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Silenceo

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Sil you pretty much described the 1.4 FD P-Towers used by the Rebels, which did jack *** against the AT-ATs at the battle of Hoth, even when firing at the legs multiple times.

 

Eeeeeh... Those are stated *on the wiki at least* to only be light anti-vehicle. The Pulse cannon seems, to me at least, to have quite a bit more oomph.

 

Also, while it is likely game mechanics from EaW...

 

"In large groups, these tanks could take down even the heaviest armor, such as the Imperial AT-AT, as well as buildings, although they often had trouble with faster-moving targets. If they had to take down faster-moving targets, the crew would move the tank and run the target over."

 

The crux being that the AT-AT could destroy them real quick, whereas they had to charge their shots. So... Try not to go face to face. :p

Edited by Silenceo
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When it comes to lasers/turbolasers, standard=medium imo. It just doesnt make sense for there to be a difference between the two.

 

True, but I believe I did that since there are times when medium =/= normal, or when they were non-descript. I could see an argument for abolishing the Normal turbolaser and just have the 3 power levels, but I would like more input before such is done.

 

Can you elaborate on Movement the spaces thing I don't get?Also with construction we can build anything on our planet right like shipyards and other industrial complex.

 

Anything your faction knows how to build, and you have the resources, you may build basically. As for the movement, that is indirect relation to the galactic map we have. It is divided into boxes with a x and y axis, so that is what the movement is referring to.

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Anything your faction knows how to build, and you have the resources, you may build basically. As for the movement, that is indirect relation to the galactic map we have. It is divided into boxes with a x and y axis, so that is what the movement is referring to.

 

OK thank you.A few more questions first superweapons Won't br allow right so no deathstars or suncrushers?How are the faction form coming?Lastly I think the Galactic Empire should be its Imperial Remnants instead just seems more fitting also I don't want to have Vader come a knocking.

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OK thank you.A few more questions first superweapons Won't br allow right so no deathstars or suncrushers?How are the faction form coming?Lastly I think the Galactic Empire should be its Imperial Remnants instead just seems more fitting also I don't want to have Vader come a knocking.

 

In regards to super weapons:

 

They ARE in the game. They however are NOT easy to come by in anyway at all. Nor will any be unlocked before they have the access given from the moderator. If they strive towards such and manage to meet the requirements, most will have to sacrifice much else. That, and each one has its own weakness as we have seen from the EU.

 

In regards to the Galactic Empire:

 

While it is matched against the other factions of history, it still constitutes the strength that it used to have, from its prime if you will. Now, not to say it will stomp anyone or other factions, but let us just say it is the most hated faction of all, perhaps minus the Vong. Due to this, if nothing else, they would have filled the power vacuum quickly and united in order to have their Empire survive. Unlike in EU, they are not only faced with other Admirals with fleets from their own faction and small rebel nats. Here, there are entire Empires to oppose them. Essentially meaning that they are less willing to devolve into a civil war, ala the pretty much prime Galactic Empire.

 

In regards to Darth Vader:

 

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It is much too quiet here... So I suppose I could give an example as to how to setup a Faction, finale style.

 

Arbiter Empire

 

Style: Imperial, Militaristic, and Heavy use of Droids.

 

Influenced By: Galactic Empire, Sith Empire, and the CIS.

 

Starting Location: Coruscant (No changing it once stated here unless Arbiter orders it)

 

Faction Trait 1: Due to the focus on the military and the excessive use of droids, they have developed incredibly advanced AI. Increase Overall Droid Effectiveness.

 

Faction Trait 2: While no military is perfect, after many years of turmoil and conflict, all of its soldiers have become extremely disciplined and trust their commanders with their lives. Increased Loyalty to the Faction, and Discipline.

 

Faction Trait 3: Having achieved control of the Galaxy, the Arbiter Empire has managed to enforce a monopoly on tech beyond most other factions. Increased Technology Effectiveness.

 

Bio: Details, details, details! They rule the galaxy. All is proceeding as I have foreseen...

 

Faction Goals:

 

1. Maintain control of the Galaxy.

 

2. Influence the lesser factions.

 

3. Ensure no one boards their Flagship.

 

Starting Fleet: Link

 

Starting Units: Link

 

Starting Leader: Link

 

Known Forces (by square):

 

Fleet 1 - Flagship, 2 Executor's, 12 large carriers, and numerous boarding craft. - Coruscant (Galactic Center)

 

Fleet 2 - Two Imperial Star Destroyers and Six Victory Star Destroyers. - Byss (K-11)

 

Further Details: Include everything you can think of about your faction. I really hope you have more to put here than I do for this totally random one!!! Things such as philosophy, preferred fighting styles, or even past interactions. Go nuts, the more data, the better!

Edited by Silenceo
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"Salty's" Freighter's and Security Co.

Style: Privateer, Mercenaries.

 

Starting Location: Vergresso Astroid Field

 

Influenced by: Tenloss Syndicate, Black Sun, Rebel Alliance, Galactic Empire

 

 

Faction Trait 1: Family. The members of the "Salty" pirates are a big family they have worked together for a while, and those that are "younger and newer" are literally pulled from family members and friends. They have unprecedented coordination and loyalty.

 

Faction Trait 2: Adaptibility. The "Salty" pirates are Mercs that will take any job, they have adapted to most situations they find themselves in and nearly any terrain type.

 

Faction Trait 3: Cover Story. Unless the group is well versed in the Black Market, "Salty's" pirates appear as a legitimate business, and can and will be hired for legal jobs, both local and outside of town.

 

Bio: Saltik began this organization, with friends and people he had met growing up. Those disillusioned by the war. Imperials who have come to see the empire as oppressive, but to powerful to truly oppose, and Rebels who have come to see the rebellion as mostly disruptive to the peace. They have worked together for some time and become close friends. Seeing that if people would just work together the galaxy could be much safer, but as long as people were this way, as long as the Rebellion was disruptive to peacful lives, and the Empire was supressive of peoples freedoms there was no reason why they could not make a profit off it, so that THEIR families could live in peace and freedom. Burn the Lands and boil the Seas, it doesnt matter they are still free no one can take the sky from Salty's crew. They use Saltik's nobel herritage, and the guise of a legitimate business to keep any authorities from bothering them.

 

Faction Goal

 

1. Find a Crew,

2. Find a Job,

3. and keep flying.

 

 

Starting Fleet

1. "Salty" Pirate Fleet

2."Salty" Pirate Forces needs more work.

3."Salty"

4. Lt. Reese

5. Fyyl

6. Freed

7. Jarkin

 

 

Faction XP

 

Economy

 

- Trading - R2 L8

- Buying/Selling - R3 L4

- Construction

- Contracts - R4 L7

- Underworld - R6 L2

- Monetary Incentive - R4 L1

- Influence - R3 L5

 

 

 

Production

 

- Infantry

-- Organic - R2 L3

-- Mechanical

 

- Vehicles

-- Manned - R1 L4

-- Automated

 

- Weaponry

- Equipment - R1 L10

- Star Ships - R2 L6

 

 

 

Military

 

- Special Forces

- Operations

- Logistics R1 L10

- History

- Scenarios

- Bombardment

 

- Organic Quality

-- Soldier - R2 L1

-- Pilot - R1 L5

-- Crew - R3 L7

-- Engineer - R2 L3

-- Scientist

-- Agent - R3 L10

-- Assassin

 

- Droid Quality

-- Soldier

-- Pilot

-- Crew

-- Engineer

-- Vehicular

-- Spy

-- Assassin

 

- Space

-- Capital Ships - R1 L6

-- Star Fighters - R1 L3

-- Boarding - R3 L2

-- Blockade Running - R3 L3

-- Blockade

-- Escort - R1 L10

-- Skirmish - R2 L4

 

- Ground

-- Siege

-- Escort

-- Skirmish - R2 L5

-- Vehicles

--- Close Range - R2 L1

--- Medium Range

--- Long Range

 

- Scale

-- Ground

--- Small - R2 L3

--- Medium - R1 L9

--- Large

-- Space

--- Small

--- Medium

--- Large

 

 

 

Organization

Spoiler

- Armed Forces - R2 L5

- Civilian Duty's R1 L5

- Companies - R2 L2

- Fleet Personal - R3 L1

- Cooperation - R2 L5

- Deployment - R3 L8

- Wounded

- Recruitment - R1 L4

 

 

 

Diplomacy

 

- Treaties

- Agreements - R3 L7

- Truces

- Negotiations - R4 L5

- Appeasement

- Sanctions

- Aggressive Negotiations - R2 L2

- Foreign Affairs

- Mediation

 

 

 

Science

 

- Advanced Weaponry - R2 L7

- Advanced Defenses - R2 L7

- Innovations - R3 L1

- Research and Development R1 L2

- Testing

- Experimentation - R1 L8

- Alterations

- Biological Tampering - R2 L3

- Microscopic Advancements

 

 

 

Training/Programming

 

- Loyalty - R3 L4

- Efficiency - R2 L3

- Demolitions

- High Altitude

- Air Drop

- Covert - R2 L9

- Formations

- Maneuvers

- Siege

- Skirmish - R2 L8

- CQC

- Medic R1 L8

- Assault

- Peace Keeping

- Field

 

- Range

-- Close - R3 L1

-- Medium

-- Long

 

 

Intelligence

 

- Infiltration - R4 L3

- Intel - R4 L5

- Espionage - R3 L1

- Sabotage - R2 L6

- Impersonation R1 L7

- Assassination

- Counter-Intel - R3 L7

- Counter-Infiltration - R3 L3

- Counter-Espionage - R3 L10

- Counter-Sabotage

- Counter-Impersonation R1 L3

- Counter-Assassination

 

 

"Known Forces"- None, Not active in the large universe to have its forces well followed... Yet...

Edited by tunewalker
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Added the Intelligence Tech Tree to the OP, as well as the Faction outline and an approximate estimate of each of the 14 NPC Factions approximate strength in relation to each other. Feedback is of course welcome. Adding the Territory map momentarily. Do not take advantage of me posting it before the game begins...

 

Side Note: Tune, don't forget a name! :rolleyes:

Edited by Silenceo
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The Galactic Inquisition

 

Style: Imperial, Unorthodox, Propagandist

 

Influenced By: Galactic Empire, The Chiss Ascendency, The Jedi and Sith, The Republic

 

Starting Location: Ord Mantell

 

Faction Trait 1: Explorers. Due to a lot of time spent exploring the Unknown Regions the members of this faction can traverse the galaxy quicker than others and receive no penalty when traveling into the Unknown Regions.

 

Faction Trait 2: Meritocracy and Experience. The officers and soldiers of the Inquisition are highly experienced from their time fighting in the Unknown Regions, giving an overall boost to troop effectiveness and skill.

 

Faction Trait 3: Knowers of Secrets. Due to connections within Imperial Intelligence before its inception, the Inquisition knows things most others do not, especially in regards to planetary officials. This in turn aids operations when working to bribe or plotting against political leaders.

 

Bio:

The Inquisition was founded as the galaxy was thrown into chaos during the years following the death of the Emperor at the Battle of Endor and the dissolution of the Galactic Empire. Originally members of Thrawn’s fleet in the Unknown Regions they returned to the galaxy at large after his death. The galaxy they returned to was in a state of chaos—order needed to be restored.

 

 

Faction Goals:

 

 

1. Restore order to the galaxy and enforce it

 

2. Get rid of prejudices.

 

3. Do what needs to be done.

 

 

Starting Fleet: The Inquisition Navy

 

Starting Units: Army of the Inquisiton

 

Starting Leader: Lord Seeker Aliria Teshavin Organa

 

Warden-Inquisitor Sianna Ahel

 

Minister of Intelligence: Mithal’elin’arinosa

 

Minister of Diplomacy: Farin Denasis VIII

 

Propagandist: Aur Nom

 

Vinen Tamara

 

Gregore Vershal

 

Naman Koras

 

Pavon Varys

 

Jevlan Varys

 

Minister of Technological Development: Tov Nyrite

 

Kira Salun

 

Known Forces (by square): Certain places.

 

 

Further Details:

 

Government type: Meritocratic Monarchy, with a circle of advisors.

 

Goals could easily change if leadership were changed, since current goals are tied mostly to the current leader.

 

Important positions are: Lord Seeker (the Head-of-State), Minister of War, Minister of Intelligence, Minister of Technological Development, Minister of Propaganda, and Minister of Diplomacy.

 

The current faction leader has close blood ties with the royal family of Onderon.

 

Symbol: Black field with a red Drexl (essentially the family crest of House Teshavin).

 

Current Species: 90% Human, 5% Chiss, 5% Other

 

 

 

Faction XP

 

Economy

 

 

- Trading

- Buying/Selling

- Construction - R1 L5

- Contracts

- Underworld - R1 L8

- Monetary Incentive

- Influence

 

 

 

 

Production

 

 

- Infantry

-- Organic - R1 L5

-- Mechanical - R1 L2

 

- Vehicles

-- Manned

-- Automated

 

- Weaponry

- Equipment

- Star Ships - R2 L3

 

 

 

 

Military

 

 

- Special Forces

- Operations - R4 L5

- Logistics

- History - R1 L2

- Scenarios

- Bombardment

 

- Organic Quality

-- Soldier

-- Pilot

-- Crew

-- Engineer

-- Scientist

-- Agent - R3 L10

-- Assassin - R1 L7

 

- Droid Quality

-- Soldier

-- Pilot

-- Crew

-- Engineer

-- Vehicular

-- Spy - R2 L2

-- Assassin

 

 

- Space

 

-- Capital Ships - R1 L5

-- Star Fighters

-- Boarding

-- Blockade Running

-- Blockade

-- Escort

-- Skirmish

 

 

- Ground

 

-- Siege - R1 L7

-- Escort

-- Skirmish - R1 L7

-- Vehicles

--- Close Range - R1 L4

--- Medium Range

--- Long Range - R1 L4

 

- Scale

-- Ground

--- Small

--- Medium

--- Large

-- Space

--- Small

--- Medium

--- Large

 

 

 

 

 

Organization

 

- Armed Forces

- Civilian Duty's

- Companies

- Fleet Personal - R2 L4

- Cooperation

- Deployment

- Wounded

- Recruitment - R1 L9

 

 

 

 

Diplomacy

 

- Treaties

- Agreements - R2 L1

- Truces

- Negotiations

- Appeasement

- Sanctions

- Aggressive Negotiations - R2 L3

- Foreign Affairs - R2 L1

- Mediation

 

 

 

 

Science

 

- Advanced Weaponry - R2 L9

- Advanced Defenses - R1 L6

- Innovations - R2 L1

- Research and Development - R3 L5

- Testing - R2 L4

- Experimentation - R4 L9

- Alterations

- Biological Tampering

- Microscopic Advancements

 

 

 

 

Training/Programming

 

- Loyalty - R3 L7

- Efficiency - R2 L1

- Demolitions

- High Altitude

- Air Drop

- Covert - R5 L3

- Formations

- Maneuvers

- Siege

- Skirmish

- CQC

- Medic

- Assault

- Peace Keeping - R1 L4

- Field

 

- Range

-- Close - R1 L3

-- Medium

-- Long

 

 

 

Intelligence

 

- Infiltration - R5 L3

- Intel - R3 L10

- Espionage - R4 L 3

- Sabotage - R2 L5

- Impersonation

- Assassination - R1 L10

- Counter-Intel - R3 L2

- Counter-Infiltration - R2 L1

- Counter-Espionage - R3 L6

- Counter-Sabotage - R1 L2

- Counter-Impersonation

- Counter-Assassination

 

 

 

 

Edited by karadron
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Just be aware all faction traits (also character innates) will have to be gone over again before we start.

 

Also, it was in your exact words:

 

 

Start Location: Ord Mantell*

 

*Subject to change to either: Bilbringi or Onderon.

 

 

Make your final decision carefully. :jawa_evil:

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Just be aware all faction traits (also character innates) will have to be gone over again before we start.

 

Also, it was in your exact words:

 

 

Start Location: Ord Mantell*

 

*Subject to change to either: Bilbringi or Onderon.

 

 

Make your final decision carefully. :jawa_evil:

 

Alright fine. Decisions made.

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Mando Werda

(Mandalorian Darkness or Mandalorian Shadows)

 

"Here's why you can't exterminate us, aruetii. We're not huddled in one place—we span the galaxy. We're more than just a people or an army, aruetii. We're an idea. And you can't kill ideas—but we certainly can kill you."

-Mandalore the Destroyer-

 

Style: Mandalorian, Militaristic, Disciplined, Clandestine

 

Influenced By: Mandalorians, Tyber Zann's Consortium, New Republic-era ex-Imperial Warlords

 

Starting Location: Yag'Dhul (L-14)

 

Faction Trait 1: Dar'yaim's influence and reputation strikes terror in the hearts of his foes. His soldiers all bear his mark painted on their craft and equipment giving them a sense of unity and purpose while striking fear in their enemies. Improves Morale and Intimidation

 

Faction Trait 2: Mandalorians are some of the greatest warriors the galaxy has ever seen. As the embodiment of the perfect soldiers they are held to the utmost standards of discipline and conduct. Improves Efficiency and Discipline

 

Faction Trait 3: The Mando Werda is a secretive organization. With a public face in the form of its mercenary bands, it lures away suspicion and gains legitimacy. But underneath the facade is a network of key bribed or blackmailed politicians, a few underworld contacts, and hacked systems that keeps most of their business private and unknown. The Mando Werda's true size and purpose is hidden, and with good Underworld and Political connections.

 

Bio:

Commanded by the enigmatic Dar'yaim, the Mando Werda started its existence as the 2nd Expeditionary Force. They were initially meant to defend Mandalorian allies from aggression, eventually it also served as a means of training new soldiers and commanders even taking mercenary jobs when available. They developed underworld contacts, wealth, ships, maps, supplies, and banks of information. They have since gone rouge and operate out of the shadows, hence the name "Mandalorian Shadows" or, in proper Mando'a, the Mando Werda.

 

When the galaxy fell apart and the commanders of the 2nd Expeditionary Force were murdered on Concordia, Dar'yaim was just captain of the fleet's largest ship the Runi, but left with no alternative and as the highest ranking officer remaining, he took command. He ordered the 2nd Exp. Force to liquidate all assets and led them to the Outer Rim. Once they regrouped they determined it was the Death Watch with support from the Empire that murdered the 2nd Exp. Force's high command. Then and there the other captains of the fleet swore vengeance against their enemies, and swore loyalty to Dar'yaim in an event called the Pact of Station IV. The Pact cites the Resol'nare, portions of the Supercommando Codex, and a clause forming the Mando Werda and serves as the group's manifesto, mission statement, and uniting bond.

 

Driven by this revelation they took to the shadows and build a network of contacts and allies as they pirated and raided their way across the galaxy. Their organization's influence stems greatly from contacts made during mercenary operations which they engage in prolifically. The name Mando Werda came about after an Old Republic intelligence brief was leaked to the 2nd Exp. Force's commanders in which the very little information acquired by the SIS suggested they were "Shadows" and membership was "Nebulous", even suggesting they may not truly be Mandalorians. As a show of their power and heritage, they painted in the office of the Head of the SIS, a Mythosaur skull and the words "Mando Werda lise su kyr'amur gar" or "Mandalorian shadow can still kill you". Thus marking the first formal public act of the organization.

 

They finally found a home in the corrupt, money starved bureaucracy of the Republic. Through proper manipulation, covert ops, and bribery the Mando Werda operates quietly and anonymously inside Republic space looking for a suitable ally and base of operations.

 

Faction Goals:

 

1. Destroy the Death Watch and the Empire that killed their Commanders

 

2. Reclaim Mandalore

 

3. Ensure a Strong, Secure, and Powerful Mandalore

 

4. Create a network of allied systems and governments through any means to support the Mando Werda's operations

 

Experience:

 

Economy

 

 

- Trading - R2 L5

- Buying/Selling - R1 L5

- Construction

- Contracts - R3 L5

- Underworld - R2 L2

- Monetary Incentive

- Influence - R1 L4

 

 

 

 

Production

 

 

- Infantry

-- Organic - R3 L3

-- Mechanical - R2 L1

 

- Vehicles

-- Manned

-- Automated

 

- Weaponry

- Equipment

- Star Ships - R3 L2

 

 

 

 

Military

 

 

- Special Forces - R2 L4

- Operations - R2 L3

- Logistics - R1 L7

- History

- Scenarios - R2 L8

- Bombardment - R1 L4

 

- Organic Quality

-- Soldier - R2 L2

-- Pilot - R1 L9

-- Crew - R1 L5

-- Engineer

-- Scientist

-- Agent

-- Assassin

 

- Droid Quality

-- Soldier - R1 L10

-- Pilot

-- Crew

-- Engineer

-- Vehicular - R2 L3

-- Spy

-- Assassin

 

- Space

-- Capital Ships - R2 L3

-- Star Fighters - R2 L5

-- Boarding - R3 L2

-- Blockade Running - R1 L2

-- Blockade - R1 L2

-- Escort

-- Skirmish - R1 L10

 

- Ground

-- Siege - R1 L10

-- Escort

-- Skirmish - R1 L7

-- Vehicles

--- Close Range - R1 L5

--- Medium Range

--- Long Range

 

- Scale

-- Ground

--- Small - R2 L3

--- Medium - R1 L8

--- Large

-- Space

--- Small - R1 L5

--- Medium - R2 L7

--- Large

 

 

 

 

Organization

 

 

- Armed Forces - R2 L8

- Civilian Duty's

- Companies - R2 L3

- Fleet Personal

- Cooperation

- Deployment - R2 L1

- Wounded

- Recruitment - R3 L5

 

 

 

 

Diplomacy

 

 

- Treaties

- Agreements - R2 L10

- Truces

- Negotiations - R1 L8

- Appeasement

- Sanctions

- Aggressive Negotiations - R2 L3

- Foreign Affairs

- Mediation

 

 

 

 

Science

 

 

- Advanced Weaponry -R2 L3

- Advanced Defenses - R2 L3

- Innovations

- Research and Development - R1 L3

- Testing - R1 L6

- Experimentation

- Alterations

- Biological Tampering - R1 L2

- Microscopic Advancements

 

 

 

 

Training/Programming

 

 

- Loyalty - R3 L1

- Efficiency - R2 L3

- Demolitions - R1 L4

- High Altitude

- Air Drop

- Covert - R2 L10

- Formations

- Maneuvers

- Siege - R1 L9

- Skirmish - R1 L8

- CQC - R2 L1

- Medic

- Assault - R1 L7

- Peace Keeping

- Field - R2 L3

 

- Range

-- Close - R2 L5

-- Medium

-- Long

 

 

 

Intelligence

 

 

- Infiltration

- Intel - R3 L5

- Espionage - R2 L3

- Sabotage - R1 L9

- Impersonation

- Assassination

- Counter-Intel - R2 L2

- Counter-Infiltration - R2 L1

- Counter-Espionage - R2 L10

- Counter-Sabotage

- Counter-Impersonation

- Counter-Assassination

 

 

Starting Fleet: 2nd Expeditionary Fleet

 

Starting Units: Mando Werda

 

Leader: Dar'yaim of Clan Awaud

--Personal Assassin and Friend A-D24 "Shiver"

Second in Command: Commander Axend Ventis of Clan Awaud

Specialists: Tor of Clan Awaud, Agent Kyr Eccen of Clan Awaud and Contract Negotiator Kess of Clan Awaud

R&D Experts: Chief Engineer Dei Zekt and Metalsmith Xzerzin Oris of Clan Beviin

Fleet Commander: Admiral Endo Askar

Ground Commanders: War Marshall Rheevrekwrenil "Reaver" of Clan Auwad and Rally Master Sooba Kartyne

 

Further Details:

Government: Military Dictatorship

 

Dominant Species: Human (30%), Kaleesh (30%), Echani (20%), and other (20%)

 

Symbol & Colors: Gray or Black (meaning Mourning and Justice respectively) with a Gold trim/design (meaning Vengeance) and a Mythosaur skull with a beskad and torch crossed at the bottom.

 

They have been branded a "Criminal Organization" by the Empire.

 

They remain in contact with True Mandalorians on Mandalore. They have begun to treat Dar'yaim as their Mandalore, and a philosophy revolving around Dar'yaim and his right to rule Mandalore has begun to spread among the Mando Werda. His official position on the matter is unknown.

 

The Mando Werda's creed is an edited version of Mandalore the Destroyer's speech to the Council of Luon. It omits portions for length more than to edit the message. Mandalore the Destroyer is counted among the most respected Mandalores in the eyes of the Mando Werda.

Edited by StarSquirrel
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Just finished playing a mission in AvP Extinction (an Alien vs Predator RTS) finally got the medal for it on hard mode. The Medals are so rediculously hard on some of the missions. Only 2 more predator ones to go, till I have the medals on all the Pred missions :D. I am hoping all these RTS's are going to help in this game lol Edited by tunewalker
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do not fret I have not forgotten, Also changed my third Faction trait. i think it makes more sense.

 

Its been changed to "Cover story" kind of a means to set up that most other factions see them as a business on the "up and Up" as it were. A completely legal enterprise.

 

Though I think my response should have been

 

Edited by tunewalker
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do not fret I have not forgotten, Also changed my third Faction trait. i think it makes more sense.

 

Its been changed to "Cover story" kind of a means to set up that most other factions see them as a business on the "up and Up" as it were. A completely legal enterprise.

 

Though I think my response should have been

 

 

 

Funny enough, my response to your response, is the rest of the scene right before yours. :p

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I think its wierd that GE and rebel space arent connected. Rest of map looks good.

 

 

They may not be connected, but who's to say the Rebels are not still perfroming missions against the GE? :p :p :p

 

Mostly, just trying to ensure the territories they hold, had history with that faction, as well as each faction being proportionately sized. GE, being the most militant in the galaxy, for numerous reasons, is part of why its the biggest.

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Just saw the map, not sure if I just plopped myself down by the Chiss, or if I plopped myself down by the Republic. Chiss... not so good. Republic... not so bad :p.

 

If I recall, your plopped inside the CIS Territories, south of Republic Territory. So the real question you should be asking, is how well you will get along with the CIS. :rolleyes:

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If I recall, your plopped inside the CIS Territories, south of Republic Territory. So the real question you should be asking, is how well you will get along with the CIS. :rolleyes:

 

CIS, thats what that thing said it was. Well considering...... I think it could go either way honestly. I am a business man, they are run by business men... We could get along. My business even looks completely Legal as far as they are concerned :p.

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