Ok, seeing as nothing has happened today, I'd like to point this out:
Your posts do not need to include any "relevant" actions to count as a proper post. In other words, you can post anything that involves your characters - flashbacks, conversations with your crew, anything. We like to call these "filler posts", we made them all the time on the old forum cause it was a lot less active so travel time was harder to get through. While they don't really include any actions relevant to any plot, they can be interesting and let the others know more about your characters ;)
You can have as many heroes as you like. But you'll have to pay for each of them. (So if you want to have two heroes with identical stats, and the cost for those stats was 100 points, you'd need to pay 200 points to get both heroes)
If you mean having 2 people be 1 single unit, like Mortar Teams and Goblin Sappers in Wc3, I'm not so sure about that... I'd definitely prefer it being two separate heroes, possibly have abilities that complement each other in some way. Of course, if they were piloting some sort of vehicle together, having them count as a single unit would be no problem.
Spoiler don't work on this forum. I used my awesome mod powers so that I could post in raw html so that at least some of the posts take up less space. If anyone wants spoilers, I can try and convert your posts to raw html. The downside is that you can't edit it afterwards without messing it up.
Alright, we are currently waiting on Orloth (Damn you, time difference!), and then we will most likely start the thread. I am fairly certain all the terran characters are more or less approved, still haven't double checked, but there aren't any major issues anymore so it's just cost checking and possibly changing some numbers in abilities.
also, I'd like everyone still willing to participate to post here saying so... We've had enough experience with players making a character and not posting after that to expect these things, so we'd like to see who here is still around :p
Wait, not yet! I'm still trying to figure out things for long term stategy. Can we create our own factions later down the line? Do our heroes have to use the single flagship all the time? Can any ship be upgraded like a flagship? Can we make our own tech upgrades?
I think you misunderstand - Character creation is always open. I meant I was going to go over all the characters again to make sure I didn't miss anything and then give them my final stamp of approval. Anyone can submit a new character anytime.
If by factions you mean own a planet and more than 1 army/flagship, yes you can. If you take a look at the starmap, you'll see there are many unnamed stars. Those are open for exploration and you can colonize any unclaimed planets for 100 points. That planet will then generate 1 point per post and allow you to have a second flagship/army (This also means that if both of your ships go to a battle, their supply limit isn't shared so you can deploy 400 supply of troops. But on the downside you need to buy all tech all over again, plus a flagship, plus a planet... It's gonna get expensive.) I believe this also answers the single flagship question.
No, you can't upgrade any ships. You've got one flagship and you can have many units like battlecruisers, which are only upgraded the same way as in melee games. But yes, you can create your own upgrades, like, i don't know, increased marauder attack speed, being able to salvage addons, and I'd probably even allow some of the campaign upgrades. To get a custom made upgrade, talk to the faction you believe is most likely to be able to provide it (Tirion Republic is great with anything mechanical, Quantum Legion is good overall and likely able to provide high-tech upgrades, Auruleans are high tech and psionics, etc.), it's probably going to cost you slightly more than a standard upgrade, and is going to be subject to my nerfhammer if needed. This also counts for custom units (And units that are available in the campaign/HotS that aren't on the current units listed beneath their respective factions)
Why on earth is 200 supply of marines the same as 200 supply of thors? Shouldn't one be more expensive?
For simplicity's sake, mostly. But a marine costs 3 points to unlock, so if you're starting from scratch 200 supply of marines is 23 points (20+marine cost). Thors cost 34 points, so you'd need to pay 54 for points for 200 supply+being able to use thors. After you pay the initial tech cost, you only need to buy supply which is divided onto units in any way you want. If we'd go with individual supply costs per unit type then tech costs would be sort of redundant, and resupplying would be too much of a hassle. The reason why players have limited amount of units atm is so that they can't just fight battle after battle without somehow getting your units back.
You mentioned matinence for flagships. Details?
Orloth will probably have to answer this one. But I believe what he means is that if you get in a flagship battle that's relatively close, you can't just keep flying around after it with a damaged ship. I guess you'll just have to invest a point or two whenever you return resupply to keep your ship in perfect state. Some factions might fix it for free if they like you.
Can I devote a portion of my supply to create "Scientists" who increase my ability to do reaserch in place of a large army?
Define "research". If you're helping a faction create a custom unit, they'll probably give you prototypes and a few people to take care of them and analyse data from field tests. You could also ask a faction for a team of scientists to go on an exploration in one of the unexplored systems. Whether you could have your own scientists... Well, I don't see why not, but you'll have to keep me up to date on what they do and you'll need to invest points in their research if you want it to be of any practical use to you later. In that case, I'd recommend a cargo stat over 2, buy 200 supply of army (Plus maybe some spares) and then add maybe 50 supply of scientists (I'd say that'd be 10-20 scientists plus a lot of expensive equipment)
Your unit tech costs 31 points, not 43
Your ship costs 127 points, not 119
Your total is now 296 points. Buy a bunker, or shave off 2 points somewhere and get an Orbital Command. Or just upgrade your character or flagship further. Or keep them for later.
Also, sorry, forgot to discuss that 30% damage reduction thing with the other GMs >.> Let's put it at 20% reduction for now, attack speed can still be improved by the original 30%.
So, character more or less approved now. I'll take another look at all terran characters tomorrow probably and sort of "finalize" and approve them.
When it comes to flagship combat, there are no real defined "abilities" - It's all about the generalized stats. Your weapons + Armor vs the enemy weapons + armor. A Yamato Cannon would sort of just be the physical manifestation of a high weapons stat. - the number is what counts, and things like yamato cannons simply represent the high numbers.
Total points: 147 Actually it's 137 for your character
Total Points 138
Total Points: 38 You didn't count in supply cost of units (I presume you calculated costs yourself), meaning you missed by 5 points. It's 43.
Total Point Cost: 20
Total points in all: 243 You somehow missed a 100 in your calculations
Ok, don't know why I didn't notice this before: 137+138+43+20 = 343. You're 43 points over the cap.
Tech: Marine: 3 Medivac: 14 Viking:14 Stimpack Up: 12
Also, no need for story changes. I just said that, since we planned and made a full setting, having players invent completely new places can be... problematic. I also said that your asteroid city idea is being accepted and implemented into the RP, meaning there's no need to change the backstory. Oh, wait, now I remember, there was that part about Adm'rl and pirates uniting after he died... Well, shouldn't be that hard to adjust the backstory. Could just say that at first it was a black market port where all the competing pirates were able to exchange goods they acquired without needing to fear getting their face blown off. You can say that it was founded and run by a certain Mr. Kosh who had two of Adm'rl Damn's best captains (The Jack Twins) enforce laws in the place which kept the pirates in line (Kosh and Swallow & Sparrow Jack are important parts of Doom Bonecrusher's current fleet, and there was a good amount of downtime between Damn dying and Doom showing up and putting the fleet and empire back together, giving time for the city to be started))
Private William Gurt Tarkus was a young and ambitious pilot. He wished to reach the very top of his league. In an effort to reach the top, he actually set up traps on the final testing day. After that day, he was considered the best of all of his peers. He was promoted, and from then on he continued to be promoted. Lieutenant? No Sergeant? No...he just kept on climbing. He reached captain and then admiral and stopped. He is a special admiral. Not for 1 terran faction, but of all. He is commanded by no one, but usually takes orders from some of the more powerful factions like the Aranov Consectorate. Because of this, he has gained a lot of power and resources. He has battlecruiser, wraith, medivac, and marine technologies to fight his enemies. His fleet and ship are massive and powerful. But, since he is human, he is vulnerable in combat.
He wouldn't really "rise in ranks" if he didn't belong to a factions military ;) Aranov would be the best choice of faction for him I believe, but freelance works just as well.
Not entirely sure whether you realize this: Upgrades are bought seperately and cost as well. Your marines dont have stimpack and combat shields, wraiths cant cloak and cattlebruisers can't yamato. Just wanted to point this out.
Ability
Leadership (Passive)
All nearby allies in a radius of 8 constantly gain a leadership bonus. This increases their armor by 1 and their damage by 2.
Not entirely certain about this one. 2 damage is relatively insignificant for all of the harder hitting units, yet it's probably bordering on OP with marines, zerglings, battlecruisers and zealots, and probably even reapers, phoenixes, void rays and most definitely with carriers. (Yea, it only adds 32 damage to a carrier, nothing significant :p ) A % based bonus might be better. 10% maybe (so it's 0.6 damage for marines, 1.6 for zealots, 1-2 for marauders, 0.8 for BCs (but they shoot 4x a second), 2.5-5 for immortals, 3.5-5 for siege tanks, 7 for thors... Overall, seems reasonable)
Revive System
Thanks to Dr. Neal Smith's designs, Admiral Tarkus has the ability to use a chemical compound in a glass tank to heal all forms of life to it's original state. (Got this idea from bacta tanks via starwars :D)
Will talk with other GMs. It's nice to tell the backup plan in advance so no argument erupts when it's actually needed. We'll see about this, I'd prefer talking this over with the others before giving an opinion.
I may have missed something, but that's what I have.
Well, you'll really need to screw up to get your character killed :p So there's no need to really worry about that - We aren't going to go out of our way simply to kill off characters. If your character can survive, he will. There will of course be situations where that wouldn't be possible, so you'll have to do your best to stay out of those :p
But I don't see why you shouldn't be allowed a backup character. I'm not even entirely certain what our rule on multiple simultaneous characters is (You can have only 1 afaik, but that rule can probably be bent/broken at a certain point when we GMs feel like it.), but having one unused one is completely fine (For me at least, and since he's apparently terran, he falls under my jurisdiction). Feel free to post the character here (or chuck me a PM. Posting here would be a good way to keep the thread in the recent 5 though ;) )
Also, I haven't talked to Orloth and Wind/Vjetar (Vjetar translated = Wind) about this yet, but I believe we should be ready to launch the story/in-character thread soon, looking at how many characters we have already.
Cargo defines how much supply your flagship can carry (Max Supply used at any point in time is 200, just like ingame. A higher cargo stat allows you to carry more in case something gets killed or you want to swap units and so that you don't have to keep flying back to some friendly planets to restock on troops)
Tranports and ships: I'm fairly certain no units apart from the capital ship ones have actual warp drives, meaning they'd have to land inside your flagship to actually travel any significant distance. In addition to that, most of them aren't even assembled when not in use (made up lore BS to justify having to build a base and mine resources on a planet and prevent instant 200 supply army deployments, to make it follow melee rules) to conserve space
Also, travel isn't instant. I'm sure your pilots wouldn't be able to constantly sit in the small cockpit of their ship. They'd either fall asleep and crash (or hit the big red button with their face), die of starvation, die of hunger, or get pissed off and quit :p
So in short, even flying stuff has to be stored somewhere during warp travel, and confining your army to small transports like medivacs and their cockpits for long periods of time would not end well.
Cargo space is the amount of space available for your army, including crew quarters and whatever else is needed, so I think transport vessels could be one of the many physical manifestations of the stat. But arguing about it's physical manifestation is just as useless as arguing the physical manifestation of "points" - They can be raw materials, actual money or even an owed favor. The Cargo stat is similarly undefined I believe.
Grell's Backstory - Davy Jones Locker was a column of heap in space, asteroids and ships alike floating in the vast area. Pirates of the area began to band together after Adm’rl Damn Bonecrusher's death.
Actually, it was the opposite way around. With no one controlling them, they all started splitting up and fighting for power. They were united again after Cap'n Doom Bonecrusher appeared with a mysterious protoss flagship named the Flying Drunkman, eight templar and parts of Adm'rl Damn's fleet and quickly earned the respect of all pirates and criminals
They soon were able to connect, and altogether begin the construction of an asteroid city, using the bigger rocks that floated and old space hulls that still had enough use to be attached to the notwork of asteroids.
Hmmm... We'd usually prefer if people don't make up big important places for their characters backstory (Like entire planets or asteroid cities), but I actually like this idea :p Reminds me of Omega in Mass Effect. Just wanna say two things:
The "Pirate System" is Karibia, near the bottom right corner.
The Locker is Bonecrusher's personal territory. Since they joined the Coalition, Doom ordered most pirates to stay in the Var'shiri nebula where the most of the Outsiders are, seeing as Doom's personal fleet is easily able to reinforce anywhere in the Locker really quickly
With that said, I kinda like the asteroid city idea. I was planning on having a sort of Merc Port in the Locker, but I could just turn it into a full city like Omega in Mass Effect, using your asteroid city. Thanks for the idea. I'll place it on the starmap once I have time to edit and reupload it.
Bayonet Attack: Using an attached bayonet to his weapon, Grell can perform afew high damage attacks to any units in melee range.
Energy: 75 Damage: 30 weaponspeed .6 Attacks: 4 Cooldown: 12 seconds
This hardly does more damage than your base attack. I've written up an alternative weapon above, seeing as that doesn't cost any extra and doesn't take up an ability slot. If you do want it to be an ability, 40 extra damage over 2.4 seconds is hardly worth 75 energy. Either lower energy cost to 25 or increase damage.
Precision shot: Training with the people who came through the asteroid city payed off, as he learned to aim for the weakest spot of any biological with deadly accuracy. The head of course.
Effect: Causes an enemy who survives the shot to be stunned for 4 seconds. Energy: 125 Damage: 80 Cooldown: 20 seconds
Don't see any reason for this ability to have a cooldown, especially not one that long. So, no cooldown for it.
Psionic Tap: The bloodline of psionics hardly falls into the lower ranks of society, yet a small few carry the ability to tap into even the weakest links of this when in life-or-death situations.
Effect: Causes Grell to go into a psionic concentration giving him a boost to his weapon speed and damage resistance by 30% for 10 seconds. after the ability is used, reduces weapon speed by 25% and causes his speed to drop down to 2. Energy: 50 Cooldown: 2 minutes Requirements: Lost atleast 10% of life and has been attacked within 5 seconds.
Tricky one... Damage reduction might be high :/ Will have a chat with the other GM(s) and see what they think
Heightened Vision (better name wanted): When you and your family are pirates whom are disliked by the many, you learn to keep an eye out.
Effect: Grell's acute sense of vision allow him to pick up on any invisible enemies that are moving or attack. Energy:0.4 (The regeneration rate)
How about just giving your hero permanent detector status?
You've got 22 points left now, which is enough to buy 200 supply worth of units (maxing out your cargo) and have 2 points left over.
To explain: You first buy the unit tech, and then you buy supply. The tech is the relatively expensive thing listed in the spreadsheet and java tech calculator, and that is permanent. Once you have that, you buy supply, 1 point being worth 10 supply (This may change depending on relationship to the faction you're buying from) That supply you buy is then allocated to the unit types you have available (tech) in any way you want.
So let's say you buy medics, marines and vikings. Tech costs 26 altogether, and now you can buy supply: You buy 80 marines, 30 medics and 30 vikings, and that costs only 20 points as that's 200 supply - what actual units you bought doesn't matter. 200 supply of Thors costs the same as 200 supply of marines, you just need to have the tech.
So yeah, last thing you have to do: Buy your 200 supply of units and write down how you're dividing it (i.e. 80 marines, 30 medics, 30 vikings). If you're gonna keep the bayonet as a secondary weapon and get a refund for the ability point, I would suggest medivacs instead of medics, makes your army overall more mobile :) And you should buy the stimpacks upgrade (12 points).
Unfortunately, I won't be able to comment on your character's abilities today. I've been swamped with work and procrastination so don't have much spare time on my hands. I'll try to look at the stuff tomorrow.
For now, some more general comments:
I like your character and his backstory but I think you should provide more detail as to how Opheilm ended up in Eurim. Eurim is light years away from the Koprulu Sector meaning that a shuttle cannot simply drift into it after a few centuries, especially not by chance.
Also, you might be idealizing Erana but, given Opheilm's previous interaction with Tassadar, I guess that's reasonable.
Now... your ship. I think we've already said this multiple times. Flagships very big or at least moderately sized vessels. Therefore, a scout cannot serve as a flagship. However, if you really want to play the part of a lone wanderer in a small ship, I'm sure I can talk to Almaity and Orloth about... bending the rules a little.
GMs do not need to be included in private conversations. You can ally with other players as long as it's in-character (What I mean to say is that a terran that absolutely hates zerg won't just go "Oh, hey zergling, let's be allies!" - If you're gonna ally with another character/player, make it reasonable and explain it in the IC (In-character) thread (once it goes up)
Im not entirely sure whether you got the exact point of what Orloth was trying to say: The Overmind is not communicating with the rest of the zerg at the moment. He wants you to give a reasonable explanation as to why your cerebrate would be an exception to the Overmind's silent treatment.
@Sheo
Character seems fine now :)
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Ok, seeing as nothing has happened today, I'd like to point this out:
Your posts do not need to include any "relevant" actions to count as a proper post. In other words, you can post anything that involves your characters - flashbacks, conversations with your crew, anything. We like to call these "filler posts", we made them all the time on the old forum cause it was a lot less active so travel time was harder to get through. While they don't really include any actions relevant to any plot, they can be interesting and let the others know more about your characters ;)
@Markllousk: Go
You can have as many heroes as you like. But you'll have to pay for each of them. (So if you want to have two heroes with identical stats, and the cost for those stats was 100 points, you'd need to pay 200 points to get both heroes)
If you mean having 2 people be 1 single unit, like Mortar Teams and Goblin Sappers in Wc3, I'm not so sure about that... I'd definitely prefer it being two separate heroes, possibly have abilities that complement each other in some way. Of course, if they were piloting some sort of vehicle together, having them count as a single unit would be no problem.
@Ha1fDead: Go
Spoiler don't work on this forum. I used my awesome mod powers so that I could post in raw html so that at least some of the posts take up less space. If anyone wants spoilers, I can try and convert your posts to raw html. The downside is that you can't edit it afterwards without messing it up.
@Mozared: Go
I've got good news and I've got bad news.
The good news is, the In-Character Thread is up! http://www.sc2mapster.com/forums/general/general-chat/37134-forum-rpg-embers-of-peace-in-character-thread/#p1
The bad news is that I have no bad news so this good news/bad news thingy didn't really work out.
Those whose characters haven't been approved yet, check your PMs or this thread and reply where necessary.
@Mozared: Go
Alright, we are currently waiting on Orloth (Damn you, time difference!), and then we will most likely start the thread. I am fairly certain all the terran characters are more or less approved, still haven't double checked, but there aren't any major issues anymore so it's just cost checking and possibly changing some numbers in abilities.
also, I'd like everyone still willing to participate to post here saying so... We've had enough experience with players making a character and not posting after that to expect these things, so we'd like to see who here is still around :p
EDIT:
*tries hard to find a mistake in that line*
@xgermkill: Go
Your unit tech costs 31 points, not 43
Your ship costs 127 points, not 119
Your total is now 296 points. Buy a bunker, or shave off 2 points somewhere and get an Orbital Command. Or just upgrade your character or flagship further. Or keep them for later.
Also, sorry, forgot to discuss that 30% damage reduction thing with the other GMs >.> Let's put it at 20% reduction for now, attack speed can still be improved by the original 30%.
So, character more or less approved now. I'll take another look at all terran characters tomorrow probably and sort of "finalize" and approve them.
When it comes to flagship combat, there are no real defined "abilities" - It's all about the generalized stats. Your weapons + Armor vs the enemy weapons + armor. A Yamato Cannon would sort of just be the physical manifestation of a high weapons stat. - the number is what counts, and things like yamato cannons simply represent the high numbers.
@Ha1fDead: Go
Soon(TM)
We would like it to be this weekend, but... Diablo 3 :p We shall do our best to have everything ready as soon(TM) as possible
For more information on soon(TM), visit this website.
@yukaboy: Go
Well, you'll really need to screw up to get your character killed :p So there's no need to really worry about that - We aren't going to go out of our way simply to kill off characters. If your character can survive, he will. There will of course be situations where that wouldn't be possible, so you'll have to do your best to stay out of those :p
But I don't see why you shouldn't be allowed a backup character. I'm not even entirely certain what our rule on multiple simultaneous characters is (You can have only 1 afaik, but that rule can probably be bent/broken at a certain point when we GMs feel like it.), but having one unused one is completely fine (For me at least, and since he's apparently terran, he falls under my jurisdiction). Feel free to post the character here (or chuck me a PM. Posting here would be a good way to keep the thread in the recent 5 though ;) )
Also, I haven't talked to Orloth and Wind/Vjetar (Vjetar translated = Wind) about this yet, but I believe we should be ready to launch the story/in-character thread soon, looking at how many characters we have already.
@yukaboy: Go
Cargo defines how much supply your flagship can carry (Max Supply used at any point in time is 200, just like ingame. A higher cargo stat allows you to carry more in case something gets killed or you want to swap units and so that you don't have to keep flying back to some friendly planets to restock on troops)
Tranports and ships: I'm fairly certain no units apart from the capital ship ones have actual warp drives, meaning they'd have to land inside your flagship to actually travel any significant distance. In addition to that, most of them aren't even assembled when not in use (made up lore BS to justify having to build a base and mine resources on a planet and prevent instant 200 supply army deployments, to make it follow melee rules) to conserve space
Also, travel isn't instant. I'm sure your pilots wouldn't be able to constantly sit in the small cockpit of their ship. They'd either fall asleep and crash (or hit the big red button with their face), die of starvation, die of hunger, or get pissed off and quit :p
So in short, even flying stuff has to be stored somewhere during warp travel, and confining your army to small transports like medivacs and their cockpits for long periods of time would not end well.
Cargo space is the amount of space available for your army, including crew quarters and whatever else is needed, so I think transport vessels could be one of the many physical manifestations of the stat. But arguing about it's physical manifestation is just as useless as arguing the physical manifestation of "points" - They can be raw materials, actual money or even an owed favor. The Cargo stat is similarly undefined I believe.
Race - Terran
Faction - The Pirates
Primary Hero - Grell Sharton
Grell's Backstory - Davy Jones Locker was a column of heap in space, asteroids and ships alike floating in the vast area. Pirates of the area began to band together after Adm’rl Damn Bonecrusher's death.
Actually, it was the opposite way around. With no one controlling them, they all started splitting up and fighting for power. They were united again after Cap'n Doom Bonecrusher appeared with a mysterious protoss flagship named the Flying Drunkman, eight templar and parts of Adm'rl Damn's fleet and quickly earned the respect of all pirates and criminals
They soon were able to connect, and altogether begin the construction of an asteroid city, using the bigger rocks that floated and old space hulls that still had enough use to be attached to the notwork of asteroids.
Hmmm... We'd usually prefer if people don't make up big important places for their characters backstory (Like entire planets or asteroid cities), but I actually like this idea :p Reminds me of Omega in Mass Effect. Just wanna say two things:
With that said, I kinda like the asteroid city idea. I was planning on having a sort of Merc Port in the Locker, but I could just turn it into a full city like Omega in Mass Effect, using your asteroid city. Thanks for the idea. I'll place it on the starmap once I have time to edit and reupload it.
Abilities:
Bayonet Attack: Using an attached bayonet to his weapon, Grell can perform afew high damage attacks to any units in melee range.
Energy: 75 Damage: 30 weaponspeed .6 Attacks: 4 Cooldown: 12 seconds
This hardly does more damage than your base attack. I've written up an alternative weapon above, seeing as that doesn't cost any extra and doesn't take up an ability slot. If you do want it to be an ability, 40 extra damage over 2.4 seconds is hardly worth 75 energy. Either lower energy cost to 25 or increase damage.
Precision shot: Training with the people who came through the asteroid city payed off, as he learned to aim for the weakest spot of any biological with deadly accuracy. The head of course.
Effect: Causes an enemy who survives the shot to be stunned for 4 seconds. Energy: 125 Damage: 80 Cooldown: 20 seconds
Don't see any reason for this ability to have a cooldown, especially not one that long. So, no cooldown for it.
Psionic Tap: The bloodline of psionics hardly falls into the lower ranks of society, yet a small few carry the ability to tap into even the weakest links of this when in life-or-death situations.
Effect: Causes Grell to go into a psionic concentration giving him a boost to his weapon speed and damage resistance by 30% for 10 seconds. after the ability is used, reduces weapon speed by 25% and causes his speed to drop down to 2. Energy: 50 Cooldown: 2 minutes Requirements: Lost atleast 10% of life and has been attacked within 5 seconds.
Tricky one... Damage reduction might be high :/ Will have a chat with the other GM(s) and see what they think
Heightened Vision (better name wanted): When you and your family are pirates whom are disliked by the many, you learn to keep an eye out.
Effect: Grell's acute sense of vision allow him to pick up on any invisible enemies that are moving or attack. Energy:0.4 (The regeneration rate)
How about just giving your hero permanent detector status?
The ship Gnashed-Wolf's stats:
Crew:
You've got 22 points left now, which is enough to buy 200 supply worth of units (maxing out your cargo) and have 2 points left over.
To explain: You first buy the unit tech, and then you buy supply. The tech is the relatively expensive thing listed in the spreadsheet and java tech calculator, and that is permanent. Once you have that, you buy supply, 1 point being worth 10 supply (This may change depending on relationship to the faction you're buying from) That supply you buy is then allocated to the unit types you have available (tech) in any way you want.
So let's say you buy medics, marines and vikings. Tech costs 26 altogether, and now you can buy supply: You buy 80 marines, 30 medics and 30 vikings, and that costs only 20 points as that's 200 supply - what actual units you bought doesn't matter. 200 supply of Thors costs the same as 200 supply of marines, you just need to have the tech.
So yeah, last thing you have to do: Buy your 200 supply of units and write down how you're dividing it (i.e. 80 marines, 30 medics, 30 vikings). If you're gonna keep the bayonet as a secondary weapon and get a refund for the ability point, I would suggest medivacs instead of medics, makes your army overall more mobile :) And you should buy the stimpacks upgrade (12 points).
There you go, Onslaughtbear
@Markllousk: Go
GMs do not need to be included in private conversations. You can ally with other players as long as it's in-character (What I mean to say is that a terran that absolutely hates zerg won't just go "Oh, hey zergling, let's be allies!" - If you're gonna ally with another character/player, make it reasonable and explain it in the IC (In-character) thread (once it goes up)
@Ha1fDead: Go
Im not entirely sure whether you got the exact point of what Orloth was trying to say: The Overmind is not communicating with the rest of the zerg at the moment. He wants you to give a reasonable explanation as to why your cerebrate would be an exception to the Overmind's silent treatment.
@Sheo
Character seems fine now :)