The Warring States of NPF

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Fuzzydoom 05-01-2005 08:25 PM

Mech Rp chapter 2 sign-ups and discussion
 
Our numbers have seemed to drop, so more people are welcome. I'm just gonna assume the guys already in stay that way, k?

Toastburner B 05-02-2005 10:39 AM

I'd like to join up, but I wonder how you'd add a member to Alpha at this point.

The only thing I can think of is some sort of American attache to the squadron. You know, something like an American ace. After all, there have to been some good mech pilots in the US, right?

If you approve of this, I will get my bio up later today.

Edit: Allow me to expound a little on the "American attache" thing.

I don't mean put an outsider in charge, oh heavens no. I can only assume the Americans are that smart. If Alpha is having a hard enough time coming to grips with the idea of working with the Americans, they would go ballistic if it was suggested they put an American in charge of the unit.

However, it would be in the American's best interest to have at least one person they know is loyal in the squad. If you think about it, the US is taking a huge gamble with this: they are practically handing their advantage over to the Russian forces (at least, from what I have gathered, the player group is on the Russia side of the conflict), and as such, they would need to have at least one person there to "protect their interests", so to speak. Someone who would pass along stuff that may or may not be in the offical reports.

The person who is placed in this position, whoever, would be hard pressed. He has to, for all intents and purposes, "spy" on this group with the group knowing that is probably why he is there, and at the same time, gain their trust. A chain is only as strong as it's weakiest link, and having basically a wild card inserted into the squadron will be hard to accept for the veterns.

Basically, it would present the chance for a little more character stuff to go along with the blowing stuff up, in my humble opinion. No to mention give the character group someone to blow up if the American's screw them sometime down the road. :p

Fuzzydoom 05-02-2005 03:08 PM

American re-inforcements to fill out the regiment you silly. You'd be just another soldier.

Toastburner B 05-02-2005 03:30 PM

Quote:

Originally Posted by Fuzzydoom
American re-inforcements to fill out the regiment you silly. You'd be just another soldier.

Well then...paint me green and call me silly. I guess I thinking to much about it. :o

My bad.

And, my character:

Basic Stats: Pilot
Name: Jared Greyhall

Age: 30

Appearance: Average describes him to a T. Average weight, average height, and very plain looking. The only really memorable feature is his eyes, a piercing blue that seems to be able to look through people and size them up in a moment's notice. He is usually seen in his army green jumpsuit, or in a uniform of some sort. Solidering is all Jared knows.

prefered mech type: Light

Prefered armaments: Standard service pistol and survival knife. Jared is also reasonably skilled in Martial Arts, but he's a pilot, not a warrior.

Mech

Name: Knight
Type: Light

Head peice: The headpiece is a solid, well built unit. It offers excellent overall sensors, and have a special multi-targeting system, allowing Knight to engage more than one enemy at once.

Torso: The torso is heavily armored for a light mech, since Knight is designed for short-range and melee combat. The PPC on it's shoulder is it's main offensive long range weapon. The spiked shoulder-pad allows for painful shoulder tackles.

Arms: One arm is a specially designed eletro-mace. A strong electrical current can be pumped into the mace, allowing for even more close range damage. The top of the mace is equipped with a port that allows for lightning-style bolt of energy to be unleashed, but to do so often will elimate the charge effect from the mace. The other hand has a wrist mounted pulse laser above the housing for a vibro-blade, the Knight's secondary melee weapon.

Legs: The legs are pretty standard. The are equipped with a SR4 missile launching system just below the knees (not shown in picture). They also allow the Knight to move pretty fast, something it needs in it's assigned niche.

Weaponry:

Electro-mace: Melee.
Electro-mace: Lightning gun, medium range.
PPC: Long range.
Vibro-sword: Short range
Pulse-laser: short range
SR4(x2): short range.

A picture of the mech can be seen here.

Sorry...I just decided I wanted to do something a little different, especially since we are starting to stray away from the MechWarrior stuff with the American tech. If you want me to, I have a full body picture of my Mech at home, it comes out of an RPG I play.

Fuzzydoom 05-02-2005 03:55 PM

I love mech warfare, it makes tingly inside.

Astral Harmony 05-02-2005 04:05 PM

Nothing like taking a giant machine designed for war and beating the shit out of other giant machines designed for war.

Oh, should we post our new mechs? Zwei's is almost a new model in itself given how much her mech has changed with the neotech.

Fuzzydoom 05-02-2005 04:06 PM

If you feel that it's different enough to warrant it, then go right ahead my friends.

Inbred Chocobo 05-02-2005 04:12 PM

Since my sniper head model is supposedly high-tech considering I am a sniper, what all do I get? Or do I make it up as I go?

Fuzzydoom 05-02-2005 04:23 PM

The head can do crazy stuff if you want it to. You can have it work as a radar jammer along with targeting disruptor against other mechs while your targeting systems work on a different frequency along with your radar. You could even have the head launch a small auto-piloted recon bird to give you better visuality over your terrain, or you could have it fire an EMP bolt to screw over any mech that moves in to engage you... use your imagination my man.

Radchenko's mech

Head piece: With highly powered targeting systems, this head piece uses more energy than the standard light mech head piece and less than the standard sniper head.

Torso: a highly powered generator majkes this mech highly unstable, but gives it insane speed, accuracy and the ability to use energy weapons with larger drains.

Arms: Both arms contain energy blades that materialize from the side of the lower arm, giving his mech the ability to go from medium to close range with the press of a button.

Legs: Long and slender his mech's legs allow it to reach large speeds but are highly unstable, one good shot is all it would take to remove Radhcenko's mech from a battle.

Armaments: Arm blades, energy burst rifle, a shoulder mounted chaingun and twin magnums designed to throw an enemy back at close range. His mech also possesses the ability to put on a burst of phenominal speed due to a sudden discharge of energy from the generator to the small twin pair of boosters mounted on the rear of his mech. This ability, coupled with his arm-mounted energy blades creates a technique that is designed to throw his enemies off balance, allowing him time to score critical hits before his enemy can hit his highly un-stable mech.

Oh yeah, I forgot about techniques. You can use your mech's equipment to preform complex attacks, we shall call these techniques.

Inbred Chocobo 05-02-2005 07:17 PM

Well here is my new mech's specs:

Shiva

Head peice: An excellent head peice. Specifically designed for the sniper, containing pretty much every command you could think of. The problem is that power consumption is ungodly,possibly draining the mech completely is use constantly over an hour using regular generators.

Torso: The torso has extra armor, specifically designed to withstand long ranged attacks. It also contains a very high powered generator, giving the head peice around 5 hours worth of action non-stop before needing to cool down.

Arms: The right one holds 5 long range missiles, and the left one holds an energy shield, used to defend against a barrage of missiles. Both arms have armor designed like the torso.

Legs: They are about average sized mech legs. They don't allow extreme speeds, but are extremely energy effecient, allowing almost no drain on the generators. The armor is designed like the torso

Weaponry: A sniper rifle designed to be adaptive to many situations. Combined with the head unit, this rifle can fire a multitude of different ammo types, explosive, armor piercing, hollow point to name a few. The shoulder mounted missil packs contain long range missiles. The mech has a specific attack used to tear through very tough armor. Using the sniper rifle, the mech will shoot a target area of a ship or a mech by starting to launch all avalible missiles. As the missiles come in close to the target, a special target tracking armor peircing bullet is fired, allowing all the missiles to hit the same area only centimeters apart. Then a high powered hollow point blast will be fired upon the area and tear through the weakened armor.


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