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On April 16, 1961, man reached heaven - and heaven looked back. Aboard a Vostok 3KA, Yuri Gagarin made first contact with extraterrestrial life. Unfortunately for him, it would be the last contact he would have with anything. He went missing, and the mysterious beings descended on the Earth. As major cities came under siege, a world-wide push for agencies capable of holding the invaders off became strong.
You are the leader of one of these agencies. Armed with some of the best technology available, you must organize defenses against the invaders and find a way to stop their onslaught.
Agency Creation
As said above, you are playing the role of a leader of an organization. This organization can have its own goals and can be as international or closed as you want. Just follow the signup format.
Agency Name: Simple enough, right? Only requirement is that it cannot be XCOM. Be a little original, please.
Base Location: The country that houses your agency.
Alignment: Alien invasion aside, the world is embroiled in the Cold War. You can be aligned with the West(NATO and other US allies) or the Communists(Warsaw Pact and the rest of the USSR sphere) or be neutral. This only dictates your starting relations, and you can cozy up to anybody if you wanted - with possible repercussions of course. Also note, You can align yourself with the invaders - PM me for details. You do not want to put that information in your signup, but I won't disallow it.
Background: This is entirely optional, but it would help flesh your faction out and you may be rewarded for a job well done in this respect. Do note I may have biases.
Stats and Explanation
Player: Tyo
Agency Name: XCOM
Base Location: The United States of America
Alignment: The West
Fame: A
(This is a scale of how much countries around the world like and respect your organization. This is the key to more funding opportunities and deals. If your organization is confirmed to be alien sympathizers, this stat becomes "Infamy" and will be explained when/if it happens.)
Power: 7/15
(Power limits how many buildings you can operate. Each building drains power at different rates{aside from power plants, which just generate power}. If you reach your power limit or if your power stations are destroyed/disabled, you may not construct any more facilities before you construct more power plants.)
Structures[6/10]: Combustion Power Plant, Barracks, Engineering Workshop, Laboratory, Central Command, Runway
(You can build structures for your base. These structures have unique effects - we'll go over specifics later. You can only have 10 structures max to start with, and must pay to expand your base further. You start with the structures above.)
Funding: 1000
(As said earlier, your finding is based on how much countries decide to send you. You can increase funding by making deals with countries, such as promises of protection or sharing alien tech. Funding has a wide array of uses. It pays for your research projects, your soldiers, your equipment, and the expansion of your base.)
Alien Alloys: 0
(This limits your creation of equipment derived from alien technology. For example, to develop alien-based armor for your troops, you must have alloys to spend. You obtain alien alloys by winning assaults against aliens, securing their equipment.)
Alien Equipment
(You can salvage specific equipment after missions against aliens. This equipment can be researched and reverse-engineered for your own use. This is discussed further on.)
Squads: 1/3
(You start with one squad. The starting stats for this squad are semi-randomized. You can name your squads whatever you would like. As above, squads have different stats. The assault stat dictates how well the squad handles strike missions, such as taking on invaders int he field. The infiltration stat describes proficiency in stealth operations, such as sneaking aboard enemy ships or finding dirt on other agencies. The heavy stat describes proficiency in anti-armor or anti-base operations. The Support stat describes proficiency in defensive missions and troop mortality. Squad stats can be upgraded with better technology and passively increase through experience, although this increase is more long-term. In order to obtain more squads, you must recruit them. Post/PM me about what you want in a squad [High infiltration rating for example] and I will give you some options for recruitment along with price tags. The number of squads you can house depends on how many barracks/holding facilities you have.
Aircraft: 3/3
(Aircraft are used to engage enemy UFOs, provide air support for your ground troops, and quickly transport your troops across the globe. They, like your troops, can be upgraded with better equipment as you reverse engineer alien technology. The number of aircraft you can house depends on your number of runways/aircraft structures.)
Structures
There are six structures you may build at the beginning of this game.
Combustion Power Plant[600 F]: A miscellaneous power plant that generates power by burning a fuel. Provides 15 power.
Worldwide Stability
Each turn, I will update the stability for countries around the world. A country's stability is color-coded - Blue-Green-Yellow-Light Red-Dark Red-Black, where blue is perfect and black is collapsed. Blue countries won't have any current alien presence. From there, alien presence builds and you may send expeditions to try to erases their presence. Note that more stable countries can provide bigger paychecks. Collapsed countries are not salvageable within the scope of this game, but their land is likely full of aliens to assault and perhaps people to save. For simplicity's sake, all countries will start green.
Missions and Expeditions
I will refer to all your undertakings in general as Expeditions. Expeditions, outside of Missions, will have whatever goal you want them to and are almost completely open-ended. Expeditions can be against aliens, countries, or agencies alike. Missions can range from assassination and demolition to stealing research data and disrupting alien supply lines.
Note that in order to attack an agency, you must do enough espionage/information gathering against them to find out where their base is. No matter what their signup says, no agency has free knowledge on the whereabouts of other agencies if not told in an in-character setting.
Though you may want to take on your own exploits, I will also have missions posted each update commissioned by a country in the world. These missions are often commissioned specifically for alien control, but they can also be for the purpose of undermining another country. For example, the USA may commission an assassination mission on a leader that is leaning towards the Soviet Union. There will never be missions targeted towards undermining an agency directly UNLESS they have been confirmed to be aligned with the aliens publicly.
Research and Development
As you obtain alien equipment, you will be able to do research into and reverse-engineer them. To start a research project, throw me a pitch. For example, if you have an intact alien flight computer, you may ask to do research into it and I will green-light the project - giving you a cost and estimated time-for-completion. When completed, I will PM you the benefit and you can share these secrets at your leisure.
You can also gain research by making deals with countries/agencies that have it studied. Or by going on expeditions to steal research materials so you don't have to go out in the field yourself. In the end, your methods and the repercussions of those methods are on you.
On April 16, 1961, man reached heaven - and heaven looked back. Aboard a Vostok 3KA, Yuri Gagarin made first contact with extraterrestrial life. Unfortunately for him, it would be the last contact he would have with anything. He went missing, and the mysterious beings descended on the Earth. As major cities came under siege, a world-wide push for agencies capable of holding the invaders off became strong.
You are the leader of one of these agencies. Armed with some of the best technology available, you must organize defenses against the invaders and find a way to stop their onslaught.
Agency Creation
As said above, you are playing the role of a leader of an organization. This organization can have its own goals and can be as international or closed as you want. Just follow the signup format.
Agency Name: Simple enough, right? Only requirement is that it cannot be XCOM. Be a little original, please.
Base Location: The country that houses your agency.
Alignment: Alien invasion aside, the world is embroiled in the Cold War. You can be aligned with the West(NATO and other US allies) or the Communists(Warsaw Pact and the rest of the USSR sphere) or be neutral. This only dictates your starting relations, and you can cozy up to anybody if you wanted - with possible repercussions of course. Also note, You can align yourself with the invaders - PM me for details. You do not want to put that information in your signup, but I won't disallow it.
Background: This is entirely optional, but it would help flesh your faction out and you may be rewarded for a job well done in this respect. Do note I may have biases.
Stats and Explanation
Player: Tyo
Agency Name: XCOM
Base Location: The United States of America
Alignment: The West
Fame: A
(This is a scale of how much countries around the world like and respect your organization. This is the key to more funding opportunities and deals. If your organization is confirmed to be alien sympathizers, this stat becomes "Infamy" and will be explained when/if it happens.)
Power: 7/15
(Power limits how many buildings you can operate. Each building drains power at different rates{aside from power plants, which just generate power}. If you reach your power limit or if your power stations are destroyed/disabled, you may not construct any more facilities before you construct more power plants.)
Structures[6/10]: Combustion Power Plant, Barracks, Engineering Workshop, Laboratory, Central Command, Runway
(You can build structures for your base. These structures have unique effects - we'll go over specifics later. You can only have 10 structures max to start with, and must pay to expand your base further. You start with the structures above.)
Funding: 1000
(As said earlier, your finding is based on how much countries decide to send you. You can increase funding by making deals with countries, such as promises of protection or sharing alien tech. Funding has a wide array of uses. It pays for your research projects, your soldiers, your equipment, and the expansion of your base.)
Alien Alloys: 0
(This limits your creation of equipment derived from alien technology. For example, to develop alien-based armor for your troops, you must have alloys to spend. You obtain alien alloys by winning assaults against aliens, securing their equipment.)
Alien Equipment
Spoiler :
N/A
(You can salvage specific equipment after missions against aliens. This equipment can be researched and reverse-engineered for your own use. This is discussed further on.)
Squads: 1/3
Spoiler :
Echo 1
- Assault Rating: D
- Infiltration Rating: E
- Heavy Rating: C
- Support Rating: C
- Experience: 3
Aircraft: 3/3
Spoiler :
Interceptor 1:
- Experience: 0
- Weapons: Anti-aircraft missiles
- Engine Rating: D
- Aerodynamics: D
- Squad Capacity: 0
- Experience: 0
- Weapons: N/A
- Engine Rating: E
- Engine Rating: E
- Squad Capacity: 1
- Experience: 0
- Weapons: Small Aerial Bombs
- Engine Rating: D
- Aerodynamics: E
- Squad Capacity: 1
Structures
There are six structures you may build at the beginning of this game.
Combustion Power Plant[600 F]: A miscellaneous power plant that generates power by burning a fuel. Provides 15 power.
- Laboratory[450 F]: Quickens the time research is completed. At least one required to do research. Uses 2 power.
- Engineering Workshop[350 F]: Quickens the time to build facilities and equipment, also makes building facilities and equipment cheaper. You can build facilities without one, but you cannot build equipment. Uses 2 power.
- Barracks[300 F]: Required to house and recruit squads. Houses 3 squads. Uses 1 power.
- Runway[350 F]: Required to store and build aircraft. Stores 3 aircraft. Uses 1 power.
- Central Command[500 F]: Required to undertake expeditions, including missions and your own activities. Comes with a built-in Medical Unit. Only one allowed. Uses 1 power.
- Officer Training School[400 F]: Unlocks one-time upgrades for experienced squads for purchase. Uses 2 power.
- Medical Unit[250 F]: Increases number of squads that can be actively healed by 1. Uses 1 power.
- Base Expansion[500 F]: Increases by 500 each time you wish to expand. Increases structure capacity by 10. Uses no power, but requires one Engineering Workshop per expansion (third expansion requires 3 workshops).
Worldwide Stability
Each turn, I will update the stability for countries around the world. A country's stability is color-coded - Blue-Green-Yellow-Light Red-Dark Red-Black, where blue is perfect and black is collapsed. Blue countries won't have any current alien presence. From there, alien presence builds and you may send expeditions to try to erases their presence. Note that more stable countries can provide bigger paychecks. Collapsed countries are not salvageable within the scope of this game, but their land is likely full of aliens to assault and perhaps people to save. For simplicity's sake, all countries will start green.
Missions and Expeditions
I will refer to all your undertakings in general as Expeditions. Expeditions, outside of Missions, will have whatever goal you want them to and are almost completely open-ended. Expeditions can be against aliens, countries, or agencies alike. Missions can range from assassination and demolition to stealing research data and disrupting alien supply lines.
Note that in order to attack an agency, you must do enough espionage/information gathering against them to find out where their base is. No matter what their signup says, no agency has free knowledge on the whereabouts of other agencies if not told in an in-character setting.
Though you may want to take on your own exploits, I will also have missions posted each update commissioned by a country in the world. These missions are often commissioned specifically for alien control, but they can also be for the purpose of undermining another country. For example, the USA may commission an assassination mission on a leader that is leaning towards the Soviet Union. There will never be missions targeted towards undermining an agency directly UNLESS they have been confirmed to be aligned with the aliens publicly.
Research and Development
As you obtain alien equipment, you will be able to do research into and reverse-engineer them. To start a research project, throw me a pitch. For example, if you have an intact alien flight computer, you may ask to do research into it and I will green-light the project - giving you a cost and estimated time-for-completion. When completed, I will PM you the benefit and you can share these secrets at your leisure.
You can also gain research by making deals with countries/agencies that have it studied. Or by going on expeditions to steal research materials so you don't have to go out in the field yourself. In the end, your methods and the repercussions of those methods are on you.