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Messages - BetaSpectre

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Work In Progress / Re: [WIP] Chronicles
« on: June 22, 2019, 06:27:15 am »
Good luck with it all, I can understand both life can get in the way and the modding tools aren't always the best.

Vehicles will be scavangable. But have a chance of not making it through. Justified as intentional sabotage from agents, bad craftsmanship, and scuttling by the previous crew.

I'm looking to make every ship that's encountered, and flown by normal physical beings to be salvagable, and pilotable when refurbished. Exceptions will be engine/bug based. Or justified as needing supplies that can not be provided such as an Astropath.

Biometric Locks in all items
Captured vehicles give a token that randomizes either wreck, salvage, or Hull.
hull can be turned into a refurbished vehicle.

Make Males and Females different races like X-piratez?
Allow fully covering armors for both.

Preliminary base assaults?
Missions that if failed or ignored leads to a base assault?

Work In Progress / Re: Generic X-Project
« on: June 09, 2019, 11:33:40 pm »

Work In Progress / Re: Generic X-Project
« on: June 09, 2019, 11:33:30 pm »

Work In Progress / Re: Generic X-Project
« on: June 09, 2019, 11:33:22 pm »

Work In Progress / Generic Missions
« on: June 09, 2019, 11:33:12 pm »
Missions: Are Manufacturing Projects which are made available through a special base building.

Mission Tier 1: Caravan Raiding + Farm Raids + Banditry, Send out Conscripts to gain resources and experience.

-Caravan Raiding:
Send in 10 Conscripts + 10 "Units of Food" + 10 "Standard Weapons" for a chance for captives, vehicles, and trained units, will cause faction animosity.

-Farm Raids: Union/Cartel/Militia/Desert Dwellers
Send in 20 Conscripts + 20 "Units of Food" + 20 "Standard Weapons" + "Farm Location Intel" for a chance to get vehicles, captives, food, resources, trained soldiers. Will cause faction animosity.

Mission Tier 2: Base Raids + Vault Busting + PMC Defense + Caravan Defending

Mission Tier 3: Terror Defense + City Operations

Work In Progress / Re: Generic X-Project
« on: June 09, 2019, 11:33:04 pm »
Gain Map Intel.

Caravans: Turns Map Intel for Missions.
Medicine to Cash or Vice Versa
Cloth to Cash
Weapons to Cash

Hunting, Forestry, Fishing, Mining

Society Jobs
Scientist to gather intel
Engineering to gather building resources.
Chef to gather food and drinks
Farming for ingrediants

Contract work, uses a Generic slave item each time; Might lead to Penalty Fees/Citations
Oil drilling
Drug trade
Weapon smuggling

Basic Human can be turned into a trained human
Trained humans can be turned into elite humans
Elite humans can turn into post human Avatar.

Ideally each race of human is only allowed to wear certain Armor with more unlocked with each rank up.

Work In Progress / Re: Generic X-Project
« on: June 09, 2019, 11:32:53 pm »
Research will need the capture of NPC's to teach the player character various things such as hunting, job employment, and unlocking missions, or items to purchase.

To manufacture new items schematics need to be stolen from mission areas. Or intel needs to be derived from special captives through gambling manufacture.

For instance to manufacture the M16 research needs to be made into engineering, and also finding an M16 Schematic from a factory mission.

Work In Progress / Re: Generic X-Project
« on: June 09, 2019, 11:32:43 pm »
~General Public~: Attacking any members of this group will lower score. In terror maps these same units will be deployed as civilians. And Mission Spawns will have these citizens as well.

Public Citizens: Male/Female Humans. Nurses, Doctors, Engineers, Scientists.
Generic Police: Blue Uniforms, Uses Pistols
Generic Mercenaries: Uses M16, Wears Light Security armor.
Military Police: Uses M16; Wears Security Armor
Military Soldiers: Uses M16; Wears Camo Armor

~Neutral Targets~
Desert Dwellers: Uses AK47; Hunting Rifles; Blades, Bows; Decent Stealth
Bandits: Wears Leather, or Light Security Armor. Uses light pistols, or shotguns
Raiders: Wears Metal Armor; May have Mutants Late game. Uses Rifles, and may have explosives
Govt Black Ops: All members use Power armor or Stealth Carapace Armor. Uses Rockets, and Armor Piercing weapons
Elite Mercenaries: Uses Heavy Security armor, and Cannons/Heavy Shotguns
Mutant Alliance: Uses M Lasers, and wears Holosuits or Metal Armor
X-Piratez: Uses Power armor, and Light Plasma weapons, Led by an Admiral Uber gal.
Planeswalkers: Will use medium sized ships, Powerful Shields, Powerful Psychics, makes almost universal use of Blaster Launchers and Mini nukes.

1. Aegis Heavy Industries: Lots of Engineers, Power Armor, Robots, Explosives. Defeating leads to the UAC invasions
2. Stellaris Technological Laboratories: Uses Shields, Laser guns, plasma, gauss guns, Defeating Leads to Chaos/Imperial Invasions
3. Dale Fruit Inc: Uses Bandits, and Military Police; Defeat leads to Alien Hybrids, and Alien Animals being released.

~Outsiders; Will Grant Positive Score when killed~
The Ultramarines
The Imperial Guard
Chaos Cultists/Renegade Guard
Chaos Space Marines
Alien Hybrids
UAC Doom Guy Troops
Interdimensional Hell Barons/Imps

~Possible Underwater Missions~

~End Game~
Defeating the 3 corporations unlocks the ability to travel to the Last mission and kill the Alien Brain.

Work In Progress / Re: Generic X-Project
« on: June 09, 2019, 11:32:33 pm »
Arc 0:
Player Starts as an exiled scientist with 1 Robotic Jarhead. With reoccurring missions to kidnap citizens wandering the world.

Arc 1:
Citizens (Item) can be converted into Conscripts (Item that can turn into soldiers), and Logistical Staff (Engineers)
Capture Scientists, Unlock the ability to research
Capture Engineers, Unlock manufacturing
Then the player will continue to do missions, and unlock locations, eventually coming to face against the Corporations that be.

Arc 2:
The Corporations downfall leads to a triggering the rupture leading to the Alien Brain, Imperial Remnants, Choas, UAC, X-piratez, and maybe other factions to appear in the system.

Arc 3:
The ability to research and deploy nuclear weapons, which will then spawn Mutants. Ideally at this point most missions will then stop happening and be replaced by nuclear/apocalypse related map types.

The End Game can be done as normal, with an ending slide just detailing that the Rupture is fixed with the Alien Brain's death.

Work In Progress / Re: Generic X-Project
« on: June 09, 2019, 11:32:25 pm »
The Generic World [3XX] exists within an interdimensional rift. It is an experimental world placed by a particular group of Planeswalkers. However, an Alien brain has managed to rupture the fabric of this plane's reality and has opened up a warp rift into the Eye of the Terror. The Lost members of Guilliman's Great Crusade find themselves stranded within the vicinity of the system, as well as their Chaos pursuers. Other portals are also opening revealing the UAC within the system. And with them come various outworlders such as a highly sophisticated elite group of Piratez in a large Red spaceship.

You are but one of the denizens of This experimental world tasked by the ruling Planeswalker to manage these threats. Eliminate, and cast each one into the void. Just as you have done countless times before. Unify the Planet under your leadership, or leave it a nuclear wasteland.

This is just a placeholder for me to post and edit my ideas in a place I can access. Basically, I'm just gonna be learning and using assets from the mods I see and remix things together.

Creating/Organizing Art Assets-
Planning Missions and Arcs

Placeholder Posts:
1: World Lore
2: Caimpaign Arcs
3: Factions
4: Research
5: Manufacturing/Jobs
6: Manufacturing/Missions
7: ---
8: ---
9: Buildings
10: Armors:
11: Map Locations
12: ---
13: Vehicles

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