Off Topic: The Flood
This topic has moved here: Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
  • Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Oh I see, just your message to all was disconceiving.

Rifts don't scare me anyways. I have ways to stop them from happening.

  • 07.26.2008 3:25 AM PDT

jaredpunk@gmail.com is my personal email address. If you want to:
a.) Chat.
b.) Send me requests, invites, etc.
or,
c.) Ask me a question
THANKS, and have a nice day!

Hey Flood if your going to attack the rebels in 4 turns they will be crushed under our feet.
If I fight alone I stand no chance.

The flood. It is up to you to decide my fate.

  • 07.26.2008 3:26 AM PDT

And what the hell!

The Council now has 300 Star ships?

Where? Why?

holmes, what kind of trouble do you think I would get in if I just did a KO on all these guys right now?

  • 07.26.2008 3:28 AM PDT

I wish I was still legendary.

Posted by: holme118
Posted by: llamalizard
Posted by: Cooley470
*Head/Desk interface*

This isn't going so well.

Timelords, first of all, if I attacked you, you couldn't just pull me into a rift. It's just not fair. You just started and already you have technology and powers enough to beat every faction in the game?



it's a small rift, the size of an average fighter. I can make it larger, to a battle cruiser, but I happen to know at lease one faction has lots of ships larger then that.



Its still not that fair.


ok, this is how they work. *this isn't a turn, just an explanation*

the void cannon has a 50% chance of pulling in ONE ship. there is a 50% chance that that ship is one of mine.

rift torpedoes and stuff have the same danger, but it has a 50% chance of backfire. if it does, I will lose that shat ship and any immediately beside it.

a black hole generator can only pull in one ship from each side - if i shoot it, i lost the dreadnought and you lose a large ship.

the WMD, as a range of 2 AU, will also kill most, if not all, of my ships at the same time. I will only use it if am facing an absolutely HUGE force.

  • 07.26.2008 3:28 AM PDT

jaredpunk@gmail.com is my personal email address. If you want to:
a.) Chat.
b.) Send me requests, invites, etc.
or,
c.) Ask me a question
THANKS, and have a nice day!

I didn't just join with 1 Star ships.

I kinda tried to make the impression I came from another galaxy all prepared for someone to aid me in battle with a rebeling council.

Go ahead and KO me.

If you want people to join this flood game, why make fun of players? Your turning me away from this alltogether.


EDIT// Cooley your making yourself look like a jackass. Stop making fun of people and play this. You are fastly outnumber by the people who aren't too found of you right now. I think you made everyone here pissed at you.

[Edited on 07.26.2008 3:32 AM PDT]

  • 07.26.2008 3:30 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Ships:
1 Swordfish (Battleships)
100 Great Whites(Cruisers)
1150 Tiger Sharks (Fighter)
1000 heavy gun drones
Pulse bomb

Ground Units:
1 Etheral
16800 Fire worriors
2000 Pathfinders (With Stealth)
16800 Drones(With Stealth)
3200 XV31 Battlesuites (With Stealth)
250 Hammerheads
50 Develfish transports
14100 Gua Val
14100 Vespid
14100Kroot

Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Nuclear launch facillity
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)
WMD proof bunker


Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding
Heat shielding
Photon grenades
Tau heavy plasma
Rail Weaponry
High grade Iridium
Performance enhancing medical treatments
Concentrated pulse weaponry

Research:
Super heavy plasma (3 turns)


Construction:
1000 Heavy drones (3 turns)
3 Humpback Capital ships (6 turns)
Orbiting WMD firing cannons (1 turn)

Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
50 Great Whites, 500 Heavy drones and 500 Tiger Sharks move to planet 2 carrying:

5 XV31's
1000 Pathfinders
3000 Fire Warriors
10 Hammerheads

Allies: The Hanchex Pact

Enemies: Flood

Message to All:
Flood We find your paracitic properties a threat, we must exterminate that threat.

  • 07.26.2008 3:31 AM PDT

In no means am I trying to make fun of you man. I'm just saying I did'nt start with this. Sorry.

Read this!

There are a few guidelines:
* Keep it reasonable; No fleets of obscenely large size without building them, no instant landings or takeoffs, no quick movements. Everything takes turns
* No "Instant fleets"; Reinforcements can arrive, but it must be declared that they are inbound several turns before they arrive. The only ‘instant’ fleet you get is the one your armies bring with them at the beginning, and it should be fairly small.
* A "turn" consists of one post. You cannot take two consecutive turns
* Don't be a prick- When you loose ships and people, admit it and keep playing
* Pay attention to other people’s posts and the rules
*Make sure that you don’t just constantly build. Even if you are building within the rules, you can’t build fleets and buildings all the time. Think about when your resources would run out if this was real, and stop building one or the other at that point for a few turns. The entire point of this game is realism, and it’s only real if there’s no infinite resources.

  • 07.26.2008 3:34 AM PDT

How the bloody hell am I outnumbered?

  • 07.26.2008 3:35 AM PDT

jaredpunk@gmail.com is my personal email address. If you want to:
a.) Chat.
b.) Send me requests, invites, etc.
or,
c.) Ask me a question
THANKS, and have a nice day!



Your Faction:
Scout Council

Ships:
1 Scout Council Ship (Cruiser - Sky Mega City)
300 Star Council Ships
2 Transport Ships (Land Breachers)
Ground Units:
300 Scout Seekers
20 Supply Scouting Seekers (Non hostile)
900 Seeker Hostiles

Population - 200, 000 (May supply more troops if provoked)


Buildings:
(Sky) Council Sky City (Base)
Beacon Transporter on Exile 2 (Home world)

Current tech:
Lithium Allow plated Star ships
Gravity Triguns
Gavity Dip Trinades
Lithium Allow Armor

(Advanced Gravity Munipulating Tech)

Research:
None


Construction:
Beacon Transmitter (Done in 1 turns)

Ground Movement:
None Untill Landed

Space Movement:
Stationary

Allies: None (Yet)

Enemies: None

Message to All:

<<<3 TURNS UNTILL REBEL THREAT CLEARED>>>
SENDING SNIPER TO EARTH TO ///exterminate/// A PLAYER ON BUNGIE.NET CALLED COOLEY.

  • 07.26.2008 3:35 AM PDT

I wish I was still legendary.

Your faction: timelords

Ships:
26x time and relative dimension in space escape and intelligence ships (equipped with adaptive cloaking - morphs outer shape as needed) capacity as transport: 500 troops.
total transport capability:13000 ground troops
1x galifreiyan mother ship (3x improved void cannon, plasma defence turrets, TARDIS engineering)
3300x galifreiyan fighters (primitive TARDIS engineering - essentially slipspace, but instantaneous. armed with small plasma turrets)
8x galifreiyan battleships (equipped with relative dimension technology and 2x improved void cannon)
4x galifreiyan dreadnought (equipped with 12 plasma turrets, shielding (12 direct hits), 2x improved void cannon and 1 free weapon slot. 2 dreadnoughts are armed with black hole generators.)

Ground units:
*all ground units are equipped with a sonic device, allowing them to crack locks and reprogram devices on the go.
4000x galifreiyan recruits, armed with plasma cannons.
2700x galifreiyan captains, armed with miniature rift cannons.
148x galifreiyan command squads, armed with a single large rift cannon, 4x plasma cannons and a laser designator.
700x galifreiyan war walkers, armed with rift torpedoes, large plasma cannons and weak shielding (2 direct hits)
230x fixed gun emplacements, armed with large plasma cannons.

Buildings:

1x galifreiyan orbital defence platform (1-bay space station)
2x galifreiyan shipyard, each creates 60 fighters, 4x TARDIS intelligence and transport vehicles, 1x battleship, and , when researched, 1x dreadnought per turn.
2x barracks, which each create 200 recruits, 100 captains each turn.
1x portal of time - trains new gun emplacements (30 p/t) and war walkers (100 p/t). also an R/D facility.
1x governmental building: trains command squads, 12 each turn.
12x orbital defense platform, or 1x orbital defense grid. each tower has 6 small plasma cannons, and one tower has a rift portal WMD. it can only be fired every 4 turns.

Finished Research:
relative dimension technology: bigger on the inside.
void cannon: opens a small rift, able to destroy up to a 400 man transport or disable a battle cruiser's shields.
plasma turret: generic weaponry, average strength. developed specially to disable ships in order to capture them.
orbital defense platform: orbits inhabited planets, and can be mounted with either 5 plasma turrets, 2 void cannons or 1 black hole generator. needs to be made via orbital defense grid.
mobile shipyard: a shipyard vehicle that can create ships up to the size of a TARDIS intelligence and transport on the fly. created in shipyard, 1 every 2 turns after being made.
improved TARDIS vehicle - larger size by 25%, enabling holding of 500 troops instead of 400.
improved void cannon - opens a larger rift, enabled to destroy the equivalent of a battle cruiser.
dreadnought: the largest ship in the galifrey arsenal. can hold 1x black hole generator along with 2x pulse lasers, 2x void cannons and 12 plasma turrets.
galifreiyan stellar engineering: enables the use of WMD via an orbital space station, which has an effective range of 2 astronomical units.
WMD: build a WMD such as a rift portal, but inactive until stellar engineering is researched. (1 remaining)
rift portal: enables the rift portal WMD, which tears open space at a range of 2 AU. also a hazard to all allied ships withing its vicinity.
black hole generator: can only be mounted on a dreadnought, which needs to be researched. opens a rift large enough to pull in ANY ship, but not a space station. can also pull in allied cruisers.
energy shields: enables energy shields for all ships except dreadnought, which already has them. stats:
TARDIS: 4 direct hits
fighter: 3 direct hits
battleship: 9 direct hits
mothership: 15 direct hits + regeneration (2 turns of cover)


Research:


improved plasma cannons: all small plasma cannons are now large, and large cannons are now giant. (2 turns)

system override: allows a dreadnought to launch a probe, which overrides an enemy vehicle's systems and turns it to an ally of the timelords. (2 turns remaining)

Construction: (Current Construction)

1x portal of time (4 turns)
1x shipyard (4 turns)


Ground Movement:
moon 1 - alert and ready for combat

Space movement: orbiting planet 1 - rendezvous with tau spacecraft. ready for combat.
.
Allies: hanchez alliance
Enemies:

Message to all: I'm upgrading my buildings at the moment - and i have 2 black hole generators at my disposal, along with the defense grid of plasma cannons (small).

for the next 2 turns, nothing will be built or researched.

[Edited on 07.26.2008 3:39 AM PDT]

  • 07.26.2008 3:35 AM PDT

jaredpunk@gmail.com is my personal email address. If you want to:
a.) Chat.
b.) Send me requests, invites, etc.
or,
c.) Ask me a question
THANKS, and have a nice day!

Posted by: Cooley470
How the bloody hell am I outnumbered?



Lol, I was just saying alot of people are pissed at your jerky attitude thats all.
Oh and go in the basement. Someone might be looking for you. (Ingame dont ban me ninjas)

  • 07.26.2008 3:37 AM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
186 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
230 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
230 Light Battlecruisers Carries 1 WMD
5000 Landing Craft
5000 Tracers (Recon and Transport Ships)
15000 Stinger Class Fighters (Light-Medium Armament/Armor)
300 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5000 Raiding/Boarding Parties (100 Man Each)
20000 Pilots
15000 Telepathy Bio-commandos.
20000 Super-soldiers. *Heavy Armor and Shielding*
25000 Infantry *Light Armor and Shielding*
10000 Snipers/Recon


Buildings: 10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5):


Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields
All Shared Allied Research
Slipspace/Jump-Drive Emp Blast (Sends an Electro-Magnetic-Pulse through slipspace/jump-drive space to make any ships traveling there useless for 2 Turns when they exit

Research: 1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
1000 Infantry per turn
1000 Pilots per turn.
1000 Super-Soldiers per turn
1000 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
1000 Sniper/Recon per turn.


Construction: 40 Baracks: 19 Turns

Space Movement: The IDA fleet moves to stand-by status outside of Planet 4's outer orbit. Reaction-Shielding active.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde

Messages: To JaredPUNK_2007: Please, do me a favor and look at my unit numbers and research. Also note that I am a member of the Hanchex alliance. If you mess with me, which is a stupid idea in the first place, you are messing with everyone under oath to this alliance.

[Edited on 07.26.2008 3:40 AM PDT]

  • 07.26.2008 3:39 AM PDT

jaredpunk@gmail.com is my personal email address. If you want to:
a.) Chat.
b.) Send me requests, invites, etc.
or,
c.) Ask me a question
THANKS, and have a nice day!

You know, now that I think about it, the flood could really take out all of us. But lets stick to the game shall we.

  • 07.26.2008 3:39 AM PDT

I wish I was still legendary.

hey, jared? the hanchez includes me and my rift portal. oh, crap. looking at cooley's force, I'm glad I'm his ally and not his enemy.


*this turn is a cooldown of all building systems, and simply scouting.*


* my portal isn't unfair, it takes 4 turns to charge and I only have one of it.

[Edited on 07.26.2008 3:42 AM PDT]

  • 07.26.2008 3:40 AM PDT

jaredpunk@gmail.com is my personal email address. If you want to:
a.) Chat.
b.) Send me requests, invites, etc.
or,
c.) Ask me a question
THANKS, and have a nice day!

LOL

Cooley it was a joke.

  • 07.26.2008 3:40 AM PDT

jaredpunk@gmail.com is my personal email address. If you want to:
a.) Chat.
b.) Send me requests, invites, etc.
or,
c.) Ask me a question
THANKS, and have a nice day!

OPPS MODEM HICCUP>>

[Edited on 07.26.2008 3:42 AM PDT]

  • 07.26.2008 3:41 AM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
186 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
230 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
230 Light Battlecruisers Carries 1 WMD
10000 Landing Craft
5000 Tracers (Recon and Transport Ships)
15000 Stinger Class Fighters (Light-Medium Armament/Armor)
300 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5000 Raiding/Boarding Parties (100 Man Each)
20000 Pilots
15000 Telepathy Bio-commandos.
20000 Super-soldiers. *Heavy Armor and Shielding*
25000 Infantry *Light Armor and Shielding*
10000 Snipers/Recon


Buildings: 10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5):


Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields
All Shared Allied Research
Slipspace/Jump-Drive Emp Blast (Sends an Electro-Magnetic-Pulse through slipspace/jump-drive space to make any ships traveling there useless for 2 Turns when they exit

Research: 1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
1000 Infantry per turn
1000 Pilots per turn.
1000 Super-Soldiers per turn
1000 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
1000 Sniper/Recon per turn.


Construction: 40 Baracks: 10 Turns

Space Movement: The IDA fleet slips into Scout Council space: (Reaction-Shielding set to remote, WMD Anti-Matter Cannon and WMD Plasma-Beam primed and ready to fire, Main and Backup Shielding online)


Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde
Scout Council
The Flood

Messages: To Scout Council: Goodbye!

  • 07.26.2008 3:43 AM PDT

I wish I was still legendary.

I am in the hanchex alliance...right?


*scouting and cooldown turn.*

it looks to me like I can finally use my 2 black hole generators to mop up! admittedly I'll lose two ships, but still...how many fighters = a destroyer's mass?

[Edited on 07.26.2008 3:44 AM PDT]

  • 07.26.2008 3:43 AM PDT

jaredpunk@gmail.com is my personal email address. If you want to:
a.) Chat.
b.) Send me requests, invites, etc.
or,
c.) Ask me a question
THANKS, and have a nice day!

Lol.

I dont want to fight you. Don't have a hissyfit and take out your anger on a player.

  • 07.26.2008 3:45 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

COMBAT:
25 Great Whites come into combat with enemy ships, firing heavy plasma at enemy cruisers destroying both agricultural support ships and one assault carrier.

  • 07.26.2008 3:45 AM PDT

Posted by: llamalizard
I am in the hanchex alliance...right?


*scouting and cooldown turn.*

it looks to me like I can finally use my 2 black hole generators to mop up! admittedly I'll lose two ships, but still...how many fighters = a destroyer's mass?


Request Pending. You are non-hostile as of now.

  • 07.26.2008 3:45 AM PDT