dldnjstjr
The Shrubber
- Joined
- Aug 4, 2006
- Messages
- 1,681
DJNES: The Hundred Worlds
I'm still working on DLNES with Lightfang, but I wanted to do my own NES in spare time. Don't worry, it won't be neglected.
Introduction:
On April 12, 1961, a Russian Air Force officer, Yuri Alekseyevich Gagarin, became the first man to be in space, marking the first step towards starflight. Then, throughout the following century nations rose and fell, wars began and peace restored, but one thing remained unrelenting nonetheless: technology. In 2172, an American physicist named Nathaniel Kennan discovered the means to travel the vast expanse of the universe at the speed close to that of light, marking the first year of Space Age. In short time, humankind began to build hundreds upon hundreds of spaceships and started to colonize the known universe. However, it was rare for human explorers to find habitable planets within their reach. In order to travel beyond the edge of their potential, another method of travel had to be found. In 127 S.A., about hundred years after the first starflight, George Echels, a German physicist figured out a way to travel faster than light. By breaking the very fabrics of the universe, using an artificial wormhole, humanity was able to reduce the distance between the stars, enabling the colonization of worlds beyond the previous light-speed travel. In a matter of two decades, humans colonized hundred worlds throughout the galaxy, and Interstellar Congress was formed.
Stats:
Name/Player:
System:
Government:
Capital:
Dissent:
Economy:
Military:
Military Quality:
Background:
Military:
Military stats will be kept secret to other players for extra twist in the game. You can't just attack another planet without serious considerations.
Ground Forces:
Each ground units will be organized into regiments of 1000 men.
Infantry: Basic ground force with rifles. 1 EP
Marine: More experienced than infantry. Skilled in ship-to-ship combat. 2 EP
Engineer: Can be used to fix up ships. More you have of these units the performance of ships will be increased. Also can be used to take over ships. More of auxilliary units to indirectly influence combats, etc. 3 EP
Space Forces:
Battleship: These ships demonstrate their mighty firepower and serve as a symbol of power throughout the galaxy. 10 EP
Carrier: Transports gunships across the galaxy. Each one can be filled with 150 gunships. Bombers are labled Carrier(B), and Fighters, Carrier(F). 8 EP
Cruiser: Heavy combat ships weaker than battleships. 7 EP
Destroyer: Average combat ships for skirmishes in space. 5 EP
Frigate: Slightly weaker than destroyers but have much faster speed. Useful for escorting heavier ships. 4 EP
Defense Installations:
Stationary installations orbiting the planet to provide fire support to the defending fleet.
Gun Cannons: Conventional defense system. 5 EP
Ion Cannons: Uses ion technology to blast holes in ships. Has much higher range and firepower than gun cannons. 6 EP
Guardian Cannon: Gigantic cannon that accelerates shells with super conductor magnets. Works much like gauss gun. Most powerful gun there is. Blows holes in strongest of armors. 10 EP
Research:
There are no set list of research, but you can draft your own ideas and send them in. You can create new units, weapons, etc. The research will be listed once it is approve with EP costs.
Economy:
Basically how much money you have to spend. You can raise it by spending your EP. So if your EP per turn is 20, then pay 40 to raise it to 21. But can also be raised by good orders, stories, trade, etc.
Orders:
You know how to turn in orders, but list them in each categories to make my life easier. More detailed the better.
Updates:
Each updates will be 1 year. If you send ships to another system, then it will take extra turn for them to get there.
Stories:
Are greatly encouraged. Enough said.
Anyone interested? Of course, it's still under construction so suggestions are encouraged.
I'm still working on DLNES with Lightfang, but I wanted to do my own NES in spare time. Don't worry, it won't be neglected.
Introduction:
On April 12, 1961, a Russian Air Force officer, Yuri Alekseyevich Gagarin, became the first man to be in space, marking the first step towards starflight. Then, throughout the following century nations rose and fell, wars began and peace restored, but one thing remained unrelenting nonetheless: technology. In 2172, an American physicist named Nathaniel Kennan discovered the means to travel the vast expanse of the universe at the speed close to that of light, marking the first year of Space Age. In short time, humankind began to build hundreds upon hundreds of spaceships and started to colonize the known universe. However, it was rare for human explorers to find habitable planets within their reach. In order to travel beyond the edge of their potential, another method of travel had to be found. In 127 S.A., about hundred years after the first starflight, George Echels, a German physicist figured out a way to travel faster than light. By breaking the very fabrics of the universe, using an artificial wormhole, humanity was able to reduce the distance between the stars, enabling the colonization of worlds beyond the previous light-speed travel. In a matter of two decades, humans colonized hundred worlds throughout the galaxy, and Interstellar Congress was formed.
Stats:
Name/Player:
System:
Government:
Capital:
Dissent:
Economy:
Military:
Military Quality:
Background:
Military:
Military stats will be kept secret to other players for extra twist in the game. You can't just attack another planet without serious considerations.
Ground Forces:
Each ground units will be organized into regiments of 1000 men.
Infantry: Basic ground force with rifles. 1 EP
Marine: More experienced than infantry. Skilled in ship-to-ship combat. 2 EP
Engineer: Can be used to fix up ships. More you have of these units the performance of ships will be increased. Also can be used to take over ships. More of auxilliary units to indirectly influence combats, etc. 3 EP
Space Forces:
Battleship: These ships demonstrate their mighty firepower and serve as a symbol of power throughout the galaxy. 10 EP
Carrier: Transports gunships across the galaxy. Each one can be filled with 150 gunships. Bombers are labled Carrier(B), and Fighters, Carrier(F). 8 EP
Cruiser: Heavy combat ships weaker than battleships. 7 EP
Destroyer: Average combat ships for skirmishes in space. 5 EP
Frigate: Slightly weaker than destroyers but have much faster speed. Useful for escorting heavier ships. 4 EP
Defense Installations:
Stationary installations orbiting the planet to provide fire support to the defending fleet.
Gun Cannons: Conventional defense system. 5 EP
Ion Cannons: Uses ion technology to blast holes in ships. Has much higher range and firepower than gun cannons. 6 EP
Guardian Cannon: Gigantic cannon that accelerates shells with super conductor magnets. Works much like gauss gun. Most powerful gun there is. Blows holes in strongest of armors. 10 EP
Research:
There are no set list of research, but you can draft your own ideas and send them in. You can create new units, weapons, etc. The research will be listed once it is approve with EP costs.
Economy:
Basically how much money you have to spend. You can raise it by spending your EP. So if your EP per turn is 20, then pay 40 to raise it to 21. But can also be raised by good orders, stories, trade, etc.
Orders:
You know how to turn in orders, but list them in each categories to make my life easier. More detailed the better.
Updates:
Each updates will be 1 year. If you send ships to another system, then it will take extra turn for them to get there.
Stories:
Are greatly encouraged. Enough said.
Anyone interested? Of course, it's still under construction so suggestions are encouraged.
unless you count wormholes and stuff.