****Note that this is an introduction and feedback thread for the time being. Questions and opinions are welcome. I'll do my best to answer them, but the answers will be OORP. While we have the base design and RP down, we are aware that it's not flawless, so input on any issues/potential issues are appreciated.****
While experimenting with wormhole technology, the Zodiacs had opened a wormhole nearby the central star of their solar system. At first it appeared stable, but after about a week it didn’t close and it’s gravity field started to get stronger, and larger. At 'Zero Hour' they realized the predicament they were in, and it was immediately brought to the attention of the council leaders.
Year 002 (1040 AD)
After two years and countless efforts to close the wormhole, the Zodiac’s council decides that the only course of action is a mass evacuation (Ironically using the wormhole). So they begin building the two colony ships, “The Varen” and “Ironic Justice”. Prospected build time of both ships was 98 years, with the council ordering it done sooner.
Year 76 (1114 AD)
Seventy four years after beginning construction, the two ships are fully operational and all of the populous are on board. They go through the wormhole together believing the wormhole to be stable on both ends, but it isn't. After traveling through the wormhole the Varen comes out near a very fertile and habitable world right where they were supposed to. The Ironic Justice though 'overshoots' them. With no way to force an exit, they wait until they are thrown out half a galaxy away from their intended destination.
Year 77 (1115 AD)
The crew of the Varen, who would become known as the “Imperials” due to their way of government, establishes their first 'outpost' on planet “Ki’ros”, and only a year later it is a fully fledged city branching out towards other parts of the planet.
In the same year the Ironic Justice, who's crew would become known as the “Federals”, lands on a desolate planetoid. It was not suitable enough to establish a huge colony, but the system it was in had 3 other habitable planets. It would be enough to support their growing population, so they sought to colonized them as well. The Ironic Justice is erected like a statue on the world chosen as their home. A reminder of the hardships at the beginning of their re-construction.
Year 174 (1212 AD)
After almost a century of expansion, an Imperial scout wing on a mission to chart an unknown system and verify it’s usefulness picks up a large energy reading from the largest planet in the system. Thinking it may be a lost artifact or some such thing, they move in closer. Through it’s clouds of pollution they see lots of light in circular strips around a large solid group of lights. This is the tell-tale sign of a city. When they report back to their superiors they are ordered to immediately pull back, due to the Monarchy fearing that they have rediscovered the lost of the “Ironic Justice”.
They were right, and by this time both governments were completely incompatible. So the imperials, being the more aggressive of the two, planned their offensive.
Year 181 (1219 AD)
The Federal government sends a survey team to investigate a mass of energy on the edge of their territories. As they approach they see that they are Imperial battleships and immediately open a hailing frequency to establish diplomatic relations, but the Imperials immediately destroy the survey team. From here they begin to slowly assault Federal space.
Year 208 (1246 AD)
The Federals finally muster up a decent defense force and start trying to retake their lost border systems, but this is what the more strategically and technologically advanced Imperials want. The Federals would focus their forces on one area leaving a new one open for attack. So the Imperials started their bloody push to the Federal core systems destroying all who stood in the way, even entire planets.
Year 465 (1503 AD)
The Imperials and the Federals come to a stalemate having reached a single system that divides both empires, that is surrounded by systems controlled by pirates that were not fit to send a fleet to. Whichever fleet that entered into it would be at a heavy disadvantage. Both sides come to a cease fire agreement, but keep the system under heavy guard. A huge minefield is deployed along the system's center to stop battleships and large craft from entering.
Year 1203 (41 AS)
After hundreds of years of uneasy co-existence, the Imperials make a move to capture the system (which is now known as the 'Dead Man’s Zone') so they can finally push to the Federal's core worlds. But the Imperials underestimate their enemies, are pushed back, and defeated moments from victory. After many more battles, the Imperials finally succeed in capturing the system.
Year 1242 (80 AS)
The Imperials gained the upper hand, but the Federals were ultimately winning due to their higher numbers. So the Imperials deployed their secret weapon, ProjectX. An experiment long running to enable large ships to be controlled by a single crew member via the 'bonding' of the pilot and a sentient AI. It turns the tide of the battle drastically because they can deploy manned ships in more open areas.
Year 1244 (82 AS)
One of the ProjectX subjects goes rogue causing mayhem for both sides. It is considered a failed experiment to be recaptured by the Imperials, and an “atrocity against nature” to be destroyed on sight by the Federals. After a few months of random killing and destroying a planet, he disappears without a trace.
Year 1979 (817 AS)
The Imperials find the path to Sirus. A series of rupture points on the edge of their territories. They send a small group of ships to survey the immediate areas and are returned information of fertile worlds, along with a hostile population. So they send a larger expeditionary fleet lead by Admiral Tazuras Larx to attempt some form of diplomacy with the local factions, and explore these unknown worlds.
Affiliation, Tags, and Naming:
Outcast ID, Outcast IFF. ZEF| tagged.
Naming Style:
ZEF|<rank>.<character name>[<squad designation if applicable>]
Naming Example:
ZEF|Marine.JohnDoe[R]
Base Goals:
Exploration of systems.
Establishing diplomacies as well as a threat matrix.
Studying any unknown technology (does not permit abuse via weapon or ship usage).
Friendly: Blood Dragons
Nova Power Generation (NovaPG)
Golden Chrysanthemums [GC]
Hellfire Legion [HF]
Hessian Tears [HT]
Lane Hackers LH
Liberty Rogues LR-
Mandalorians MM
Molly Republic [MR]
Reapers of Sirius [RoS]
Union of Gold [UOG]
Neutral:
Colonial Remanent =CR=
Die Wilden Wilde.
Junkers Congress .:J:.
Nomads
Red Hessian Army [RHA]
Temporary Autonomous Zoners [TAZ]
The Angels [The_Angels]
The Keepers Keeper.
The Phantom Empire [Phantom]
Unioners
Unfriendly: Ageira Technologies |Ageira|
Ageira Technologies Transportation ATT-
ALG Waste Disposal [ALG]
Artisan Farmer's Alliance [AFA]
Borderworld Exports Bowex|
Bretonia Mining and Manufacturing BMM-
Cryer Pharmaceuticals Cryer|
Daumann Heavy Construction DHC
Deep Space Engineering DSE)
Gateway Interstellar Gateway)
Harvesters Harvester_
Independant Miner's Guild IMG|
Interspace Neuralnet Division [IND]
Kishiro Technologies Kishiro|
Kruger Mineralien [Kruger]
Landwirtrechtbewegung LWB|
Orbital Spa & Cruise [OSC]
Planetform, Inc PFI|
Republican Shipping
Republican Express RepEx-Shipping
Samura Industries Samura|
Synth Foods Inc Synth.Foods
The Order Order|
The Sirius Coalition Revolutionary Army [SCRA]
Universal Shipping
Volksfront VF)
Hostile: 1st Special Forces Operational Detachement [1st]
Black Dragon Society [|]
Black Squadron Bs|
Bounty Hunters Guild [BHG]
Bretonian Armed Forces BAF
Bretonian Police Authority BPA)
Corsairs
Farmer's Alliance
Gaians
Gas Miner's Guild GMG|
King of Fighters [KoF]
Kusari Naval Forces [KNF]
Kusari State Police [KSP]
Liberty Navy [LN]
Liberty Police Inc LPI-
Liberty Security Force =LSF=
Nature's Last Hope [NLH]
Omega Pirates Guild [OPG]
Renzu Shipwrights Ltd. [Renzu]
Rheinland Federal Police RFP|
Rheinland Military [RM]
The Benitez Family [_Benitez]
The Brotherhood [+]
Xeno Alliance XA-
Any others not listed will be treated as neutral until encountered.
Note: These are just basic ideas of relations from the ZEF's point of view. True diplomacies will be determined when these factions are met in-game through role-play (namely ones listed as unfriendly or better).
Allowed Ships:
Light Fighters (Recruit and Above):
CLI-11000 "Arrow" Civilian Light Interceptor
Series X "Dagger" Borderworlds Light Fighter
CTE-4000 "Griffin" Civilian Light Fighter
Series CX "Scimitar" Borderworlds Light Fighter
Heavy/Very Heavy/Super Heavy Fighters (Rookie and Above):
CTF HF "Kingfisher" Civilian Heavy Fighter
KS-1093 "Mafic" Civilian Super Heavy Fighter
Series Z "Sabre"Borderworlds Very Heavy Fighter
Series Y "Stiletto" Borderworlds Heavy Fighter
Series QX "Switchblade" Borderworlds Heavy Fighter
Bombers (Regular and Above):
CTE-19000 "Roc" Civilian Bomber
Series ZX "Falcata" Borderworlds Bomber
WAR-4b "Waran" Borderworlds Bomber
Gunships/Gunboats (Marine and Above)):
GRM-3 Outcast "Tridente" Gunship (Restricted)
Cruisers/Destroyers (Officer and Above):
RM-2A "Storta" Class Outcast Destroyer (Restricted)
Note: Civilian ship usage is regulated.
Allowed Weaponry:
-All Explosive Ordinance
-Supernova Antimatter Cannon
-Mini-Razor
-All Outcast-Produced Weaponry:
Dragoon Type 1
Pyros Type 1
Dragoon Type 2
Pyros Type 2
Dragoon Type 3
Pyros Type 3
Kraken Type 1
Wyrm Type 1
Kraken Type II
Wrym Type II
Dragoon Turret Type 1
Pyros Turret Type 1
Dragoon Turret Type 2
Pyros Turret Type 2
Kraken Turret
Wyrm Turret
Kraken Turret Type II
Wyrm Turret Type II
Inferno Cannon
-All Civilian Weaponry (limited to two per ship, more may be allowed with permission):
Bluebell Chain Gun
Starbeam
Adv. Starbeam
Stunpulse
Adv. Stunpulse
Heavy Starbeam
Eco Chain Gun
Flashpoint
Debilitator
Imp. Flashpoint
Adv. Debilitator Mk I
Adv. Debilitator Mk II
Adv. Flashpoint
Wildefire Chain Gun
Heavy Flashpoint
Imp. Debilitator Mk I
Imp. Debilitator Mk II
Purple Goddess Chain Gun
Bluebell Turret
Starbeam Turret
Stunpulse Turret
Adv. Starbeam Turret
Debilitator Turret
Wildfire Turret
Adv. Debilitator Turret Mk I
Adv. Debilitator Turret Mk II
Flashpoint Turret
Purple Goddess Turret
Fleet High Command: Grand Admiral:
The glorious leader of the fleet. He has ultimate authority, only rivaled by high command and the queen herself. While his is the final say though, he does consider ideas put forth by those under him. Can use and ship from VHF to Battleship class and codename weapons.
Fleet Command Officer:
Fleet Command Officers are second only to the Fleet Admiral himself. They are capable of coordinating entire fleet movements. Destroyer class vessels are recommended for an officer of this importance. May pilot up to Destroyer class vessels, and use Codename weapons (with permission).
Very limited in number.
Officer:
Next in line from commanders, they have more authority, and more responsibility. While not so much combat intended, officers are invaluable for diplomatic matters and the coordination of forces. The use of Gunboats are suggested because they offer decent protection. Able to pilot up to Destroyer class vessels (with permission), and to use Codename weapons (with permission).
Limited in number. Member must be of Commander rank to apply for the position of officer.
Main Forces: Battle Commander:
A Battle Commander may coordinate the attacks of several squads while in battle, and is the designated leader of the S.A.D. squadron.
Very limited in number.
Commander:
Commanders are leaders of the squads. They have authority no only over their own squad, but over others if their commander is absent, and any undesignated soldiers as well. Other duties may be recruiting new members, and training members. They are able to use up to Gunship/Gunboat class vessels (with permission), and are able to use codename weapons (with permission).
Limited to the number of current squadrons.
Sub-Commander:
These pilots are the Commanders' secondaries. They are capable of leading squads if a commander is absent, recruiting new members, training members, and assisting Commanders however they may be needed. They are able to use up to Bomber class vessels and a gunship/gunboat (with permission), and are able to use codename weapons (with permission).
Limited to the number of current squadrons.
Special Activities Division (Special Rank):
The elites of the main forces, limited in number, and their existence is a kept secret. Fiercely loyal to the fleet and their commanders, they will fight to the death. They fly up to Bomber class vessels, may use codename weapons (with permission), and are elligable for special assignments. S.A.D. only take orders from Battle Commander or higher ranking officers, but has no authority over any soldier ranking above a Marine.
To become one, a marine or higher ranking soldier must first provide exemplary service, then best an existing Special Operations member in a duel (losing means re-introduction into the central armed forces). After a member has been challenged, that member may not be challenged again for three weeks.
Marine:
Well proven in both skill and loyalty, marines are fierce fighters. They are able to use up to Bomber class vessels and a gunship/gunboat (with permission), and are able to use codename weapons (with permission). They also must be designated into squadrons.
Regular:
Members who have proven to be loyal and have survived basic combat training now have a chance to 'spread their wings' as a regular. They are now able to be assigned to squads, and may pilot up to Bomber class vessels.
Rookie:
A short stage between recruits and Regulars, mainly used to get them oriented to fleet operations. Not yet proven in loyalty, they can only use light fighters and fighters, and they have no squad or ship designations (other than the faction tag).
Must endure basic combat training (3 training sessions) to be elligable for promotion (may be negated if deemed necessary by high ranking members).
Recruit:
Those recently recruited. Still to prove either skill or loyalty, they only use light fighters. It is recommended that they stay near higher ranking members for safety and learning purposes.
Must log 7 hours in space, and have participated in at least one training session to be elligable for promotion (may be negated if deemed necessary by high ranking members).
ZEF Protocol:
Members of the ZEF are required to:
-Follow all server rules no matter what the situation.
-Respect others and recognize that what is said in RP is the character, not the person. If our members can't RP without taking what is said in the RP personally, then they have no place in the ZEF.
-Not use OOC or OORP in ANY chat unless followed by “//” and never in system chat save for emergencies.
-Stay within the ship and weapon limits of the faction and rank.
-Use their best judgment if no ranking members are present.
-ALWAYS use RP before engaging in PVP unless engaged first, and provocation through RP or otherwise for the sole purpose of causing PVP is prohibited.
-Know the RP of the faction, what we do and don't do. If a member isn't sure they are obliged to ask a ranking member rather than make an assumption.
The ZEF is an RP based faction, not PVP based, and disobeying any of the above listed limitations can result in a demotion or permanent ban from the faction.
firstly, another alien faction! seems to be getting popular.
Some examples of how exactly you plan to roleplay would be nice:D
I don't quite get your timeline. It has like years... any chance of converting it to A.S? Also right in the middle, you start randomly talking about federals and imperials... no idea what youre on about there.
Your ship list is also quite large for an alien force just arriving in sirius. (Im assuming that this alien force only just arrived in sirius?)
If they did just arrive in sirius, its unlikely they know that many factions. Id assume they would be neutral with everyone.
Why are you using outcast stuff? borderworld I can understand, ite probably better to use Borderworld than civillian. I just don't get the destroyer/gunship and outcast weapons...
Blood Dragons friendly but Nova unfriendly? Just a quick clarification:D
There are quite a few things I could go on about, but ill let you answer for now.
On the positive side, I love propaganda factions. Ill look forward to seeing you in space.:D
firstly, another alien faction! seems to be getting popular.
Some examples of how exactly you plan to roleplay would be nice:D
I don't quite get your timeline. It has like years... any chance of converting it to A.S? Also right in the middle, you start randomly talking about federals and imperials... no idea what youre on about there.
Your ship list is also quite large for an alien force just arriving in sirius. (Im assuming that this alien force only just arrived in sirius?)
If they did just arrive in sirius, its unlikely they know that many factions. Id assume they would be neutral with everyone.
Why are you using outcast stuff? borderworld I can understand, ite probably better to use Borderworld than civillian. I just don't get the destroyer/gunship and outcast weapons...
Blood Dragons friendly but Nova unfriendly? Just a quick clarification:D
There are quite a few things I could go on about, but ill let you answer for now.
On the positive side, I love propaganda factions. Ill look forward to seeing you in space.:D
Yeah, sorry about the vagueness, also is why I restricted the ship list too, about the factions, it's just so people know what to expect from us, but RP wise, we know nothing of them, Imperials and Federals, not a large part of in-game role play, it's mainly for show, Outcast weapons, due to first contacts, etc...
I see. Very nice post by the way, needs pictures. Reaven likes pictures!
The thing im primarily concerned about is the years on the timeline. Are they like... our normal years? then 1979... they might as well rule sirius by now... seeing as disco is probably set over a thousand years after our current time.
It would be alot clearer if it could be converted to A.S!
First when I eed the name I was happy "ah, a religious tyoe team" but as I reed over I broke. I have only 2 question: What are you (IFF, ID)? Outcast? OK I reed they are allies but then what? 2nd: Why Zodiac?
' Wrote:First when I eed the name I was happy "ah, a religious tyoe team" but as I reed over I broke. I have only 2 question: What are you (IFF, ID)? Outcast? OK I reed they are allies but then what? 2nd: Why Zodiac?
Y'know, never really thought of that myself, just came up with the name off the top of my head, oh, and the ID/IFF, will be Outcast (Now added to first post).
' Wrote:I see. Very nice post by the way, needs pictures. Reaven likes pictures!
The thing im primarily concerned about is the years on the timeline. Are they like... our normal years? then 1979... they might as well rule sirius by now... seeing as disco is probably set over a thousand years after our current time.
It would be alot clearer if it could be converted to A.S!
I'm on it, I'm on it...
Alright, A.S is done on your request, happy?:D
Yesterday I found myself talking about little Green Aliens hostile to the Nomads with sharp teeth, today I find myself reading about Aliens, but...not little green ones hostile to nomads with sharp teeth.
Anyway's, your History/Timeline sounds a lot like the Alliance-Coalition War, as already stated you have a rather large ship-list for a recently arriving group.
' Wrote:Yesterday I found myself talking about little Green Aliens hostile to the Nomads with sharp teeth, today I find myself reading about Aliens, but...not little green ones hostile to nomads with sharp teeth.
Anyway's, your History/Timeline sounds a lot like the Alliance-Coalition War, as already stated you have a rather large ship-list for a recently arriving group.
Now my question, Are you humanoids?
Aye, not the Nomad Xenomorphic kind, more reptillian, and yeah, the ship list, more a generalization, but we won't be using that many ships.