Very interesting and thought out backstory, Chaos :)
First of all: The Coalition is led by the Quantum Legion, who are very pacifistic. They would not have anyone assassinated and would veto and suggestions of it. The Magratheans and Tirions aren't military factions so they leave cases like Castellan to the other factions. While the Aranov Consectorate used to be quite the stereotypic dictatorship before, Domovoi Aranov despises his father and does his best to not be like him. While I wouldn't say an assassination is past him, he wouldn't easily consider one.
That leaves two factions, The Pirates and the Auruleans. Doom Bonecrusher simply wouldn't care, and the Auruleans and Aranov Consectorate despise him enough that they wouldn't even consider hiring him (In case of Aranov, it'd be high ranking personnel left over from Aranov's fathers time paying and ordering the assassination by themselves, without authorization, and once found out they'd probably be sent to jail). The Auruleans themselves however are some mean sons of bitches and also happen to be the ones manufacturing stealth equipment and training ghost and spectre operatives for the entire Coalition. It wouldn't be the first thing they've done behind the Coalitions back either.
In short: Change that part of your backstory to specifically mention the Auruleans. The other Coalition factions wouldn't order a hit on someone.
Of course, after Castellan runs and steals stuff from the Auruleans, he'd officially become a fugitive and wanted criminal, so that stuff is ok.
And the last bit is a bit problematic: There weren't many big battles in the last few years. The three races are only fighting amongst themselves (Coalition vs Outsider, Imperium vs Exiled, almost every brood vs almost every brood), Castellan would only really have had work opportunities in Outsider space.
Character details: Dispersion Shield:
How exactly are you thinking this should work? If you take 22 damage, does it get reduced to 11, or does only the surplus 2 damage get halved, so it ends up 21?
The former is rather weird, as dealing less damage actually ends up dealing more damage. The latter is useless with its current numbers, as almost nothing deals 20 damage in a single hit to begin with, and you'll still end up taking quite a lot of damage even from that.
I think this ability would probably be best with the latter way, but it reducing everything after 5. Fully upgraded marines will do 7 damage (Down from 9), Zerglings 6.5 (down from 8), Stalkers and marauders 9 (from 13), Immortals 14 (from 26), Sieged Tanks 23 (from 41? not sure). More effective than standard Hardened Shields against low damage units while still very good against high damage units.
The other "hero" units get the same version of this ability, no need to make it weaker.
Quote:
Master Crafted Weapon
Passive
-Dawn Blade: While the Dawn Blade is active, Castellan deals 5 bonus damage against biological units.
-Rail Rifle: While the Rail Rifle is active, Castellan deals 5 bonus damage against armored units.
This would literally just cost you 1 point if you added it as DPS instead of an ability.
Quote:
Dawn Blade/Rail Rifle
Toggle
Cost: None Cool down: 4
Weapons switch weapons between Dawn Blade and Rail Rifle.
This doesn't need to be an ability. Hero units can have multiple weapons as long as none of them have stats that exceed what you bought (Also, you can't make the melee weapon stronger because it isn't using the points invested in the range stat, just in case you were wondering)
Removing those two as abilities, your honor guards weapon switch ability and paying 1 point for the bonus damage reduces your heroes cost by 34 points combined, without actually losing anything.
About your second character, the lore is completely up to Wind, but I like what you wrote :) Telemose could create a very interesting story, probably more so than Castellan (Not saying Castellan is bad, I just think Telemose has a better set up for a really cool story), and could probably lead to some very interesting interactions with the Black Hand (New terran faction introduced in the last few posts)
As for the abilities:
Not sure whether bonus damage vs Heroic should be allowed. There aren't many heroic units in the first place, all of them are hero characters obviously, so having a tool that makes killing important characters easier is something that I don't think may be a too good idea I think. Also, don't think you really need cooldowns on your abilities. First passive is fine by me, the second passive is a bit trickier, I guess it might be fine, might not. It's ultimately Wind's decision anyway :p
Hey! Nice seeing some more interest in the RP :) But I highly recommend reading my first post, especially the "Premise" part. (There's buttons on the right that reveal the text, just in case you didn't notice) It goes over the very basics, but most importantly it mentions that this doesn't take place in the canon SC2 universe
What this means is you need to skim over the existing factions listed in the second post, and possibly some of the general backstory, because this does not involve anything from SC and SC2 - There are different planets, different factions, different characters. The SC universe is fairly vague in a lot of areas in its lore, which makes using the original setting a bit harder as you'd have to sift through wikis just to make sure you don't contradict anything, and creates other issues for the GMs. The advantages of using a new, (even more-)fictional setting are first of all more freedom as there's no chance of us contradicting official lore, and possibly more importantly: we define the lore. If something is vague, you PM the relevant GM and he can tell you the details. If you want to have a big role in some faction, you have more freedom doing so.
Anyway, as for your battlecruiser, it currently costs 80 points. You start with 300, which means if you want to divide them equally among an army, ship and hero character, that leaves you with another 20 points to use on it.
The Flagship is technically seen the only mandatory thing you need to have, but not having an army or at least hero characters that can properly enter a battle somewhat limits your role in the RP (Not saying it's exactly bad, you'll just have to be more imaginative and will have to find other ways to make an impact in the story)
If you have issues with the entire point system and the armies, feel free to message me and I'll help wherever I can. I know it's quite scary/confusing for a start, but trust me, the rest of the RP won't be like that at all. It's like buying a new house with new furniture, and going to Ikea with €2000 to spend on furniture. Yea, you'll have to buy a lot of stuff and spend a lot of money at one point, won't be too sure what to do with it, but once you're done with all that you have your furnished house and can do stuff with it, and if you need something else you forgot earlier or just couldn't afford, you save up for it and buy it later.
Everything sounds good to me, no hero characters so no balancing required.
Only one tiny thing that bothers me:
"While most Magrathean's end up in Domovoi's standing army"
I think it should say Aranov's, Domovoi Aranov's or The Aranov Consectorate's - I just feel as if the first name alone isn't very "appropriate"
Alright, troops may exist without their original flagship present. We never really discussed the rules on that, and not allowing it was kinda a safe/default choice, but I prefer it this way.
As for other plots: I want to get something with the Outsiders going, for which I'd really like to have a player on board but Chaos doesn't seem to be here :( It would tie into the Nick Reyd story as well, whom I can easily use to stir up some trouble. And for the one big one that would pretty much affect everyone, I'd just like one of the players to be free before we go down that route. Message me on skype if you want me to start it so that we can discuss some details again.
They can't leave ground forces without a flagship, and ground forces need to move anyway. And their ships aren't all be on the same planet (As you said, they're not stupid. They don't need all their ships in one place, but they will group up if necessary)
I'd just like to point out that you're quite literally going in at a 2:1 disadvantage, and only the Pirate Patrol is able to outrun the other ships, which also happen to have better maneuverability than the ships you currently have. I highly recommend trying to earn some favors and support with the factions so that you're not at a disadvantage when going in. Your ships and troops simply don't have the stats to win a 6v3 - Hell, they'd get destroyed in orbit by the two patrols.
The Magrathea system for example has an Outsider planet, getting rid of it may make the neighbours happy and safe enough to lend you more support.
Let me explain the ideas behind my flagship types:
Patrols in general are designed to win flagship battles. Coalition patrols (Aranov and Pirate) are better equipped than Outsider ones though, so if you get an even number they'll win.
Assaults are supposed to be strong ships with strong crews made for direct combat
Supports are just there for support - The ships are basically worthless, but they add another 200 supply of units to your army. If you want more mech, grab a Tirion Support, if you want Infantry grab a Magrathean Support
Raiders are quick and dirty - They include high mobility units and air transports so that you can hit at multiple places at once and just do tons of damage without a straight up fight.
The Aranov Heavy is a strong troop carrier. If it has a few flagships defending it from direct flagship to flagship combat, it'll win any planetary engagements simply through sheer amount of troops. Don't expect to get one of these - They're expensive and generally don't move away from Coalition capitals.
The Aurulean Special is a stealth oriented ship, having cloaked ghosts, spectres, wraiths and banshees to disrupt enemy operations.
You'll want to either have the ground or air advantage - You can win this by being tricky even if you have less ships, but not with the ones you currently have - They just don't have the stats to outplay the Outsider ships. If you run, the Patrols will catch you. If you don't, the Assaults will make it even more one sided. You can try and win with infantry by boarding, but you'll still need some durable ships to buy you time. The only ship that can currently do hit and runs is the Pirate Patrol.
Also, you might want to keep in mind that there are three planets you have to capture, not one. "Divide and conquer" comes to mind. Your patrol beats any one of their ships (Ravens nullify any anti-air while vikings mop up, and the flagship itself has either identical or better stats than the enemy), but it can't win a 2v1 and the other ships won't be able to shift the fight into your favor. Honestly, I think the best course of action is getting another patrol and then doing some multi-tasking and harassing.
I own too many ships to name all of them and their commanding officers :p I currently have 70 flagships, not counting special named ones like the Flying Drunkman or Arken
One Pirate Patrol (Identical to Aranov Patrols in the spreadsheet I gave you), one Pirate Raiders and one Tirion Support are currently part of the fleet, you'll probably want more ships than that.
The Outsider forces consist of 2 of each of their ship types (So 6 in total)
EDIT: So mozared's post cause me to get the "someone else posted" error message which I didnt see cause I immediately switched tabs, and only now noticed my post wanst posted
I'd go for "Just joined in" - Maybe having seen a job for mercenaries on the To-Do List in Domus, went there, find out that Xgerm/Grell pissed off and there is no leader atm, and you just take control of the situation and continue the job. If you have a better idea, feel free to go for it. Also, attaching an excel sheet with the stats of all terran armies so that you know what you have, what you're up against and what armies you still might want to recruit.
Well, you'd technically pick off from where he stopped - It's not like those fleets he had disappeared into thin air. So it's what, 2 pirate fleets and a Tirion support? You'll probably want a bit more than that, especially if you consider you have no army of your own but only hero units unlike xgerm.
If you have skype, add me (search for mighty.maity) so we can talk this over in more detail.
Ofc, if you want to start over, you're free to do that as well
@Wind & Orloth
What are our rules on inactive characters? Can Chaos take Xgerm's ship with him as part of the fleet? (Possibly without hero units on it)
If you don't have any plans, read the last few posts from Xgermkill - There's something I want to do regarding the Outsiders, which starts with his mission, so I'd like to know if you're up for continuing where he left off.
In addition to adding Chaos' character to the approved list, I removed all the inactive ones. Got em saved on my comp though, so if anyone decides to rejoin I can easily add em back on the list.
Very interesting and thought out backstory, Chaos :)
First of all: The Coalition is led by the Quantum Legion, who are very pacifistic. They would not have anyone assassinated and would veto and suggestions of it. The Magratheans and Tirions aren't military factions so they leave cases like Castellan to the other factions. While the Aranov Consectorate used to be quite the stereotypic dictatorship before, Domovoi Aranov despises his father and does his best to not be like him. While I wouldn't say an assassination is past him, he wouldn't easily consider one.
That leaves two factions, The Pirates and the Auruleans. Doom Bonecrusher simply wouldn't care, and the Auruleans and Aranov Consectorate despise him enough that they wouldn't even consider hiring him (In case of Aranov, it'd be high ranking personnel left over from Aranov's fathers time paying and ordering the assassination by themselves, without authorization, and once found out they'd probably be sent to jail). The Auruleans themselves however are some mean sons of bitches and also happen to be the ones manufacturing stealth equipment and training ghost and spectre operatives for the entire Coalition. It wouldn't be the first thing they've done behind the Coalitions back either.
In short: Change that part of your backstory to specifically mention the Auruleans. The other Coalition factions wouldn't order a hit on someone.
Of course, after Castellan runs and steals stuff from the Auruleans, he'd officially become a fugitive and wanted criminal, so that stuff is ok.
And the last bit is a bit problematic: There weren't many big battles in the last few years. The three races are only fighting amongst themselves (Coalition vs Outsider, Imperium vs Exiled, almost every brood vs almost every brood), Castellan would only really have had work opportunities in Outsider space.
Character details:
Dispersion Shield:
How exactly are you thinking this should work? If you take 22 damage, does it get reduced to 11, or does only the surplus 2 damage get halved, so it ends up 21?
The former is rather weird, as dealing less damage actually ends up dealing more damage. The latter is useless with its current numbers, as almost nothing deals 20 damage in a single hit to begin with, and you'll still end up taking quite a lot of damage even from that.
I think this ability would probably be best with the latter way, but it reducing everything after 5. Fully upgraded marines will do 7 damage (Down from 9), Zerglings 6.5 (down from 8), Stalkers and marauders 9 (from 13), Immortals 14 (from 26), Sieged Tanks 23 (from 41? not sure). More effective than standard Hardened Shields against low damage units while still very good against high damage units.
The other "hero" units get the same version of this ability, no need to make it weaker.
This would literally just cost you 1 point if you added it as DPS instead of an ability.
This doesn't need to be an ability. Hero units can have multiple weapons as long as none of them have stats that exceed what you bought (Also, you can't make the melee weapon stronger because it isn't using the points invested in the range stat, just in case you were wondering)
Removing those two as abilities, your honor guards weapon switch ability and paying 1 point for the bonus damage reduces your heroes cost by 34 points combined, without actually losing anything.
About your second character, the lore is completely up to Wind, but I like what you wrote :) Telemose could create a very interesting story, probably more so than Castellan (Not saying Castellan is bad, I just think Telemose has a better set up for a really cool story), and could probably lead to some very interesting interactions with the Black Hand (New terran faction introduced in the last few posts)
As for the abilities:
Not sure whether bonus damage vs Heroic should be allowed. There aren't many heroic units in the first place, all of them are hero characters obviously, so having a tool that makes killing important characters easier is something that I don't think may be a too good idea I think. Also, don't think you really need cooldowns on your abilities. First passive is fine by me, the second passive is a bit trickier, I guess it might be fine, might not. It's ultimately Wind's decision anyway :p
@FenixKissKerrigan: Go
Hey! Nice seeing some more interest in the RP :) But I highly recommend reading my first post, especially the "Premise" part. (There's buttons on the right that reveal the text, just in case you didn't notice) It goes over the very basics, but most importantly it mentions that this doesn't take place in the canon SC2 universe
What this means is you need to skim over the existing factions listed in the second post, and possibly some of the general backstory, because this does not involve anything from SC and SC2 - There are different planets, different factions, different characters. The SC universe is fairly vague in a lot of areas in its lore, which makes using the original setting a bit harder as you'd have to sift through wikis just to make sure you don't contradict anything, and creates other issues for the GMs. The advantages of using a new, (even more-)fictional setting are first of all more freedom as there's no chance of us contradicting official lore, and possibly more importantly: we define the lore. If something is vague, you PM the relevant GM and he can tell you the details. If you want to have a big role in some faction, you have more freedom doing so.
Anyway, as for your battlecruiser, it currently costs 80 points. You start with 300, which means if you want to divide them equally among an army, ship and hero character, that leaves you with another 20 points to use on it.
The Flagship is technically seen the only mandatory thing you need to have, but not having an army or at least hero characters that can properly enter a battle somewhat limits your role in the RP (Not saying it's exactly bad, you'll just have to be more imaginative and will have to find other ways to make an impact in the story)
If you have issues with the entire point system and the armies, feel free to message me and I'll help wherever I can. I know it's quite scary/confusing for a start, but trust me, the rest of the RP won't be like that at all. It's like buying a new house with new furniture, and going to Ikea with €2000 to spend on furniture. Yea, you'll have to buy a lot of stuff and spend a lot of money at one point, won't be too sure what to do with it, but once you're done with all that you have your furnished house and can do stuff with it, and if you need something else you forgot earlier or just couldn't afford, you save up for it and buy it later.
@ChaosInfinityLord: Go
That's quite the wall of text. I was kinda busy today, I'll go over it tomorrow :) Nice to have you back.
Not much to say apart from "Approved"! :)
Took you long enough to finally post, so I'll make this quick.
Everything sounds good to me, no hero characters so no balancing required.
Only one tiny thing that bothers me:
"While most Magrathean's end up in Domovoi's standing army"
I think it should say Aranov's, Domovoi Aranov's or The Aranov Consectorate's - I just feel as if the first name alone isn't very "appropriate"
Welcome back, Brown :) I'm fine with whatever you pick. Can't wait to see some more action here :)
@Orloth7: Go
Alright, troops may exist without their original flagship present. We never really discussed the rules on that, and not allowing it was kinda a safe/default choice, but I prefer it this way.
As for other plots: I want to get something with the Outsiders going, for which I'd really like to have a player on board but Chaos doesn't seem to be here :( It would tie into the Nick Reyd story as well, whom I can easily use to stir up some trouble. And for the one big one that would pretty much affect everyone, I'd just like one of the players to be free before we go down that route. Message me on skype if you want me to start it so that we can discuss some details again.
@ChaosInfinityLord: Go
They can't leave ground forces without a flagship, and ground forces need to move anyway. And their ships aren't all be on the same planet (As you said, they're not stupid. They don't need all their ships in one place, but they will group up if necessary)
I'd just like to point out that you're quite literally going in at a 2:1 disadvantage, and only the Pirate Patrol is able to outrun the other ships, which also happen to have better maneuverability than the ships you currently have. I highly recommend trying to earn some favors and support with the factions so that you're not at a disadvantage when going in. Your ships and troops simply don't have the stats to win a 6v3 - Hell, they'd get destroyed in orbit by the two patrols.
The Magrathea system for example has an Outsider planet, getting rid of it may make the neighbours happy and safe enough to lend you more support.
Let me explain the ideas behind my flagship types:
Patrols in general are designed to win flagship battles. Coalition patrols (Aranov and Pirate) are better equipped than Outsider ones though, so if you get an even number they'll win.
Assaults are supposed to be strong ships with strong crews made for direct combat
Supports are just there for support - The ships are basically worthless, but they add another 200 supply of units to your army. If you want more mech, grab a Tirion Support, if you want Infantry grab a Magrathean Support
Raiders are quick and dirty - They include high mobility units and air transports so that you can hit at multiple places at once and just do tons of damage without a straight up fight.
The Aranov Heavy is a strong troop carrier. If it has a few flagships defending it from direct flagship to flagship combat, it'll win any planetary engagements simply through sheer amount of troops. Don't expect to get one of these - They're expensive and generally don't move away from Coalition capitals.
The Aurulean Special is a stealth oriented ship, having cloaked ghosts, spectres, wraiths and banshees to disrupt enemy operations.
You'll want to either have the ground or air advantage - You can win this by being tricky even if you have less ships, but not with the ones you currently have - They just don't have the stats to outplay the Outsider ships. If you run, the Patrols will catch you. If you don't, the Assaults will make it even more one sided. You can try and win with infantry by boarding, but you'll still need some durable ships to buy you time. The only ship that can currently do hit and runs is the Pirate Patrol.
Also, you might want to keep in mind that there are three planets you have to capture, not one. "Divide and conquer" comes to mind. Your patrol beats any one of their ships (Ravens nullify any anti-air while vikings mop up, and the flagship itself has either identical or better stats than the enemy), but it can't win a 2v1 and the other ships won't be able to shift the fight into your favor. Honestly, I think the best course of action is getting another patrol and then doing some multi-tasking and harassing.
@ChaosInfinityLord: Go
Up to you, never mentioned before.
I own too many ships to name all of them and their commanding officers :p I currently have 70 flagships, not counting special named ones like the Flying Drunkman or Arken
One Pirate Patrol (Identical to Aranov Patrols in the spreadsheet I gave you), one Pirate Raiders and one Tirion Support are currently part of the fleet, you'll probably want more ships than that.
The Outsider forces consist of 2 of each of their ship types (So 6 in total)
EDIT: So mozared's post cause me to get the "someone else posted" error message which I didnt see cause I immediately switched tabs, and only now noticed my post wanst posted
@ChaosInfinityLord: Go
I'd go for "Just joined in" - Maybe having seen a job for mercenaries on the To-Do List in Domus, went there, find out that Xgerm/Grell pissed off and there is no leader atm, and you just take control of the situation and continue the job. If you have a better idea, feel free to go for it. Also, attaching an excel sheet with the stats of all terran armies so that you know what you have, what you're up against and what armies you still might want to recruit.
@ChaosInfinityLord: Go
Well, you'd technically pick off from where he stopped - It's not like those fleets he had disappeared into thin air. So it's what, 2 pirate fleets and a Tirion support? You'll probably want a bit more than that, especially if you consider you have no army of your own but only hero units unlike xgerm. If you have skype, add me (search for mighty.maity) so we can talk this over in more detail.
Ofc, if you want to start over, you're free to do that as well
@Wind & Orloth What are our rules on inactive characters? Can Chaos take Xgerm's ship with him as part of the fleet? (Possibly without hero units on it)
@ChaosInfinityLord: Go
If you don't have any plans, read the last few posts from Xgermkill - There's something I want to do regarding the Outsiders, which starts with his mission, so I'd like to know if you're up for continuing where he left off.
Didn't see you updated your characters Chaos.
In addition to adding Chaos' character to the approved list, I removed all the inactive ones. Got em saved on my comp though, so if anyone decides to rejoin I can easily add em back on the list.