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03-03-2010, 07:36 PM | #1 |
Sent to the cornfield
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Titanium Rhapsody: Sign-up
What I've decided to call my RP, okay? So enough of that, here goes.
Story: Its been a year since the beginning of the Arlia/Geneva conflict and both sides are at a complete standstill. It seems as if Geneva is trying to starve the planet into surrendering. Their Dictator General, so to speak, is now demanding that Arlia's government be handed over to his special council or else the planet will suffer. Some people on the home planet are just giving up, protesting outside the Grand Hall of the Government Complex for them to just give up so they can go on with their lives. However, the best Generals this planet has to offer, have devised a plan of attack on their flagship currently within orbit of Geneva. The only thing standing in their way is the defense systems set up on the planet's moon. Elimination of these facilities are the highest priority at the moment. So, Arlia has sent up the call to their Generals to handpick the most skilled mech pilots they can muster. They would be transferred to Arlia's moon base, nicknamed 'Mech City' by less then witty infantry grunts. Considering that's where their main factory is and where they train pilots. There, they would be briefed on the current situation and battle strategy. As explained in the other thread, armor is based upon the mech type. Here's the form: Name: Age: (Usually ranges from 16-40.) Gender: Specialty and Mech Armor Type: (No scouts are ever equipped with heavy armor.) Mech Description: (What does it look like?) Bio: (When did they join? How long were they in training before they could fight in actual combat? Why were they chosen as one of the best?) Requests: (If you have any, any weapons/equipment you wish to put on your mech.) Upon completion of the form, I'll decide on any requests and if it's not feasible, I'll throw out some ideas. |
03-04-2010, 01:04 AM | #2 |
Not bad.
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Placeholder cause I am too tired right now.
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03-04-2010, 02:06 AM | #3 |
Don't Hate Me 'Cause I'm Moe
Join Date: Oct 2004
Location: Harmonial Sanctum
Posts: 6,798
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This is a rough draft. Let me know what I should change and I'll have no problem changing it.
Name: Alienna "Ali" Crozbell Age: 25 Gender: Female Specialty and Mech Armor Type: Specializes in taking on heavily armored units like enemy mechs, stationary defenses, and fortifications. Her mech armor type is a heavy mech that crushes armor with back-mounted artillery cannons, long range surface-to-air missile racks on the shoulders, arm-mounted recoilless cannons, and a large axe. Dual vulcan miniguns are mounted in the chest for helping to rid oneself of lightly armored target. The four legs each contain spikes on the armor and at the ends that help with gripping and clawing. Mech Description: The Goliathan Mod II is simply a weapons change modification of the original Goliathan. It is a very large humanoid mech that doesn't look much different than most heavy mech models except for the four legs used to better negotiate terrain. Should it need to fly or fight in zero-G environments, it has rocket boosters in each of the legs. The body of the mech is painted dark green while the armor and weapons are painted brown. Otherwise, it's not very distinguishable from other heavy mechs and has a generic military war machine look. Bio: Alienna's family owns Crozbell Industries, one of the most reliable manufacturers of military-grade technologies, including the Goliathan that Alienna pilots. The family is very strict, and demands that all members of the family have a solid military career behind them to promote the military mindset that helps when advancing the company's agenda of providing top-notch technology with the military's needs in mind. Alienna is the current heiress to a massive fortune and despite having to put her feet in some very large shoes, she has thus far shown an amazing amount of talent for mech piloting and combat. She is often still teased about being a rich girl with a fresh face who "hasn't seen what it's really like out there yet," but her commanders and supervisors have stood behind her with the highest recommendations. Most people believe Alienna's father nudged things to her favor, but Alienna intends to prove that she's extremely valuable even without her parents and their influence and money. As for Alienna herself, she's a reserved girl who can act professionally and keep her cool, but tends to be rather uncomfortable around men when not fighting alongside or against them, which would explain why she has turned down a fair number of worthy bachelors. This is fortunate and unfortunate for anyone interested in her, because Alienna's excellent genes have shaped her into the knockout that her mother still is despite the latter being fifty-three years old. Alienna is roughly five foot, four inches tall with pale blonde hair and shiny black eyes. She looks so beautiful and innocent that people liken her to a porceline doll and wonder how the hell this young woman can get behind the controls of a mech as big and intimidating as the Goliathan Mod II. Last edited by Astral Harmony; 03-06-2010 at 05:46 PM. |
03-04-2010, 03:27 AM | #4 |
SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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Name: Ryan Bell. (If you get the pun, I salute you.)
Age: 24 Gender: Male Specialty and Mech Armor Type: Tactial Coordinator. Uses a light mech equipped with superior scanning equipment, electronic warfare suites, communications equipment and an upgraded processing unit to better evaluate combat data. His roles include information warfare (Getting information on the enemy through superior radar and scanning, while preventing the enemy from gaining information about his team through jamming and misdirection) and coordination of his team's efforts (designation of targets, evaluation of threats and the ability to call in additional ordnance, such as artillery or air strikes). Mech Description: Mech Description: When the Godeye prototype was first designed, engineers started out with a strandard light mech, which was heavily modified. The mech now has next to no resemblance to the unit it was built from. The Godeye's legs are about 2.5 times as long as those on a normal mech, and thus longer than the rest of the mech. They make up for this by being mostly hollow and quite thin, and tapering to what is almost a point. Their primary purpose is to provide surface area for the cooling systems to function effectively, though they can also function as secondary communications antennae, should his primaries be lost. They also contain very light thrusters, which can't really accelerate the mech, but which can let it hover just above the ground, should it ever have to descent to ground level. The body of the mech has remained similar, though it's slightly more bulky as, despite the removal of most armor, the processing system takes up quite a lot of room. This section also contains the cockpit. The Mech's head has been removed entirely, being replaced by a featureless gray dome, which sprouts from the body. The dome contains the mech's advanced scanners/sensors. The Mech's arms are noticeably thinner than normal, the left one having no hand at all, instead being dotted from the elbow down with various antennae and dishes. This is the advanced radar jamming suite. The right arm ends in a plain hand, with what looks like a downsized gatling gun affixed below. The hand is more cosmetic, could be replaced with advanced electronic warfare systems once sufficient technological advances are made. The gatling gun is the Mech's sole self-defense system, though its small size means that it can at best engage light mechs. The simple thrusters that had been located on the light mech's back have been replaced by quite a large grey tube. Its diameter is about half the distance from one of the mech's shoulders to the other, the tube begins just below the sensory dome (meaning the dome has 360 degree vision) and ends about a quarter mech-length below the mech’s main body. The bottom section of the tube is made up of a series of concentric circles when seen from below. The main tube houses the mech’s generator, the bottom, ringed section is where the mech’s main thrusters is located. To either side of the generator, two protrusions are located. They seem wing-like, extending to either side to about double the width of the mech, and widening as they go. (Link to what I envision them looking like, shape-wise. Ignore the feathers.) These are the mech’s radar dishes, with the sections on either end containing comm antennae.The wings, while wide, aren't too long, with the topmost edge being just above the mech's shoulder level, the bottommost edge being at about the level of the generator/engine. The tube is also studded with spikes, which act as shield generators. Bio: One of the major difficulties faced by strike forces attacking enemy firebases or fleets was not only the amount of firepower and protection available to enemy forces, but also the degree of equipment available for information warfare. Strike groups were usually detected by their target long before they could detect it, had their communications intercepted and jammed, and, most importantly, had very few resources available for evaluation of combat data. What few officers were on the battlefield usually fought alongside their troops, which was great for morale, but left very little time to analyze what was happening. This necessitated the creation of the "Godeye" class of units. Various configurations were tried, their goal being to take the sensors, jammers and processors present in a medium military installation or space-cruiser and cram them into one single unit. However, the large energy requirements, huge necessary cooling performance and helplessness of the unit meant that attempts to make Armored Vehicles, Combat Planes or even Heavy Mechs with the necessary requirements failed. The Heavy Mech model came closest to success, but was finally thwarted by the fact that its weight and cost became utterly unfeasible, since after a certain point it was found that necessary cooling equipment rose exponentially with weight, and would again add further weight to be compensated for by stronger generators and thrusters, which would in turn require additional cooling equipment and so on. However, when reattempting the design using a light mech with no armor as the basis, the project was successful, and the Godeye ABU-X (Godeye Armored Battle Unit-Experimental) was the result. Of course, once you had the prototype, you needed someone to fly it. That was the second problem. While the processing unit was highly advanced, and capable of a huge amount of calculations, evauations and estimates every second, it was not, as such, intelligent. And experiments found that, while it was a useful aid, it could only provide competent support when used in combination with a skilled human operator. And thus a search of the entire military, for a tactical analyst with exerience in Mech Combat and the ability to pilot a mech began. It ended with Ryan Bell, despite his age the deputy head analyst on the Heavy cruiser "Drakeflare". Bell's career had begun as a standard pilot cadet, but a training officer had noticed his talent for analysis and had him reassigned to a minor tactical think-tank. This position suited him much better, and he soon rose through the ranks, specializing in the evaluation of Mech Combat, while remaining strictly out of harm's way himself. Now this fairly ambitious individual has been selected as the most fitting pilot to a highly-advanced system that perfectly complements his abilities. If he does it right, he should be capable of rising even further through the ranks, because who can put that on their military resume, right? Yeah, no. See, while he's an excellent analyst and not a bad pilot, Ryan is not very suited for a combat environment. Saying he's a coward would be an unfair exaggeration, but he certainly doesn't see it as his role to be in a place where he could be shot at. Of course, whenever you participate in battle there's a chance you'll die, but there's a difference in being on the heavily shielded bridge of a capital ship and being in an incredibly fragile little contraption, a prime target for your enemies, with what amounts to a nuclear warhead strapped to your back. He's not afraid so much as cautious, and he sees it as his role to be helping his allies from a safe distance. He's had extensive training in controlling his mech and acclimatizing to a combat environment, and he'll do his job and do it well, but expect him to be very reluctant to take risks, and rather paranoid about enemy forces that seem like they might be coming this way. His awareness of the fact that he really doesn't conform to the cherished standard of "Bravery" makes him quite timid in everyday life, though once he starts feeling comfortable in your company, expect him to occasionally show off his analytical capabilities and, more frequently, snipe you with good-natured insults. One peculiarity that people often remark on is that they "would have expected you to be much more... you know... logical! Like spock." He's not quite sure what they mean by this. Logic to him is, of course, important for his job, but a lot of what he does (and what makes him as necessary as the processing unit) is based on intuition and an awareness of other's emotions and likely actions. He's no number-cruncher, and prefers to think of himself as a people-cruncher instead. Requests: Well, we've discussed this in the other thread already. My thoughts on the mech's equipment would be: Strong radar system, for long-range detection Strong scanning suite for medium range detection and evaluation of various enemy and friendly mechs. System would enable Bell to identify size, strength of armor, type of weapon and other information about enemy mechs, with accuracy of this information depending on distance from the target and obstacles. Perhaps he could also choose to scan areas, to get extra info on said area and reveal stealthed enemy units. Electronic warfare suite, for jamming of enemy radar, sensors, communications and targeting systems. Again, effectiveness depends on range, though radar jamming could be fairly effective even at a distance. High-powered communications suite. Comes in two flavors. Firstly, high speed, low signature low range communications array. Basically lets him establish connections between himself and other mechs that're difficult to jam or detect. Secondly, high power, high range comm system, to let him contact planetary or orbital bases to request support, relay information or designate targets for airstrikes. Possibly can also intercept enemy communications, depending on range. High-energy shield array. Basically lets him create a quite powerfull shield at a moment's notice by diverting energy from other systems. Isn't active on high strength normally, but can be almost instantly strengthened when damage is detected. When receiving sufficient energy, shield can take enormous punishment. However, it tends to overheat quickly, so its best suited for making a quick retreat from a dangerous situation. Compensates for his lack of armor, and will save Bell's life several times per mission. High-energy gatling gun. Works on a similar principle as the shield. Large amounts of energy can be diverted to it to give it good damage and a huge rate of fire for a short while. However, it also tends to overheat quickly, so don't use it in assaults. Additionally, the light mech isn't suited for compensating for the recoil of so high a firing rate, so its accuracy isn't great. A good self-defense weapon, to prevent enemies from closing in and crushing his mech, but nothing that's suited for battle. Thrusters. Standard light-mech thrusters that propel him to a speed that's slightly slower than that of other light mechs, since Bell's has additional wind resistance, thanks to various dishes and antennae. High-performance processing unit. Central to the mech. Besides the normal roles (targeting, fly-by-wire, micromanaging some systems) it's responsible for evaluating sensory data, particularly in identification of enemy forces, breaking encryptions and, most importantly, in assessment of threats and opportunity by predicting enemy behavior, attempting to find underlying strategies and otherwise helping the user in analysis of the situation. Drains quite a lot of energy. Dual stage quantum/fusion reactor. This baby is what drives it all. Using science that's so advanced that it's impossible to explain, so don't get me to try. It generates enough energy for all systems to function to the degree explained above and can reroute energy to certain systems, should it become necessary. Of course, also annoyingly volatile, so if it looks like his mech's about to blow up, get out of range. This is also the reason his mech doesn't contain an ejection capsule. Last edited by Geminex; 03-05-2010 at 06:56 PM. |
03-04-2010, 03:47 PM | #5 |
Sent to the cornfield
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AB: Of course, as a heavy mech, there is standard equipment. Such as a salvo of missiles located on each shoulder. The two topmost arms of the mech should at least be equipped with heavy duty automatics or rocket launchers, your choice I guess. Not to mention, if you're stuck in a melee scenario, if you're going to go along with the grabbing idea, to have either spikes or blunted weapons with the boosters. Again, your choice.
Geminex: Yeah, as we discussed... your equipment layout is pretty basic: Advanced friendly/enemy Scanners that assess damage, basically who's on your side with serial numbers and name, weakpoints in enemy armor/shielding and current readout of shield power and armor condition for all units, not to mention pilot condition. Also Power diversions and current online systems of the chosen mech scanned as well as unit type. However, mechs aren't the only units that can be scanned, which include walkers, tanks, infantry and fighter jets. Advanced Radar, scanning range of probably over 500 miles, seeing as though in space, distance is almost nothing and mechs travel at mach speeds. Also, diverted power to the device having the ability to detected stealthed units. Also includes speed of the units, then altitude for flying mechs during on planetary missions, sea level for underwater mechs and missile detection. Advanced Propulsion Systems, seeing as though in space you basically HAVE NO wind resistance in front of you. Slightly decreased speeds during on planet warfare. Underwater Low-Power Weaponry, since your main power is going towards your other equipment, your destructive power is set to a minimal. Which could include your gatling gun, but there for only backup or escape purposes. Very Advanced Communications Array, used for high and low burst transmissions, interception of enemy transmissions and signal scrambling. Advanced Radar Jammer, pretty self explanatory. Though used for stealth, create more or less numbers for the enemy so they can get cocky or try to attack a larger force or simply scrambling the units about on screen. Most Possibly Advanced Processing Unit, basically the central systems. Basically most of what you said. In addition to automatically rerouting power on demands a certain system needs it and managing the power supply for optimal systems performance. Possible overclocking... if you were even capable of doing it with this thing... can increase all systems to maximum in one shot. Though quick overheating causes the mech to shut down until optimal temperature for reboot. Which brings us on to the next system. Advanced Cooling System, basically keeps everything at the optimal temperature for proper use. Also part of the power core, so the reactor doesn't overheat and detonate. Not to mention keeping the processor from possibly ever overheating the point of systems shutdown. Advanced Fusion Reactor, the granddaddy that keeps the mech going. Controlled by the processing unit, it basically has enough power output for a Leviathan mech. That isn't to say it's huge. On the contrary, it has been micro-processed to provide that much more power. People don't even know how they managed that. Anyway... I know you explained them all, but I felt the need to clarify them and their main functions. I apologize for downgrading your weapon, though. For everyone else, his is possibly the most advanced mech in terms of technology, but it is NOT meant for combat. |
03-04-2010, 04:37 PM | #6 |
SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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I don't mind about the weaponry. I was thinking of it as a sort of "shotgun" in that it dealt a burst of damage at close range, but afterward couldn't fire again for a while, but whatever. I'll just see my weapon as the equivalent of a light submachinegun.
Also, you mentioned a shield generator in the other thread. Are you fine with my design, or did you decide that one shield is one too many? (The third option is that you forgot, of course, but I'm pretending that DMs are infallible.) |
03-04-2010, 04:59 PM | #7 |
Fetched the Candy Cane!
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Name: Marcus "Mad Wolf" Vinland
Age: 27 Gender: Male Specialty and Mech Type: Close Ranged Combat. Medium Mech with a Battle Claws with flamer in each palm and High Powered Combat Shotgun with multiple chambers. Mech Type: Wolf Blizter Mark VI A Normal BiPedal mechanized unit. It is similar to most other medium mechs in shape and size. It's main difference is the Wolf Styled head. It contains a few booster rockets on the legs to assist it in maneuverability and speed. It's battle rifle is a close range slug thrower that deals heavy damage. To top it off it also has a spike launcher on each wrist. Allowing fpr it to be shot into an enemy mech when it's be latched on for combat. Bio: Marcus was a soldier's kid. He grew up with a dad that served as a trooper who happened t get crushed underfoot by a mech. Marcus decided that when he enter military service at age 18 he was going to become a mech pilot. He quickly distinguished himself as skilled, if somewhat reckless pilot and was given control of a Medium mech that was specially designed for close range combat has he had developed a affinifty for closing in on the enemy quickly to do battle. Although coming off as highly skilled, he never rose through the ranks as he was somewhat of a maverick at times which many superiors frowned on. He has a somewhat shy personality when he is not actually piloting a mech but becomes more brash when strapped into the pilot seat. Something about the rush of piloting makes his brain go numb at times. Requests: High Powered Shotgun. Twin Spike Launchers, one on each arm. This allows them to shoot out(sorta) when he grapples with another mech. Thrusters that allow it to close the gap quickly on enemy units. Also, if possible, extra shielding as he is more close combat oriented that most other mechs.
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Knowledge is Power, Power is Knowledge ╔╦╦══╦══╦═╦══╦══╦╗╔╦╦╦╦══╦╗╔═╗ ║═╣╠═║╔╗║╔╣╔╗╠╗╔╣╚╝║║║║╔╗║║║═╣ ║║║╔╗╣╚╝║║║╚╝║║║║╔╗║║║║╚╝║╚╣╔╝ ╚╩╩╝╚╩══╩═╩══╝╚╝╚╝╚╩══╩══╩═╩╝ Last edited by krogothwolf; 03-08-2010 at 10:02 PM. |
03-04-2010, 08:01 PM | #8 |
Sent to the cornfield
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Here I go...
Geminex: You're right, I forgot to put up the shielding. Yeah, you would probably have the most advanced shields, too. At least one supercharged compared to most light mechs. Krogoth: Dual shotguns? Hm... one would at least need to be wielded two handed, like a regular. At least between shots, you'd be able to free one and use one of the spikes. I can imagine that would work like a grappling hook? For shielding... you'd probably get a little extra compared to most medium armored melee units and the booster would probably be a little better, too. |
03-04-2010, 09:25 PM | #9 |
Fetched the Candy Cane!
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No, dual spikes. Two spike launchers, one for each wrist. I don't remember asking for dual shotguns.
It's sort of like he uses a high powered shotgun. Then hopefully can use a spike to snare the mech then fire a really close range blast on the enemy. If that's possible. But I only want one shotgun really.
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Knowledge is Power, Power is Knowledge ╔╦╦══╦══╦═╦══╦══╦╗╔╦╦╦╦══╦╗╔═╗ ║═╣╠═║╔╗║╔╣╔╗╠╗╔╣╚╝║║║║╔╗║║║═╣ ║║║╔╗╣╚╝║║║╚╝║║║║╔╗║║║║╚╝║╚╣╔╝ ╚╩╩╝╚╩══╩═╩══╝╚╝╚╝╚╩══╩══╩═╩╝ |
03-04-2010, 10:09 PM | #10 |
SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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Why not go multi-barreled? Have a gatling-gun mechanism, only it turns a lot more slowly and fires off shotgun shells.
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