NPC Factions - Call for Papers

Discussion in 'Lore, Story and Factions' started by Hummel-o-War, Mar 9, 2020.

  1. tony hug

    tony hug Commander

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    ===============================================================
    Faction Summary - The Greys (zetareticulans)
    ===============================================================
    This Has Been Re-organised as i have done a lot more work on this Faction for my own Scenario,

    -- There are Now 13 Trials
    -- Each Trial has a 'Proof of Adequacy' token Creator for those that have passed it
    -- There is a new Showcase Scenario which lines everything up for perusal
    -- The Trials have been Re-named in an Empyrion Friendly Manner
    -- There are a couple of Specialised environment Trials and Mystery Structures Added
    -- Two Variants - Indidvidual GroupNames - or Same GroupName

    Faction Issue - All the Trials have a LOT of Text in LCD Screens -- Very difficult to Multi-language
    especially as embedded into the structures,

    =================================================================
    Note : These are not a Traditional Faction Per se --
    They are Always Alien (ie set to hostile)
    They have no ships
    They are an excuse to add a few MINI-GAMES into the empyrion universe
    (You collect the 'Proof of Adequacy' Tokens.)
    Purely based on total abuse of the LOGIC system (SCIENCE Muhh--hahahahaaaaa)


    - every trial is encapsulated in the same cubic POI shape that is designed to be used ubiqitously in space or on planet (though the 45 degree slopes are 'just' negotiable backwards on 4g worlds - so only a few of the less active ones work well there, but i have done a special 6G compatable variant for one )

    -----------------------
    Who They Are
    -----------------------

    Not so much a Faction as a Force of SCIENCE that is almost universally loathed and despised by all sentient space going races.

    (Hopefully extinctified by the Kriel who especially loathed and despise them - after an advanced diplomatic 'probing' incident gone wrong )

    Whether you consider them ancient gods or arrogant self-satisfied gloating elitists with an unhealthy obsession
    of stealing livestock and 'Probing' really depends you.

    Grey 'Testing' facilities are spread wide throughout the galaxy
    randomly in space or on a planet.
    They delight in enlightening (tormenting) primitive species with that so carefully placed crop circles or
    racing bright SVs late at night. The ultimate aim seemingly the 'leroy was here' stone temple or monolith carving.

    They are not a faction per se as they are rarely if ever seen (posing for carvings)
    They have no known ships or manned facilities.

    Racial details - if known at all
    =====================
    Form (real) - unknown (possibly Cephalapodic and Be-tenticled)
    Navy-fleet - none as far as anyone can tell
    home systems - unknown
    There is some indication they may be a super advanced civilisation from the Human
    galaxy ( - this does not bode well for human repuation by association.)

    Interaction - purely by indestructable (automated?) 'testing' bases.
    Sphere - none
    spread - random through galaxy (space and on planets)

    Factional Viewpoints:
    =================
    - Polaris:
    view : 'Arrogant - stuck up - self satisfied- menaces to the starlanes

    - Talon:
    Trickster gods - testers of the worthy

    -Zirax
    Irrellavant - they will be found and subjugated - use as training facilities

    -UCH
    Whats with the 'probing' - i want those earth cattle back - dissect the little buggers

    ==========================
    Known Discovered Trials
    ==========================
    Note they all look the same on the outside !

    #S1 : Trial of Memory
    #S2 : Trial of Perception
    #S3 : Trial of Reaction
    #S4 : Trial of Strategy -Alternate Map
    #S5 : Trial of Strategy- Standard Map
    #S6 : Trial of The Sphinx
    #S7 : Trial of Wisdom
    #S8 : Trial of BeastMastery
    #S9 : Trial of Seeking
    #S10 : Trial of Meandery
    #S11 : Trial of Gourmandery
    #S12 : Trial of LeaderShip
    #S13 : Trial of Engineering

    Special 6G version of Trial of Strategy Standard
    Special Asteroid Encaplsulated Trial of Perception
    Couple of Hint Stele
    Mysterious Structure #1
    Mysterious Structure #2

    Your Friendly Neighbourhood DEATH Trial
    ===============================

    Greys - Reaction Trial.jpg

    =================================================
    Showcased in the Following Scenarios
    =================================================
    All the attached scenario and POI files can be found either on the steam workshop (see below) or in the attached .zip files
    xGreys-POIs.zip
    (contains an Xlsx file with POI Summary in it + ecf and token files)

    Puzzle Box2 Scenario Has 6 of the Trials in it (Old Scenario with only 6 Trials)
    https://steamcommunity.com/sharedfiles/filedetails/?id=2149637775

    All 13 Trials and Extra Stuctures are Showcased in the Attached Simple Scenario
    xGreys-Showcase_v1.zip

    The Following (Kind of Big) Scenario on Steam - Features them as the Primary (Hidden) Antagonist
    https://steamcommunity.com/sharedfiles/filedetails/?id=2695395789
    ========================================================
    -------------------
    This Post Versions
    -------------------
    Was v5 -- Now NEW v6
    Rewritten - see changes at top of Post

    ------------------------
     

    Attached Files:

    #41
    Last edited: Dec 27, 2021
  2. tony hug

    tony hug Commander

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    Just a question :

    What are you wanting in terms of StoryLines.
    ie .. the Minimum , and what you would ideally want.

    1. Just Mission Outlines (ie what you would like)

    2. Mission dialog (not in real form)

    3. or Full <whatever it is> file with mission in it.
    (in that case do you need a full local scenario?)
     
    #42
  3. Ravis

    Ravis Captain

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    Name: Aria

    Description:
    The Aria are a Military Isolationist type of government, that is generally paranoid towards other nations. They respect other military’ based nations but distrust those who aren’t strong or upfront with their intentions. The Aria tend to stay with in their boarders but are very curious as to what other nations are up to. They tend to prefer physical weapons like Mini guns, flack, rockets, and artillery (Player turrets), but prefer to stay away from energy weapons (They do still use shields on harder POI’s). They are intended to have high firepower, but lower armor (hardened steel.)

    Aria1.jpg

    Tech:
    Aria use player turrets but prefer not to use energy weapons ( They do use Alien sentry turrets ). They tend to stick to a lighter armor, Hardened Steel for space, but ground bases are set to armored concrete.


    Player Interaction:
    Despite being an isolationist government, they do still have trade stations, these stations are not for large corporations or nations but for individuals to stop by so the Aria can gather information on the outside world.

    The Aria would start hostile to the player at first, in the event of becoming friendly they would be interested in information, and counterintelligence missions. For example, they would be interested that a Polaris mining ship was destroyed, or if Zirax drones were scouting mining deposits. They may even send a trusted outsider to destroy a Talon / Polaris base because of course it was spying on them.


    Relationships:
    Zirax: Neutral
    Kriel: Neutral
    Others: Hostile


    NPC’s: Currently set to Zirax, tough reptilian would be nice.
    Preferred Playfield: Desert
    Home world Name: Lyric


    Aria5.jpg

    Small / Guard posts: Group name: AriaSml
    FAria_Sml1 Scout Outpost
    FAria_Sml2 Recon Outpost
    FAria_Sml3 Defense Outpost


    Aria4.jpg
    Medium / General: Group name: AriaMed
    FAria_Med1 Relay Base
    FAria_Med2 Support Base
    FAria_Med3 Supply Base


    Aria3.jpg
    Large / Dungeons: Group name: AriaSC, AriaCC, AriaSP
    FAria_Lrg1 Sector Command
    FAria_Lrg2 Communications Center
    FAria_Lrg3 Space Port – (Drone Base)


    Aria6.jpg
    Orbit: Group name: AriaSpc
    FAria_Spc1 Outpost – Small trade station.
    FAria_Spc2 Strategic Information Center – Spy Ops for neighbors of the Aria.


    Aria2.jpg
    PV / CV’s: Group name: AriaPV / AriaOPV
    FAria_PV General Purpose PV
    FAriaLiba_PV Multi-Purpose PV, largely used for maintenance / setup of forward bases.
    FVoidAria_OPV Battleship, Front line OPV (Note: this ship was lowered from class 14 to a class 10)
     

    Attached Files:

    #43
    Last edited: Jun 30, 2020
  4. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

    • Developer
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    #44
    Kassonnade and ravien_ff like this.
  5. spanj

    spanj Captain

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    Name: The Brotherhood of Farr

    Title: BoF
    Species Type: Bipedal alien
    Civilisation type: Oligarchy
    Government type: Theocracy
    Economics: Fundamentalism
    Philosophies: Utopian
    Foundation: Founded 2398
    Religion: Farrisian, the worship of the profit Farr. The taking of his teachings as all that is needed to know and sharing of his wisdom to others that have not been blessed by his word.
    Location: A little too close to a G type star although a dense nearby asteroid field offers some protections and many eclipses. The asteroid field is theorised to have once been an orbiting moon.
    Main Planet: Parthix
    Main Planet Type: Arid, breathable planet but a bit too hot for most, very little vegetation. Cities are focused around sources of water.


    Short Summary: An alien known only as Farr crashed landed on Parthix many years ago. His ship, damaged beyond repair was cannibalised to create some sort of tractor beam that pulled asteroids from orbit to the ground. These asteroids contain rich veins of gold which Farr used to buy influence with the natives and eventually construct a communication device using a combination of technology from his ship and native materials and labour. He then used this device to contact the Polaris and helped broker a trade alliance between Parthix and the Polaris megacorp. What followed was the rapid and artificial acceleration of this species technological and social evolution. The people of Parthix (Parthans) went from a medieval society to technological and interstellar trade dependant civilisation in mere decades. After Farr completed the deal with Polaris he vanished, leaving the Parthans to their own destiny. Their saviour and now profit, the Brotherhood was formed as a global government to search for Farr and to spread his teachings and story across the stars. The tractor beam continues to pull gold from the heavens now and again.

    Further Description:
    Full description and history of the Brotherhood can be found in this report from UCH anthropologists: https://docs.google.com/document/d/1F-Xu42oerzbLg-lHYzBVN_Z1cRKt0eK8DRbXPgAiqEM/edit?usp=sharing

    Relations to Polaris: Honoured, strong trade relationship.

    Relation to Zirax: Unfriendly but at peace, occasional skirmishes.

    Relation to Kriel: hostile, the Kriel despise the Brotherhood and all they stand for.

    Relation to UCH(Terrans/Humans): Friendly, good trade relationship.

    Relation to Pirate: hostile, pirates often attack Brotherhood ships due to them often carrying trade commodities or gold.

    Relation to Trader guid: Neutral, some trade does exist to the trader guild but deep rivalry with Polaris causes some friction.

    Architecture: The Brotherhood are obsessed with gold, it held value in medieval Parthix but only once Farr set up the deal with Polaris did the Parthans realise its full power. Their architecture celebrates gold and actively displays it in intricate and expensive patterns on the outside of their structures and ships. A true show of their power through wealth. They use darker colours to contrast against the gold, this gives the gold a glow and makes it stand out more than normal.
    Curves and arches also feature heavily in Parthan architecture, another statement of their grandiose nature and wealth.
    Finally, most structures will feature a tower with a bright ball of light at the top, this is symbolic of the device used by Farr to bring gold down from the heavens. The device is still active and safely guarded on top of Temple Prime on Parthix.

    POIs:

    Temple of Farr.
    Temple of Farr (small).jpg
    20200710120756_1.jpg
    https://steamcommunity.com/sharedfiles/filedetails/?id=2161031020
    These temples are common on most planets colonised by the Brotherhood.
    The temple usually comprises of a large main chamber where scripture is recited and services take place, the temple has accommodation for the resident brothers and elders of the religion. Towards the back of the temple is a small trade floor where you can find one or two traders.
    The temple is unarmed but automated sentries and defences exist on the interior in case of hostile intruders.
    Off limits to all but Brothers is the catacombs where it is said the brotherhood keep sacred, fragile relics and also where they bury their most revered brothers and elders.


    Prosperity class patrol vessel
    Farr Patrol.jpg
    20200710113957_1.jpg
    20200710114045_1.jpg

    https://steamcommunity.com/sharedfiles/filedetails/?id=2161031287
    Since the Brotherhood have an almost limitless wealth, they purchase only the best in ship technology and design. Polaris shipyards made a substantial profit designing and building the Brotherhoods space fleet to their exacting specifications and requirements, even adorning the hull with intricate gold plating.
    Brotherhood ships are generally well defended with the latest in shield and weapon technology. However, they are not warships. The Brotherhood space fleet are primarily escort and patrol vessels to keep pirates at bay and are not designed for full scale war. They're fast, nimble and pack enough of punch to make anyone think twice.

    Brotherhood ships are prefixed with RSB (righteous ship of the Brotherhood) pictured above is the RSB Prosperity. Ships are generally named after values of the Brotherhood itself, Prosperity, Charity, Generosity, Valour, Spirit, Honour. They have also been named after locations such as the RSB Parthix but this is much rarer.

    Farr Point Station (ok we might need to change this)
    20200720203756_1.jpg
    20200720203806_1.jpg
    20200720203908_1.jpg
    20200720204055_1.jpg
    https://steamcommunity.com/sharedfiles/filedetails/?id=2173107174&result=1
    The crown jewel of the Brotherhoods space presence. This station offers not only an orbital trading platform but and interstellar travel hub, offering passenger services, shopping, hotel, medical facilities and its own chapel.
    A large outer docking ring allows multiple large capital ships to dock at once while a separate hangar bay can accommodate small vessels.

    Heavily shielded and well armed, this station can withstand attacks from small and large capital vessels. Given its importance to the Brotherhood, any potential attacker can expect significant Brotherhood reinforcements to arrive very quickly.

    This station should only exist in orbit of Parthix (homeworld) smaller stations will be built for standard playfield use

    Other POIs still WiP or not started yet:
    - Residence ( Planet: Similar to the civilian residence but with BoF architecture)
    - Shrine (Planet: a very small temple like building, no catacombs)
    - defence posts (Planet: assorted with player type weapons)
    - Mission (Planet: a mid sized outpost with lots of crates, like a supply post but intended as a charity mission to supply the needy in the name of Farr)
    - Trade post (Planet: similar to existing trade posts but with Brotherhood architecture)
    - relay post (Space: smaller space POI modelled as a communications post with minor defences)
    - Archium (Planet: Parthan for Inquisition, the darker side of the Bortherhood, A sinister POI with tight security and intrigue, lots of prisoner cells, think secret police)
    - Foundry (Planet: Built around a few furnaces, used to smelt gold, similar to Polaris refinery but with Brotherhood architecture)
    - Temple Prime (Planet: a large ornate temple on Parthix, site of the tractor beam built by Farr similar to temple of Farr but bigger, large catacombs dungeon, Very difficult)

    Possible story missions: (SPOILERS)
    Currently I am thinking of a story arch that would take the player through joining the Brotherhood through a series of trials, starting on Parthix and ending with them receiving the title of Brother. Further missions then include delivering aid to other planets and recruiting NPC to the brotherhood by speaking with them across the galaxy.
    After a bunch of errand missions you are promoted to Elder and given an important mission to speak with the eldest Brother (kinda like the pope) he teaches you the history of the brotherhood and sends you off to a Legacy world where a Brotherhood outpost exists, you are told to just deliver a power coil to keep the outpost operational but while you are there you are compelled to take a look around and find something incredibly disturbing......tbc
     

    Attached Files:

    • BoF.zip
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      1.4 MB
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    #45
    Last edited: Jul 21, 2020
  6. Escarli

    Escarli Rear Admiral

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    This is a work in progress with many of the poi's still under construction. I've been side tracked by other poi's currently but I definitely plan to get back to them.

    Name of Faction: Tresari
    Homeworld details:
    Gravity 2.0
    Very atmospheric but with little breathable oxygen. It's a cross between a swamp and a desert. High temperatures at day but very cold at night.

    Global Orientation:
    Traders, wannabe peacemakers, information brokers. When their hive mind mentality is activated (which is extremely rarely) the best description would be aggressive warriors but only to achieve a single dedicated goal (see further details below).

    Key Race traits:
    Evolved from a hive mind mammal, in certain circumstances (see Polaris section below) the hive mind can temporarily be activated, though this ability is diminishing with time. Very strong and has the ability to withstand temperatures, both hot and cold, that many other races could not. With requiring very little oxygen to keep them going they can withstand very harsh conditions which include the cold dark space.

    They are naive, very intelligent, friendly to a point but never to the extreme. As long as you don't become too friendly with them they are entirely trustworthy. They have high moralities and have an infinity with nature.

    They way of colonising is to terraform planets to suit their purposes. Harsh environments where other races tend to stay clear of are perfect candidates for them. Due to their method of colonisation they're not a very big faction...but they are potent.

    Government:
    Monarchy unity. As a former hive mind they are split into sects of Kings/Queens which form a unity government to form a single cohesive voice to outsiders. Each sect deals with their people with their own way but it's the unity government that deals with the traditions, scientific research and looks outward to the galaxy. Requests for trade comes to them first and gets passed down to the appropriate sect.

    Misc details
    To summarise the Tresari they are an eternally happy people who are socially awkward, love to trade but have are not trusted. They are more than a little naive, but they're not stupid...in fact they are highly intelligent.

    Originally evolved from a hive orientated mammal they are now humanoid in appearance but now have individual thought. There are traces of the hive left over though which can be activated in certain circumstances (more on this below). When the hive element was no longer they turned in on themselves preferring their own company, though they are far from being xenophobic.

    They lead normal happy lives but you'll never see a big crowd of them in one place. Outsiders will often say that they find the Tresari a bit on the shy side though this is far from the truth. They dislike to see other sentients in pain, and that includes their own race. To see other members of their race in true pain brings out a good degree of empathy and is inbred into them that they must help any sentient in such pain.

    If one Tresari is in too much emotional or even physical pain they will strike up a conversation with someone they know, in essence they turn away from being a socially awkward Tresari and become an overly friendly to the extreme. Other races do not understand this and is the reason why they are not trusted, for when a Tresari becomes overly friendly it's their way of asking for help.

    Helping someone that is showing such friendship to end their pain is seen as a great personal honour, a ritual is done and the sentient in question is eaten.

    Which leads nicely onto the relationship with the Polaris.

    Faction reputation:
    Polaris:
    The Tresari love to trade, unfortunately when they were in negotiations the Polaris ambassador became overly friendly. For such an important individual to show, in the Tresari's eyes, such pain they took it as a view the polaris needed help.

    The ritual was undertaken, of which the ambassador was completely oblivious too, until the time it was clear they intended to eat him. By that point however it was far too late. When the Polaris government learnt what happened they declared war. The war ended 30-40 years ago after the two factions came to a stalemate, as the war progressed the Tresari slowly began to realise their error.

    The fall out of the war turned the Tresari into wannabe peacemakers. The Polaris do not like the Tresari whilst the Tresari themselves like the Polaris and have been looking for opportunities to regain the friendship they once had. Essentially they realise their mistake and want to make up for it.

    The war did prove one thing however to all the races, the Tresari might be a small faction but their combat abilities are not to be trifled with, attack them at your own peril...but also be too friendly with them and you might find yourself being the main course.

    Kriel:
    The Tresari do not like the Kriel as there have been skirmishes with them on and off. They tend to keep out of each others way. Currently on a neutral standing.

    Zirax:
    Excellent trading partner! Nice folks!

    Pirates:
    They have an understanding towards each other, the civilian Tresari ships are ripe pickings for the pirates. After an unfortunate pirate escapade, the two factions made proper contact in which the Tresari talked the pirates into a trade deal. They provide each other intel and various other services which benefits them both. In return the pirates leave the Tresari alone.

    The other factions know of this arrange which is one of the many reasons why the Tresari are not trusted. In the Tresari's eyes they're simply trying to prevent other factions from going to war. It's a misguided deal by a naive race who believe they are helping other factions.

    Talon:
    They see the Talon as primitives and for reasons unknown to many they have taken it upon themselves to defend the Talon wherever and whenever they can. In reality they simply believe them to be primitives and their own instinctive sense of honour means they can't not defend those they as completely helpless. They have no technology, no ships of which to defend themselves.

    UCH: Haven't encountered them.

    Legacy: Who? Oh they're nothing but stories.

    Colour Pallete:
    |0#0#0#0#0|1#0#21#80#57|2#0#220#0#0|3#0#0#18#0|4#0#0#64#220|5#0#0#220#220|6#0#0#220#153|7#0#32#32#21|0#1#220#220#220|1#1#33#40#0|2#1#170#5#5|3#1#95#61#0|4#1#26#50#89|5#1#58#166#215|6#1#102#220#0|7#1#2#16#0|0#2#170#170#170|1#2#137#117#92|2#2#37#0#0|3#2#167#225#223|4#2#0#15#100|5#2#78#77#69|6#2#28#149#36|7#2#0#13#26|0#3#110#110#110|1#3#220#95#3|2#3#102#0#0|3#3#43#32#21|4#3#125#139#150|5#3#72#83#71|6#3#30#76#64|7#3#10#10#10

    Building Traits:
    Corner C and 22' angle blocks.

    Military builders are practical whilst civilian builders are much more free and open. The Eternal Glaze CV aims to be a demonstration as to the difference between military design and civilian.

    Tresari Cryogenic Facility:
    Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2070803536
    Has an admin core that can be destroyed. There's a series of signal logic with switches you need to activate to find the core. Along the way Tresari waken from their slumber

    3 Alien containers
    1 Very Rare alien container

    Made up of combat steel and armoured concrete

    Choice of two entrances, one of which has a surprise.
    Mobs consists of alien bugs, crawlers on the inside and the alien assassins on the inside.

    The story behind it is after the polaris war, some of their citizens found it hard to put the hive mind mentality behind, so they were put into cryogenic sleep to help them heal. When enough time has passed they'll be released and incorporated back into society.

    Note: aliens were used at the time when I built this because I wanted something different, the Kriel were not announced to be incorporated into the game, so they can be changed out for something else.

    Switch the mobs to the desired ones and this particular POI is ready to go.
    upload_2020-8-9_15-15-29.png

    Tresari Supply Station
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2098521206
    Currently on the workshop, though I plan to convert it into a poi when I hae time by having an underground area you access via the hanger. The style of the insides gives you a good indication as to what I'm going for look wise.

    upload_2020-8-9_15-18-18.png

    Tresari defence poi
    Speaks for itself really
    View attachment 80850

    Tresari Drone base
    Not complete, still some shaping to do and the insides aren't done at all. Can get an idea as to the style however
    upload_2020-8-9_15-20-47.png

    Planet Terraforming poi - work in progress (pretty obvious I know !!)
    upload_2020-8-9_15-22-22.png

    Eternal Glaze - Tresari Civilian exploration CV
    Workshop link:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2356294400

    Eternal Glaze (OPV).jpg

    The style of a military vessel is going to corporate part of this style so it's going to be partially open and free but also enclosed, practical and more standard looking.
    View attachment 80853

    Eternal Syphon
    The first complete CV. The workshop link takes you to the current released model. I have several variations of this planned, it's going to be the entry level orbital patrol vessel...not too difficult to defeat, corvette level is what I'm aiming for.

    https://steamcommunity.com/sharedfiles/filedetails/?id=2209452131

    Eternal Syphon.jpg

    Tresari Raider SV
    The build that inspired the faction.
    https://steamcommunity.com/sharedfiles/filedetails/?id=1994330606
     

    Attached Files:

    #46
    Last edited: Jan 9, 2021
  7. Nkbs

    Nkbs Ensign

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    Name: Inter Security Services (ISS)

    Description:

    The Inter Security Services (ISS) was formed through various living beings (Humans + Aliens), they don't have a type of Governement as other factions, they do have a President of the Company, wich created various contracts with many factions and some other Civilians too.

    Their mission is to Protect Allied (by contract) facilities and/or the surrounding borders of them.

    Andromeda is big, plenty of Civilians started to settle X planets, the actual big Factions, some at war and others neutral and the misterious "Legacy" ones, some Civilians from different settlements/factions, wanted to protect others who didn't have the meanings to do it against the actual Factions, Dangerous Species and of course the misterious "Legacy", specially since most of the Civilians don't have the meanings to build defenses, they choosed to Rely on the ISS for Protection, always in the aims of Peace against everybody (if it was possible).

    Years of work between the actual President of the Company and their associates, led to the build of a strong Private Company wich will grant the Security, that most of the Settlements scattered around the Galaxy (Civil settlements) needed against the Nature of the place aswell against other dangers that may come from from outside.

    Branches:

    The ISS contains 2 branches at this moment

    ISSSD (Space Department = for Space related operations like: Escort, Recon, etc)
    ISSPD (Planetary Department = for Planetary related Operations like: Provide security for some Civil settlements, adquiring resources for the company, recon & security of the planet in wich they stablished a base)

    Vehicle Note (SV): One SV is shared between the SD/PD so it's the only one without the 2 letter adds since both may use it, according to the emergency.

    Player Interaction:
    As the Company they are, they have a few trading stations in some planets, for those who want to exchange any goods, they provide a safe place for the player to rest. Each station also allows the Company to gather information about the sector in wich the station operates as well about problems and else from everybody, meaning they will always will be updated about what's going on even on those places in wich they don't stablished an outpost.

    The ISS would start Neutral to the player at first (since they don't know the player at all), in the Event of becoming friendly they will provide assitance to the Player, only if the player is inside the Sector in wich they operate (since they don't want to start wars, but will defend themselves against any faction that attacks inside their territory, even the Player will be considered hostile if attacks non-hostile creatures on their territory).

    Relationships:
    Zirax: Neutral
    Kriel: Neutral
    Talon: Neutral

    Polaris: Friendly (by contract sometimes they request an escort and if their cargo vessels go through the ISS territory 'or have to cross unknown territory or Pirate territory' the ISS will provide 1 or 2 Vessels for their protection)

    Civilians: Ally (varies) / (some Settlements may contain ISS forces around since the ISS protects their settlements, not all have ISS forces and/or won't recive ISS help if player attacks them, but if they are Allied it can led to be Enemies with them)

    Legacy: Hostile (time ago the ISS was protecting a few Legacy poi's in wich some Civilians where working to discover more of them and understand them, but something happened, the ISS and Civilians on those old sites never returned, word said most of the places just vanished but 1 survivor took note and adviced the corporation to stay Alert in case of any Legacy attack or encounter around)

    UHC: Neutral

    Others: Neutral (unknown how many factions are added by the time im writing this so... i only listed those i remember and have any info about them, that are part already of the game)

    Tech:

    The ISS knows, isn't safe outside, there are many hostile creatures, they use a long variety of Weapons and Defense Systems (All player based, no alien weapons = zirax weapons i mean)

    Base and Vessels (almost all of them), took time to build them since they are made from the harderst material (Combat Blocks), they did it because of the Hostile forces that may encounter and be, around Andromeda (or whatever name you want to call the whole galaxy and beyond).

    With that in mind, they builded each Base and Vessel (HV,SV,CV) thinking that at some point, they may have to fight X hostile, so they will be ready when the time comes.

    NPC's:
    Cyborgs, TurretBots, Aliens/Humans (Civilians & Armed ones)

    Here a Image of the CV/PV & SV (meaby for the future if factions are allow to use SV)

    End note: like mentioned before, there's 1 SV used by both Departments named: ISS - ATPV and this one (second from Right to Left) the company uses it to search around the Planet at Night, if there's any enemy or if the player is escaping with their Lights)
    20210114161336_1.jpg
    Above, the ATPV, Below the other ISS-SD vessels:

    ISS-SD Vessels Info:

    A.T.P.V (Assault & Transport Planetary Vessel) = this SV carry a total of 4 troops (with the pilot) usually to drop off reinforcements, then leaves again for more and/or provides some firepower for the actual troops it left.

    (from Left to right of the next image)

    D.C.V = Destroyer Combat Vessel: Main C.V (in combat) of the ISS-SD forces, can carry some S.V (C.S.V / A.T.P.V) and it's well armed, despite being the Main C.V in combat, still the ISS use this ship, more than nothing as a Reinforcement at the space.

    InterV = Interceptor Vessel (InterV): The ISS purpouse of this ship, is to Intercept enemies around the Main ships, meaning this one's are more seen actually as an Escort of the main ships of the ISS-SD forces and as Escort of allied Transport ships by contract. The actual number of each InterV as escort of each D.C.V / P.B.L.V / M.O.C.C (specially this one) is unknown.

    S.P.V = Small Patrol Vessel: The Basic use of this ships is to Patrol the Orbits of each planet in wich the ISS have any base. It's the first line of defense of the forces, since if a S.P.V is attacked, they will send a message to all the forces (To the planet in wich they have a base and beyond) so they can send more ships and/or evacuate the planet if they are overwhelmed by the enemy. (Note, the S.P.V are less in number, compared to the other ships, since the others actually are the main forces).

    A.T.P.V (already mentioned above)

    &

    C.S.V = Combat Small Vessel: Not much to say, they are small, fast and with good firepower. some CV (Capital Vessels) carry a few C.S.V to protect their CV's, also used as Air Support for land forces on all planets (as long there is a CV that carry them)


    20210114161542_1.jpg

    Branches Updated 1.0:

    ISS - SD: First Space Outpost (Floating one, Done)
    ISS - PD: First Planetary Outpost (WIP, paiting and will be the first ready)
    20210116001438_1.jpg
    ISS - PD: First 2 Operational Vehicles:

    ISS - PPV (Planetary Patrol Vessel)
    Main Purpouse: Recon, Exploration & Patrol (Like a Motorbike)

    ISS - APV (Advanced Patrol Vessel)
    Main Purpouse: Recon, Exploration, Patrol, Combat & Transport. (Better equiped Patrol Vessel, it can carry 2 more players/npc on the back)
    20210116001037_1.jpg

    Branches Update 1.1:
    ISS - PD

    ISS - ACPV (Assault & Containment Patrol Vessel)
    Main Purpouse: Assault, Containment & Patrol. (Much better equipment, used more than nothing on hostile enviorements, this beast has been made thinking that, in the event of an Attack against any ISS outpost, the beast will be used as a Defence force, yet in case they need to retake a base, it will be sent among the other foces. Sometimes you can find it moving around the map but its rare, also it can carry 2 players/npc on the back)
    20210117115201_1.jpg

    ISS - PCV (Planetary Cargo Vessel)
    Main Purpouse: Cargo & Transport. (Used to transport goods from A to B more than nothing, it's Slow compared to the rest of the vehicles so it contains a defense system of 2 turrets on top, to provide a little more security when moving)
    20210117115216_1.jpg

    ISS - PD Complete force:

    Center: PPV (Planetary Patrol Vessel)
    Left to Right:
    ACPV (Assault & Containment Patrol Vessel)
    APV (Advanced Patrol Vessel)
    PCV (Planetary Cargo Vessel)
    20210117115144_1.jpg

    Brances Updated 1.2:

    ISS - PD Bases:

    Factory (WIP) Preview (It includes marks to know where to park each HV)
    View attachment 85343

    Note: the color and lights won't be like that, as i said it's still a WIP (have to add some things and of course, change the color, but the building honestly it's ready.. if we talk about the structure.. the painting and furniture/some devices... will be added soon)

    So far, i have this and another 2 bases ready for this faction (one already mentioned above, of the SD branch) the one i had to paint for the PD, and this one... (painting and devices, but almost complete)

    Update 1.3:

    New Building of the ISS (SD/PD = 2x1)

    "Travel safe to the Krire Interport"

    Yes! The ISS grew over the time and now provides Security to the new Krire Interport~

    Enjoy safe flights, a big Interport fully alive, very well secured and point of start and end, of each flight around Andromeda. Here, in Krire Interport, you will enjoy the 5 places for your CV+SV (5 in total)

    Note: Majority of ISS Forces, but since it's basically a Civilian Interport (Guarded by the ISS) you will see Civilians walking around~

    Also, the ISS provides security and it contains it's own Private Hangar, the others are for Civilian/Player purpouses.

    2 Places for CV flights and 3 for SV Flights~

    Where you will travel next time?

    View attachment 85602 20210126111427_1.jpg

    (Had to delete some images since i wasn't unable to upload my file, most Bases & Vessels are done, yet i have to polish a few i haven't upload... painting more than nothing heh)

    Update 1.4:

    + Added Defense buldings separated from the Main one
    + Functional PD & SD bases (Trading Station, Outposts)
    + Added a new Base (specially for hard climate/radioactive planets) the new base it's a underground base (like those used from the Pirates)
    + re-touched:
    1) all the CV, painted and functional.
    2) changed some npc spawners in the bases
    3) added a few patrols on each defense system (the new ones external from the bases)

    News about 1.5 Update (Coming soon):

    I'll be adding 2 more CV's and new HV's for the ISS and they are:

    ISS - M.O.C.C (Mobile Orbital Command Center)
    ISS - P.B.L.V (Planetary Bombardment & Landing Vessel)

    Purpouses of each one:

    M.O.C.C = To provide as it name says, a Mobile Orbital Base. A Tough CV that will be seen going through some of the sectors around Andromeda. Outside the ISS homeworld, the M.O.C.C is the Home Base, the HQ of the forces and is sent regulary to provide assistance between sectors. It contains quite the space for the SV's that will be ready to be deployed in space combat and also, to send some SV's to a Planet for resources and/or to secure a safe position for the P.B.L.V to come.

    P.B.L.V = This vessel was made in mind to provide firepower to the ground forces and also to Transport a good ammount of HV's to the planet, this one transports the forces that will take land for the Company and/or will attack an Enemy to eliminate them from that planet if they have been a threat for the ISS and their Allies, also if not engaged in combat the P.B.L.V may be seen just dropping off forces into the planet and leaving (to bring more later or to hold position and defend their groundforces at space if the Enemy tries to send reinforcements into the planet.

    Note about the new CV's: Those 2 (M.O.C.C / P.B.L.V) never ain't alone, despite having a few SV's that protects them, there are always others CV's present with them as an Escort, of course when comes to the P.B.L.V, their Escort never goes down to the planet with them.

    Note: the file will be modified and added the versions on the name, the actual one (if you see this message) means it's the 1.4 Version so far.

    1.5 Image & Info Preview:

    1.5 Preview 1.jpg

    Showing the P.B.L.V (ignore the name above the ship, forgot to change it)
    Info about the P.A.T.

    The P.A.T: (Planetary Assault Transport): Main purpouse of this HV it's to transport troops. Usually the P.B.L.V drop off some P.A.T's when there's an invasion of the ISS forces to retake their land or to protect allied settlements under attack by X (Player or other NPC's/Factions) that require more forces.

    (simplified, it's kinda like a Troop Crawler launched from the space by the P.B.L.V among other forces)
     

    Attached Files:

    • ISS.zip
      File size:
      978.5 KB
      Views:
      211
    #47
    Last edited: Mar 24, 2021
    Kassonnade and tony hug like this.
  8. Splendid gentleman

    Splendid gentleman Lieutenant

    Joined:
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    just a wierd idea here, but how about some sort of Ghost "faction"?? minor faction who you cant gain status with etc.

    - could inhabit dead planets or derelict ships.
    - cant be hurt with physical weapons - plasma only, and laser to a lesser extent.
    - can go through walls and are not necessarily visible unless they enter attack mode.
    - can be heard, and avoided if needed.
    - drop entropic ammunition or gold / some other freaky totem as loot
    - will roam the POI, and lose interest in attacking if they lose sight of the player after a few seconds.
    - can mess with electrics, activate turrets etc only when they are closeby
    - are linked to a particular object, so will respawn at that object once killed, until the object is destroyed, or powered down. (cryo chambers, burial chambers, sepulchers etc)
    - wont agro the player until they either mess with their object, steal from the POI or otherwise break something.
    - ignores armour when attacking ( physical only )

    - no faction affiliation
    - cant have territory
    - cant move the ships they haunt
    - extra hate towards the abyssal zirax
    - all animals run from them and stay away from where they haunt.
    - the lore for them could be deepened - i.e are they ghosts, or some inter-dimensional being?


    might take a little work, but might add a different style of play to POIs rather than just wear big armour and have shooty guns. you can still do that, or you can go in sneaky and indiana jones like.
    could also open up more interesting loot options to players who dont yet have end game battleships and epics. or those who just fancy a change of pace..
     
    #48
  9. Foofaspoon

    Foofaspoon Commander

    Joined:
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    Name: Vordrak

    Description:

    The Vordrak are a mysterious group that lurks on the edges of civilisation, generally aloof from galactic affairs, but maintaining strong trading ties with the other major galactic powers. Individually they appear as cybernetically advanced humanoids that appear to be a mish-mash of different races. Quite literally. An individual may have a Ziraxian face, Polaris ears, and a Talon skull; each one is a different mix of traits, biologically and cybernetically advanced.

    Other Andromedans view them as something of a weird cult, and rumours about their true origins, purpose and motives swirl around. What most agree on is they seem to be searching for something, their bases and ships focussed on researching this elusive goal. Whether this is immortality, advanced life in other galaxy clusters, or perhaps listening for the voice of the gods in the emptiness of space no one but them knows. Many believe that the individuals of the Vordrak seem individually ancient, forced to graft parts to themselves to keep alive, having pushed cloning technology far beyond it’s limits.

    The Vordrak themselves are few in number but use mercenaries and cyborgs as troops when they need to fight, though mostly they try and avoid major conflicts but are equipped to defend themselves where necessary. They are technologically advanced, but this focusses on areas such as cybernetics, organics, and sensor technology. Their weapons are effective, but often purchased from other major powers. In recent decades they seem to have become much more interested in Legacy technology, and some aspect of this seems to be being incorporated into their machines and ships. This interest is viewed as foolhardy by many, though there are whispers that the Vordrak seem resistant to the strange contagion that was associated with The Legacy.

    They are aloof in attitude to other races, and seem little concerned with others. They are little given to polite conversation, though they seem to have some degree of humour. Traders often say that you always walk away from a deal feeling like you are the butt of some joke that only they understand.

    Society: Hard to judge by outsiders, their society seems fairly distributed in terms of power. There is clearly some seniority between members, but it seems to lack a highly structured hierarchy. There seems to be no one leader, or head of state, and decisions are generally made as a group. Though indifferent to outsiders, the Vordrak go to great pains to help each other, and their advanced cloning techniques are designed to quickly bring deceased members back to life.

    Vibe going for: A quasi-cultish, mysterious group of technological Frankenstein’s Monsters that have an unhealthy interest in the Legacy, and perhaps have unpleasant secrets to uncover…..

    Relations with Other Factions

    The Vordrak do not pick sides, and in their dealings with other races are utterly amoral. They happily sell medicines to Traders, biological weapons to the Zirax, and cybernetic technology to the Polaris. They do not seem to have territorial designs and stick to less populated parts of the galaxy. They do not encourage visitors but are not hostile unless provoked. That being said, they are viewed with some fear and suspicion. They claim, if pressed, to only share biological grafts between them, or from willing doners. But rumours persist of isolated ships vanishing when the Vordrak are nearby, unexplained disappearances that they refute as simple prejudice….

    Relationship with the Player

    Initially indifferent, and possibly a source of information or valuable technology. However their interest in the Legacy, or too overt an interest in their activities, could lead to a more aggressive relationship. Perhaps the player may look like an interesting new specimen to ‘investigate’.

    POIs

    Vordrak Vessels and buildings are often whimsically named, with a (perhaps mocking?) religious undertone. Some of the most common are below:

    Pilgrim

    A cheap and simple outpost, that appears to be a base for establishing if there is anything interesting on a planet. A heavy mercenary presence helps guard it

    POI Piccies_2021-03-05_20-35-59.png POI Piccies_2021-03-05_20-36-47.png

    Exalting

    A large scale base that seems to be some sort of telescope, or observatory. The placement of these around the galaxy doesn't seem to show any obvious pattern of where they are looking, but given the amount of effort that goes into these places, they are clearly considered important.

    POI Piccies_2021-03-05_20-38-18.png POI Piccies_2021-03-05_20-38-45.png POI Piccies_2021-03-05_20-39-03.png

    Immortal Abode

    The main space station that is used by the Vordrak. It is well defended by a small fleet of heavily armoured drones that circle the exterior, and pose a significant hazard to all but the most heavily armed ships. No outsiders tend to be allowed in, and their is likely to be a heavy presence of the Vordrak themselves inside.
    POI Piccies_2021-03-05_20-41-14.png POI Piccies_2021-03-05_20-41-44.png

    The Seeker

    A moderately armed patrol ship, The Seeker seems to be more a mobile research station than battleship. Still, caution should be exercised in approaching lest the Vordrak get jumpy...
    POIs_2021-03-05_20-52-04.png POIs_2021-03-05_20-52-12.png
     
    #49
  10. theScriptHD

    theScriptHD Commander

    Joined:
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    Name: Wastelanders

    Homeworld details:
    Cronu - Barren scorched (or anything similar)

    other planets they should have some territory on:
    Desert, Arid (or anything similar)

    Race:
    Human

    Technological advancement:
    everything they get from stealing and killing.
    from low end gear up to high technology.

    Faction reputation:
    Polaris - neutral. even with stealing and killing they can't aquire everything. so setting up a trading relationship helps a lot to reach their goal. not their favorite trading faction though.

    Traders - friendly. Wastelanders tend to dislike other races than humans (because of their bad experience with the zirax) so they prefer to trade with the traders which consist of mainly humans.

    talon - neutral. they tend to keep out of each others way. they mainly think the talon is too primitive to be in their way of revenge

    pirates - hated. main thing is rivalry. lots of skirmishes and fights. (need to think a bit more about that)

    Kriel - hated. because screw those guys. (just kidding, need to think a bit more about that)

    legacy - they don't care, they only seek revenge on the zirax.

    zirax - hated, hated and hated. main reason why they lost their planet and families. they swore to seek revenge, even if they lose everyone

    Lore:
    (Thanks to @Aersaud for the help!)
    After not meeting the demands of a Xenu Commander their planet was ordered to be destroyed by Nuclear fire and weaponry.
    With their world now plunged into chaos they were scattered to the ends of the universe. Those who survived learned how to live off the scraps of war.
    Blind with revenge they started to take on a role similar to Pirates, pillaging, stealing, and killing all who had something they wanted.

    However they wanted to be something different, something greater than just "pirates".

    Together the civilians, engineers, and soldiers of this lost homeworld joined forces, creating a faction known as the Wastelanders.
    Their primary goal was to seek revenge on the empire that destroyed their beloved home - the ZIRAX!
    Using gurilla warfare and tactics, the Wastelanders were able to take down and steal enemy ships.

    Slowly they grow bigger...scrap by scrap...biding their time until...they can take their revenge and RELEASE all those years worth of pain and suffering on their enemy.

    Colour Palette:
    |0#0#0#0#0|1#0#220#220#166|2#0#220#0#0|3#0#220#166#233|4#0#0#64#220|5#0#0#220#220|6#0#0#220#153|7#0#187#135#90|0#1#220#220#220|1#1#220#212#0|2#1#170#5#5|3#1#220#0#150|4#1#26#50#89|5#1#58#166#215|6#1#102#220#0|7#1#123#73#46|0#2#170#170#170|1#2#220#170#3|2#2#176#34#58|3#2#162#97#55|4#2#0#15#100|5#2#57#115#215|6#2#28#149#36|7#2#62#30#10|0#3#67#67#67|1#3#220#95#3|2#3#102#0#0|3#3#93#88#80|4#3#141#113#85|5#3#96#91#83|6#3#0#40#0|7#3#10#10#10

    Building Traits:
    pretty much open for that. lore wise it explains that even if the ship doesn't fit, it can count as a stolen and re-painted/re-purposed one.

    Current OPV's and POI's that are already finished (in the .rar file in attached files):

    OPV's:
    [Wastelanders] Kaito
    20210526075059_1.jpg

    [Wastelanders] Kaito Freighter
    20210526075119_1.jpg
    [Wastelanders] Koseki Miner
    20210526075133_1.jpg

    [Wastelanders] Kusanagi
    20210526075155_1.jpg

    [Wastelanders] Stolen Scimitar
    20210526075212_1.jpg

    POI's:
    [Wastelanders] Hydroponics
    20210526075250_1.jpg

    [Wastelanders] Port (2x Trader)
    20210526075313_1.jpg

    [Wastelanders] Module Dock (1x Trader)
    20210526075238_1.jpg

    already working on more, currently have 8 CV's and 5 Bases that i need to convert to the Faction. After that i will build more POI's from scratch. (from small ones to entire "dungeons")

    WIP/not started yet:
    POI‘s (Planetary)


    • Wastelanders HQ (I will probably do that myself)
    • Drone Base
    • Defence Tower (to surround the Drone Base)
    • Scrapyard with underground Dungeon (will do that myself aswell)
    • Outpost (there can be different ones, variety is always nice)
    • Trading Hub (there can be different ones, variety is always nice)
    • Warehouse ( with some alien loot containers to make it an attackable POI)
    • Weapon Warehouse (maybe more Defence as the normal one
    • Settlements (variety is good, some more high end, some lower end)
    • a small „City“ (of course within SC limit)
    POI‘s (Orbital)

    • Trading Hub
    • Hidden Asteroid Station
    • Settlements (maybe made from different wreckage’s of Ships)
    • Stationary Carrier (with small ships build into them, attackable with Alien loot containers)
    • Defence Stations (highly defended)
    OPV‘s

    • a Dreadnought like Ship
    • a Destroyer like Ship
    • Scout Ships
    • Freighters (variety is good)
    • a early game Destroyer
    That‘s what I can think of right now, might change in the Future


    Changelog:

    - Updated Lore
    - Added Settlement POI
    - Added Smeltery POI (Furnaces and Container Controller are public, so usable if you are atleast neutral with the Faction)
    - Added new .rar file - removed old one
    - updated „coming soon“
    - did some fixing of spawns in the POI's and some minor details on everything

    i will update this and the file as i finish stuff up. (no pictures tho, already reached limit:p)
     

    Attached Files:

    #50
    Last edited: May 28, 2021
  11. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

    • Developer
    Joined:
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    #51
    theScriptHD likes this.
  12. TerriWild

    TerriWild Ensign

    Joined:
    Jan 23, 2021
    Messages:
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    Description:
    UCH, Navy, Subfaction, Andromeda, R&D, Security

    Name of Faction: UCH Navy
    Abrev: UCN

    Color Scheme: UCH inherited
    Faction War: UCH inherited

    Dynamic Faction: Player needs to get from neutral to friendly. Hostiles are UCH Inherited. Anything that harm hostiles should be +rep, helping them -rep.

    Regarding the other Questions.
    Lore:

    After the hard Year the Op. Phoenix survivors faced they finally opted in to build a Navy. Not only for protection, but also for recon and survival.
    They used their relationship with Polaris and Talon to build a Navy consisting off three Fleets.

    UCN 1. Fleet: Deep Space Recon, S&D. Flagship: UCH Galaxy CVB-069
    UCN 2. Fleet: Defence. Flagship: UCH Atlantia CVB-725
    UCN 3. Fleet: Logistics , Pionieers, Miners. Flagship: Trebuchet HAC. Standing Order: Stay undetected.

    The main Ideal of the UCN is to stay together, care for each other and making life possible in Andromeda for the stranded.
    Contrary to Polaris UCN personal volunteered to serve the bigger picture without gaining personal profits (Yea i know, somewhat Trekkish and not Teladi enough.) So one could describe the Relationship between UCN and Polaris as uneasy.

    Shipbuilds are available. Usually rebranded, fixed and/or modified from other Authors. (Galaxy amd Trebuchet are present in Heromode)
    I will try to gather Screenshots and such. (Please be aware: the Steam client is not very Link Copy/Paste friendly to showcase it here. Also i need to test out 1.5 (2 other games experimentals too.))
     
    #52
    Don2k7 and theScriptHD like this.
  13. HeckenDiver

    HeckenDiver Lieutenant

    Joined:
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    Messages:
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    20210615130010_1.jpg

    - ARC -

    Do you need to protect your home world ?
    Do you need a force to stand by you in times of strife ?
    Then we're there for you.
    ARC is a galactic-wide operating organization
    with the strength and resources
    to assist you in your time of need. From personnel
    trained to defend with force,
    if necessary, to the tools you might need to defend yourself.
    We can gather information, supply weapons,
    vessels and anything you might need
    to drive any oppressors away,
    for good.

    ARC, you can count on us!


    ARC_Logo.png

    ARC was formed in the aftermath of the War of Silence.
    ARC, a profit orientated Faction that raised to a galactic wide operating organisation
    with services like "Private Army for rent!", "We secure your homeworld!",
    "All in one Army Weapondelivery" and "We spy it out!" only to name a few of them.
    ARC is also a weapon producer, a drug producer
    (mostly combat stims for own use but also to make profit),
    they also producing Warships and Vessels(again, for own use and to make profit).
    With the knowledge about so many worlds that are weakened from war they fought before,
    they started to take over those worlds and got very powerfull by doing so.
    With that behavement they rised from a organisation to a faction and serious enemy in one go.

    (The -SAS-Leviathan, lately released and linked down in the Factionstandings, build by
    Spanj introduce a little connection to ARC as a Ship-builder/seller)).
    In addition to this im building a Orbital Ship assembly pad wich has parts of that ship on it.
    Its a modifyed version of the "Port Argo Navis" from the Creator Cinerite,
    wich gave his Ok to make and modify it into a ARC build.
    - link to Original:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1582737055

    my WIP, so far:
    20210622121213_1.jpg

    Factiontags: Organisation, Mercenary, Warservices, Weapon/Vessel-producer/trader, Stimmproducer/trader
    (overall a good guy faction, but with a shady background(assasinations/stimmtrades))

    Politics: Capitalism/Republic

    Races: Almost all races with good standings are hired. (No slavery at ARC!)

    Farr: friendly
    Farr is a wig weapons customer since Polaris made the contact between them,
    they use a lot of ARC products on the Farr ships and buildings, like turrets and ammunition.
    (had a chat with Spanj for possible networkings
    (have a look at: https://steamcommunity.com/workshop/filedetails/?id=2511152555 for example.))

    Traders: friendly
    Traders offering many needed ressources for weapon production and maintaining ARCs Vessels,
    over time they become good friends because of the profit they made together.

    Talon: neutral
    Talon has nothing to offer for ARC, neither have the ressources to fight them.
    (latest Spydata reports a slight increase in the energyusage of Talon, additional Data required.)

    Pirates: official standing is hated
    Inofficial they do business in the background, like illegal weapon deals and drug trades.

    Polaris: friendly
    Arc is one of the biggest customers when it comes to rare ores and chemicals needed in weapon production.
    Polaris once made the contact to Farr possible wich results in wealth and profit for all 3 of the factions.

    Tesch:
    All ive find out is that those guys are under NDA still... so that have to wait.

    Tresari: neutral
    Tresari offered services as peacemaker several times on wars, ARC fought alone.
    Because ARC knows about the empathic skills of the Tresari and how they handle factions "to care" them,
    they always kept a safe distance with the faction standing they have.

    Skaar: hated
    Skaar ambushed ARC freighters several times and beeing enemys to ARC now.

    Warlords in total: not clear, since ARC is doing Stimmtrades in the background.

    Wastelanders: friendly, a good source for recruitement and weapons trade, have a look at : https://empyriononline.com/threads/warlord-wastelanders-city.98094/#post-438043 , TheScriptHDx added a little Information and recruitement office in his Wastelanders City.

    20210619122806_1.jpg

    Kriel: hated
    Anytime a ARC Ship tryed to make contact with Kriel, they opened fire without any warning.

    Zirax: neutral
    A good Customer but not a friend, Zirax paying too late and sometimes even not enough.


    POIs on "the List" that fit the Lore:

    HQ 90% done
    20210615125609_1.jpg

    Sattelite energy relais station (submitted)
    20210615125707_1.jpg

    Orbital Weapons platform 80% done
    20210615125749_1.jpg

    Orbital:
    -Tradestation (1x WIP,1x submitted)
    -Weapon Factory
    -Refinery of Weaponmaterials(several possible)
    -Ammo Factory
    -Ressource Probe Sat. (submitted)
    -Defense Sat.(submitted)
    -Deep Space Sat.(submitted)
    -Cryo-Seed Database Station(submitted)
    -Defense Station/Weapon Plattform(WIP)
    -Shipwarf/yard (WIP)
    -Deep Space Comm. Releais/Sat.(submitted)
    -Orbital Cannon(submitted)

    Planetary:
    -Tradehub (WIP)
    -Weapon Factory
    -Ammo Factory
    -Shipwarf/assembly yard(WIP)
    -HQ - Headquarters (WIP)
    -Field Command
    -Radar Tower(submitted)
    -Waiste Containment Facility (WIP)
    -Field Ration Production Facility
    -HoverTank Facility/Productionline
    -Defense Towers T1,T2,T3 (submitted)
    -Several Civillian Buildings
    (Living Quarters, mini-decostuff, Farm ?)
    -Solarfarm, onshore and offshore maybe...(submitted)

    20210615125911_1.jpg

    Possible OPVs and PPVs:
    -Freighters T1,T2(submitted)
    -Smugglers Ship
    -Something Dreadnought-like(WIP)
    -PVs T1,T2
    -Several War OPVs T1,T2,T3 (3x submitted)
    -CV-transport-barge for new CV´s to deliver them.... dunno if i keep that idea,
    a finished CV can fly on its own....

    Ive decided to do the "post-only" here,
    and continue on submitting finished POIs and NPC CV´s
    anytime i have something ready.

    Global Settings
    1. Name of Faction: ARC (raised from a spark of light)
    2. Abbreviation (3 letters): ARC
    3. Faction color: (Cyan : 18, 219, 192)
    4. Will the faction attack other "attackable" factions?
    Yes , they making profit with it.
    (when it becomes possible--->)they attack all attackable faction except Warlords and Pirates,
    because they do business with them, like Combatstimm trading.
    5. The ARC faction should be dynamic,
    its a Mercenary faction that changes standing with factions,
    because of the contracts they have with other factions.
    6a. If the faction is a dynamic faction, which of the other factions are Hostile,
    Neutral or Friendly and what happens if a player does action X to such a faction**: [?]
    6b. If the faction is a dynamic faction, what is the starting-reputation of the player**: [?]
    7. Where in the galaxy shall the territory of your faction be placed: [coordinates for Home System]
    8. Which of the OTHER factions are allowed to be in our factions galactic territory: [Polaris, Tresari, Traders, Farr, Wastelanders<- if possible]
    9. Which kind of playfield type is your factions homeworld: [Temperate or Arid]
    10. Optional: Which playfield type is the MAIN interest for your faction: [Temperate] (only ONE)
    12. Optional: Which playfield types your faction will NEVER put a foot on: [Alien, Plasma]
    13. Optional: Are there ANY other special things to have in or being set up with the
    SOLAR SYSTEM where your HOME PLAYFIELD (PLANET) is situated in? [2x Temperate with 1-2moons,1xBarren]

    Ive marked the points in wich im not sure with a [?]...

    Goliath.jpg

    Already involved builders i know of, are:

    -Don2k7
    -Sulusdacor
    -Kithid
    -Gogs
    -Semp
    -Me, myself and i ^^
     
    #53
    Last edited: Jul 21, 2021
  14. TerriWild

    TerriWild Ensign

    Joined:
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    Moin Hecken,
    Hi Hecken,

    Faszinating. Currently ARC is mostly Warlords and Shoot First.

    Normally, as soon as i can be independant from Polaris only Kriel and Tesch stay Neutral to Allied.
     
    #54
    HeckenDiver likes this.
  15. FredHophead

    FredHophead Ensign

    Joined:
    Aug 5, 2021
    Messages:
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    THE JUNKR FACTION



    A. Mandatory elements for the application:

    1. NPC Faction needs to have a name that is not too crazy (needs to fit the sci fi game and Empyrion)- The JUNKRS, or the JUNKERS

    2. Give a brief description of your NPC factions global orientation in the galaxy- The Junkrs are a collective of families and people from backgrounds that have left behind organized society for personal reasons, political/safety reasons. This faction is the faction for scroungers, recyclers, salvagers, traders, fortune tellers, various entertainment acts, musicians, artists etc. Think of our real world “travelers” of the world. Living in space “caravans” wandering space and trying to find a place to set up and trade or make a few deals or put on a show. Petty and small time crime is typically as far as they go, they have no care for space domination or dominating anything for that matter. You want a point of interest destroyed?...no problem. You want some papers procured from a space station?...no problem. You want us to go to war with <insert faction here> ...You have a nice day and good luck with your war! Each enclave of this collective defers to a matriarch. The matriarchs of all the enclaves meet and discuss problems and issues related to the Junkr society. JUNKRS dress in a motley assortment of second-hand clothing and beat up space suits. They are usually vibrantly colored.


    They deal in food, salvage, small services, shipments, drug shipments, gambling, information, other vice activities.


    (Are they warriors, isolationists, religious, traders etc pp; what are they up to etc.)

    See above

    They are cautious of people that are outside of the faction but they do business and form friendships with people in many factions.

    3. NPC Faction requires at least*

    - one Combat-Ready CV (for use as Patrol Vessel on Orbits)- I have one called "The JUNK MAKER" but I'm still playing with it.

    - one POI that can serve as a Headquarter (for Base Attacks)- Any existing POI that could basically be "UNDER NEW MANAGEMENT"

    - one Orbital POI / station- A CV "TRAILER" that looks like a year model 2463 "TRAVELRAMA" space caravan.


    *(these three CAN be in production or concept phase. They do NOT need to actually exist yet, but need to be ready IF your faction is added to the game!)


    JUNKRS obtain vessels and bases from other factions by hook or by crook. The major difference is that usually as they are decommissioned, high “light year” vessels. Some can be hundreds of years old. They are symbolized by having some wear or tear that is symbolized by the “STEEL BLOCKS- DAMAGED”. All junkr builds usually have a bit of rust on them including at least a few damaged blocks that detail that the ship has been around the block a few times.

    Finally, Junkrs have Graffiti on their vessels that say things like “JUNKR 4 LIFE”, “HONK IF YOU JUNK”, “JUNKR KING” etc.


    Also, JUNKRS vessels are vibrantly colored in many different colors to break from the drab existence of space. Oranges, Reds, yellows, greens etc. are highly encouraged for JUNKR vessels.


    Screenshots and pictures are strongly recommended ;)


    I’m sorry I have no screenshots at this time.


    Most important: your faction POI and vessels need to be RECOGNIZABLE from its visuals and designs!

    Vibrant colors and graffiti will usually tip off a JUNKR as well as the beat up block or two.

    If a player runs into a POI or ship, they should know "this is faction XY". This is mainly decided by the visuals of the design (shape) and the color schemes ( Logos do not matter at this point in time, as they might need to be chosen/changed when the faction is officially added )


    B. Optional additions to the applicaton

    - Define the relationship with Zirax, Polaris and Talon

    They stay away from the zirax, except if paid to not stay away from them. They will not call war on zirax or anyone.

    They trade and deal with the Talon.

    Neutral with Polaris

    - Define the type of the NPCs (f.e.x human, reptiloid, insectoid, mollusk...) all races are accepted and have been in the collective for generations.

    - Define the preferred playfield types ( temperate, ocean, lava..) -Anywhere

    - Define the name of their Homeworld- Their home is their trailer/caravan.


    Footnote- I thought this idea up because as a newer builder I wanted to make a faction for possible new builders to possibly follow as a theme. JUNKRS are not typically flying the pretty ships out there. This gives a new builder some room to build those bricks, those crazy designs etc. and give them a safe space to try building. A JUNKR doesn’t have to be the most beautiful ship, it’s just gotta do the job. We have some amazing builders out there, Script, Icewolfen, Heckendiver, MATCZ, Space Wanderer, Xcal, Spanj etc. and these folks can make building intimidating. I hope the new player will get to building and make their first JUNKR :) Build it, paint it purple and put a few broken blocks on it. When I looked at all these incredible builds, I was really intimidated. However, I jumped in and I hope all you new folks have fun building!
     
    #55
    HeckenDiver, tony hug and theScriptHD like this.
  16. Don2k7

    Don2k7 Captain

    Joined:
    Apr 27, 2021
    Messages:
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    Likes Received:
    778
    Name: The Ravagers [RAV]

    20210909163948_1.jpg

    "For Lupus"
    "We are the wolves that stalk the stars"
    "Let the enemy feel the Fangs of Lupus"

    Home world details:
    Vanara II - Large Temperate planet with medium resources, cold and harsh mountain terrain in the north, temperate
    from the equator to the south pole. 1 barren moon

    other planets they should have some territory on:
    Vanara I - Asteroid field
    Vanara III - Small Temperate planet, 2 small moons, 1 snow, 1 desert
    Vanara IV - Small swamp planet, large resources with Asteroid field

    Race: bi-pedal, with similar physiological characteristics to Terrans.

    Technological advancement: Low end gear up to high technology.

    Sub-faction Titles: Different clans make up the faction. (thought this would help with allowing different colour variations and maybe favouring one god over another but should still be treated as a single clan)

    Vargklan (Wolf Clan).
    The most powerful clan in the faction. Favour the god Lupus. Perform rituals before leaving on a raid or before a battle, however believe more about power and influence over actual belief.

    Ormklan (Snake Clan).
    Favour the goddess Aspidis. Perform rituals and pray to Aspidis for good crops and good health. This clan prefer to farm and trade over raiding and fighting but they are just as fearsome as their faction brothers.

    Skalleklan (Skull/Death Clan).
    Favour the god of Death. Perform rituals to appease Death. frenzied warriors in battle.

    Bjornklan (Bear Clan).
    Favour the god Aedificium. This clan read between the lines in Ravager theology and believe their scriptures show that their gods created a fruitful universe with many intelligent beings. Have a thirst for knowledge, research and investigation.

    Korpklanen (Raven Clan).
    Favour the god Iustitia. Perform rituals and pray to Iustitia for Bravery, strength and righteousness.


    Faction tags: Tactical Warriors, Traders, Merchants, Explorers and hit-and-run raiders.

    Lore:

    Simply put, The Ravagers from the Vanara system are usually farmers, traders, blacksmiths, craftsmen and warriors.
    Once they had unified their own planet and reached the technological level for space travel they reached for the stars.
    They are fiercely loyal to their own kind, and live by the 'no ravager left behind' mentality. they have a fantastic ability to shrug off losses in battle,
    whether they be land battles or in dangerous space expeditions.
    They expanded their territory by taking over their neighbouring systems. The raids, systematic looting, colonisation, and trade brought the Ravagers to many destinations and in different directions.
    They prefer to trade peacefully but For various reasons, they will raid Outposts, Mining facilities and attack shipping lanes.
    Many of the places they attack are on the edge of other faction space as they are easiest to reach. With their fast, swift and well armed ships, the Ravagers can quickly swarm over the positions,
    killing and looting, and just as fast return to their ships and leave. They are gone before any defence or counter-attack can be made.

    Faction History
    Prologue:

    The people of Vanara started out like most races as a primitive people. As with many societies though out history, as they advanced they grew into clans, these clans each led by
    a chieftain. These clans often raided each other and fought wars. Conflict was common place, most wars were fought over food, land and resources.
    As time passed and the society grew, the different clans eventually made peace and traded with each other.

    Global Governing 2300

    At the turn of the century there was a change to the global governing structure. Due to advancing technology and completing the first steps into space all the different chieftains
    finally united and Formed a Global Government, made up of all the clan chieftains which became known as The Council. The Council laid the foundations for Ravager society and is still how
    the faction governs itself to today. They then turned their attention outwards, built their new navy and lead space expeditions which expanded their territory and set up colonies on new worlds.

    First Contact: 2350

    When the Polaris on Outpost Station 313 on the fringes of Polaris Territory in the Argos asteroid field first saw the wolf ships approaching, they had no idea what was in store.
    They were totally unprepared for the ferocity of the warriors, armed to the teeth with well armed ships, and equipped with guns and chainsaws for close combat and boarding actions.
    The attack and plunder of Station 313, a rich and very lightly protected Outpost, echoed throughout the years of Andromeda history. The Age of The Ravagers had begun.

    The Pirates: 2365

    The Ravagers encountered their first pirates when pirates attack the Ravager Freighter ship (RFS) Freighter 114. The Freighter was badly damaged in the attack but managed to evade capture
    and sent a distress signal. reinforcements quickly arrived and chased of the pirates. The pirates continue to attack Ravager Freighters to this day and there have been lots of
    subsequent skirmishes, fights and raids between the pirates and the Ravagers.

    The Traders: 2370

    The Ravagers encountered their first Traders trade station in the Epsilon system. They attack and raid the station using their hit-and-run tactics. subsequent attacks and raids on Trader ships and
    trader structures has lead to being hated by the traders to the current day.

    The Wastelanders: 2377

    The Ravagers encounter and attack their first Wastelanders freighter convoy. This leads to a feud that lasted 23 years.
    (See Wastelanders Treaty 2400)

    Zirax Campaign: 2398

    In 2398 a Zirax scout vessel arrived in the orbit of Vanara III. As with most Zirax scout missions, they were there to see if the Vanara system would be a candidate to be annexed for the Empire. They were there to assess the system and the planet's natural resources, location, strategic value etc.
    Before they could scan the planet the systems defence ships attacked and overpowered the ship. However before the Zirax captain was captured in the boarding action and fierce fighting that followed he managed to send a distress signal to the empire and 2 months later a Zirax battlefleet arrived.

    What happened in the 5 days that followed went down in history on both sides as one of the greatest, fiercest and bitter battles in both factions history. The battlefleet easily destroyed the orbital defences and lay siege to Vanara III with a blockade. The fleet commander aboard the Tonova Dreadnaught flagship contacted the planets chieftains demanding immediate and full surrender. The chieftains refused and the Zirax forces starting bombarding the planet and a planetary assault began.
    Word quickly reached the homeworld of Vanara II and The Council ordered a full scale attack to defend Vanara III. Every warship in the system was called into action.
    Upon arriving at Vanara III the Ravager fleet numbering around 50 ships under the command of chieftain Leonidas launched an all out offensive against the Zirax fleet. The ensuing armoured clash and the intensity of the fighting surprised even the Zirax Commander. The battle lasted for 5 days with the fierce fighting in the closing hours of the conflict, with heavy loses on both sides in both manpower and ships the Zirax commander ordered a tactical withdrawal.
    Leonidas seeing the Zirax fleet starting to withdraw took the opportunity to deal a fatal blow to the Zirax, he ordered his remaining 20 ships to all focus fire on the remaining dreadnought, with his escorts in tow his ship (The Original Warhound) chased down the slower dreadnought and in the final moments as the gap closed the dreadnoughts shields depleted due to volume of incoming hits.
    Realizing this (and seeing the ship about to warp jump) he shouted at his pilot "Ram that ship". The impact piercing the hull caused internal explosions taking out the dreadnoughts warpdrive and generators killing the engines, however this action crippled both ships. Seeing the fall of the flagship the few battered remains of the Zirax fleet turned tale and warped away.
    Leonidas lead the boarding action as his crew stormed the dreadnought, fierce and bitter hand to hand combat ensued, corridor by corridor before finally reaching the bridge where the commander of ship finally surrendered.

    The brotherhood: 2399

    Upon hearing of the Zirax Defeat at Vanara III the eldest Brother saw an opportunity and dispatched a peace envoy to speak to the Ravagers.
    Once they arrived at Vanara III they hailed the Ravagers explaining they had come in peace, why they had come and wished to have an audience with Factions Council.
    Chieftain Leonidas seeing reason agreed and they conveyed a meeting. A lot was discussed between the The Council and the Brotherhood envoy. This lead to the signing of the Brotherhood and Ravagers Treaty 2399.
    The Treaty laid the ground work for both factions with regards to trade, sharing intel and more. the best part for the Ravagers was that the brotherhood offered them gold as payment, access to brotherhood space, go after pirates
    operating in Brotherhood space and arranged a meeting with their ARC contact.

    Wastelanders Treaty: 2400

    Upon hearing of the Zirax attack on Vanara III the Wastelanders set aside their feud and arranged peace talks with the Ravagers. The meeting concludes they have a mutual enemy being the Zirax and the peace treaty is signed.
    The treaty agrees to an end to current hostility, bringing peace between the two factions. A trade deal in also in the treaty and a clause that should it be needed, one side would come to the others aid in fighting the Zirax.

    ARC Treaty: 2400

    A meeting with the ARC rep provides the Ravagers further trade and the much needed ability to quickly rebuild the fleet lost fighting the Zirax.
    They agree a deal paying with the gold from the Brotherhood and allow ARC access to the Ravagers main shipyards on Vanara II's moon where the wreckage cleared up from the conflict is stored.
    ARC agree with the council that they will also build a new flagship and salvage what they can from the remains of the dreadnought to do it. The Original Warhound is moved to the Military Museum.
    ARC have made a substantial profit designing and rebuilding the Ravagers first space fleet to their exact specifications and requirements.

    Religion:

    The Ravagers are religious and this is described in detail in the Lupus Liber (Wolf Book).
    The original copy still exists and is kept deep in the faction vault.
    With regards to the gods they worship, there are the main 5 gods and several lesser gods that are mentioned in the book, the main 5 are;

    Lupus - God of War.
    Often represented as a wolf or wolf head. The supreme god of Ravager mythology and the greatest among the Ravager gods. He is blessed with knowledge and is famous for sacrificing his son Death in order for him to be the guardian of the afterlife.

    Death - God of Death and guardian of the afterlife.
    Often represented as a skull. God and ruler of the Ravager afterlife. Son of Lupus and Aspidis. He has pale skin and appears to be death-like. He nurtures and houses the Fallen Ravagers who enter his realm.

    Aspidis
    - Goddess of Health, Healing, Love and fertility.
    Often represented as a snake. Wife of Lupus, regarded as the Queen of the Ravager gods. The Ravagers will pray to Aspidis for good crops, good health, and when they marry, will ask to be blessed with many children.

    Aedificium
    - God of creation and Building.
    Often represented as a bear. Son of Lupus and Aspidis. He is blessed with knowledge and is famous helping his father build the known galaxy.

    Iustitia - Goddess of Bravery, strength and righteousness.
    Often represented as a Raven. Daughter of Lupus and Aspidis.


    (There are other gods mentioned, most of which are represented by a different animal)

    Faction reputation:

    Polaris - Hated. Due to the raids and attacks on Polaris outposts, freighters and shipping lanes.
    thus meaning that the company has had to invest more into protecting its assets and shipping lanes.

    Traders - Hated. Due to the raids and attacks on Trader Stations and freighters.
    This meant the Traders having to increase station security and paying for escorts to patrol shipping lanes.

    Brotherhood of Farr - Friendly, a good trading relationship and covert alliance.(See Brotherhood and Ravagers Treaty 2399)

    ARC - Friendly. have a good relationship, having purchased ships and goods from them. (See ARC and Ravagers Treaty 2400)

    Wastelanders - Neutral. will trade etc, not interested in their cause but have a mutual enemy in common with the Zirax.

    Talon - Hated. Due to raids and attacks on Talon Settlements.

    Pirates - Hated. Due to pirate attacks on Ravager Freighters and lots of skirmishes and fights. Also due to the Brotherhood Treaty.

    Kriel - Hated. Not much is known about the Kriel, other than they seem to attack everyone on site. The Ravagers has had to defend their space several times from the Kriel just like everyone else.

    Legacy - Hated. The Ravagers have only had a couple of encounters with the Legacy and have managed to defend themselves but these have left them terrified and anxious about future encounters.

    Zirax - Hated. The Zirax will attack any Ravager ship on site. It seems the Zirax have a grudge against the Ravagers due to the events of 2395.

    UCH - Neutral. They have not had to deal with this faction yet.

    Tesch - neutral - no current data available.

    Tresari: neutral - no current data available.

    Skaar: Hated - Due to past attacks on Ravagers freighters and incursions into Ravager space.

    Lupus Central Station (finished and submitted)
    20210909131638_1.jpg 20210909131627_1.jpg
    20210911103240_1.jpg
    Lupus Central Station is the pinnacle of the Ravagers space presence. This station offers not only an orbital trading platform but an interstellar travel hub, offering passenger services, shopping, hotel, medical facilities and more. A large outer docking ring allows multiple large capital ships to dock at once while the lower part of the station offers separate hangar bays to accommodate small vessels.
    The station is Heavily shielded and well armed, this means that the station can withstand attacks from small and large capital vessels.
    Given its importance to the Ravagers, any potential attacker can expect to be overwhelmed by Ravager reinforcements very quickly.

    This station should only exist in orbit of Vanara II (homeworld) , other smaller trade stations will be built for standard playfield use

    Finished Fleet Shipyard on Vanara II Moon
    20210915141020_1.jpg
    (Credit to Vermillion for the 'original robotic arms and rados construction kit parts).

    Finished Fleet (1st Wolf Fleet)
    back left to right:

    The Devour (Cruiser) (finished and submitted)
    Warhound Dreadnought (finished and submitted) (should spawn 1 and only exist in orbit of Vanara II (homeworld)
    Widowmaker Class Heavy Cruiser (finished and submitted)
    The Slayer (Cruiser) (finished and submitted)
    Front left to right:
    Skoll Class Destroyer (finished and submitted)
    Aspidis Class Frigate (finished and submitted)
    Asena Class Corvette (finished and submitted)
    20210902112147_1.jpg

    The Devour (Cruiser)

    20210831090510_1.jpg

    Widowmaker Class Heavy Cruiser

    20210831090432_1.jpg

    Architecture:


    Their architecture celebrates their gods and actively displays them in intricate detail on their structures and ships. They have 5 main temples, one dedicated to each of the main 5 gods they worship. There are other gods as mentioned above. Most non-military structures are elongated and rectangular. Dark marble pillars also feature heavily in Ravager architecture. Military structures are usually circular/ring like fortress style with fornications. there can be slight colour variants depending which clan the poi belongs to, e.g. using blue instead of gold for the detailing.

    Colour Palette:
    |0#0#0#0#0|1#0#173#75#2|2#0#118#92#41|3#0#91#74#70|4#0#72#114#142|5#0#205#205#205|6#0#238#238#238|7#0#253#242#242|0#1#48#24#8|1#1#151#65#2|2#1#75#0#1|3#1#131#59#0|4#1#59#94#117|5#1#174#174#174|6#1#154#154#154|7#1#137#137#137|0#2#220#95#3|1#2#249#166#2|2#2#98#44#0|3#2#0#139#139|4#2#58#72#93|5#2#88#88#88|6#2#110#110#110|7#2#137#137#137|0#3#33#33#33|1#3#104#85#80|2#3#84#34#0|3#3#0#220#220|4#3#35#56#71|5#3#49#49#49|6#3#58#58#58|7#3#77#77#77

    Building Traits:
    All ships have the prefix of Ravager Fleet (or Freighter) ship (RFS) before their main name. the main name is usually appointed using reference to the 'ships of old' in faction history or relating to their gods, some names include or relate to;
    Terror, Wolf, Horse, Raven, Falcon, serpent, etc.
    the rest is pretty much open. lore wise even if the ship doesn't fit, it can count as a stolen and re-painted/re-purposed one.


    Needed/WIP POI‘s (Planetary)

    Ravagers HQ (Main building for the The Council) (finished and submitted)
    Faction Vault (finished and submitted)
    Military Museum (finished and submitted)
    Lupus Temple Prime (Homeworld Spawn Only) (finished and submitted)
    Death Temple Prime (Homeworld Spawn Only) (finished and submitted)
    Aspidis Temple Prime (Homeworld Spawn Only) (finished and submitted)
    Aedificium Temple Prime (Homeworld Spawn Only) (finished and submitted)
    Iustitia Temple Prime (Homeworld Spawn Only) (finished and submitted)
    Lupus Temple Shrine (God of War) (finished and submitted)
    Death Temple Shrine (God of Death) (finished and submitted)
    Aspidis Temple Shrine (Goddess of Health and Healing) (finished and submitted)
    Aedificium Temple Shrine (God of creation and Building) (finished and submitted)
    Iustitia Temple Shrine (Goddess of Bravery, strength and righteousness) (finished and submitted)
    Monument of the Fallen (Homeworld Spawn Only) (finished and submitted)
    Tourist Information Point (Homeworld Spawn Only) (finished and submitted)
    Drone Base (finished and submitted)
    Defence Towers (T1,T2,T3 and even a T4)
    Warehouses/Depots (storage,o2,fuel etc)
    Clan settlements (variety is good, a few very high end, some mid and low end) (finished and submitted)
    Trade port (finished and submitted)
    Spaceport (finished and submitted)
    Solar farm (finished and submitted)
    Abandoned/ruined Settlement (finished and submitted)
    Factories (Weapons/ammo etc)
    Moon Shipyard Alpha (finished and submitted)
    Moon Shipyard Eternal Rest (finished and submitted)
    Moon Shipyard Matriarch (finished and submitted)
    Moon Shipyard Reclaim (finished and submitted)
    Moon Storage Alpha (finished and submitted)
    Moon 'Plunder' Supply Yard (finished and submitted)
    Adv. Moon Defence Turret (finished and submitted)
    Prison Camp (Vanara IV) (finished and submitted)

    Needed/WIP POI‘s (Orbital)

    Lupus Central Trade Station (finished and submitted)
    Smaller Trade Stations (finished and submitted)
    Defence Satellites (T1,T2,T3) (finished and submitted)
    Deep Space Satellite (finished and submitted)
    Military Comms Satellite (finished and submitted)
    Defence Station/Weapon Platform (finished and submitted)
    Orbital Navel yard (finished and submitted)
    Aedificium Orbital Production (finished and submitted)
    Aspidis Resupply Station (finished and submitted)
    Deep Space Communication Relay/Satellite (finished and submitted)
    Hidden/Asteroid Penal Stations (1 finished and submitted)
    Mining Outposts (finished and submitted)

    Needed/WIP OPV‘s

    Freighters (variety is good) (finished and submitted)
    War Carrier (finished and submitted)
    Frigates (finished and submitted)
    Destroyers (finished and submitted)
    Corvettes (finished and submitted)
    Scout Ships (finished and submitted)
    PPV - Planet Patrol Vessels (finished and submitted)

    Global Settings
    1. Name of Faction: The Ravagers
    2. Abbreviation (3 letters): [RAV]
    3. Faction colour: (0.11,0.02,0.02)
    4. Will the faction attack other "attackable" factions?
    Yes, they attack all attackable faction
    5. The Ravager faction should be dynamic,
    its a faction that changes standing with factions,
    because of the Treaties they have with other factions.
    6a. If the faction is a dynamic faction, which of the other factions are Hostile,
    Neutral or Friendly and what happens if a player does action X to such a faction: Not sure about the exact values but,
    Polaris: Hated, + rep if player does X action to faction
    Traders: Hated, + rep if player does X action to faction
    Brotherhood of Farr: Friendly - rep if player does X action to faction
    ARC: Friendly, - rep if player does X action to faction
    Wastelanders: Neutral, no change in rep if player does X action to faction
    Talon : Hated, no change in rep if player does X action to faction
    Pirates: Hated, + rep if player does X action to faction
    Kriel: Hated, + rep if player does X action to faction
    Zirax: Hated, + rep if player does X action to faction

    6b. If the faction is a dynamic faction, what is the starting-reputation of the player: [?]
    7. Where in the galaxy shall the territory of your faction be placed: [77,77,62]
    20211231162630_1.jpg
    8. Which of the OTHER factions are allowed to be in our factions galactic territory: Brotherhood of Farr, ARC and Wastelanders
    9. Which kind of playfield type is your factions homeworld: [Temperate]
    10. Optional: Which playfield type is the MAIN interest for your faction: [Temperate]
    11. Optional: Which playfield type is the SECONDARY important for our faction: [snow, barren]
    12. Optional: Which playfield types your faction will NEVER put a foot on: [Alien, Plasma]
    13. Optional: Are there ANY other special things to have in or being set up with the
    SOLAR SYSTEM where your HOME PLAYFIELD (PLANET) is situated in?
    There will be some poi's that are for the home playfields these will be clearly stated when poi's submitted

    Homeworld details:
    Vanara II - Large Temperate planet with medium resources, cold and harsh mountain terrain in the north, 1 barren moon
    other planets they should have some territory on:
    Vanara I - Asteroid field
    Vanara III - Small Temperate planet, 2 small moons, 1 snow, 1 desert
    Vanara IV - Small barren moon with Asteroid field

    (Dev Notes: this is the 4th revision of this faction concept, will continue to update and improve.
    Special thanks to;
    @Fractalite, @spanj, @theScriptHD for their help, brain storming, advise, proof reading and putting up with me.
    Allessia for the custom lcds and poi contribution.
    Vermillion for the original Dreadnought
    @Stellar Titan, poi contribution
    HeckenDiver for original Pickaxe CV, Snake Head Design


    Anyone interested in helping build poi's for this faction please dm me
     

    Attached Files:

    #56
    Last edited: Dec 17, 2022
  17. LyfeForse

    LyfeForse Lieutenant

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    I'd like to generate a breakaway faction for the Talon. If the lore says that Talon was once advanced (I may need some confirmation on this) before being "reset" by legacy, and forming a "partnership" of sorts with the Zirax, can we assume that not all Talon wanted to go along with this? That perhaps some of them were either:

    a: ) That a few pockets of their civilization were not impacted by the fall, or

    b: ) That if all were impacted, then some wanted to regain their place, and broke away, preserved their heritage by concealing it, and sought to restart?

    As well, another question is; would the idea work with game assets. Can the Talon soldiers be given different equipment from the equipment pool?

    Their cultural theme would fit somewhere between a Protoss of Starcraft, and High Elves of fantasy lore. Clean, pristine architectures, with an affinity for gardens and glass, and I would incorporate whites, light beiges, and bronze accents for their color theme.

    Thats just a few of the concepts for the faction I had in mind. So, before I did an application I wanted to confirm if this is a valid path theory. Is something like this open for the lore, or could be made to fit?
     
    #57
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  18. Wanev

    Wanev Lieutenant

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    Helios is not necessarily a corporation in itself but rather an interest group for a collective of other assorted corporations. The official stated goal of Helios is to advance the free flow of goods and services throughout the galaxy. Helios uses a number of methods to advance this goal: cooperation with other entities, economic pressure and even military force.

    Unofficially, there have been some rumors that Helios is not doing this for the benefit of the galaxy, providing an illusion of free market economics while secretly using their economic influence to establish their own form of control. Just rumors... but who knows what the truth is...

    *additional lore detailed below



    Description:
    0. Give a few tags that would describe your faction in general: [ ]

    Example
    Polaris: Mining, Refining, Factory, Base tech, Colonization, thrust, long range, durability, laser/EMP tech, medium armor,..

    Corporate, Trade, Weapons Research, Protection, Distribution & Transport, Clandestine Operations

    Global Settings
    1. Name of Faction: [ Helios ]
    2. Abbreviation (3 letters): [HLS ]

    Factionssettings*
    3. Faction color: [Black/White (0,0,0/255,255,255) ] (see explanation below*)

    4. Will the faction attack other "attackable" factions? [Yes/No]
    (attackable factions are Zirax, Alien, Legacy, Warlord, Pirates, Kriel; If you do NOT want our faction to attack or be attacked by any of these, the answer only can be NO for the moment. No sub-interactions currently configurable like Only attack Zirax, but not Pirates)

    No

    5. If the faction a static faction (player cannot change his reputation)
    > which should be the status towards the player (cannot be changed): [Hostile, Neutral, Friendly]
    N/A
    6a. If the faction is a dynamic faction, which of the other factions are Hostile, Neutral or Friendly and what happens if a player does action X to such a faction**: [ ]
    6b. If the faction is a dynamic faction, what is the starting-reputation of the player**: [ ] (give a number)

    Note: If your are not sure about the exact values to add for 6a+b, just make a text description and I will try to put something in the files you later can then check and feedback on.
    Taking aggressive action against friendly factions decreases reputation. Taking aggressive action against hostile/unfriendly factions increases reputation (except for Legacy).

    Relationships with other factions:

    Zirax: HOSTILE. The imperial nature of the Zirax has not been conducive to the free flow of goods and services. Helios feels that Zirax has controlled the game for long enough. We will give the people what they want and we dare the Zirax to try and stop an unbeatable force of the market economy.

    Talon: NEUTRAL. From outward appearances, these primitives seem to be of little consequence to us. Of course, they are welcome to trade with us provided that they bring credits or marketable goods to sell. The Zirax seem to be paying quite a bit of attention to the Talon. This is unusual behavior. Forward to *REDACTED* for further review.


    Polaris: FRIENDLY. Trading partner.

    Kriel: UNFRIENDLY (thanks Escarli)

    Traders Guild: NEUTRAL. Helios' board of directors has concerns about their relationship with Zirax but will engage in trade for now. The Traders Guild's lack of formal military capabilities could be a mitigating factor or could be a potential Trojan Horse. Until further notice, the official policy will be a neutral relationship but viewed with suspicion.

    Pirates: NEUTRAL. While neutral is the official position, pirates are what they are. The board agrees to establish a trading relationship with the pirates as long as they do not interfere with our interests. Any attacks will be met with immediate reprisal. Compensation for losses will be extracted by force if necessary.


    UCH: FRIENDLY

    Brotherhood of Farr: FRIENDLY? Trading partner?

    Tesch Collective: UNKNOWN

    The Legacy: HOSTILE. Current protocol is to avoid unnecessary contact. Research team *REDACTED* will issue further instruction.

    ARC: NEUTRAL?

    Wastelanders: NEUTRAL?


    Territory
    7. Where in the galaxy shall the territory of your faction be placed: [coordinates for Home System]
    Howto: Go to the galaxy map and find the location you want to have your faction placed. Click onto a sun in that area and note down the coordinates displayed in the lower right. Also make a screenshot of the location (zoomed out)
    56,16,44

    8. Which of the OTHER factions are allowed to be in our factions galactic terriory: [ Polaris, UCH, BoF, Pirates] (pick max 5)

    Faction Properties
    9. Which kind of playfield type is your factions homeworld (pick any of the currently used in the game or suggest a new one .. if you made a planet for it for example): [Alien, Temperate, Snow, Barren, ... etc pp ]
    Snow
    10. Optional: Which playfield type is the MAIN interest for your faction: [ ] (only ONE)
    = where most of your faction would have settled; main stuff; MAIN can also be the Homeplanet of course!
    Temperate. (obviously home snow planet should be well settled but most of Helios' operations outside of the home planet would take place on temperate planets) Are forest moons considered temperate? If not, I would like them to be included in secondary planets (you can replace ocean if necessary).
    11. Optional: Which playfield type is the SECONDARY important for our faction: [ ] (select max 2-3)
    = remote outposts, smaller/few POIs of your faction.

    Snow, Desert, Ocean

    12. Optional: Which playfield types your faction will NEVER put a foot on: [ ]

    None. Is it possible to put only research labs/defensive POIs on less hospitable planets? (lava, alien, nascent, etc)

    13. Optional: Are there ANY other special things to have in or being set up with the SOLAR SYSTEM where your HOME PLAYFIELD (PLANET) is situated in? [ ]
    How do I set up the HOME SYSTEM? Like no moons, no gas giants, onl gas giants, black hole, have 5 temperate planets or only ice planets or homeplanet be far away from the sun or very close etc pp >> give a description of how you want the solar system be made up!

    B class blue star. Given the heat level of blue stars, the home snow planet would need to be far away from the sun. I would also like to have a temperate planet with a forest moon slightly closer to the sun than the snow planet. Breathable atmospheres on both. Can also have a desert planet, alien planet and a lava planet. Maybe a gas giant in there somewhere for good measure.

    Please also note:
    Playfield types can ALSO be moons or orbits. Even the Homeworld does not necessarily need to be an actual planet and can be an orbit as well. BUT there shall allways be a CENTER (world, orbit) for our faction to be found, anchoring its galactic territory. MAIN, Secondary or NEVER are optional and merely depend on how many POI you have (if you only have a few, it might be best to have only a home planet and at least fill this and a bit of the home system!


    Additional lore:

    Helios was initially formed by a group of Terrans who wanted additional economic bargaining power in an unfamiliar galaxy. Helios was named after the ancient Greek god of the Sun in the Terran world. Helios was the offspring of Hyperion (does making reference to Hyperion align with UCH lore?)

    Helios is managed by a board of 12 directors. The board appoints an executive director to manage day to day operations and act as a tiebreaking vote in the event of a deadlocked vote on the board. In the event that a board member retires or dies, a new member is selected, sometimes from a corporation that is under the protection of Helios but the board likes to keep a diverse set of skills so it is not uncommon for them to recruit military leaders, diplomats and scientists.

    As stated previously, Helios will use many methods to advance free trade. Some of this is done via cooperation, some by economic pressure, some by political pressure and when necessary, military force. Helios has its own weapons research division that operates separately from member firms to ensure that they have the capability of protecting their interests. They are rather secretive regarding the nature of this research and there are rumors that they have a bio-research division that is working on some form of biological weapon... or possibly biological enhancement... or both? There has been quite a bit of activity in the labs after the discovery of The Legacy. If there is anyone who would have information on organisms like The Legacy, it would be the research teams at Helios. The only problem is getting them to talk. Another less-publicized aspect of Helios is the formation of the Omega Initiative. The Omega Teams are responsible for special operations and intelligence gathering. They act as counter-intelligence to the House of Ghyst and manage their own network of spies and saboteurs. They also engage in the "removal" of problematic individuals. Nobody knows the specifics of what the research teams or the Omega Initiative are working on. There is just a lot of rumor and speculation.

    Although Helios began as a Terran organization, they have been filling out their ranks with other bipedal aliens and are willing to act as representatives for all corporations, Terran and alien alike.

    Helios is morally ambiguous but depending on your perspective, calling them outright "evil" may not be entirely accurate. They see their relationships with other powerful groups as an asset and will not jeopardize lucrative partnerships without good reason. Helios is also a compartmentalized, multifaceted organization and unless you are in the upper echelon of their command structure, it is unlikely that you know about the projects of other divisions. Some of their projects seem rather altruistic and some... not so much.

    ***

    In terms of design and imagery, Helios has a sort of cold, dark corporate "noir" feeling to it. Most of their vessels are named after characters from Terran (Greek, Roman and Norse) mythology. To me, this has a sense of irony as the Helios board has somewhat of a god complex with the way that they try to control events across the galaxy and even nature itself through their bio research division.

    Current POI plans:

    ORBITAL POIs
    - Aegir Class Dreadnought

    - Ares Class OPV - WIP
    - Poseidon Class OPV
    - Gaia Class Research Vessel - WIP
    - Skadi Class Scout Vessel
    - Ceres Class Transport Freighter
    - Orbital Trading Station
    - Orbital Fuel Depot
    - Orbital Defense Station

    PLANETARY POIs
    - Corporate HQ (homeworld)
    - Regional Office
    - Trading Station
    - Research Labs
    - Distribution Warehouse
    - Defensive Towers
    - Terminus Class Planetary Vessel



    CHANGELOG

    1/2/22 - WIP pictures of Ares Class OPV and Gaia Class Research Vessel. Ares exterior is about 95% done, interior is about 65% done. Gaia exterior is about 75% done, interior about 40% done. I have only built a couple of CVs before these (I think these are my 3rd & 4th CVs) so feedback is welcome, whether positive or (constructive) criticism. Updated planned vessels/other POI as well as general direction of the faction.
     

    Attached Files:

    #58
    Last edited: Jan 22, 2022
  19. Escarli

    Escarli Rear Admiral

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    For info when it comes to the Kriel, if you are not a bug of some kind they see you as a resource to exploit.
     
    #59
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  20. tigrean

    tigrean Ensign

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    Are they still accepting faction input or is that gone now?
     
    #60

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