Demonic Group Control RP Interest Check/Setup Thread

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Happy Demon
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Re: Demonic Group Control RP Interest Check/Setup Thread

Postby Happy Demon » 15 Dec 2012, 04:02

Ok, there's several kinds of plant.

Clones - Some plants decided that human weaponry might be good at fighting humans with, like fighting fire with fire, and thus they decided to make clones of humans. This is one of few plant types that can use mechanic technology, but they're also capable of doing plant technology like all the other plant types. The clones focus on the 7 technologies: Weaponry, armor, mechanic, organic cloning, organic weaponry, organic armor, and plants.

Infestors - Some plants thrive not in the soil, but in the flesh of humans, the infestors are one step beyond that. The infestors plants seeds into human bodies which then grows and takes over their bodies, some infestors are easy to spot as they warp the skin imediately, but others go more with concealment, spreading stealthily. The infestors focus on the 4 technologies: Organic weaponry, organic armor, organic infestation, and plants.

Creepers - Not related to the Minecraft enemy by the same name, these plants focus on slow progress, instead of simply swarming the enemy they do a tactic called entropy. The entropy tactic includes doing a slow and secure spreading, weakening the enemy severely before attacking, often by slowly deterioating the base's defences. Their units are big and slow, but tough as nails, however, their units take the longest to produce, and has the slowest regeneration rate. The creepers focus on the 6 technologies: Organic weaponry, organic armor, organic juggernauts, organic structures, plant creep, and plants.

Spores - Sometimes nature just cannot wait, and the spores is a sign of nature's impatience. The spores are plants which specialize in spreading, they generate units the fastest, they're weak and fragile, but they're capable of insane troop production. The spores have the highest plant creep spread rate, but they're not very good at anything which doesn't involve swarming the enemies with lots of units. The spores focus on the 3 technologies: Plant generation, plant creep, and plants.

Thorny Ones - The thorny ones are patient but not slow, when they attack they're often in great numbers, and their units are quite strong. The thorny ones focus on the 1 technology: Plants.

@ZidaneRobbie - Good, just say which type of robots you want to have, the list should be on page 1.
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Re: Demonic Group Control RP Interest Check/Setup Thread

Postby Silverware » 15 Dec 2012, 07:10

Let's make things fun. I shall go spores.
Can anyone say Zerg Rush?
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ZidaneRobbie
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Re: Demonic Group Control RP Interest Check/Setup Thread

Postby ZidaneRobbie » 15 Dec 2012, 19:27

Image Robots are like Humans, Humans go 'squish' at the slightest touch! R110 Quote rofl

Right, here we go.
As Elderaan has nicked my love for aerial machines, I might as well do the same, as a rivalling faction.
So Aviation it is. (We'll might need some differences)
I'm an inspired writer and wannabe artist. I excel in those trades yet I fall to a good RP with my OCs.
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Been a fan since...uhhh...2006? I canni mind '-'
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Eldaran
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Re: Demonic Group Control RP Interest Check/Setup Thread

Postby Eldaran » 16 Dec 2012, 09:54

Well, i think there are so many choices, if you want aviation, i can change... since there are already humans, plants and robots, i will take than the vampires (if it isn't too much for our great leader...
The only thing Nobody can give back to you is time. Dont waste it on everyone.
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Re: Demonic Group Control RP Interest Check/Setup Thread

Postby Happy Demon » 16 Dec 2012, 14:10

I got no problem with several aviation robots, as a different focus will change the style.

Just look at the different weapon types that can be used, you can either go stealth, or you can go rambo, your choice.
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Re: Demonic Group Control RP Interest Check/Setup Thread

Postby Happy Demon » 16 Dec 2012, 15:39

You have 3 leader types to chose from: Great Tree/Great Fungus (ground), Great Lotus/Great Coral (water), and Great Vines (climbing/air).
There's 6 recomended starting areas, which are: Field & Forest (ground), Lake & Harbor (water), and Rooftop Garden & Hanging Gardens (climbing/air). But you can chose a place of your own if you want to.
Account Name: Silverware
Group Name: Unnamed
Race: Plants
Type: Spores
Leader Type: Great Lotus
Location: Military dock
Spoiler! :
Technology:
Plant Generation wrote:Tier 0 Plant/Spawn Metabolism (tier 1: Unlocks plant/spawn regeneration, tier 2: Unlocks plant/spawn resistance, tier 3: Unlocks plant/spawn mutation, tier 4: Unlocks plant/spawn growth, tier 5: Faster healing, higher resistance, tier 6: Unlocks tentacles)
- Tier 0 Plant/Spawn Regeneration (requires tier 1 plant/spawn metabolism) (tier 1: Internal wound healing, tier 2: Shallow wound healing, tier 3: Wound healing, tier 4: Deep wound healing, tier 5: Faster healing, tier 6: Small limb regeneration)
- Tier 0 Plant/Spawn Resistance (requires tier 2 plant/spawn metabolism) (tier 1: Drought resistance, tier 2: Piercing resistance, tier 3: Slashing resistance, tier 4: Impact resistance, tier 5: Higher resistance, tier 6: Frost resistance)
- Tier 0 Plant/Spawn Mutation (requires tier 3 plant/spawn metabolism) (tier 1: Mutation cocoon and change plant/spawn surface, tier 2: Increase plant/spawn size, tier 3: Add plant/spawn limbs, tier 4: Allows fauna mutation, tier 5: Faster healing, tier 6: Remove plant/spawn limb stumps)
- Tier 0 Plant Growth (requires tier 4 plant/spawn metabolism and tier 1 plant/spawn creation) (tier 1: Improved creep/mycelium growth bonus, tier 2: Faster burrowing growth, tier 3; Faster ascending growth, tier 4: Thick membrane, tier 5: Faster growth, tier 6: Faster creep/mycelium growth bonus)

Tier 0 Plant/Spawn Creation (tier 1: Unlocks plant growth, tier 2: Unlocks spawning, tier 3: Unlocks plant spread, tier 4: Unlocks G.E.C.K., tier 5: Faster growth, faster spawning, tier 6: Unlocks spawning pods)
- Tier 0 Spawning (requires tier 2 plant/spawn creation) (tier 1: Spawn areas, tier 2: Spawning vats, tier 3: Twins, tier 4: Unlocks spawning pods, tier 5: Faster spawning, tier 6: Spawning pools)
- Tier 0 Plant Spread (requires tier 3 plant/spawn creation) (tier 1: Non-creeped/Myceliumless growth, tier 2: Parachute seeds, tier 3: Burrowing seeds, tier 4: Spores, tier 5: Better spread, tier 6: Sticky seeds)
- tier 0 G.E.C.K. (requires tier 4 plant/spawn creation) (tier 1: Earth spread, tier 2: Stabilize pH, tier 3: Humidify area, tier 4: Creep/Mycelium spread, tier 5: Better G.E.C.K., tier 6: Deep earth spread)

Plant Creep wrote:Tier 0 Ground Creep (tier 1: Unlocks ground creep spread, tier 2: Unlocks ground creep density, tier 3: Unlocks ground creep functions, tier 4: Unlocks ground creep tunneling, tier 5: Faster creep spread, tier 6: Unlocks ground creep entropy)
- Tier 0 Ground Creep Spread (requires tier 1 ground creep) (tier 1: Accelerated ground creep growth, tier 2: Creep tumors, tier 3: Ground creep bursts, tier 4: Creep tumor arms, tier 5: Faster creep spread, tier 6: Creep colonies)
- Tier 0 Ground Creep Density (requires tier 2 ground creep) (tier 1: Solid creep, tier 2: Weak creep, Tier 3: Creep spires, tier 4: Creep pits, tier 5: Stronger creep, tier 6: Reinforced creep)
- Tier 0 Ground Creep Functions (requires tier 3 ground creep) (tier 1: Improved growth rate, tier 2: Improved spawning rate, tier 3: Dynamic rises, tier 4: Acid glands, tier 5: Stronger creep, tier 6: Hasten plants)
- Tier 0 Ground Creep Tunneling (requires tier 4 ground creep) (tier 1: Creep pits, tier 2: Creep burrowing, tier 3: Creep tunnels, tier 4: Unlocks mycelium, tier 5: Faster ground creep tunneling, tier 6: Large creep pits)
- - Tier 0 Mycelium (requires tier 4 creep tunneling) (tier 1: Unlocks mycelium spread, tier 2: Unlocks mycelium density, tier 3: Unlocks mycelium functions)

Tier 0 Water Creep (tier 1: Unlocks water creep spread, tier 2: Unlocks water creep density, tier 3: Unlocks water creep functions, tier 4: Unlocks water creep fortifications, tier 5: Faster creep spread, tier 6: Unlocks water creep entropy)
- Tier 0 Water Creep Spread (requires tier 1 water creep) (tier 1: Accelerated water creep growth, tier 2: Creep buoys, tier 3: Water creep bursts, tier 4: Creep buoy tendrils, tier 5: Faster creep spread, tier 6: Creep islands)
- Tier 0 Water Creep Density (requires tier 2 water creep) (tier 1: Solid creep, tier 2: Sticky creep, tier 3: Creep reefs, tier 4: Creep spires, tier 5: Stronger creep, tier 6: Reinforced creep)
- Tier 0 Water Creep Functions (requires tier 3 water creep) (tier 1: Improved growth rate, tier 2: Increased spawn rate, tier 3: Dynamic seabed, tier 4: Acid glands, tier 5: Stronger creep, tier 6: Hasten plants)
- Tier 0 Water Creep Fortifications (requires tier 4 water creep) (tier 1: Submarine creep walls, tier 2: Creep trapping, tier 3: Sunken creep island (requires creep island), tier 4: Creep spore island (requires creep island), tier 5: Stronger creep, tier 6: Creep walls)

Tier 0 Climbing Creep (tier 1: Unlocks climbing creep spread, tier 2: Unlocks climbing creep density, tier 3: Unlocks climbing creep functions, tier 4: Unlocks climbing creep fortifications, tier 5: Faster creep spread, tier 6: Unlocks climbing creep entropy)
- Tier 0 Climbing Creep Spread (requires tier 1 climbing creep) (tier 1: Accelerated climbing creep growth, tier 2: Creep lumps, tier 3: Climbing creep bursts, tier 4: Creep vines, tier 5: Faster creep spread, tier 6: Creep nodes)
- Tier 0 Climbing Creep Density (requires tier 2 climbing creep) (tier 1: Solid creep, tier 2: Weak creep, tier 3: Creep spires, tier 4: Creep webs, tier 5: Stronger creep, tier 6: Reinforced creep)
- Tier 0 Climbing Creep Functions (requires tier 3 climbing creep) (tier 1: Improved growth rate, tier 2: Improved spawn rate, tier 3: Dynamic openings, tier 4: Acid glands, tier 5: Stronger creep, tier 6: Hasten plants)
- Tier 0 Climbing Creep Fortifications (requires tier 4 climbing creep) (tier 1: Creep anchors, tier 2: Creep walls, tier 3: Creep bridges, tier 4: Creep trapping, tier 5: Stronger creep, tier 6: Creep spore nodes (requires creep nodes))

Plants wrote:Tier 0 Spawns (tier 1: Unlocks spawn body, tier 2: Unlocks spawn movement, tier 3: Unlocks spawn size, tier 4: Unlocks spawn flight, tier 5: Better spawns, tier 6: Unlocks spawn mass)
- Tier 0 Spawn Body (requires tier 1 spawns) (tier 1: Fast body, tier 2: Strong body, tier 3: Armored body, tier 4: Agile body, tier 5: Better spawns, tier 6: Fast agile body)
- Tier 0 Spawn Movement (requires tier 2 spawns) (tier 1: Climbing, tier 2: Swimming, tier 3: Leaping, tier 4: Burrowing, tier 5: Faster creeps, tier 6: Sprinting)
- Tier 0 Spawn Size (requires tier 3 spawns) (tier 1: Small body, tier 2: Small-medium body, tier 3: Medium body, tier 4: Medium-large body, tier 5: Better creeps, tier 6: Large body)
- Tier 0 Spawn Flight (requires tier 4 spawns) (tier 1: Gliding, tier 2: Flapping wings, tier 3: Light body, tier 4: Agile flight, tier 5: Faster creeps, tier 6: Insect wings)

Tier 0 Plants (tier 1: Unlocks plant body, tier 2: Unlocks plant functions, tier 3: Unlocks plant size, tier 4: Unlocks plant acid glands, tier 5: Stronger plants, tier 6: Unlocks sunken plants)
- Tier 0 Plant Body (requires tier 1 plants) (tier 1: Stretching body, tier 2: Strong body, tier 3: Tough body, tier 4: Quick body, tier 5: Better plants, tier 6: Quick stretching body)
- Tier 0 Plant Functions (requires tier 2 plants) (tier 1: Nutrient transfering, tier 2: Grasping, tier 3: Crushing, tier 4: Fauna transfering, tier 5: Stronger plants, tier 6: Healing)
- Tier 0 Plant Size (requires tier 3 plants) (tier 1: Medium-Large plants, tier 2: Small-medium plants, tier 3: Large plants, tier 4: Small plants, tier 5: Better plants, tier 6: Very large plants)
- Tier 0 Plant Acid Glands (requires tier 4 plants) (tier 1: Surface acid glands, tier 2: Acid shooters, tier 3: Long-range acid shooters, tier 4: Anti-air acid shooters, tier 5: Stronger acid, tier 6: Metal-dissolving acid)

When plants lose limbs, they'll close the wound (unless sufficient limb regeneration is unlocked), this leaves stumps which cannot be removed without a sufficiently upgraded mutation cocoon.
The cocoon ability is something all plants can do, it can heal all wounds (except severed limbs), but it takes a lot of time and requires them to be on creep in order to do so, and they cannot mutate without the mutation cocoon upgrade.
Mycelium is underground creep, and it's white.

Spawn areas are designated areas where the spawns spawn, it's walled off and safe. Spawning vats are underground areas where spawns are grown faster. Spawning pods are mobile spawning vats, so they can be put on big spawns, or moved if necesarry.
Spawning pools are big surface pools where spawns are grown very fast, it's also quite dangerous as the pool is very big and deep, there's also a liquid in the pool which is non-Newtonian (it behaves like quicksand), only the long and thick trunks of plant muscle in the pool can take things out of it.

It's fun to make these, as I can make a couple things which I find funny, including some references.

I'll explain sizes now.
Very small - Half the size of a human.
Small - Size of human.
Small-Medium - Twice the size of a human.
Medium - Quadruple the size of a human.
Medium-Large - Octuple the size of a human.
Large - 20 times the size of a human.
Very Large - 50 times the size of a human.

For buildings and plants this size is different, with medium being bigger than 50 times the size of a human.

Ok, Silverware, you get 100 points to spend.
Also, you begin with 200 very small spawns and 40 small spawns.
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I participated in the Pocalypse RP in the active time, when all Moderators and Admins were active.

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Happy Demon
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Re: Demonic Group Control RP Interest Check/Setup Thread

Postby Happy Demon » 16 Dec 2012, 15:42

Ok, Zidane's sheet.
Account Name: ZidaneRobbie
Group Name: Unnamed
Race: Robots
Type: Aviation
Leader: Unnamed
Leader Chassis: Aircraft or stationary
Location: Aircraft carrier
Spoiler! :
Technology:
Weaponry wrote:Tier 0 Momentum Weaponry Theory (tier 1: Unlocks bludgeon impact weaponry, tier 2: Unlocks slicing edge weaponry, tier 3: Unlocks piercing point weaponry, tier 4: Unlocks gunnery and cannonry, tier 5: Less cost, better quality, tier 6: Unlocks superspeed weaponry)
- Tier 0 Bludgeon Impact Weaponry (requires tier 1 momentum weaponry theory) (tier 1: Hydraulic clubs and pneumatic clubs, tier 2: pneumatic mini-catapult, tier 3: Unlocks siege weaponry, tier 4: Hammerheads, tier 5: Less cost, better quality, tier 6: Unlocks cannonry)
- - Tier 0 Massive Impact Weaponry (requires tier 3 bludgeon impact weaponry) (tier 1: Hydraulic rams and catapults, tier 2: Tonn hammers, tier 3: Unlocks cannonry)
- Tier 0 Slicing Edge Weaponry (requires tier 2 momentum weaponry theory) (tier 1: Hydraulic axes, tier 2: Hydraulic swords, tier 3: Unlocks armor slicing edge weaponry, tier 4: Layer blades, tier 5: Less cost, better quality, tier 6: Unlocks superspeed cutting technology)
- - Tier 0 Armor Slicing Edge Weaponry (requires tier 3 slicing edge weaponry) (tier 1: Chainsaws, tier 2: Vibro blades, tier 3: Unlocks superspeed cutting weaponry)
- Tier 0 Piercing Point Weaponry (requires tier 3 momentum weaponry theory) (tier 1: Hydraulic spears and pneumatic spears, tier 2: Crossbows, tier 3: Unlocks armor piercing point, tier 4: Unlocks gunnery, tier 5: Less cost, better quality, tier 6: Unlocks superspeed piercing point weaponry)
- - Tier 0 Armor Piercing Point Weaponry (requires tier 3 piercing point weaponry) (tier 1: Armor piercing projectiles, tier 2: Vibro spears, tier 3: Unlocks superspeed piercing weaponry)

Tier 0 Combustion Weaponry Theory (tier 1: Smoke charges, tier 2: Bombs, tier 3: Unlocks thermal combustion weaponry, tier 4: Unlocks gunnery and cannonry, tier 5: Less cost, better quality, tier 6: Self destruct mechanism)
- - Tier 0 Gunnery (requires tier 4 momentum weaponry theory, tier 4 piercing point weaponry, and tier 4 combustion weaponry theory) (tier 1: Single action guns, tier 2: Semi-automatic guns, tier 3: Rifled gunbarrel)
- Tier 0 Fire Weaponry (requires tier 3 combustion weaponry theory) (tier 1: Flamethrower, tier 2: Incederary projectiles, tier 3: Unlocks melting weaponry, tier 4: Phosphorus projectiles, tier 5: Less cost, better quality, tier 6: Unlocks superhot weaponry)
- - Tier 0 Melting Weaponry (requires tier 3 fire weaponry) (tier 1: Welders, tier 2: Hyper flamethrowers, tier 3: Unlocks superhot weaponry)

* Tier 0 Metalbane Weaponry (requires tier 4 metal understanding) (tier 1: Hydraulic lance, tier 2: Reactive lance, tier 3: Magnetic Lance, tier 4: Unlocks nemesis weaponry, tier 5: Less cost, better quality, tier 6: Hypermagnetic lance)
* - Tier 0 Nemesis weaponry (requires tier 4 metalbane weaponry and tier 2 metal properties) (tier 1: Sunderclaws, tier 2: Mecha-tendrills, tier 3: Sundershurikens)

* Tier 0 Solar Weaponry (requires tier 4 solar theory) (tier 1: Heat ray, tier 2: Superheated blades, tier 3: Heat lasers, tier 4: Unlocks vampirebane weaponry, tier 5: Less cost, better quality, tier 6: Lasers)
* - Tier 0 Vampirebane Weaponry (requires tier 4 solar weaponry) (tier 1: UV blades, tier 2: UV spotlights, tier 3: Solar lightsabers)

* Tier 0 Electronic Weaponry (requires tier 4 energy theory) (tier 1: Fleshburner claws, tier 2: Tazers, tier 3: Electronic welders, tier 4: Unlocks volcanic heat weaponry, tier 5: Less cost, better quality, tier 6: Tazer rounds)
* - Tier 0 Volcanic Heat Weaponry (requires electronic weaponry) (tier 1: Plasma welders, tier 2: Lightning arc swords, tier 3: Airboiler claws)

Tier 0 Light Weapon Material (tier 1: Light material 1, tier 2: Light material 2, tier 3: Light material 3, tier 4: Light material 4, tier 5: Less cost, better quality)
Tier 0 Medium Weapon Material (tier 1: Medium material 1, tier 2: Medium material 2, tier 3: Medium material 3, tier 4: Medium material 4, tier 5: Less cost, better quality)
Tier 0 Heavy Weapon Material (tier 1: Heavy material 1, tier 2: Heavy material 2, tier 3: Heavy material 3, tier 4: Heavy material 4, tier 5: Less cost, better quality)
Tier 0 Combustion Material (tier 1: Combustion material 1, tier 2: Combustion material 2, tier 3: Combustion material 3, tier 4: Combustion material 4, tier 5: Less cost, better quality)

Metallurgy wrote:Tier 0 Alloy Understanding (tier 1: Unlocks alloy properties, tier 2: Unlocks light alloy material, tier 3: Unlocks medium alloy material, tier 4: Unlocks heavy alloy material, tier 5: Less cost, better quality, tier 6: Alloy refinery)
- Tier 0 Alloy Properties (requires tier 1 alloy understanding) (tier 1: Alloy synthesizing, tier 2: Alloy temperature resistance, tier 3: Alloy conductance, tier 4: Alloy shapeshift, tier 5: Less cost, better quality, tier 6: Alloy reactivity)
- Tier 0 Light Alloy Material (requires tier 2 alloy understanding) (tier 1: Light alloy material 1, tier 2: Light alloy material 2, tier 3: Light alloy material 3, tier 4: Light alloy material 4, tier 5: Less cost, better quality)
- Tier 0 Medium Alloy Material (requires tier 3 alloy understanding) (tier 1: Medium alloy material 1, tier 2: Medium alloy material 2, tier 3: Medium alloy material 3, tier 4: Medium alloy material 4, tier 5: Less cost, better quality)
- Tier 0 Heavy Alloy Material (requires tier 4 alloy understanding) (tier 1: Heavy alloy material 1, tier 2: Heavy alloy material 2, tier 3: Heavy alloy material 3, tier 4: Heavy alloy material 4, tier 5: Less cost, better quality)

Tier 0 Metal Understanding (tier 1: Metal detectors, tier 2: Unlocks metal properties, tier 3: Improves metal quality, tier 4: Unlocks metalbane weaponry, tier 5: Less cost, better quality, tier 6: Unlocks Metallokinesis)
- Tier 0 Metal Properties (requires tier 2 metal understanding) (tier 1: Unlocks metal architecture, tier 2: Unlocks nemesis weaponry, tier 3: Layer blades, tier 4: Armor piercing projectiles, tier 5: Less cost, better quality, tier 6: Unlocks metallumkinesis)
- - Tier 0 Metal Architecture (requires tier 1 metal properties) (tier 1: Metal barricade, tier 2: Unlocks metal structure functions, tier 3: Unlocks medium metal construction, tier 4: Unlocks heavy metal construction, tier 5: Less cost, better quality, tier 6: Metal gun placements)
- - - Tier 0 Medium Metal Construction (requires tier 3 metal architecture) (tier 1: Medium floor, tier 2: Medium wall, tier 3: Medium roof, tier 4: Medium door, tier 5: Less cost, better quality, tier 6: Medium reinforced wall)
- - - Tier 0 Heavy Metal Construction (requires tier 4 metal architecture) (tier 1: Heavy floor, tier 2: Heavy wall, tier 3: Heavy roof, tier 4: Heavy door, tier 5: Less cost, better quality, tier 6: Heavy reinforced wall)
- - - Tier 0 Metal Structure Functions (requires tier 1 metal architecture) (tier 1: Unlocks metal building designs, tier 2: Unlocks structural reinforcement, tier 3: Tubing, tier 4: wiring, tier 5: Less cost, better quality, tier 6: Unlocks inbuilt electronic systems)
- - - - Tier 0 Building Designs (requires tier 1 metal structure functions) (tier 1: Storage area, tier 2: Tower, tier 3: Workshop, tier 4: Power plant, tier 5: Less cost, better quality, tier 6: Factory)
- - - - Tier 0 Structural metal Reinforcements (requires tier 2 metal structure functions) (tier 1: Pillars, tier 2: Watersealing, tier 3: Structural Endoskeleton, tier 4: Structural Exoskeleton, tier 5: Less cost, better quality, tier 6: Armor plates)

Flight wrote:Tier 0 Flight Theory (tier 1: Unlocks gliding, tier 2: Unlocks propellers, tier 3: Unlocks rotors, tier 4: Unlocks magnetic flight, tier 5: Less cost, better quality, tier 6: Unlocks combustion engines)
- Tier 0 Gliding (requires tier 1 flight theory) (tier 1: Wings, tier 2: Parachute, tier 3: Tailfin, tier 4: Flaps, tier 5: Less cost, better quality, tier 6: Weapon hardpoints in/on wings)
- Tier 0 Propellers (requires tier 2 flight theory) (tier 1: Small and very small propeller engine, tier 2: Medium, small-medium, and medium-large propeller engine, tier 3: Unlocks rotors, tier 4: High speed propeller engine, tier 5: Less cost, better quality, tier 6: Small and very small turbine engine)
- Tier 0 Rotors (requires tier 3 flight theory and tier 3 propellers) (tier 1: Small and very small helicopter engine, tier 2: Stabilization rotor, tier 3: Medium, small-medium, and medium-large helicopter engine, tier 4: Helicopter maneuverability, tier 5: Less cost, better quality, tier 6: Large and very large helicopter engine)
- Tier 0 Magnetic Flight (requires tier 4 flight theory) (tier 1: Small and very small repulsor engine, tier 2: Medium, small-medium, and medium-large repulsor engine, tier 3: Small and very small agile repulsor engine, tier 4: Medium, small-medium, and medium-large powerful repulsor engine, tier 5: Less cost, better quality, tier 6: Large and very large repulsor engine)

Tier 0 Aviation Airframe (tier 1: Unlocks light airframe, tier 2: Unlocks medium airframe, tier 3: Unlocks larger light airframes, tier 4: Unlocks larger medium airframes, tier 5: Less cost, better quality, tier 6: Unlocks heavy airframe)
- Tier 0 Light Airframe (requires tier 1 aviation airframe) (tier 1: Very small drone frame, tier 2: Very small top mounted forward facing turret for drone, tier 3: Very small tail for drone, tier 4: Very small bottom hardpoint, very small propulsion slot, and 1 more HP for drone, tier 5: Less cost, better quality, tier 6: Small drone frame)
- Tier 0 Medium Airframe (requires tier 2 aviation airframe) (tier 1: Small fighter frame, tier 2: Small tail and very small back/tail mounted hardpoint, tier 3: Very small left mounted left facing and right mounted right facing turret for fighter, tier 4: Small top mounted forward facing turret, small propulsion slot, small armor slot on top, and 2 more HP for fighter, tier 5: Less cost, better quality, tier 6: Small-medium fighter)

Stealth wrote:Tier 0 Stealth Weapon Modification (tier 1: Flash brakes, tier 2: Silencers, tier 3: Hidden weaponry, tier 4: Utility weapon, tier 5: Less cost, better quality, tier 6: Utility grappling hook)

Tier 0 Stealth Systems (tier 1: Silence engines, tier 2: Unlocks detection systems, tier 3: Radar deflection plating, tier 4: Unlocks stealth field, tier 5: Less cost, better quality, tier 6: Cameleon plating)
- Tier 0 Detection Systems (requires tier 2 stealth systems) (tier 1: Perimeter cameras, tier 2: Seismic detectors, tier 3: Infra-red cameras, tier 4: Sonic detectors, tier 5: Less cost, better quality, tier 6: Radar)
- Tier 0 Stealth Field (requires tier 4 stealth systems) (tier 1: Very small stealth field generator, tier 2: Small stealth field generator, tier 3: Stealth field stability, tier 4: Small-medium stealth field generator, tier 5: less cost, better quality, tier 6: Medium stealth field generator)

Tier 0 Stealth Strategy (Tier 1: Unlocks stealth groups, tier 2: Unlocks stealth tactics, tier 3: Unlocks building concealment tactics, tier 4: Unlocks sneak attack tactics, tier 5: Smoothen procedure, tier 6: Unlocks base concealment tactics)
- Tier 0 Stealth Groups (requires tier 1 stealth strategy) (tier 1: Silent duo, tier 2: Silent trio, tier 3: Silent fireteam, tier 4: Silent squad, tier 5: Smoothen procedure, tier 6: Ghost duo)
- Tier 0 Stealth Tactics (requires tier 2 stealth strategy) (tier 1: Restrict firing, tier 2: Silence movement, tier 3: Camoflage, tier 4: Unlocks sneak attack tactics, tier 5: Smoothen procedure, tier 6: Map movement patterns)
- - Tier 0 Sneak Attack Tactics (requires tier 4 stealth strategy and tier 4 stealth tactics) (tier 1: Maim target, tier 2: Immobilize target, tier 3: Silence target, tier 4: Inject target, tier 5: Conceal procedure, tier 6: Terminate target)
- Tier 0 Building Concealment Tactics (requires tier 3 stealth strategy) (tier 1: Deactivate lights, tier 2: Silence operation, tier 3: Camoflage, tier 4: Unlocks base concealment tactics, tier 5: Smoothen procedure, tier 6: Cameleon camoflage)

Solar Panels wrote:Tier 0 Solar Theory (tier 1: Sunblocking, tier 2: Unlocks light reflectors, tier 3: Unlocks solar power, tier 4: Unlocks solar weaponry, tier 5: Less cost, better quality, tier 6: Unlocks epic EMP protection)
- Tier 0 Light Reflectors (requires tier 2 solar theory) (tier 1: Mirrors, tier 2: Hard mirrors, tier 3: Mirror focusing, tier 4: Archimedes' death ray, tier 5: Less cost, better quality, tier 6: Parbolic mirrors)
- Tier 0 Solar Power (requires tier 3 solar theory) (tier 1: Heat reactors, tier 2: IR reactors, tier 3: Solar cell panels, tier 4: UV reactors, tier 5: Less cost, better quality, tier 6: X-Ray reactors)

Tier 0 Solar Panel Material (tier 1: Solar panel material 1, tier 2: Solar panel material 2, tier 3: Solar panel material 3, tier 4: Solar panel material 4, tier 5: Less cost, better quality)
Tier 0 Reflector Material (tier 1: Reflector material 1, tier 2: Reflector material 2, tier 3: Reflector material 3, tier 4: Reflector material 4, tier 5: Less cost, better quality)
Tier 0 Solar Weaponry Material (tier 1: Solar weaponry material 1 tier 2: Solar weaponry material 2 tier 3: Solar weaponry material 3 tier 4: Solar weaponry material 4 tier 5: Less cost, better quality)

Battery wrote:Tier 0 Energy Theory (tier 1: Unlocks electricity insulation, tier 2: Unlocks energy storage, tier 3: Unlocks circuitry engineering, tier 4: Unlocks electronic weaponry, tier 5: Less cost, better quality, tier 6: Unlocks EMP protection)
- Tier 0 Electricity Insulation (requires tier 1 energy theory) (tier 1: Air insulation, tier 2: Glass insulation, tier 3: Rubber insulation, tier 4: Treated plastic insulation, tier 5: Less cost, better quality, tier 6: Ceramic insulation)
- Tier 0 Energy Storage (requires tier 2 energy theory) (tier 1: Acid batteries, tier 2: Armored batteries, tier 3: Battery fuses, tier 4: Unlocks immense energy storage, tier 5: Less cost, better quality, tier 6: Acid cell batteries)
- - Tier 0 Immense Energy Storage (requires tier 4 energy storage) (tier 1: Lighting arc batteries, tier 2: More capacity, tier 3: Even more capacity)
- Tier 0 Circuitry Engineering (requires tier 3 energy theory) (tier 1: Stable circuity mounting, tier 2: Superconductor wiring, tier 3: Insulating layer, tier 4: Static noise dampening, tier 5: Less cost, better quality, tier 6: Short-circuit protection)
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I participated in the Pocalypse RP in the active time, when all Moderators and Admins were active.

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Happy Demon
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Re: Demonic Group Control RP Interest Check/Setup Thread

Postby Happy Demon » 16 Dec 2012, 16:37

Oh, and Zidane, you get 250 points to distribute, just like Eldaran.
And you begin with 30 light and 10 medium units, just like Eldaran.
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Silverware
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Re: Demonic Group Control RP Interest Check/Setup Thread

Postby Silverware » 16 Dec 2012, 18:22

Account Name: Silverware
Group Name: The Ascomycota
Race: Plants
Type: Spores
Leader Type: Great Fungus
Location: Forest
Spoiler! :
Technology:
- Tier 3 Plant/Spawn Metabolism
- Tier 4 Plant/Spawn Regeneration
- Tier 4 Plant/Spawn Resistance
- Tier 2 Plant/Spawn Mutation
- Tier 0 Plant Growth
- Tier 2 Plant/Spawn Creation
- Tier 6 Spawning
- Tier 0 Plant Spread
- Tier 0 G.E.C.K.
- Tier 3 Ground Creep
- Tier 2 Ground Creep Spread
- Tier 1 Ground Creep Density
- Tier 2 Ground Creep Functions
- Tier 0 Ground Creep Tunneling
- Tier 0 Mycelium
- Tier 0 Water Creep
- Tier 0 Water Creep Spread
- Tier 0 Water Creep Density
- Tier 0 Water Creep Functions
- Tier 0 Water Creep Fortifications
- Tier 3 Climbing Creep
- Tier 2 Climbing Creep Spread
- Tier 1 Climbing Creep Density
- Tier 1 Climbing Creep Functions
- Tier 0 Climbing Creep Fortifications
- Tier 3 Spawns
- Tier 3 Spawn Body
- Tier 4 Spawn Movement
- Tier 1 Spawn Size
- Tier 0 Spawn Flight
- Tier 0 Plants
- Tier 0 Plant Body
- Tier 0 Plant Functions
- Tier 0 Plant Size
- Tier 0 Plant Acid Glands


Hope you don't mind that I removed the quotes and such from the tech tree, it just makes it easier to read through I think.
As you can see, I am actually not plants. But a fungal growth!
ALL HAIL THE FUNGAL OVERLORD!
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Happy Demon
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Re: Demonic Group Control RP Interest Check/Setup Thread

Postby Happy Demon » 16 Dec 2012, 20:33

Oh, I find that not showing the ones you didn't put points in and splitting up each into their respected tech trees made it easier.
Just look at Eldaran's modified sheet on page 3.
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