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New Territory Found
Just some thoughts about a way for VO to open new territories:
Breaking News - some ships have recently found a long hidden worm hole in Bractus that leads to ???? Several brave pilots have tried jumping thru it in various ships but were unable to reach the other side. Some reports of the WH trip taking 30 and even 45 seconds before their ships "falls apart". It is unclear what the cause of this is, but most have said that none of the current ships that can be bought at any stations are not equipped for such a long WH trip with all the energy involved in making the jump and the "wear and tear" that the extreme speed puts on the ships during the jump.
It has been determined that a Trident class ship should be able to make the jump and hold together where others can't. A few brave Captains decide to take a convoy into the WH with some fellow pilots and their ships in the cargo hold. It is not know what they will find on the other side, so they are carrying some fighters and couple ships equipped to repair all the ships as needed. On (insert date) this brave convoy of ships will depart from Bractus into the newly found WH to see what is on the other side.
After a WH journey of nearly 60 seconds (real time in game) the convoy emerges on the other side to a quiet peaceful sector that is close to a "mirror image" of the space that they have been flying in for years. As it is quiet, and the Tridents are down by about 50%, the fighters emerge first for cover while "reppers" come out and quickly repair the Tridents.
Now at full ship "health", they start their journey of exploring the new territories. They find out many things about the civilization that had originally found and built up the area. This includes many new systems with normal type WH's between them. There are several space stations already in place with some even having docking bays large enough for Dents to dock with room to spare. They find many of the same items in the stations that can be bought and sold, stations are automated and the inhabitants have long since left or died out. From the station coloring, markings, and items inside the stations, it is believed that this is the branch of TPG that had vanished from space many years ago. Many new items are available and the pilots quickly give them a try to see what they will do.
They find one station where a new and exciting item can be purchased. It is described as a "jump accelerator" that will permit a ship equipped with it to withstand the WH jump into this new territory. They find out that the Jump accelerator is automatically installed on the ship that purchased it and can't be uninstalled. Neither can multiple ones be purchased for transport back to "home space". A brave pilot purchases one and goes out to put it to the test. The jump time of 60 sec is decreased to 10 seconds and he emerges in Bractus with ship health of 60%. Additional test are preformed and it is discovered that, depending on the ship turbo speed and armor, that the ships emerge in Bractus in 5 to 15 seconds with 50% to 80% normal health left. The only problem they have is that additional ones can't be carried back to Bractus to equip their other ships.
There are more systems to explore and more stations to check out. Only time will tell what is available in this new section of space. They have found that a few of the systems have an "extremely well guarded" station sector with a WH that leads to a "protected system". They have conquered one of the stations (seems to be protected like the conquerable stations back in Pel, Brac, and Latos used to be, but with double the turrets) and assigned the keys just like they had "back home". The only difference is that keys can be issued only to those in the Guild of the one that conquered the station. The ownership then becomes permanent unless the Guild becomes inactive. They also found a new weapon they could buy, a Capital Class Gauss Turret with a range beyond that of the Station Turrets have. They have equipped these on a few Tridents and circled just out of station turret reach to get the turret health down to 10% or less and then hit them with a massive raid with Rag Bombers and quickly took the stations. These new Gauss turrets, while very effective against the stationary Station Turrets, are nearly useless against a fast moving target, such as Vultures and Hogs.
After conquering one of these well guarded stations, they can enter the Worm Hole next to it and enter a new system. They find this system has only 2 other Worm Holes that have a unique feature, they can be programmed by the Guild Council to any sector they want, as long as the Guild is not hated in that sector.
The discover a "hidden in fog" station that an entrance can only be detected by the Tridents (much like Latos M-7 in fog and Reactor requirements) that has some "massive manufacturing machinery" that appears to be set up to make extremely large items. It is the guess of the Captains that find it that the items could be as large as 600 to 800 cu and appear to be items for large Capital ships, like HAC and Connie, and maybe even stations. They determine that they need to get some of the leading TPG scientist to come with them to station to read the old instructions and determine what items are needed and what they make. This will come, they decide, at a later date. They are excited about the possibilities of these new discoveries and look forward to the challenges it will bring when they are able, as a Guild, to build one of these massive ships.
Advantages of this "New Territory" story - it will increase the need for other players to build Tridents - causing increased battles over control of the conquerable stations - also increased Pirate activity as more players are hauling items to make Tridents - it may give some vets that have slowed or stopped playing a reason to come back - - It also gives VO a way to introduce some new items into game that have been talked about - new ships - weapons - stations that Guilds can build in the new territories - increase playing area for additional players.
Breaking News - some ships have recently found a long hidden worm hole in Bractus that leads to ???? Several brave pilots have tried jumping thru it in various ships but were unable to reach the other side. Some reports of the WH trip taking 30 and even 45 seconds before their ships "falls apart". It is unclear what the cause of this is, but most have said that none of the current ships that can be bought at any stations are not equipped for such a long WH trip with all the energy involved in making the jump and the "wear and tear" that the extreme speed puts on the ships during the jump.
It has been determined that a Trident class ship should be able to make the jump and hold together where others can't. A few brave Captains decide to take a convoy into the WH with some fellow pilots and their ships in the cargo hold. It is not know what they will find on the other side, so they are carrying some fighters and couple ships equipped to repair all the ships as needed. On (insert date) this brave convoy of ships will depart from Bractus into the newly found WH to see what is on the other side.
After a WH journey of nearly 60 seconds (real time in game) the convoy emerges on the other side to a quiet peaceful sector that is close to a "mirror image" of the space that they have been flying in for years. As it is quiet, and the Tridents are down by about 50%, the fighters emerge first for cover while "reppers" come out and quickly repair the Tridents.
Now at full ship "health", they start their journey of exploring the new territories. They find out many things about the civilization that had originally found and built up the area. This includes many new systems with normal type WH's between them. There are several space stations already in place with some even having docking bays large enough for Dents to dock with room to spare. They find many of the same items in the stations that can be bought and sold, stations are automated and the inhabitants have long since left or died out. From the station coloring, markings, and items inside the stations, it is believed that this is the branch of TPG that had vanished from space many years ago. Many new items are available and the pilots quickly give them a try to see what they will do.
They find one station where a new and exciting item can be purchased. It is described as a "jump accelerator" that will permit a ship equipped with it to withstand the WH jump into this new territory. They find out that the Jump accelerator is automatically installed on the ship that purchased it and can't be uninstalled. Neither can multiple ones be purchased for transport back to "home space". A brave pilot purchases one and goes out to put it to the test. The jump time of 60 sec is decreased to 10 seconds and he emerges in Bractus with ship health of 60%. Additional test are preformed and it is discovered that, depending on the ship turbo speed and armor, that the ships emerge in Bractus in 5 to 15 seconds with 50% to 80% normal health left. The only problem they have is that additional ones can't be carried back to Bractus to equip their other ships.
There are more systems to explore and more stations to check out. Only time will tell what is available in this new section of space. They have found that a few of the systems have an "extremely well guarded" station sector with a WH that leads to a "protected system". They have conquered one of the stations (seems to be protected like the conquerable stations back in Pel, Brac, and Latos used to be, but with double the turrets) and assigned the keys just like they had "back home". The only difference is that keys can be issued only to those in the Guild of the one that conquered the station. The ownership then becomes permanent unless the Guild becomes inactive. They also found a new weapon they could buy, a Capital Class Gauss Turret with a range beyond that of the Station Turrets have. They have equipped these on a few Tridents and circled just out of station turret reach to get the turret health down to 10% or less and then hit them with a massive raid with Rag Bombers and quickly took the stations. These new Gauss turrets, while very effective against the stationary Station Turrets, are nearly useless against a fast moving target, such as Vultures and Hogs.
After conquering one of these well guarded stations, they can enter the Worm Hole next to it and enter a new system. They find this system has only 2 other Worm Holes that have a unique feature, they can be programmed by the Guild Council to any sector they want, as long as the Guild is not hated in that sector.
The discover a "hidden in fog" station that an entrance can only be detected by the Tridents (much like Latos M-7 in fog and Reactor requirements) that has some "massive manufacturing machinery" that appears to be set up to make extremely large items. It is the guess of the Captains that find it that the items could be as large as 600 to 800 cu and appear to be items for large Capital ships, like HAC and Connie, and maybe even stations. They determine that they need to get some of the leading TPG scientist to come with them to station to read the old instructions and determine what items are needed and what they make. This will come, they decide, at a later date. They are excited about the possibilities of these new discoveries and look forward to the challenges it will bring when they are able, as a Guild, to build one of these massive ships.
Advantages of this "New Territory" story - it will increase the need for other players to build Tridents - causing increased battles over control of the conquerable stations - also increased Pirate activity as more players are hauling items to make Tridents - it may give some vets that have slowed or stopped playing a reason to come back - - It also gives VO a way to introduce some new items into game that have been talked about - new ships - weapons - stations that Guilds can build in the new territories - increase playing area for additional players.
+1 for me. Awsome idea for a "non-magical" expansion of the verse.
+1
already suggested
+1
+0.8 - Started off good, then got too complicated. High marks for creativity.