JonathanMS
02-14-2006, 11:03 PM
I dont know if this is the right place to post this or not. Anyways, this is just a little idea I've been working on for an idea for a fictional universe that I have. I have been trying to put into an RTS game type format just to get it organized. None of the races are finished and the only ones that I've even got stuff down on here for so far are humans and Calarians(the primary alien race). I will be adding to it soon.
Anyways, I would like to hear some comments and suggestions about what I have so far. Criticism is welcome, but dont be shy about saying what you like about it either :D .
PS: I know the human intro paragraph is kinda cheesey, but its still in its first draft form; I will redo it at some point.
GALACTIC DOMINATION
UNIT STATS
HP(hit points), AR(armor rating), MS(movement speed), FP(firepower), AP(armor penetration), CR(combat range), DR(detection range), BR(blast radius), RF(rate of fire)
RACES
1. Humans
It is about a century into the future and mankind has ventured into space and begun to set up colonies on other worlds. We even discovered other intelligent life. But not all of them are friendly. Now mankind has found itself having to hold its own against the dangers of the galaxy and the United Earth Astromarine Corps. is our only defense.
Units
INFANTRY
Astromarine
Cost: 33 HP: 20 AR: 1 MS: 3 FP: 2 AP: 1 CR: 6 BR: 0
The bread and butter unit of the humans, the astromarine is armed with an assault rifle and fitted in combat armor. The assault rifle fires five round bursts of 8mm ammunition. They are decent against infantry, but not so good against armored vehicles.
Rocket Marine
Cost: 98 HP: 20 AR: 1 MS: 1 FP: 40 AP: 4 CR: 30 BR: 2
The Rocket Marine is armed with a rocket launcher and is good for dealing with both armored vehicles and flying units.
Gunner
Cost: 38 HP: 20 AR: 1 MS: 2 FP: 3 AP: 2 CR: 10 BR: 1
The Gunner is basicly a more powerfull version of the standard astromarine. Armed with a high powered, fully automatic machinegun, gunners are excellent at dealing with infantry and can do good against light vehicles too.
Grenadier
Cost: 51 HP: 20 AR: 1 MS: 2 FP: 8 AP: 2 CR: 15 BR: 3
Armed with a grenade launcher, Grenadiers have a good range and their grenades have a blast radius that allows them to possibly attack more than one target at once.
Miner
Miners collect the material that you use to build structures and weapons and to buy units.
Medic
Medics have the ability to heal wounded infantry.
Engineer
Engineers are one of your most important units. They are the ones that build your structures and weapons. Engineers also have two upgrades. The first them to disarm any mines and explosive charges within a certain radius of them. The second allows them to plant an explosive charge.
Technician
Technicians are basicly medics, except for vehicles, structures and weapons. A technician can repair damaged vehicles, structures and stationary weapons.
Cat
CATs(Covert Actions Troopers), often referred to simply as Cats, are the special operations of the astromarines. They can sneak into enemy territory with little chance of being detected, take out infantry and light vehicles easily with their sniper rifles, and can call in attacks from long range units.
VEHICLES
Battle Tank
Cost: 483 HP: 300 AR: 4 MS: 5 FP: 50 AP: 4 CR: 100 BR: 4
Main Armament: 125mm cannon
-Restricitons: cannot be used against aircraft or infantry units.
Secondary Armament: machinegun FP: 3 AP: 2 CR: 10 BR: 1
Pulverizer super tank
Cost: 846 HP: 450 AR: 5 MS: 6 FP: 150 AP: 5 CR: 200 BR: 3
Main Armament: Laser Cannon
Secondary Armament: 2x 20mm AC FP: 4 AP: 2 CR: 20 BR: 1
Upgrades: long range heavy missiles x6 FP: 1K AP: 5 CR: 300 BR: 5
40mm gattling cannon FP: 16 AP: 3 CR: 20 BR: 1
Panther Jeep
Cost: 75 HP: 50 AR: 2 MS: 8 FP: 3 AP: 2 CR: 10
Main Armament: Machinegun
This is the all terrain jeep of the human forces. It is fast and maneuverable, but doesnt have much armor or firepower for a vehicle. It is a good choice for a recon unit. It is also good for quick raids against infantry forces due to its high level of speed being balanced by its low firepower and hit points.
Armored Personnel Carrier
Cost: 122 HP: 100 AR: 3 MS: 6 FP: 3 AP: 2 CR: 10
Main Armament: Machinegun
Upgrades: anti-tank missile
Transport: 10 infantry
Behemoth self-propelled howitzer
Cost: 712 HP: 300 AR: 2 MS: 3 FP: 200 AP: 3 CR: 200 BR: 4
Main Armament: 8in howitzer
AIRCRAFT
Eagle
Cost: 407 HP: 250 AR: 3 MS: 20 FP: 5 AP: 3 CR: 30
Main Armament: 25mm autocannon
Secondary Armament: Air to ground missiles(8) FP: 75 AP: 4 CR: 40
This is the standard air unit of the human forces. It can hover and is armed with an autocannon and missiles. Once all four are used the missiles can be reloaded by a technician for a total cost of 96 resource points. Its great against infantry and tanks.
Bullfrog light air transport
Kangaroo heavy air transport
STRUCTURES
Central Command
You need this structure to build any others, so make sure it stays protected. Also, this is were you train miners, engineers and technicians.
Storage Bin
How many of these you have determines how many units you can have on the board.
Power Station
You must have a power station within a certain distance of where you want to build or you cant build there. You must also keep one within a certain distance of each of your building if you want your building to remain functional.
Refinery
This is where the miners take the resources they gather to turn them into resource points. Other than the central command, this is your most important structure.
Barracks
This is where you train the astromarines. Upgrading this facility will allow you to also train the rocket marine, gunner, grenadier and Cat spec ops troops.
Factory
This is where you build your ground vehicles and artillery pieces. Also, you must have this facility up in order to build stationary weapons.
Hangar
This is where you build your air units.
Starbase
Having this structure available allows you to call upon ships in your starfleet for orbital strikes. Orbital strikes available to human forces include:
Tactical Nuke
Laser Cannon
WEAPONS
SPECIAL ATTACKS
CHARACTERS
2. Calarians
INFANTRY
Calarian Soldier
Cost: 40 HP: 25 AR: 2 MS: 3 FP: 2 AP: 2 CR: 4 BR: 2
VEHICLES
Calarian Hover Tank
Cost: 431 HP: 250 AR: 5 MS: 9 FP: 40 AP: 5 CR: 100 BR: 4
Main Armament: Photon cannon
-Restrictions: cant be fired at infantry or aircrafts.
Secondary Armament: laser gun FP: 4 AP: 3 CR: 10 BR: 1
AIRCRAFT
STRUCTURES
STATIONARY WEAPONS
Anyways, I would like to hear some comments and suggestions about what I have so far. Criticism is welcome, but dont be shy about saying what you like about it either :D .
PS: I know the human intro paragraph is kinda cheesey, but its still in its first draft form; I will redo it at some point.
GALACTIC DOMINATION
UNIT STATS
HP(hit points), AR(armor rating), MS(movement speed), FP(firepower), AP(armor penetration), CR(combat range), DR(detection range), BR(blast radius), RF(rate of fire)
RACES
1. Humans
It is about a century into the future and mankind has ventured into space and begun to set up colonies on other worlds. We even discovered other intelligent life. But not all of them are friendly. Now mankind has found itself having to hold its own against the dangers of the galaxy and the United Earth Astromarine Corps. is our only defense.
Units
INFANTRY
Astromarine
Cost: 33 HP: 20 AR: 1 MS: 3 FP: 2 AP: 1 CR: 6 BR: 0
The bread and butter unit of the humans, the astromarine is armed with an assault rifle and fitted in combat armor. The assault rifle fires five round bursts of 8mm ammunition. They are decent against infantry, but not so good against armored vehicles.
Rocket Marine
Cost: 98 HP: 20 AR: 1 MS: 1 FP: 40 AP: 4 CR: 30 BR: 2
The Rocket Marine is armed with a rocket launcher and is good for dealing with both armored vehicles and flying units.
Gunner
Cost: 38 HP: 20 AR: 1 MS: 2 FP: 3 AP: 2 CR: 10 BR: 1
The Gunner is basicly a more powerfull version of the standard astromarine. Armed with a high powered, fully automatic machinegun, gunners are excellent at dealing with infantry and can do good against light vehicles too.
Grenadier
Cost: 51 HP: 20 AR: 1 MS: 2 FP: 8 AP: 2 CR: 15 BR: 3
Armed with a grenade launcher, Grenadiers have a good range and their grenades have a blast radius that allows them to possibly attack more than one target at once.
Miner
Miners collect the material that you use to build structures and weapons and to buy units.
Medic
Medics have the ability to heal wounded infantry.
Engineer
Engineers are one of your most important units. They are the ones that build your structures and weapons. Engineers also have two upgrades. The first them to disarm any mines and explosive charges within a certain radius of them. The second allows them to plant an explosive charge.
Technician
Technicians are basicly medics, except for vehicles, structures and weapons. A technician can repair damaged vehicles, structures and stationary weapons.
Cat
CATs(Covert Actions Troopers), often referred to simply as Cats, are the special operations of the astromarines. They can sneak into enemy territory with little chance of being detected, take out infantry and light vehicles easily with their sniper rifles, and can call in attacks from long range units.
VEHICLES
Battle Tank
Cost: 483 HP: 300 AR: 4 MS: 5 FP: 50 AP: 4 CR: 100 BR: 4
Main Armament: 125mm cannon
-Restricitons: cannot be used against aircraft or infantry units.
Secondary Armament: machinegun FP: 3 AP: 2 CR: 10 BR: 1
Pulverizer super tank
Cost: 846 HP: 450 AR: 5 MS: 6 FP: 150 AP: 5 CR: 200 BR: 3
Main Armament: Laser Cannon
Secondary Armament: 2x 20mm AC FP: 4 AP: 2 CR: 20 BR: 1
Upgrades: long range heavy missiles x6 FP: 1K AP: 5 CR: 300 BR: 5
40mm gattling cannon FP: 16 AP: 3 CR: 20 BR: 1
Panther Jeep
Cost: 75 HP: 50 AR: 2 MS: 8 FP: 3 AP: 2 CR: 10
Main Armament: Machinegun
This is the all terrain jeep of the human forces. It is fast and maneuverable, but doesnt have much armor or firepower for a vehicle. It is a good choice for a recon unit. It is also good for quick raids against infantry forces due to its high level of speed being balanced by its low firepower and hit points.
Armored Personnel Carrier
Cost: 122 HP: 100 AR: 3 MS: 6 FP: 3 AP: 2 CR: 10
Main Armament: Machinegun
Upgrades: anti-tank missile
Transport: 10 infantry
Behemoth self-propelled howitzer
Cost: 712 HP: 300 AR: 2 MS: 3 FP: 200 AP: 3 CR: 200 BR: 4
Main Armament: 8in howitzer
AIRCRAFT
Eagle
Cost: 407 HP: 250 AR: 3 MS: 20 FP: 5 AP: 3 CR: 30
Main Armament: 25mm autocannon
Secondary Armament: Air to ground missiles(8) FP: 75 AP: 4 CR: 40
This is the standard air unit of the human forces. It can hover and is armed with an autocannon and missiles. Once all four are used the missiles can be reloaded by a technician for a total cost of 96 resource points. Its great against infantry and tanks.
Bullfrog light air transport
Kangaroo heavy air transport
STRUCTURES
Central Command
You need this structure to build any others, so make sure it stays protected. Also, this is were you train miners, engineers and technicians.
Storage Bin
How many of these you have determines how many units you can have on the board.
Power Station
You must have a power station within a certain distance of where you want to build or you cant build there. You must also keep one within a certain distance of each of your building if you want your building to remain functional.
Refinery
This is where the miners take the resources they gather to turn them into resource points. Other than the central command, this is your most important structure.
Barracks
This is where you train the astromarines. Upgrading this facility will allow you to also train the rocket marine, gunner, grenadier and Cat spec ops troops.
Factory
This is where you build your ground vehicles and artillery pieces. Also, you must have this facility up in order to build stationary weapons.
Hangar
This is where you build your air units.
Starbase
Having this structure available allows you to call upon ships in your starfleet for orbital strikes. Orbital strikes available to human forces include:
Tactical Nuke
Laser Cannon
WEAPONS
SPECIAL ATTACKS
CHARACTERS
2. Calarians
INFANTRY
Calarian Soldier
Cost: 40 HP: 25 AR: 2 MS: 3 FP: 2 AP: 2 CR: 4 BR: 2
VEHICLES
Calarian Hover Tank
Cost: 431 HP: 250 AR: 5 MS: 9 FP: 40 AP: 5 CR: 100 BR: 4
Main Armament: Photon cannon
-Restrictions: cant be fired at infantry or aircrafts.
Secondary Armament: laser gun FP: 4 AP: 3 CR: 10 BR: 1
AIRCRAFT
STRUCTURES
STATIONARY WEAPONS