, and are quite docile, but they will stand up for what they believe as right. Still, sounds reminiscent of Owa but not bad at all.The Fjorn speak in a stereotypical British Medieval accent, and will try to be as courteous as they can. Quote The Fjorn, however, have a very family orientated life style, it's known that once a Fjorn took a direct hit from an Illwrath vessel's flame thrower and survived with some major burns, only because it was his son's birthday in a few months time, and for the love of his wife. I liked this.Quote Thus, the ties with their families make Fjorn are very hardy, and most ships can take extra fire from enemy vessels. What about current government relations? Do they have a space pope to turn to who says 'Thy glorious hammer of Fjorn and our divine blessings by the Pkunk lady will smite thee sadistic Kohr-Ah!', what about the government itself?Also, if they are space police, don't they do space police activities? I mean like intercepting Druuge slave traders and doing boarding missions, killing Kohr-Ah incursions, keeping the peace, stopping drug smuggling? Quote Relations with Race Zoq-Fots are always good company. I'm sure the Fjorn would take their kids to the annual Fungy championships.The Fjorn were slave shielded near the Zoq-Fot-Pik, so after meeting Zelnick, they went to their nearest neighbors. The relationship between them is a light-hearted, friendly one. The Zoq-Fot-Pik would joke about the Fjorn's "Crusades" and the Fjorn would joke back about it. They are the only race that the Fjorn feel that they can trust with their stories, so the Zoq-Fot-Pik get the true record on the Crusades. Quote They do envy humans, because the grand hero of the Sa-Matra seige was one, but otherwise they bare them no ill. Fair enough.Quote The Yehat and Fjorn don't see eye-to-eye, they both see each other as pompus prats, but there is rarely a battle between ships, they both see each other as not worth the effort. Lol.Quote Ironic, is the fact that they believe in the Pkunk's powers, and ask them to bless them on their Crusades, which means they had to go into Yehat space to do this, until the Dimensional Bomb exploded. I like this. Remove the DB though. Even more funnier, is that they think they can understand the ORZ, and to be truthful, they couldn't save their own lives if it was dependent on this, the ORZ mock them slightly and the Fjorn think they are saying something very important. The ORZ mean them no harm of course. *Funny camper* thinks he knows the *smell*, he does not. *Smell* is seen by *fingers*, not Fjorn *campers*. Although, I can see the Orz going against your race. Remember the Androsynth? I'm sure many Fjorn detectives will be interested, and when they ask or go snooping around for the answer to this mystery, Orz will kill Fjorn. *Nyyyyyyyaaaaaaaahhhh!* *Silly* Fjorn *Cows* go asking too much about Androsynth like *Silly* VUX *Cows*. Fjorn makes us *frumple*, but some Fjorn are *happy campers*? Quote The Umgah, love playing pranks on the Fjorn, they find them so funny that they sometimes make mistakes at which the Fjorn notice, so the Fjorn Veterans do not take them as serious as the new recruits. 'What is thee problem Umgah vessel? Why have thee used thy distress call?' 'Because Fjorn are in distress from too much working. HAR HAR HAR!'Quote When the Dimensional Bomb exploded, the races got scattered around, and the Scavengers appeared. Scavengers? DB? (Personally I'd just keep it simple and stick to just the galaxy a little bit more after the Sa-Matra was destroyed.) Quote This was a brilliant chance for the Fjorn to get to work, it's not un-common to see a fleet warp in and help a defensless or weak ship against a Scavenger Vessel, and to be perfectly honest, the Fjorn like hogging the lime-light, if only to be noticed and loved for their deeds. Eh?The Slylandro gas giant ended up warping near the Fjorn's Homeworld, which is titanic in size, curiuous, the Fjorn went up and the Slylandro went down, and the races met each other. Quote The Fjorn liked the Slylandro's child-like maner, and their interests in the Fjorn's acts of bravery, which reminded the Fjorn of their own children. I can see the Fjorn doing this, going around telling them of their crusades as they would talk to their kids at bedtime.Quote As a gift, the Fjorn created an automated factory which produced mechanical enviroment-suits which the Slylandro could use, but they could not create anything themselves without asking the Fjorn, because they had told them about their "Probe Accident" which the Fjorn had to be careful about. Nah, kids are too young to mess around with starships ;) Proven with the probe incident too. The Slylandro are not yet ready for space travel, at least I think the Fjorn I would say that.Quote Ship Fjorn Inquisitor A nimble, quick ship with a laser as it's main weapon and an arching one as it's secondary, built to be effective against larger ships. It's major ability is the fact that it is INSANELY RESISTANT to many forms of attack done to it's crew directly. Orz troopers fall like flies against these, they are COMPLETELY resistant to the Syreen Song, and once more, 1 crew member equates to 2, so the enemy has to get through twice the amount they thought they would have to. A formidable ship in the right hands. And imbalanced... For a start I don't see what makes the Fjorn special to the Syreen's hypnotism especially when it works against the Orz and other races. Syreen Song should work against Fjorn. Orz Marines shouldn't fall like flies against the Inquisitor. Here's my take on the Inquisitor: The Inqusitor is a formidable vessel, and in keeping with the Fjorn's high tough profile, they have equipped their ships with a highly advanced hull plating, which they call the KITE (Kinetic Ion Transference Energy) Shield. In combat, this can be polarized by using the Ions in space to allow it to survive the stray shots shown by ships as well as being a great tactical advantage in battle, and has has been prized by the Fjorn by increasing space mortality. It's main weapon is a unique in that it fires spherical fusions of concentrated Ion energy. Primary weapon damage 3 Fuel cost 8 Secondary requires maximum Fuel, instantly replenish 5 grey crew count. Crew : 5/10 (23 points total) 5 Being green crew, 10 being 'grey' crew. Fuel : 30 Reneration: 3 Fuel per second. Turning Rate : Good Movement Speed : Good Movement Accel. : Mediocre Quote Long Term Plans Policing the Galaxy, making sure everyone is trying to be good. And playing Frungy, they love the sport. Can't go wrong with Frungy. Title: Re: The People's Races! Post by: Valaggar on April 21, 2007, 03:02:02 pm On the defensive part, your Inquisitor variant is better, Neonlare, but the Primary is too much like the Dreadnought Fusion Blast.
A sword-ish weapon would be more like medieval knights, and more original at the same time. Or a pike, something. Maybe like this: Hold primary + Up: Elongate bladepike (up to a certain limit) Hold primary + Left/Right: Swing bladepike And the energy cost is bigger if the bladepike is elongated further. Title: Re: The People's Races! Post by: Elerium on April 21, 2007, 03:08:36 pm How about sort of like a beam cannon like the Ori Battlecruiser from Stargate? A beam of energy that thrusts like a sword, you get the picture.
Title: Re: The People's Races! Post by: Valaggar on April 21, 2007, 03:38:03 pm That's what I imagined that Neonlare had imagined - and it's not that interesting since:
1) It's not Medieval 2) It's like the weapon of a TimeWarp ship 3) It doesn't have collision, so it doesn't thrust enemy ships away. Advantages: 1) Better visuals 2) Easiness of use Title: Re: The People's Races! Post by: Neonlare on April 21, 2007, 03:41:32 pm On the defensive part, your Inquisitor variant is better, Neonlare, but the Primary is too much like the Dreadnought Fusion Blast. A sword-ish weapon would be more like medieval knights, and more original at the same time. Or a pike, something. Maybe like this: Hold primary + Up: Elongate bladepike (up to a certain limit) Hold primary + Left/Right: Swing bladepike And the energy cost is bigger if the bladepike is elongated further. That does make a lot more sense. The thing is, each ship in SC2 has some resistance to the Orz, some ships fall really easy, whilst others tend to bash the mercs about a fair amount. Alot of the "Scavenger thing" was from the TimeWarp initiative, you can skip thoose bits... I suppose they're closer to crusaders than police, oh, and yes, about the religion... When they busted out of the Slave Shield, they lost a lot of their religious values and such (Like Earth did) and once they came into contact with the Pkunk, they acted like "Born Again Christians" which means they hold the Pkunk in highest of regards, and will swear by their religion, despite how silly it might be to others. The Fjorn are currently in the dark about the Androsynth, because the never meet them. The Slylandro thing is again, a TimeWarp thing, although I would like to see the Slylandro visiting planets and such, their ship would have to be kinda small (like a submarine). The Fjorn will smite evil if they see them as pure evil, in a sense they're extremely guilable, and in another they're very honest. Of course they absolutely loath the ways of the Kohr Ah, but they have slight sympathy for the Kzer Ah, even though they were slave shielded. "Thy know not what thy commit thyselfs to." The Owa wasn't a vastly horrible race of SC3, but they weren't fleshed out enough, and the accent was trying a bit too hard, and was way too "airy." Now the ship's resistance to the Syreen Song. You have a point, although I wanted to emphasize the ties between family, I guess they could be affected by it, but only slightly (like 1 or 2 units leave when the Syreen does it close up). I could reduce the crew, I think something like 8 would be fitting (which would mean 16 HP total). I LOVE the spear idea Valaggar, It kinda sounds like the ZFP tonguing, although less powerful but more useful. Could lead to some humourous dialog of the Z.F.P (Blue One) complaining at how the Fjorn stole their ideas :D. New Stats : Crew : 8 (16 points total) Fuel : 20 1st Wep Damage/Fuel : 2/2 per 2 second (Medium-Long range when extended fully) 2nd Wep Damage/Fuel : 2/2 per 2 second Turning Rate : Good Movement Speed : Good Movement Accel. : Mediocre Title: Re: The People's Races! Post by: Valaggar on April 21, 2007, 03:54:35 pm Apropos, in fact the Marines behave the same no matter what race they attack, see here (http://uqm.stack.nl/wiki/Orz#Secondary).
The spear resembles a bit the tongue, but with more options (customizable length, and swinging instead of thrusting forward) AND collision physics, so it's a better tongue. So the Pik (especially) will REALLY be angry... and they're the ones with Frungy! Troubles ahead for the Fjorn... PS: Keep the resistance to the Song. And why not use Elerium's crew system&secondary? PPS: Probably everyone keeps silent about the Androsynth when talking to the Fjorn (to protect them). Title: Re: The People's Races! Post by: Elerium on April 21, 2007, 04:34:04 pm The spear resembles a bit the tongue, but with more options (customizable length, and swinging instead of thrusting forward) AND collision physics, so it's a better tongue. So the Pik (especially) will REALLY be angry... and they're the ones with Frungy! Troubles ahead for the Fjorn... PS: Keep the resistance to the Song. And why not use Elerium's crew system&secondary? PPS: Probably everyone keeps silent about the Androsynth when talking to the Fjorn (to protect them). Thing is though we shouldn't have clones of weapons, each one was individual in their own way. How about something like a beam projectile of sorts, up close and personal it will toast, but further away it deals lighter damage, or, you could also have it as a controlled blade, it extends away from the ship as a beam of pure energy. I think you should go with my ideas of the KITE shield, medieval knights used Kite shields and this is a deliberate pun ;) Keep the Syreen effect of the song as all the other races would be effected, it can turn loyalty to anyone into drooling slaves. The grey crew counter is made so that while the green crew get sucked, it still has some polarized armour that is has to get through before killing the captain. You could have the Fjorn ask about the Androsynth, basically scouting for information from rumors and mixed areas, this would then lead to an open conflict with the Orz between the two races. Also, if Zelnick does a couple of nasty unethical things, and the Fjorn come to Zelnick and find him in the middle of such an act, then Zelnick will be forced to kill the Inquisitor vessel. Too many Inquisitor losses will incriminate Zelnick and the Fjorn will be forced to declare war on him and his crew for participating in such acts. Title: Re: The People's Races! Post by: Neonlare on April 21, 2007, 04:38:25 pm Elerium's Crew seems a little too low for my likings, the Fjorn ship isn't really a small ship, and comparing it with others of it's size it is sorta slowish.
I don't want to use Elerium's Secondary idea, Mainly because in theory, the Fjorn only have One Weapon, but Two Ways of firing it, it's that large turret above it that fires the beam, so in a sense it is kind of like a Swiss Army Knife of weapons :D. It's gonna be painful for an enemy to come in for an attack and if it's speed isn't high enough it would be knocked back (only slightly) by the Extending Beam, it might bash it into a planet XD. The Swipe Beam would most likely send the other ship to the left or right with some rotational effect. Oh well, I guess I should post a concept Victory Ditty :D. http://www.savefile.com/files/660410 < MP3 http://www.savefile.com/files/660412 < Ogg [EDIT] And just as I post so does Elerium :D. Right, I want to keep a resistance to the Syreen Song because the Fjorn are HEAVILY family related. They are NOT the kind that would go for a space alien, no matter how beautiful they are, as the Syreen Song is really seducing the crew (Male and Female) then I think the Fjorn should at least have a resistance to it. The Weapon isn't the same as the Z.F.P weapon, not by a long shot. The principle is there, but they act differently, and have different stats. I do like the idea of the KITE shield thing, it does sound more reasonable, considering the size of some of the weapons thrown at you, but this means that after the end of battle, will we have to go to the Space Base to repair, or will it repair itself? I think it should repair after the entire end of battle :). I like the Idea of the Fjorn declaring war on the "Tyrant" Captain :D. Title: Re: The People's Races! Post by: Valaggar on April 21, 2007, 08:31:10 pm KITE Repair after battle seems reasonable, yes.
But what about the Primary and Secondary, though? If you want two ways of firing the same weapon, then... hmm... Secondary would be throwing heavy lightning (lightning with a collision effect, I love that effect) from the sword a-la-Excalibur? Title: Re: The People's Races! Post by: Neonlare on April 21, 2007, 08:34:14 pm Yes, although you could see it as Stab and Slice. Anyhow, what do you think of the Ditty? Is it okay? :D.
Title: Re: The People's Races! Post by: Valaggar on April 21, 2007, 09:47:00 pm The Ditty's brilliant! Maybe a few drums would do, though - I think, near the end, a strong sudden sound of several drums, to reflect the Fjorn's "heaviness".
Title: Re: The People's Races! Post by: Neonlare on April 21, 2007, 11:11:52 pm I wish I could, but I have an unregistered version of FL Studios, the Midi I exported had none of the note data available either :(.
Title: Re: The People's Races! Post by: Valaggar on April 22, 2007, 06:53:07 am Why don't you use another MIDI sequencer for this, then? Anvil Studio (http://www.anvilstudio.com/mstudioZ.exe), for example, is freeware.
Ah... better yet, add some periodic drums - this would be more Medieval... and would differentiate the Inquisitor from another ship with drums at the end, I can't remember which one was that. Title: Re: The People's Races! Post by: Neonlare on April 22, 2007, 01:46:04 pm A.) I can't read notes, I tend to play what I hear :(. I WILL learn though, I also have Anvil Studios :D.
B.) I'm not sure if there's a Millitary Snare VSTi somewhere on the internet, I can't find one myself :(. Title: Re: The People's Races! Post by: Valaggar on April 22, 2007, 05:08:22 pm Hmm... just tried a bit of drumming (I mean, the program tried it ;D) and I got this:
http://ceruopran.googlepages.com/Fjorn-Ditty-Remastered.ogg (http://ceruopran.googlepages.com/Fjorn-Ditty-Remastered.ogg) Title: Re: The People's Races! Post by: Neonlare on April 22, 2007, 05:17:29 pm Eh, it fits with the first bit perfectly, the second section is okay, then it stops and fades the volume of the piano! Maybe if you could get it to loop the drums from the first bit, and MAYBE add a wailing guitar noise that follows the Piano's rythym, then I think that'd really fit the Fjorn :D.
Title: Re: The People's Races! Post by: Elerium on April 22, 2007, 06:31:34 pm Ok 2 things:
1) Try to include some techno medieval oriented stuff for the ditty. 2) The drums implemented by Vala are so off it ruins the ditty, as well as killing the volume. If you could, use something else with the Piano. Title: Re: The People's Races! Post by: Valaggar on April 22, 2007, 06:59:52 pm Agreed with Elerium, but a similar sort of looping drums would fit them - of course, their volume would better be lower.
Title: Re: The People's Races! Post by: Neonlare on April 22, 2007, 07:00:11 pm Ok 2 things: 1) Try to include some techno medieval oriented stuff for the ditty. 2) The drums implemented by Vala are so off it ruins the ditty, as well as killing the volume. If you could, use something else with the Piano. You got a damn good point with the drums, the first segment it fits well, then the timing goes haywire :/... I don't have many VSTis on my FL Studios, do you have any suggestions in order to get a SC2 Feel? Maybe I should use the SC sound fonts? Right, I managed to remake it (with changes to the melody too) and have a midi available with it aswell. http://www.savefile.com/files/663922 < Midi http://www.savefile.com/files/663926 < MP3 Title: Re: The People's Races! Post by: Gaeamil on April 23, 2007, 12:53:30 pm Fascinating how a thread like this can turn into a full-up creation of a race.
But, still, a topic's a topic, so here's mine: The Darana A race of "meta-mollusks" like the Spathi, but not nearly as cowardly. The defining point of their species (again similar to the Spathi, their cowardice this time) is that almost every member of their race has a high degree of ADD, meaning that no one Darana can stay focused on anything for more than a couple minutes. As a result, they are an ancient race, but are very new to space travel, having just discovered HyperSpace travel. In any conversation with a Darana, one must be prepared to change to a conversation to another without warning, as Darana are very prone to getting bored and leaving. Fortunately, their comm consoles print a transcript of the entire conversation, so the next Darana to pick up will not be in the dark. Any Darana is usually concerned with matters of personal safety and comfort, but they will still fight without too much worry. For instance, a Darana will save any money they come across, but are prone to splurge a saved amount on a nice thing that interests them at that moment. They also are incorrigible packrats, rarely willing to through the slightest bit of waste away. This resulted in their creating Fabricator technology very quickly, so an object could be deconstructed with a minimum of waste. Ship: Zephyr Speed: High Turning: Med-high Accel: High Energy regen: Medium Crew: 12 Battery: 15 Primary weapon: simple, forward-firing machine gun, much like the Yehat's weapons, but only one. 1 battery tick per shot Secondary: A boost that projects the Zephyr far forward very quickly. Like the Umgah's reverse gear, but forward and farther, and with a slow reuse timer. Also, ship restores momentum from before the boost. 5 battery ticks per use. These ships were designed with the credo "You can't kill what you can't hit" in mind. They look similar to the Shofixti Scout and Mmrnmhrm X-Form Y-Wing. Title: Re: The People's Races! Post by: Valaggar on April 23, 2007, 02:25:21 pm Gaeamil: Isn't the ship a bit TimeWarp-ish and the race a bit a-few-post-ago-ish? :-\
Neonlare: This is better, yep, but it's only piano. Also, don't forget to remove the silence at the end. Add a wailing guitar too, it will be much more Medieval. Some heavy, periodic drums would also reflect the Fjorn's "heaviness". Title: Re: The People's Races! Post by: Neonlare on April 23, 2007, 06:24:56 pm I'm shocked at how popular the Fjorn are. Of course there have been some teething issues (such as the TimeWarp plot, which gives people a wrong impression) and the fact it's not one of the original races made by the people who created them :S. Oh well, demo version of Slayer 2, here's what I cooked up...
Aaaaaand Savefile is screwing up for me, I'll post back when I find a way :/. Title: Re: The People's Races! Post by: Valaggar on April 23, 2007, 06:29:13 pm There's always www.RapidShare.com and www.megaupload.com, if SaveFile is temporarily down (which happens more than sometimes).
Title: Re: The People's Races! Post by: Neonlare on April 23, 2007, 06:56:08 pm http://www6.rapidupload.com/d.php?file=dl&filepath=31946 < Theeeere it be :D.
Title: Re: The People's Races! Post by: Valaggar on April 23, 2007, 07:29:26 pm Well done, this sounds perfect. No need for drums anymore.
However, it's too long - 14.5 seconds. Ditties only have up to 4, 5 seconds. You need to reduce it to only the essential part (take out/merge with the other parts similar parts of the ditty, make it so that it's feeling constantly changes). Title: Re: The People's Races! Post by: Neonlare on April 23, 2007, 07:45:02 pm Improved guitar instrument, and made it shorter. Also edited it a little.
Now this version I think is perfect :D. http://www.badongo.com/file/2843033 Title: Re: The People's Races! Post by: Valaggar on April 23, 2007, 07:54:50 pm It still need to be shorter, it's 8 seconds, while the others are, as I said, only up to 4, 5 seconds. Simply remove some of the transitional steps, I think.
Title: Re: The People's Races! Post by: Neonlare on April 23, 2007, 07:59:38 pm That's very very very hard to do, considering that there is a transistion effect and such. Although, I think it being double the length could act as a pun, because the Fjorn are known for over-exagerating their victories and such (slightly like the Yehat, but more so).
But yes, the verdict is out there, I CAN'T shorten it down any more without loosing the melody that's present :(. Title: Re: The People's Races! Post by: Valaggar on April 23, 2007, 08:01:37 pm Well, I thought so too, but you'll grow bored with having to wait so much between battles. Maybe have the delay last for only 4 seconds, as usual, and the ditty continues in the ship selection box? This seems well.
Title: Re: The People's Races! Post by: Neonlare on April 23, 2007, 08:03:08 pm Yes, that might work, because then it sort of personifies the exageration, almost to make the opponent go "Oh shut up!"
Title: Re: The People's Races! Post by: Gaeamil on May 07, 2007, 02:48:05 am Gaeamil: Isn't the ship a bit TimeWarp-ish and the race a bit a-few-post-ago-ish? :-\ What do you mean by those? Well, I get the a-few-post-ago-ish-ness, but I've always been an incorrigible late-post-er. But I don't know what TimeWarp is. I was just thinking of a ship I'd like.Title: Re: The People's Races! Post by: Valaggar on May 07, 2007, 02:27:48 pm Quote from: Gaeamil But I don't know what TimeWarp is It is a Melee clone, still in development. They intend to add an adventure portion to it, but I personally don't think that they will ever finish it. It can be downloaded here (http://downloads.sourceforge.net/timewarp/timewarp_2006_06_05.zip?modtime=1149548191&big_mirror=0).There are lots of such ships there, it seems that they are very popular. Quote from: Gaeamil Well, I get the a-few-post-ago-ish-ness Oops. That race wasn't from this thread, it was from somewhere (not on this forum) but I can't recall from where. It was a race of microscopic organisms with a very short lifespan and, thus, a very fast history. So that during a single conversation with them, their entire social structure changed multiple times.Title: Re: The People's Races! Post by: Gaeamil on May 17, 2007, 08:33:58 am Quote from: Gaeamil Well, I get the a-few-post-ago-ish-ness Oops. That race wasn't from this thread, it was from somewhere (not on this forum) but I can't recall from where. It was a race of microscopic organisms with a very short lifespan and, thus, a very fast history. So that during a single conversation with them, their entire social structure changed multiple times.Checking out Timewarp now, as this post sits unfinished on Firefox... Not the best, kinda hard to control it all. Title: Re: The People's Races! Post by: Neonlare on May 17, 2007, 07:37:35 pm TIme to bump this; working on Fjorn Theme, first version here.
http://www.savefile.com/files/730173 <--MP3 http://www.savefile.com/files/730178 <--Midi Thanks for reading, be sure to post suggestions! :). ALSO, fixed the Ditty, now it's 5 seconds (dead on!) here it is. http://www.savefile.com/files/730226 <---MP3 http://www.savefile.com/files/730229<---Midi Wait a sec, FL studios reads the note time wrong, going back to fix. Title: Re: The People's Races! Post by: Valaggar on May 17, 2007, 08:16:49 pm Good Theme, very good quality, but it's a bit short as yet.
Also, don't forget that the ending and the beginning must fit seamlessly one in another, since in-game the music would repeat itself continuously. Try a fade out and a second of silence, for example. Ah, and the guitar could stop at times, keep some violin/flute/whatever alone for a short time in a place. Then enter in force with the guitar and perhaps a few light drums. Title: Re: The People's Races! Post by: Neonlare on May 17, 2007, 08:37:21 pm Mmm, I'll try to see what I can do, the probelm is that I can't find any decent Drum VSTis for FL Studios, and I'm using a trial version of Slayer2, meaning the guitar cuts out after 2 minutes :(.
Title: Re: The People's Races! Post by: Valaggar on May 17, 2007, 08:56:49 pm Then can't you do the guitar part per sections? I.e., start a new file after 2 minutes, and then mix them.
Title: Re: The People's Races! Post by: Wes13 on May 20, 2007, 02:14:45 am Here is my race, tell me what you think of it.
Name : Vulpelo Information : The Vulpelos are a race of what at best would be described as a “Foxtaurs” which is a cross between a Earth creature called a fox and a Earthling mythological creature called a centaur. The Vulpelos have an upper humanoid body that ends in a lower torso similar to an actual fox. They also have fox like heads except they have two green bug like curled antennas coming out from the top of their head. They also have fur like a foxes but are shades of green instead of the orange Earth Foxes have. The females are stronger and more muscular than the males. Like on Earthlings the Vulpelos have hair on their head although it’s more common for the females to have it. The differences between male and females are also similar to Earthlings, the female having softer facial features and mammary organs while the male having a more barrel like cheast and wider shoulders, however the males are shorter than the females. The females of the species are also the more dominant in their race. The clothes they usually wear are two piece uniforms that cover their bodies. Their government is a Matriarchal-run Oligarchy that has somewhat equal status to men but they view females as the more superior. Race History : The Vulpelos started off on a planet orbiting Alpha Aquilae with primitive tools and weapons, At first the males dominated the society until the first female rallied power from their weaker male brethren. Later on around 2000 Ral’kesh years later (1 Ral’kesh year= 2.3 earth years). The Vulpeos started slow exploration of their local solar system. 2 years after that they colonize some of their local planets. They soon meet the Utwig along with the Supox. They are currently as of after the Second Ur-Quan war only known to the Utwig and Supox. However a visit by an Earthling Cruiser will change all that. Ship Name : Vulpelo Commandant Ship Crew : 20 Speed : Medium-Fast Turn Rate : Medium Energy : 40, Regen rate Medium Ship Primary Fire : Mass driver, sends a bullet like projectile out using rail guns it also has a efficient cooling system connected to it making it have a high rate of fire. Costs 18 Energy points Ship Secondary Fire : Focus laser, uses it’s hyperspace drives along with it’s fusion reactors to charge a powerful laser, unfortunately this needs all of the energy points and after using it the ship’s systems must reboot, while it is rebooting it cannot move for 1 to 5 seconds. Title: Re: The People's Races! Post by: Gaeamil on May 20, 2007, 06:40:51 am That race sounds pretty interesting, Wes13. I think the cliche of "green alien" is a bit heavy there, but that's alright. Otherwise, quite interesting. What I wonder is how their social structure is. A High Council? Democratic? Monarchial?
That laser better give a hell of a kick, by the way. To actually shut down the ship temporarily can be a killer. Title: Re: The People's Races! Post by: Wes13 on May 20, 2007, 07:15:24 am Ok Edited the profile to include their Society and government
Title: Re: The People's Races! Post by: Gaeamil on May 20, 2007, 05:21:15 pm Alright, that works. Well imagined, Wes.
Title: Re: The People's Races! Post by: Wes13 on May 20, 2007, 08:42:16 pm I really would appreciate it if someone would make a picture of my race. Like the one done for the Fjorn depicting the Ship And the being, except mine would show the male and female of the species. I was thinking the ship would look simliar to this http://www.b5tech.com/league/leagueships/sunhawk/sunhawk.html (http://www.b5tech.com/league/leagueships/sunhawk/sunhawk.html) but minus the wings (The pods will still be there but the pods will be more rounded) and the round device on the back would be removed. The color would be different too, it would be a Green-Yellow color as well. The Vulepos Would be wearing somewhat Similar costumes that the humans wear but for the females is Modified to fit their large um let's say assets and they would also have different symbols and have a different color, a bright blue color. The Females average height is about 8 to 9 feet tall while the male is 4 to 5 feet tall.
Title: Re: The People's Races! Post by: Bluhman on May 23, 2007, 02:23:33 am Cool races, guys. I think I'll try a few...
Bfache Bfache can be described as huge, sentient crabs, with sand-colored shells. Already well equipped with tough armor and powerful claws, their society always encouraged acts of great bravery and glorification of the individual. The past of the Bfache is as follows: Originally a powerful predator on their planet, which actually goes by the same name, the Bfache preyed on the many animals that lived on their planet. However, the orbit of planet Bfache was flawed, and caused the planet to slowly come closer to the sun. Within a span of 3000 years, Bfache became the closest planet to the white dwarf star, and what used to be a thriving, aquatic environment was transformed into a desert. The loss of foliage killed off the smaller animals and herbivores, and the Bfache would've followed if it weren't for the fact that the Bfache had evolved greatly during the past years. Not only that, but they had advanced to a space age by that time. They knew that their planet would face an apocalyptic fate if they did not take a course of action, so they built a radio tower to signal anybody who would save them. They were found by the Ur Quan, and were offered to be rescued and supplied ship-building supplies if they accepted to become battle thralls. If not, they would be left on their planet to roast to death, or, if they somehow managed to escape that fate, slave-shielded. Knowing what the best course of action to take was, the Bfache accepted the deal and became Battle Thralls of the Ur Quan. They would develop a moderately powerful military, and prove to be worthy adversaries in their Razor ships. Ship: Razor Crew: 18 Speed: Very fast Turn rate: Med-slow Battery: 12, with a quick regeneration rate. The Razor is an incredible threat when piloted correctly, characterized by a frighteningly quick acceleration rate, and a damaging foward, Titanium-Adamantine lance that does a certain amount of damage depending on how hard it hits the enemy. However, it's somewhat difficult to get the orientation on the Razor correctly in order to get a square hit with it. At maximum speed, the lance can do 4 points of damage on contact. Primary: The primary is a dumbfire missile, fired forward and moves at a constantly accelerating rate. The missile does 3 damage on contact, has a medium range, and costs 2 energy units to fire. Secondary: The secondary ionizes the lance, producing an energy shield and greatly increasing the damage of the lance up to 7 on a maximum speed hit. The power goes on as long as the secondary button is held down, and costs 1 energy per second. Fargos Fargos are Avian beings, somewhat reminiscent of a cross between an earth owl, and an earth falcon. Their appearance suggest cunning and wisdom, which are both present in the ideal Fargos. Their society is a mainly peaceful one. Up until their involvement in the Ur Quan war, they were a warless race, and largely successful. Holding an intense capitalist society, disputes in the society were mostly business affairs. Investors battled fiercely, always trying to produce better products for lower prices. Under this system, economy boomed, and violence was not commonplace among the Fargos. However, the Kohr Ah began showing up in the Fargos Territory, and were in the process of cleansing. The Kohr Ah managed to destroy a large portion of the Fargos colonies, but were stopped at the last moment by an Alliance fleet, who encouraged the Fargos to join. Knowing they would need protection, the Fargos accepted, and began to pioneer in the field of space travel, developing starworthy ships which could stand up to the Ur Quan forces. Ship: Bloodhawk Crew: 6 Speed: Med-fast Turn: Fast Battery: 20, with moderate recharge rate. The Bloodhawk is, interestingly enough, a lightweight ship that was pioneered to take out enemy ships with much higher value than itself, usually immensely heavy ones, such as the Dreadnought. It would otherwise be a completley uninteresting ship of little use, if it weren't for its secondary: Primary: A fairly powerful Tesla Coil-like laser, which shoots very fast bolts of electric lasers. The laser does 2 damage, and costs only 1 battery point. It's range is rather short, however. Secondary: The ingenuity of the ship lies in its ability to lock onto enemies. Using this system, the Bloodhawk can constantly keep twisting and turning around his opponent, dodging enemy fire, all while still facing him and being able to fire his weapon. However, even the Fargos know that the system is very battery-intensive, since it uses 2 units of battery power per second. Wanderer The wanderers are interdementional wanderers. Only partly organic creatures, their features are partly serpentine, and partly metallic. They are an Arctic race, which thrive in subzero temperatures, and cannot stand heat. Where they come from, or why they have done so is vague at best, but the Melnorme say they are, indeed, interdementional travellers from a parallel universe where no planets exist. The Arilou, on the other hand, state they are interdementional travellers that came to our universe because they were outcasts. Either way, their past is vague, and they are not willing to divulge it, nor are they accurately able to. They communicate with Humans using recording snippets from TV shows and Radio Broadcasts from Earthling Satellites, and fly the exotic and deadly Chiller ship. Ship: Chiller Crew: 32 Speed: Slow Turn: Moderate Battery: 32, with slow recharge The Chiller is a deadly opponent, with a powerful repertoire of weaponry, all capable of killing an enemy over a period of time. They are not easily bested by enemies with far range weapons either, as they have an effective mix of far and close range weapons. Primary: The primary weapon of the Chiller is the Comet Generator, which generates a ball of ice. The ball of ice shatters on the slightest impact of an asteroid, or a planet, turning into separate, smaller comets. There are four sizes of comet, the largest dealing 5 damage, then going down to 3 damage, then 2, and finally 1. Launching the comet takes 4 battery units. Secondary: When comets just don't cut it, the Chiller can utilize a liquid nitrogen spray to freeze the enemy. As the spray hits, the enemy begins to turn blue, and begins to move slower. At some point, the enemy ship will become so cold, a single hit from anything will shatter it, regardless of crew present in it. The spray costs 2 battery units per second to maintain. Title: Re: The People's Races! Post by: Neonlare on July 27, 2007, 03:19:25 am Welp, back to bumping this. Working on a new theme for the Fjorn, this time using samples instead of VSTis, which will make it sound more mod tracked (infact I could import the Midi into a Mod-Tracker and convert it into one). Of course this one is still in progress, but I'm hoping the melody going through it is fitting, was trying to aim for the Yehat feel with the strings :p. Note this doesn't loop very well yet, and it's still not finished! :o.
MP3 http://www.savefile.com/files/920741 Midi http://www.savefile.com/files/920742 Title: Re: The People's Races! Post by: Cedric6014 on February 12, 2009, 10:30:58 pm Are any of the original designers of these race ideas interesting in donating their ideas to my new mod and writing dialogue for the races? That Fjorn race especially looks quite well developed.
Title: Re: The People's Races! Post by: Neonlare on February 13, 2009, 03:31:25 pm Here, I'll contribute as much as I can to this mod, do you have AIM or MSN for this? :P
*In absolute glee at this moment* Title: Re: The People's Races! Post by: Cedric6014 on February 13, 2009, 11:20:34 pm I can chat on gmail or in the uqm arena chatroom. I mgiht even have an ancient yahoo account somewhere
Title: Re: The People's Races! Post by: Neonlare on February 13, 2009, 11:44:01 pm The Arena Chatroom doesn't seem to want to co-operate with me. Do you still have that Yahoo account? :o
Title: Re: The People's Races! Post by: liamtheshofixi on April 04, 2009, 02:39:55 am my race is the acturans they are a hold out of the diniri(how ever you spell it) they appear as tall gaunt humanoids with dark over shadowed eyes they have mostly red or black hair although some have blond hair they speak with a "bad Moscow accent" or a plain mane accent
ship:majunir speed: med msize:med batt Regen:fast batt:20 looks like middle of flagship primary:nuclear munitions fired at the close in melee screen range they last for 10 seconds do 1 damage for every 1/2 second in the range and 6 damage if cot in center the blast looks like a shofixti glory device with 1/2 range secondary:cycles threw fighters orp.1 a interceptor high speed low battery 2crew(hit points and cost to launch)damage 1 shofixti dart low turn rate 2 gunship med battery med speed hyper battery Regen light fire med turn rate crew 5(launch and hp) utwig stile attack 3 tug high speed-low speed(tow) low turn rate 12 crew(hit points doesn't cost crew to launch) tows enemy closer to ship. all of these secondary ships/fighters except the tugs are controlled by the player whale the main ship goes in to "cyborg mode" and the hp bars of individual ships are shown in the manner of time warp pm me if you have any questions! Title: Re: The People's Races! Post by: Death 999 on April 04, 2009, 05:42:34 am See also:
http://forum.uqm.stack.nl/index.php?topic=369.0 There are several ship designs I didn't put down there, and that thread was just about ships, not species. The Kuzhon were a technically advanced but scientifically stagnant race (having just barely missed the Sentient Milieu era) which never discovered hyperspace on their own due to a series of unfortunately designed experiments which made it seem like they understood all of physics. And, aside from interdimensional issues, they did. Beautiful engineering, too. This continued until the Denne discovered them. The Denne were a younger race, and despite knowing about Hyperspace, were hardly more advanced than Earthlings when contacted by the Chenjesu. There was a long and mutually profitable exchange of ideas between the two, but they were never especially friendly. The Kuzhon were extremely conservative, and the Denne got inferiority complexes. When the Ur-Quan came into their sector, the two fought together defending the Denne homeworld until the Ur-Quan sent a flanking maneuver around to the Kuzhon world. The Kuzhon mostly withdrew, and the Denne collapsed. They elected to become battle thralls. The Kuzhon were extremely few in number, mere millions. When the Ur-Quan were clearly going to win, they packed up and moved into their sun where they would be hard to detect against the extremely bright background. This was one of their most advanced technologies, which had never been revealed to the Denne. Nonetheless, some Denne spies had determined that this ability existed, and, as thralls, they revealed this information to the Ur-Quan. The Ur-Quan, now knowing where to look, shortly located the Kuzhon mother ships and attacked. The Kuzhon fled and scattered, in brilliant luring plans which sacrificed some warships and evacuated mother ships to allow others to escape and settle in other stars, where, alone, they would be much much harder to find. Since then, the Denne have been assigned to guard them and keep them contained. The Kuzhon have made this a full time job, and have maintained the intention to make the Denne pay for their choice to become thralls. Ships: Denne and Kuzhon ships are given in the other thread. Each was also originally designed to have another ship. The lighter Denne ship, the falcon, would be a fast attack torpedo boat, high speed, modest turning, a slow-repeat dual cannon... and rack torpedoes. The rack torpedoes would arm on pressing special once; this would take full battery. Pressing special again would fire them. Very long range, a dozen or so in number, somewhat spreading, and firing both front and rear. It looks like one of those three-pronged clips like on fanny packs, except some bright cheery color instead of the usual black. The heavier Kuzhon ship, the Doomsday, would bear a long long long-ranged laser which would, as fire was held down, gradually track towards the target. Battery would not regen while the laser was firing, and stutter-fire would reset the tracking each time it began afresh. The secondary weapon... we tossed around ideas, but none were especially satisfactory. One was an energy draining laser that tracked faster than the main laser. The Doomsday is very very wide, glossy black, with spikes on the ends. You can imagine a solid b'atleth, with the middle of the blade being the front. Title: Re: The People's Races! Post by: Elerium on April 09, 2009, 02:17:10 pm I really like the Kuhzon and Denne races, really unique. I know it's your idea and all but I figures I could mess around with it to make the concept better if that's ok with ya :P
Kuhzon Doomsday ships are battleships (moving homes for them) and use a "Nova Cannon" instead, essentially a weapon that makes a target on the screen and has to be controlled by the player while getting the enemy in its crosshairs- if you do, a large laser (something akin to Sajuuk from the Homeworld series) fires out and deals the worst kind of damage possible. This is also due to them incorporating their new "sun" technology as a large scale weapon, although it has a long cooldown. Secondary would be dual turrets (one on the left, and right) which automatically track the enemy and one turret would fire two lasers in rapid fire, this would offer close quarters defence and deal moderate damage, scaring away pesky small craft like the ZFP and if they should go to the front of your ship accidentally you can incinerate them with a dumbfired Nova Cannon, but as the lasers are slow moving, you are still vulnerable. Perhaps the Kuhzon found a Precursor "Sun Device" and using their secretive vast knowledge on suns already acquired themselves, improved on the design by making it militarial. They might offer assistance based on knowledge of the old Sun Device used by the Chmmr. When they talk about the Doomsday, they'll say it's their mobile homes next to their other star outposts and were created late in the war when they were losing, but it can more than enough take on a Dreadnought although they're vulnerable to fighters. As for plot- if it's after SC2, the Kuhzon would still be "at war" with the Denne and the Ur-Quan being in a heavily reinforced Hierarchy area and ask you for some information relating to the war, which you could tell them about how you wiped the Ur-Quan in your home sectors out and the Kohr-Ah. Doing so would alarm them but you would not know why, but they seem unphased and "thank you for your time", possibly hinting an alliance in the future when they're ready. Eventually later on it becomes clear the Kuhzon are creating an "Armageddon Star" (name thought up on the spot, but just calling it this for now) weapon in secret, like a Dyson Sphere, Death Star or the Xindi Doomsday Device (sci-fi references for Star Control :P) which can release a laser to kill off all life on a planet by controlling a mini star and its energies within it's structure.. they plan to use it on the Denne homeworld (such was their anger) as a testing ground and a message to the Ur-Quan/galaxy. It's also their primary secret weapon they've been planning all along, and that talking to them will only say "the Ur-Quan had all the trump cards, the Sa-Matra, the Kohr-Ah were close to destroying the galaxy, we need this to ensure our species are ready for any threat". Talking them out of it won't unphase them. The Captain has the following choices- tell the Denne who will then report this to the Ur-Quan and they both will engage a partially constructed Armageddon Star in battle which is still "operational". The Kuhzon will then launch their Doomsday ships to counter meaning both spheres of influence will be heavily decimated (should the Captain go there, the Ur-Quan and the Kuhzon will attack him, but the Denne will tell him to flee). However when the conflict is over the AS is destroyed by the combined Denne and Ur-Quan. The Denne will have survived and thank you for saving their lives- offering Hierarchy secrets on a secret channel to the Captain and a secret alliance supplying ships (Falcons) that will help him while the Ur-Quan go back to what they were doing. Likewise, the Kuhzon will hate you and attack you on sight for what you have done, saying you're no better than the Hierarchy that chased them, you and your "Earth alliance" are their "inheritors". Not saying anything means the Armageddon Star is completed and the Denne homeworld is annihilated (their current sphere of influence is destroyed, a small sphere retreats to Ur-Quan space) and the Kuhzon sphere of influence grows a LOT. They also become more brash, but will offer an alliance to the Captain now that the "threat is out of the way" (Doomsday ships available to be built). Talking to the Denne in flight they will respond from desperate refugees to madmen saying the Kuhzon are "after them" and just want to get away as far as possible seeking protection in their Ur-Quan overlord home sectors before they too are destroyed as a species. I imagine the Denne during the Alliance war were fantastic spies and information gatherers/trackers, and were kept on the fringes to watch over the Kuhzon using their innate abilities and supplied the Ur-Quan with a lot of nice information- it was them who told the Ur-Quan to attack Procyon by finding a weak spot by chance when the Mrn/Chenjesu Rigel forces were decimated. Ah I go on a bit :P Title: Re: The People's Races! Post by: Death 999 on April 09, 2009, 05:41:37 pm I'm not sure this is better, exactly.
For one thing, the Kuzhon would never have found precursor artifacts due to their lack of hyperspace until they had become insular and were uninterested in exploring. I think it's more interesting if they figured the solar technique out on their own. As for the solar cannon... that's a rather radical revision, isn't it? The point of the laser's tracking was to handle little guys. I didn't say, but the further off the tracking was, the faster it would approach. So, it would be possible to aim to the rear on a reasonable timeframe. I would favor having the special just alter the tracking behavior in some way. As for the rest... well, that's one story you can tell with these guys, certainly. Title: Re: The People's Races! Post by: Elerium on April 09, 2009, 06:38:18 pm I'm not sure this is better, exactly. For one thing, the Kuzhon would never have found precursor artifacts due to their lack of hyperspace until they had become insular and were uninterested in exploring. I think it's more interesting if they figured the solar technique out on their own. As for the solar cannon... that's a rather radical revision, isn't it? The point of the laser's tracking was to handle little guys. I didn't say, but the further off the tracking was, the faster it would approach. So, it would be possible to aim to the rear on a reasonable timeframe. I would favor having the special just alter the tracking behavior in some way. As for the rest... well, that's one story you can tell with these guys, certainly. Yeah, it is more interesting if they found solar stuff on their own- they figured out solar stuff as you described but I wondered with the idea that finding a Precursor relic would have fixed a slight technological problem they were looking for in their vast knowledge. As for artifacts, they might have found one on their homeworld, which is possible knowing the Precursors left a lot of stuff around. Ah well, I thought to add something to tie them central to a "SC3" esque plot like with the other races, like a Thraddash sub-plot that would fit in with a possible sequel. I knew Star Control loved it's sci-fi references so I thought the Death Star-like laser might fit well with these guys but it's your idea either way so I was just offering some suggestions ;) As for the solar cannon I generally thought with their vast sun knowledge they could harness it as a really nasty weapon against the Ur-Quan, and their big vessels used to escape could be turned into really nasty harbringers of doom, although when you think about it if they're escapees they might not have the resources to make solar cannon Ur-Quan busters so your idea is better in having heavy strong ships with good weapons. I have a few ideas for some races of my own, although I'd have to flesh them out a bit more before I end up posting 'em. Title: Re: The People's Races! Post by: Grand Master Planet Eater on February 22, 2011, 09:10:39 am Name: Syln
Information: They appear as sort of small dinosaurs, with angular armor plating covering them which is actually part of their biology. They have black eyes. Their race maintains a telepathic connection between all individuals, but they are not a hive mind (at least not normally). When enough fear that their race is threatened enters their collective unconscious, they undergo a transformation: Their minds are replaced with a hive mind which seeks only to destroy all non-Syln life, their "armor" opens up to reveal hideous disgusting flesh with writhing tendrils shooting out of it, and their eyes glow bright red. Once it is determined that the threat to their race is over, they revert back to normal, and don't remember anything that happened while they were transformed. While in their normal state, they are somewhat arrogant due to being very technologically advanced, but otherwise peaceful towards other races. Race History: The Syln are a very ancient race that originated in the Andromeda galaxy. When the Precursors first encountered them, they were in the midst of one of their frenzies and were almost finished destroying all other spacefaring races in their galaxy. A Precursor exploration vessel encountered them, and the Slyn immediately attacked. The Precursor ship fought back but was destroyed. The Syln were about to revert to normal, but the presence of another new and powerful race caused their berserker state to extend. They sent a fleet to attack the Milky Way, but they were repelled by the Precursors. The Precursors built the Sa-Matra battle platforms to fight the Syln. After a lengthy war, the Syln were defeated. The Precursors thought they had been wiped out but there were pockets of them still alive across the Andromeda galaxy. After they reverted back to normal, they were shocked to discover that most of their civilization was destroyed and they didn't know why. However their collective unconscious still had memories of the war, so over the next hundreds of millenia they designed their ships and technology to counter Precursor ships and weapons. Then, shortly after the NAFS is established, a Syln exploration ship is dispatched to the Milky Way galaxy to search for planets suitable for colonization. The Ur-Quan and Kohr-Ah know of the Syln, despite never having met them, due to records they found in the Sa-Matra's computers. Ship Name: Syln Destroyer Ship Crew: 100 Speed: Around the same as an Ur-Quan Dreadnaught Turn Rate: Slightly higher than an Ur-Quan Dreadnaught Energy: 42, it takes 5 seconds to fully regenerate Ship Primary Fire: Homing Beam - a weapon that appears as a combination of a solid beam and an electric arc, with glowing spheres that appear and disappear along its length. Its range is around half of the combat screen, and it does continuous damage to a target at a rate twice that of the Chmmr laser. As per its name, it homes in on targets in an angle of about 160 degrees in front of the ship. Targets are prioritized as follows: 1. Enemy projectiles/devices 2. Enemy ships 3. Asteroids The beam is very fast, though not instant, and can be fired continuously for 10 seconds before the Destroyer's energy is exhausted Ship Secondary Fire: Pulse Wave - a ring of energy that radiates outward from the Destroyer, similar to the Kohr-Ah F.R.I.E.D. It has a shorter range than the F.R.I.E.D. but it can destroy any projectile or device, and does 10 damage to any ship it hits. A Destroyer with full energy can fire 4 of these before running out of energy. There is also another, stronger type of Syln ship designed to counter the Sa-Matra battle platforms. It has high range like the Sa-Matra and can fire 8 continuous homing beams. Obviously these ships are "boss" ships and neither type will commonly have to be fought. Title: Re: The People's Races! Post by: Wolframm on March 20, 2011, 07:45:14 pm Maybe a little overpowered but very good idea. You mentioned intergalactic space travel between the Andromeda and the Milky Way. These galaxies are separated by about 2.5 million light years of vacuum. I highly doubt HyperSpace and QuasiSpace technologies can be of any use when it comes to such distances. Those voyages would require a different and more advanced technology. Any ideas what would that be?
Title: Re: The People's Races! Post by: Death 999 on March 21, 2011, 02:52:46 pm That ship is imbalanced. By which I mean it's way to strong against many ships and way too weak against others. It has no answer to any ship that's reasonably fast, long-ranged, and capable of firing several times in succession, e.g. Y-form, Mauler... Scout and Blad? Depends on the range of the main, on that one. Also, Orz could slip something in. Spathi would be dependent on their front gun, but they could pull it off. VUX might be able to slip in some limpets and then it'd be utterly toast to any followup ship.
Title: Re: The People's Races! Post by: Grand Master Planet Eater on March 21, 2011, 06:18:08 pm Maybe a little overpowered but very good idea. You mentioned intergalactic space travel between the Andromeda and the Milky Way. These galaxies are separated by about 2.5 million light years of vacuum. I highly doubt HyperSpace and QuasiSpace technologies can be of any use when it comes to such distances. Those voyages would require a different and more advanced technology. Any ideas what would that be? I was thinking that hyperspace is a lot faster in between galaxies without all of those gravity wells to slow it down maybe Title: Re: The People's Races! Post by: Wolframm on March 21, 2011, 07:46:59 pm I was thinking that hyperspace is a lot faster in between galaxies without all of those gravity wells to slow it down maybe Good point man. I've totally forgot about that.Also, according to SC3, the Precursors have been using the BubbleWarp technology on some of their ships. Not much is known how it works though... Title: Re: The People's Races! Post by: Draxas on March 22, 2011, 01:30:56 am There's no way to know if the systems we can reach via Hyperspace are even from the Milky Way. We assume they are, but since the designations are completely arbitrary, it's possible that Hyperspace warps distances far more than anyone would expect.
Title: Re: The People's Races! Post by: Death 999 on March 22, 2011, 03:36:34 pm Canon has numerous references to the galaxy. It'd be very jarring to find out that's all wrong.
Title: Re: The People's Races! Post by: Breehaha on May 12, 2011, 08:44:24 am I thought that evangelical race was excellent. Maybe they could worship the rainbow worlds, like that race from SC3. I had an idea for a religious race that did that; they orbited the rainbow worlds in these monastery space ship things, and they looked like butterflies. I guess cuz they remind me of moths being drawn to a flame.
But heres my other idea thon The Thon look like a cross between bears and triceratops. The style of their tech and culture, as well as there mystique, is similar to the Mondoshawan from the Fifth Element. They're one of what i'd call "near-miss" races, in that they were around back in the Dnyarri days, but were lucky enough to not be noticed. They are inspired by two sources, the Ents and the Ancient Egyptians. Ents, because they are extremely patient and long term oriented, but also overly cautious and indecisive. They also do the super slow talking thing. Ancient Egyptians, because the Thon have a similar view to history as them. The Thon see history as internal and repeating. Sure, the details might change, but everything is part of a cycle. Intellectually, most Thon get that this is not really true, but its still very hard for them to wrap their minds around that idea, kind of like how most humans know that "time is relative" but know what that actually means. I want the Thon to take the place of the Chenjesu, now that the Chenjesu are gone. By that I mean that the Thon are the new big, benevolent, super smart race trying to save everything. But they are in some way the opposite of the Chenjesu, and would at first seem ill suited for this. They are extremely reclusive, and have basically no interest in interacting with other races. They have entirely cut themselves off from the rest of the galaxy behind a massive cloaking field. Behind their vail, they try to make the perfect society. Since they are very peaceful and logical, they are good at this. They love symmetry, balance , harmony and art, and have modeled their civilization after those ideals. In the hypothetical sequel game, the Thon start off as seeming kinda bad in a way. It seems like they didn't lift a finger to help the Alliance while it was battling the Ur-Quan, nor did it try to help liberate the slave shielded races. The reality is that they didn't help earlier because they couldn't. Though their military is very powerful, at the time, it was entirely defensive. Almost all their ships were actually still sub-luminal. But they saw that they other races were being conquered, so they gave up their blissful seclusion and contacted the Chenjesu. "Hold on until we have prepared our military for offense." Of course, the war ended before that. But that's why the Chmmr were so insistent on waiting and completing The Process as planned; they wanted to give the Thon as much time to build up as they could, and when the two were both ready, they could attack in simultaneously. In the end of the sequel, the Thon sacrifice the beautiful civilization they'd been cultivating for thousands of years to save everyone else from the big bad threat. I could see the Thon as living on a Quasi-space planet like the Arilou, but I think that would take away the uniqueness of the Arilou. Plus, how many life supporting planets logged in extra-dimentional space nooks can their be? Title: Re: The People's Races! Post by: Breehaha on May 12, 2011, 08:48:27 am oh wait, thats all in bold, huh :(
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