v
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Post by v on Dec 25, 2005 18:11:28 GMT -5
Any questions, request for infomation etc stuff here and I'll try to assist.
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v
Trooper
Posts: 188
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Post by v on Dec 25, 2005 20:04:30 GMT -5
Weapons:
Projectile Found largely on Deck 1, Projectile weapon is the standard 'bullet' based weapons. Rugged, reliable, and refined over many centuries, the usage of solid ammunition has never really left man kind. Pistols, sub-machine guns, shot guns, and to a lesser extent assault rifles are relatively common aboard Pandora, as is the ammunition. Most people aboard the Pandora have had some form of Projectile weapon training, and are also capable of keeping them at least working. Machine guns and sniper rifles are considerably less common, though certainly exsist. Large bore machine guns and auto-cannons are extremely rare, simply because of the fact the Pandora is in space. Should the hull become compromised, air leaks out.
Explosives Grenades, rockets and 'mines'. None of which are very common at all aboard the Pandora, though some have been brought aboard for the direst of situations. Extremely dangerous, they could easily rupture a vital piece of equipment or blow a hole in the side of the Pandora, yet in these times, they may well be required.
Lasers While Plasma weapons are available in the Spire, they are extremely rare and usually only mounted on robotic units. Lasers are a reasonable go between. Reasonable stopping power, powered by an internal battery and extremely accurate with no lead time required. Almost all lasers (save the gattling lasers) must 'cool down' between shots. All lasers feature an overcharge mode. Though this puts immense strain upon the internal components, it massively increases the power of the shot. Additionally, some lasers (such as the Turbo Laser) fire a continual laser beam for a time. Such weapons are rare, but presant aboard the Pandora. Similar in operation, though different in maintenance to Projectile weapons, alot of civilian personel have been equipped with Laser Pistols due to the incredibly high reliability and extremely simple maintenance they require. They can be recharged by just about anything, from light and heat, to literally plugging them into the mains.
Experimental This covers a huge range of unreliable, high damage equipment being made within the Spire, though some has trickled through to Deck 5. Examples include Plasma Rifles, and the feared Bio Weapons, literal living weapons weilded by abominations. These are extremely rare, and ammunition even rarer, unless you are in the spire of course.
Atomic Destabilizer Worthy of a mention, one of the most dangerous weapons aboard the Pandora is the Atomic Destabilizer. This weapon bathes the target in gravitational forces, so powerful and localised, that they literally pull the atoms that hold something together, apart. All that remains after use is a simple pile of sludge.
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v
Trooper
Posts: 188
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Post by v on Dec 29, 2005 17:22:21 GMT -5
A huge bad ass thankyou to matt for helping me get this going. And listening to me witter about it for ages.
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v
Trooper
Posts: 188
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Post by v on Dec 30, 2005 9:11:41 GMT -5
DECK CONTROL LIST
This useful little post will be updated by me. It lists the controlling side of the Decks, and which AI is currently in control of them. Additionally, you are assumed to be updated in some way about this in game, so you dont technically have to post 'knowledge updates'. Also remember the structure of Pandora and the AI's aboard is pretty fluidic, it will change based on what you do. I'll probably stuff the updated lists on my sig occasionally aswell to ensure everyone is on the case.
It is possible to claim certain sections of decks, even if the rest of the deck is owned by the opposing side.
Format: Controlling AI/Controlling Side
Deck 1 Docking Bay: Datalisk/Human Deck 1 Fusion Reactor 1: Datalisk/Human Deck 1 Fusion Reactor 2: Datalisk/Human Deck 1 Datalisk Main Hub: Datalisk/Human Deck 1 Bio-dome: Datalisk/Human Deck 1 Water Purification: Datalisk/Human Deck 1 Habitation: Datalisk/Human Deck 1 Water Purification: Datalisk/Human Deck 1 Main Elevator Shaft: None/Human Verdict Deck 1: Datalisk/Human
Deck 2 Overseer Main Hub: Overseer/Human Deck 2 Overseer Logic Matrix: Overseer/Human Deck 2 Overseer Superconductor Heat Sinks: Overseer/Human Deck 2 Power Distribution Node: Overseer/Human Deck 2 Overseer Environmental Control: Overseer/Human Deck 2 Security Control Station: Local AI/Human Deck 2 Weapons Storage: Overseer/Human Deck 2 Vacuum Pumps + Airlocks: Overseer/Human Deck 2 Main Elevator Shaft: None/Human Verdict Deck 2 : Overseer/Human
Deck 3 Marine HQ: Overseer/Human Deck 3 Marine Barracks: Overseer/Human Deck 3 Security Station Control: Local AI/Human Deck 3 Mess Hall: Overseer/Human Deck 3 Armoury: Overseer/Human Deck 3 Recreational: Alien/Alien Deck 3 Civilian Housing: Overseer/Human Deck 3 CCTV Office: Overseer/Human Deck 3 Security Office: Overseer/Human Deck 3 Civilian Security Personel Barracks: Office/Human Deck 3 Hospital: Overseer/Human Deck 3 Main Elevator Shaft: None/Human Verdict Deck 3: Overseer/Human
Deck 4 Deck 4 Biodome A [Food]: Overseer/Human Deck 4 Biodome B [Food]: Overseer/Human Deck 4 Biodome C [Medical Supplies]: Overseer/Human Deck 4 Biodome D [Experimental Organisms]: Overseer/Human Deck 4 Air Purification Alpha: Overseer/Human Deck 4 Air Purification Gamma (Because if I type l3eta it types His Most Magnificent Screwhead His Most Magnificent Screwhead Betaniannian): Overseer/Human Deck 4 Water purification: Overseer/Human Deck 4 Secondary Water Purification: Overseer/Human Deck 4 Main Elevator Shaft: None/Human Verdict Deck 4: Overseer/Human
Deck 5 Deck 5 Robotics Repair and Recharge Facility: Overseer/Human Deck 5 Robotics Production and Calibration Centre: Overseer/Human Deck 5 Administration Offices: Overseer/Human Deck 5 Armoury: Overseer/Human Deck 5 Marine Barracks: Overseer/Human Deck 5 Executive Quaters: Overseer/Human Deck 5 Control Room: Overseer/Human Deck 5 Weapons Testing Facility: Overseer/Human Deck 5 Blue Field Generators: Overseer/Human Deck 5 Main Elevator Shaft: None/Human Verdict Deck 5: Overseer/Human
Spire Verdict Spire: >Spire AI</Human
UFO *Unknown Structure* Alien/Alien *Unknown Structure* Alien/Alien *Unknown Structure* Alien/Alien *Unknown Structure* Alien/Alien *Unknown Structure* Alien/Alien *Unknown Structure* Alien/Alien *Unknown Structure* Alien/Alien *Unknown Structure* Alien/Alien *Unknown Structure* Alien/Alien *Unknown Structure* Alien/Alien *Unknown Structure* Alien/Alien Verdict UFO: Alien/Alien
Total control of a Deck will give various advantages to the side, aswell as having any resources and weapons on the deck at their disposal, they will also have access to various facilities such as small hospitals and robotic repair and recharging facilities. While no where near as well equipped as the main facilities, they will at least allow damage to be patched up.
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v
Trooper
Posts: 188
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Post by v on Dec 30, 2005 10:46:31 GMT -5
A.I. Explanations:
Local A.I.: This refers to a small, localised AI tasked with controlling a specific thing, such as a stand alone security station. They are extremely simplistic and will not be self aware. They may control the security turret grid, or unmanned checkpoints. While not linked to the dominant AI, they can be shut down by proxy. For example, the decks AI could cut power to a faulty security station or turret until it is repaired.
Datalisk: This was the original A.I. when Pandora station consisted only of Deck 1. Self aware, and highly protective of its deck, it was never replaced simply because it performed its task efficently enough. Though self aware, Datalisk is not advanced enough to form emotions or a 'full' personality. It has, however, shown the ability to select certain individuals it views as 'friends' and give them access to more infomation, or things that the commanders do not wish for the civilian personnel to do. Its ability to 'mysteriously' aquire infomation has led to the belief that it may, somehow, be able to access other computer terminals, though how exactly it performs this is unknown. The Datalisk itself is not linked to the Overseer yet, somehow, always seems to have a good idea what the Overseer is up to, sometimes before the Overseer does it itself.
Overseer: The cutting edge AI construct. Bettered only perhaps by whatever controls the Spire, the Overseer has huge amounts of resources available to it, requiring almost 80% of the floor space of an entire deck to keep it running. Capable of performing billions of calculations, with stores of knowledge greater than any human could hope to attain in three lifetimes, let alone actually learn, the Overseer ensures Pandora station runs efficently with unnerving prescision. Capable of designing, and producing, robots to perform tasks it itself is incapable of, some have whispered that one day Overseer may attempt to overthrow its human masters and seize control of Pandora for itself. However god-like and apparently omnipotent this A.I. is, it has never shown any signs of hostility towards humanity.
>Spire Local A.I.<: Similar to standard local A.I.'s, save for the fact it is capable of making decsisions for itself and isnt required to follow a simple set of commands. Most are capable of limited self repair of their 'body' (be it a turret, security station or whatever) and are capable of learning foes vunerable points and ways to become more efficent in general.
>Spire A.I.< No data available. Save for the fact it does indeed exsist.
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v
Trooper
Posts: 188
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Post by v on Jan 3, 2006 15:29:51 GMT -5
THE ALIENS
Harvesters: Strange Dog like organisms with large gaping maws, distinctive 3 jointed forelimbs which rise above the body, thick boney armour and considerable muscle, they are around 4 foot tall. They seem to exsist to ensure that the strange bio-mass growth that follows the aliens survives and also can draw nourishment from it. While they can attack, they have extremely strong jaw muscles, they are not really very good at it and can be easily felled with even low power weaponary due to their frail construction.
Snakeman: The Snakeman (also nicknamed the 'Spook') is a relatively advanced, highly speacialised creature, possibly evolved specifically for attacking humanity. Its ribcage is split, meaning the inside of its chest cavity is visible and nothing resides within. The snakeman possesses only a small brain and sight is limited due to it possessing only a single primitive compound eye structure in its head. What it lacks in intelligance and senses, it makes up for in viciousness. It has two sythe like arms, a highly muscular body which is over 9 foot long from end to end, and has very few internal organs. For this reason, it makes the likelyhood of a 'hit' against an important organ system extremely unlikely. Worryingly, this organism seems to give off an aura of pure malice, causing all but the strongest willed of nearby humans to become extremely uneasy and shake uncontrollably. Blowing them apart puts a stop to this, and while ranged weapons are generally inefficent, close combat affects them normally (you can still hack bits off).
Walcot: The Walcot is an improvement over the standard Snakeman alien. Still reliant on the single, compound eye, and possessing a similar lack of intelligance to the Snakeman, the Walcot could easily be dismissed as an insignificant advancement. However, it is worth nothing that the Walcot possesses a thin caparace, lacking in the snakeman, meaning low calibre weapons are now completly useless, while reducing the efficency of other weapons slightly. The caparace itself is quite weak and vunerable to most forms of melee damage, however, blows with little force behind them are now stopped causing no damage.
The only real significant upgrade the Walcot recieves is the fact it possesses a series of glands and sacs at the back of its throat, allowing it to spit acid should the need arise.
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