Main Rule- You can do anything, as long as it does not make you invincible or if the judges have a problem with it.For now, there is only one judge- me. Over time, I'll add more.The wars take place 10 years after the dissapearance of Jar-Lohde's Reptilicus. Since then, New races have entered the fray. The Alimbic, mysterous aliens from the far reaches of the universe, have come out of isolation. The luminoth, keepers of justice, are in an arms race with the rapidly evoloving Ing, a dark force from another dimension. The Vhozon, wary of the war engulfing the universe, have gone back into meditation.
Still here are the Scientific Reptilicus, seriously undermanned since the dissappearance of Jar-Lohde and the Heaven's Gauntlet. As well are the Primal Reptilicus, a mystic race, focusing on magic to do their dirty work. The Kriken, a horrid race, back from the brink of extinction, are resuming their march across the galaxy. There to defend are the chozo, the dying race who want to preserve the sanctity of the universe. Of course, the Space Pirates, an evil force hell-bent on the destruction of all good things in the universe. And the Galactic Federation, stepping up it's presence to combat the growing threat Space Pirates represent.
Metroid wars has three different ways to play. you can only pick one.
Empire- You are in control of a large empire. every day, you post a log detailing what was done that day. Most of the rules are concerned with Empire play.
Rouge Faction- You are a splinter faction. This is essentially hard mode, as you have much less resources, and are hated by the race you split off of.
Bounty Hunter- This is a more Localized RP play. every day, you post a log detailing your exploits. whenever you have a job, you RP it out, with the Judge as a GM.
Money is represented by minerals you mine, which are sold for credits.
Mining-
V1: 50 a log. This is where you start.
V2: 100 a log
V3: 150 a log
V4: 200 a log
V5: 250 a log. Your empire has reached it's max mining efficiency.
Of course, buildings can be made to increase this amount.
Inventory: You start out with 150 basic inventory, and an income of 5 inventory per log.
V0: 5. This is where you start.
V1: 10
V2: 15 (Requires Factory)
V3: 30
V4:50
V5:100. Major inventory, you are a powerhouse.
As always, different buildings can increase the amount you pull in.
This is separated from the regular inventory. It is needed to support your troops and produce them. If your troops number outweigh the food needed to keep that many units then you could easily topple over with a mutiny (decided by a judge).
V0: 10. Basic, you won't support more than your army with this.
V1: 15
V2: 30
V3: 50
V4: 70
V5:100
Food Production Methods-
You may only have one food production method.
Greenhouse
Pros: Less vulnerable to inclement weather, provides a constant source of food
Cons: Easy to destroy
Farmland
Pros: Hard to destroy (for most things), cheap
Cons: vulnerable to inclement weather, uses up a lot of space, only available on arable planets, easy to burn
Nutrient Synthesis
Pros: Invulnerable to inclement weather, totally indoors so you can only destroy by destroying the building it is located in
Cons: expensive, requires more power
Supply Drop
Pros: unaffected by the weather and impossible to destroy
Cons: invaders can easily cut off supply lines
Hunting Party
Pros: cheap and doesn't require water or extra space
Cons: Hunters can be killed by wild animals or get lost if hunting in uncharted territory (you lose ten hunters per day in uncharted territory). Invaders can prevent hunters from leaving base, can be inconsistent
Fishing
Pros: cheap
Cons: you have to find water, takes time, feast or famine(may yield low results or high ones)
Hydroponics(inside growing in clay or pebbles, with artificial light):
Pros:Can be done anywhere, in bases of any kind, takes up little space, produces high yields of crops
Cons:Expensive, requires research
Weapons are the bread of an army. they help you kill lot'sa things. as such, you only start out with very basic weapons.
There are two ways to go about obtaining new weapons. The first is broad weapons research.
V0- Basic weapons. Very basic. Like, militia basic.
V1- Eh... alright weapons. better than V0.
V2- Okay weapons. not bad, not good.
V3- Military grade. Awriiight.
V4- Here you have your awesome weapons. High powered and accurate.
V5- Cream of the crop. these weapons are the best of all the fucking weapons there are.
And there is the individual. This method is cheaper and faster.
For example- let's say I have pistols. these guns fucking suck. But i'm pretty sure that the next weapons I research are going to be the final tier. so I research assault rifles.
Armor is the bread of an army. they keep your guys from dying. Like weapons, there are two methods of obtaining better armor.
The first is Broad weapon tier research. This costs more, but if you think of a weapon that fits the tier, then you can immediatley produce it.
V0- Flannel shirts and blue jeans. can't stop a bullet, let alone a rocket.
V1- Body armor. Alright, but not great. basic protection.
V2- Better body armor. This'll protect you from what most of nature can throw at you.
V3- Military grade. This stuff'll keep the night away.
V4- Crazy shit. This armor is very tough, and can withstand several missiles before it breaks.
V5- Elite armor. Only elites can wear this kind of armor, and fuck does it show. can, very likely, be a game breaker.
The next method is individual research.
For example, I want tougher than my shit body armor. so I take some talloric alloy and research Talloric alloy armor.
IMPORTANT NOTE:
Weapons and armor means ALL weapons and armor. so if you want stronger armor for vehicles and buildings, you have to research it.
Research: You need to research to add to your abilities! You only start out with the most basic units and buildings, so you need to research them (or buy the stuff from others) to have them!
You get four research slots to research in. The Chozo get five. The Space Pirates get three.
You get 10% research per day. You can use another slot's research in another slot to boost it.
For Example: You have 90% in Weapons V2, but you've gotten all the research for that day in that slot, so you use Armor V3's research points to finish it.
Use scientists to boost research. With 30 scientists (the max) (Need to build a research lab to get produce scientists), you get an extra 5% per day. That means you can complete research faster which can mean a lot when an enemy is about to strike.
The more Advanced researches take longer to finish. So that Uber death cannon is probably going to take a fuckton of time to research, let alone build.
Yes you can own a super weapon, they are very powerful and can cause great damage in space and devastating damage on the ground. Super Weapons are divided into three categories: "Alpha" Super Weapon, "Beta" Super Weapon, and "Omega" Super weapon. The three divisions of super weapons are still very limited. The "Alpha" weapon that you can own is up to three. The "Beta" and "Omega" weapons is only one each. The Alpha weapon is a very high up cannon, can usually take out frigates in one shot, and cruisers in two. The Beta weapon is your standard Infinity Minus one weapon, and can take anything below carrier status down in one shot. The Omega weapon can fuck some shit up, and as such, takes a LOT of time to research and build. It can take anything below a mothership out in one shot, motherships in two, and fuck some ground units up.
Construction/Research for the three types:
Alpha (max of three): 300% - 450% (research or construction)
Cost: None
Beta (max of one): 500% to 800% (Research or construction)
Cost: 5,000 - 20,000 credits
Omega (max of one): 1000% - 2000% (research), 500% (construction)
Cost: 50,000 - 100,000 credits
You need to build buildings, they don't just appear. You get three building slots, at a rate of 10% per day. You can boost it by spending credits on hired help, which costs 500 credits for an extra 10% a day.
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There are a few essential buildings, which is covered next.
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Infantry Building
This is where you make your Infantry, obviously, you can call it whatever you want.
V0: 10 per day, costs 2 power units.
V1: 20 per day or 1 elites (2 days cost), costs 4 power units.
V2: 40 per day or 1 elites max, costs 6 power units.
V3: 70 per day or 3 elites max, costs 8 power units.
V4: 100 per day, 5 elites max, costs 10 power units.
To produce an elite unit, you need to be at least V2. If you're V1 then you can still produce an elite unit but it costs two days worth of troops (only exception).
Factory
You need a factory to produce vehicles.
Everything here costs credits, so you should list your prices so I can confirm them (and to prevent cheating).
Building vehicles is about the same as building ships (limited to about 10 vehicles or less per day). The prices for vehicles need to be out in the open. usually, they cost a set amount of credits and materials to create. Vehicles are created in the construction slots. Power, size, defenses, and speed determine how long the Vehicle will take to build.
It costs 3 power units to run this building.
Starport-
A starport is where you construct ships.
Ship construction is done at a set rate per day per vessel, this can be expanded to 5% more ship construction a day with 500 credits. a base is capable of construction of up to 5 ships a day, depending upon species/faction. With more limited factions, this could be as low as three or up to 7 with the Kriken (However, the Kriken cannot built fighters or gunships first). Ship construction is done on the construction slots. Total destruction of your empire will occur if you do not follow this rule(j/k).
Larger Ships like Frigates, Cruisers, Motherships, and Capital Ships have a much slower construction rate then do gunships or fighters.
Fighters: 20% a day per group.
Gunships: 20% a day per.
Frigates: 15%
Cruiser: 10%
Battle Cruiser: 7%
Mothership: 4%
Capital Ships: 2%
It costs 4 Power Units to run this building.
The Creature Hall
As you explore, You can capture animals and research on them. You can then research stuff, like geemer spike mass driver cannons.
V1: You can capture basic animals like Geemers 20% a log
V2: You can capture medium animals like Bombus. 15% a log
V3: You can capture bigger animals like Sheegoths. 5% a log
V4: You can capture legendary animals like the parasite queen or even larger animals and use them as your own troops, of course you can gather from them too. 3% a log.
Generators
These supply power to your base! The basic generator supplies 5 buildings, so you'll need to make more or research more advanced. The more advanced take more credits, are dangerous, or vulnerable.
If you don't have enough power for your base then all things in your base will shut down. You absolutely don't want that to happen (the effects of someone not having enough power to supply to the base will be determined by a judge).
All empire players get two basic power plants when they start in the wars.
Some buildings will take up more power as they are added on and some have a fixed power consumption no matter what pros and cons there are for one empire.
Research Lab
This is where you train and house scientists, which increase research. It costs 3 Power units to maintain this building.
These are the best of the best of the best. You get one commander, which is your avatar. If he/she/it dies, then you lose. You also get two bosses, which both need two weeks into the game to get. You can also have heroes, which are key pieces and act as a backbone in your army. They have special abilities, like "reduces casualties by 15%." You can make any of your bosses from anything you want, or from metroid universe, but make it have sense, Galactic Federation wouldn't have Ridley as a boss.
Heroes are like super versions of your units while bosses are stronger and very effective. You max at 6 heroes.
Races, the most important factor in Metroid Wars, choosing the right race is the challenging part, each race is skilled in many different ways. some are good at sure power and strength, while others fight in hordes, or others that defend themselves using technology or other means.
Galactic Federation
The Galactic Federation is a federation that fights for peace in the galaxy. the GF is composed of many races, but mostly humans. they have fought the Space Pirates for a long time. A VEEEERY long time.
Pros:
- Creature Technology is doubled by their skill with experiments and other experiments are doubled in power compared to other races who try to create experimental creations.
- They can create powerful organic defense systems (the Aurora unit) (600% to build)
- Large ships (Battle Cruisers, motherships, and capital ships) are 30% more powerful then other races
Cons:
- Due to the quality of Federation ships, the cost of ships are doubled compared to other races (which means even at endgame they have to wait awhile to get the best possible ships)
- Stealth technology is weaker than other races, they can only have very limited forms of stealth technology. they can use things such as radar blockers to help them, but they are going to be behind other races.
Space Pirates
The Space Pirates are a race of insect looking creatures. they are naturally very aggressive, and it's said that their main goal is to take over the universe. They are formed of many different planets, with the main force being zebesian.
Pros:
- Whenever they attack, there is random chance that they may steal the plans for technology from the attacked race
- Smaller ships (fighters, gunships, frigates and the like) are 30% more powerful then other races
- They are skilled in using computerized viruses
- Their ships and vehicles get an 25% speed bonus
Cons:
- They only get 3 Research spots
Chozo
The Chozo civilization was one of the oldest and most technologically advanced in the Metroid universe. Much of its technology is not fully understood by the galaxy's current inhabitants. They are a very peaceful race.
Pros:
-They get 1 extra research spot (5 instead of 4)
- 20% better defense
- strong psychic warriors
Cons:
-20% offensive skills
The Kriken
The Kriken Empire is one of the most hated and feared races in the galaxy. They move like a swarm from planet to planet, conquering it and adding it to the Kriken empire. The Kriken are giant red insect creatures with skinny appendages.
Pros:
- Due to rapid breeding, the kriken produce more soldiers than other races, doubling their ground unit output.
- Their Carriers can carry up to 4000 fighters or 2000 gunships
- Their maximum infantry count is 20k
- Can eat lesser units or enemy units to get food (strength of the unit decides how much you get)
Cons:
-They have to make expensive carriers to produce fighters
- Basic Infantry are 25% weaker due to swarm units
- Alpha Weapons and Beta Weapons take more research/construction to build. It's 400% to 550% for Alpha weapons, 700% to 1000% for Beta Weapons and 1
Reptilicus
A mysterious species still locked in a tribal wars. You may choose one of two variants.(once you choose, there's no going back)
Primal Pros:
-Their units are 30% faster on ground
-They gain a natural cloak and teleportation system with deadly Psychic powers
-They have control of dark, evil powers, giving them double the infantry output
-55% Resistance to Fire and Fuel Gel
Primal Cons:
-They cannot gain technology by normal means, they have to steal it
-Construction is 5% slower than other races
-Due to their lack of experience with technology ships they would come to gain would be 30% less effective than other species
Technological Pros:
-Gets 15% for researching
-Able to create massive War Golems (takes 3 construction slots)
-Warriors receive a 30% damage bonus
Technological Cons:
-They use up 2 inventory resources for troops and more for their Golems (so over just food, food and Power)
-Troop Spawn is halved. (see Ground Unit Building)
Luminoth
The Luminoth are a good race. they are very advanced in the field of technology, they live very long lives and have several very powerful abilities. They have a strong warrior code and have the strongest soldiers around.
Pros:
-Good against races with evil alignment
-They don't need ships to travel in space
-Their mechanoids are 50% stronger then other races
-Their troops have unmatched moral and loyalty and are 10 times stronger then others
-Immune to being controlled by the Ing
Cons:
- They are only able to create 1 soldier for every other races 5.
- Dark powers cause more damage to them then other light creatures
- Their maximum unit count cannot be raised.
The Ing
Focused on revenge and destruction, the Ing Are a dark force from another dimension. They hunger for light, and will not stop until all light in the universe is eaten, and darkness reigns supreme.
Pros:
-They have an dark swarm ability that will allow them to summon extra troops on the battlefield (amount depends on current troops not in battle and by the judges)
-30% better offense
-They can possess enemy troops, even mechanics and ships (but can't take control of bosses or commanders)
-Espionage increase due to possessive powers
Cons:
-All units hate pure light and are very weak to it(light from weapons and natural too which means their way of attack is limited)
-They need to control scientists to research
-All higher units (Warrior Ing and up) need previous units sacrificed to train them, amount sacrificed depends on the player
-They live in the dark dimension. As such, they must find a way to pass through to the light realm before being able to attack light denizens.
There are many different base types you may use. these include the...
Normal Base: This base is on flat ground, there are no pros or cons. It is highly customizable.
Underwater Base: This is like a dome underwater, you start with a factory already inside the base, however you need to upgrade it before you can have tanks. You can make underwater ships at start for exploration and defense.
Nomad Base: This base has you in the ruins of another civilization. You lose a construction slot and lose a research slot, although you are tactically stronger.
Mountain Base: Like the Underwater base, except you live inside a mountain. this is great for defense like the underwater base, although this is more of a mix with the underwater base and the normal base, you will have to find researches to protect your mountain at all costs. If the enemy finds out you live in a mountain you better find ways to fix it, as you DO NOT want rocks falling, nor everyone dying.
Space Base: it allows you to live well into space,=. you live near asteroids and you don't really need to worry about soldiers, the only thing you should do is build defensive buildings and ships. You start with a starport.
Floating Fortress: Yes the Floating Fortress! This is somewhat like the Space Base except you can go to other planets and on the ground, however, the defense is lacking much more than Mountain Bases/Underwater Bases/Space Bases. you have be careful to protect your base.
The Psi Citadel: This is a unique base, it changes depending on your side, good or evil. it acts like a large tower like base, it's gravity reflects the user and it's strengths can be strong but have weaknesses to something, you can choose what your good facing but vise-versa effects, it can't be overpowered in the things your strong fighting and you have to take characteristics of race, alignment, and whatever you want it to be.
This is a complex base idea, you put in 3 pros to your base and 3 weaknesses or 1 very big weakness.
Population Center: Your base is near or inside a populated town or city. You can receive extra commerce from the city, and the base is easy to defend from infantry. However, the city is a big target and very vulnerable to bombardment, and If you can't defend the city, the population may riot.
Extra bases section
Outpost
Not really a main base but could be used as one. Outposts are commonly concealed but not always, be it within a ruin or cave, or otherwise. An outpost could be anywhere, even in space somewhere. An outpost is smaller than a main base, often much smaller, with more limited abilities. Production wise, outposts are extremely limited compared to regular bases. Research slots are limited to one at a time, small vehicle construction such as fighters and dropships are limited to one a day, two for more numerically superior factions. Ground vehicle construction is limited to 1-2 a day. ship construction is limited to a single ship at a time, 20% a day construction, additionally, outposts lack the ability to construct battle cruiser class and up, outposts more limited abilities, infantry production is limited to V0.
An outpost is cheaper, quicker, and easier to set up and maintain. For more financially limited factions or smaller factions, outposts are important for expansion as in many cases they couldn't otherwise do it, but also important to more wealthy factions as a cheap way forward to spread quickly. As far as buildings in outposts, if set up within ruins or caves, there likely isn't any actual buildings set up, but rather these elements would be implemented into the existing cavern or structure, like in a Chozo ruin, one room could be the research lab with some tables and computer equipment, etc. This also helps to explain why they are cheaper than actual bases, in such places, no buildings are built, just the equipment used in those buildings are set up in the existing structure.
Camp
Camps are a collection of light prefabricated buildings or tents, either set up by small vessels like dropships, or by soldiers on the ground. These can be set up very quickly, but lack the ability to produce units of any kind. Typically set up as temporary bases of operations, but could be utilized long term.(In such cases, it is possible to build within the camps elements of bases, essentially turning them in to either outposts, or actual bases, at that point, they are no longer camps.) Often could be set up as operation sites for nearby battles taking place. Camps are also important as a inexpensive route for expansion,particularly for more resource limited factions.
Here is the current list of base locations, grouped together by galaxy:
Zebes
Tallon (Gas planet, good for mining)
Tallon IV
SR-388(dangerous to be on)
Aether
Oormine II (Need radiation protection)
Twin Tabula (Suicide. need very strong virus protection, lest you succumb to twin fever.)
K2-L
Brryo
Elysia
Norion
Space Pirate Homeworld (Space Pirates can start here naturally (Other races need acid rain protection technology to survive here))
Alinos (will need some sort of heat protection)
Arcterra (Needs basic cold protection technology)
Vesper Defense Outpost
Celestial Archives
Daiban (GF headquarters)
Events
These are things in the game world that will affect your Empire/Player. They can be something as minor as a new trader in town, or a job opportunity, to something as major as a Kriken fleet and mass ElectroMagnetic storms. They are completely random, so no whining.
Combat
There are two types of combat. Major and Minor.
Minor combat is something like a small squad or a bounty hunter trespassing. It is resolved through RP in the topic.
Major combat is much more complicated. When there is major combat, An event will be posted in the thread along the lines of fleets arriving to fight. then, you PM tactics to The judge. There is a 24 hour time limit, with a 1 our cushion to make tactics. Then, the battle is decided by the Judge.
Bounty Hunters: You can be independent, doing jobs at reasonable fee. You can get jobs from an empire or a job via a Judge. You have your own ship and weapons. You also have your own credit flow. There are missions people give you that rewards you with items and money, there are also Hunter Events which might require you to explore locations, gather creatures or even battling massive bosses.
The format is like your inventory, you post your weapons your ship, your characteristics, etc. You also can start out with 3 major skills, which makes you an effective weapon, for example, pistol expertise, hacking, stealth could be considered major skills, you gain more the longer you play(it has to be agreed by a judge, just petition for it and we will decide)
Example log
High Commander: Yggdrasil
Race: Space Pirate
Faction: Lords of Hyperion
Base: Space Base
Location: Asteroid Belt in Space Pirate system
Alignment: Neutral Evil
Allies: Space Pirates
Neutral: Kriken
Enemies: Galactic Federation, Chozo, Vhozon
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Credits (+250 a day)
Starting: 8300
Mining: +250
Spending: -700 for one Fenrir-class Gunship
Total: 8550
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Logistics (+100 a day)
3000 Ammo Packs
1370 Fuel Rods
1350 Ship Parts
1200 Defense Parts
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Food (+100 a day)
5700 Pirate Ration Packs
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Pirate Training Academy (+100 normal or +5 elite a day)
30 Pirate Scientists (boosts research with 30)
8 Pirate Diplomats (allows alliances to be forged)
1500 Pirate Troopers (basic infantry unit, WEAPON: Galvanic Accelerator Cannon, Energy Blade, ARMOR: Zoomer-class Armor)
1500 Pirate Aerotroopers (flying infantry unit, WEAPON: Galvanic Accelerator Cannon, Energy Blade, ARMOR: Zoomer-class Armor)
3000 / 10000 Normal Infantry
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Space Port
4 Dellingr-class Scout Ships (swift and small scout ships, uses 10 fuel rods and 10 ship parts for a group of 4, costs 100 credits)
25 Váli-class Fighters (small and fast fighters, armed with ship-level Galvanic Accelerator Cannons, uses 50 fuel rods and 50 ship parts for a group of 5, costs 500 credits)
6 Fenrir-class Gunships (heavily armed and fast gunships, streamlined to move faster through atmospheres, but not very well armored, 100 ship parts and 100 fuel rods, costs 700 credits)
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Factory
N/A
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Defenses
4 Manned Turrets (relatively large turrets that are manned by a Space Pirate for external defense, useful in blasting away fighters or space debris that get too close to the base, costs 200 credits and 50 defense parts for one)
4 Flak Cannons (defenses capable of shooting down multiple smaller craft more easily than manned turrets, very rapid rate of fire, costs 500 credits and 100 defense parts for one)
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Advanced Research Laboratory
Valkyrie-class Carrier - 225% (300%, carriers that carry up to 200 Fenrir-class Gunships or 2000 Váli-class Fighters, uses 500 fuel rods and 500 ship parts, costs 3000 credits)
Triple Redundancy Organ System – 135% (200%, gives infantry added survivability in battle)
Wormhole Stabilization – 45% (200%, allows wormholes for extremely long-distance FTL travel to be formed)
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Research Vault
Miscellaneous Research
Mining v5, Logistics v5, Hydroponics Research, Subspace Research, Basic Hacking Techniques, Nanotechnology Theory, Basic Shielding Technology, Cloak Generator V1, Repair Nanites, Plasma Weaponry
Infantry Research
Galvanic Accelerator Cannons, Pirate Jetpacks, Armor Padding, Genetic Enhancement, Energy Blade, Zoomer-class Armor
Ship and Vehicle Research
Dellingr-class Scout Ship, Váli-class Fighter, Fenrir-class Gunship, Fenris Hanger
Defense Research
Manned Turret Schematics, Railgun Research, Flak Cannon Schematics
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Exploration Center
Spatial Sector 001 – 100%
Spatial Sector 002 – 5%
Tallon IV Orbital Scan –100%
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Bio-Containment v3
30 Tallon IV Zoomers – 100%
10 Tallon IV Beetles – 100%
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Construction Yard
Fenrir-class Gunship - 20% (heavily armed and fast gunships, streamlined to move faster through atmospheres, but not very well armored, 100 ship parts and 100 fuel rods, costs 700 credits)
Váli-class Fighters - 60% (small and fast fighters, armed with ship-level Galvanic Accelerator Cannons, uses 50 fuel rods and 50 ship parts for a group of 5, costs 500 credits)
Bio-Containment Area v4 - 150% (300%, allows legendary creatures to be stored on base)
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Base Buildings
Total Power / Used Power
35 / 23
Pirate Command Center, 7 Power Plants (35 buildings), Advanced Research Laboratory, Advanced Training Academy, Star Port, Hydroponics Facility v5, Defense Network Core (3 power), Exploration Center, Basic Sensor Array, Waste Heat Infrastructure, Bio-Containment Area v3, Maneuvering Thrusters v1 (5 power), Diplomatic Center, Shield Generator
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Log 0101:
We have sent out some scout ships into spatial sector 002.
That was Quadraxis(DQakaNic), on his 101'st log. Notice how he organizes things. now to bounty hunters...
Sample Bounty Huinter log
Name: John Johnicson
Race: Human
Alignment: Chaotic Neutral
Credits: 200€
Weapon(s):
Kick ass (Allows whoever gets shot by the weapon to have their ass kicked)
Shield of win (Protects from fail)
Ability(ies):
Win lock (stops anyone in the surrounding area from winning)
The Tiger Blood:
Cyndrilical in shape. Has three rotary cannons and a w1n cannon. allows for basic light-speed travel.
Log 045:
God I am so Fucking awesome.
I made that one, because I couldn't find any living examples.
Event example
N/A
Combat Example
Minor-
N/A
Major-
[/b]Exploration[/b]
Exploration is a big part in all metroid games, it is also important for this, exploration can do things such as finding rare creatures and resources to gaining an upper-hand in battles, building a exploration center and adventurers helps you to find key points, not only that but it also allows you to take control of new lands(for example you need to explore Magmoor Caverns from Tallon Overworld before you can take control of it) Once made you can create an adventurer(1 per spot) for 5% a log.
Exploration also increases defensive power, and certain races gain bonuses in an area that reflects them I.E Vhozons would fight better in an explored ice area while Metroids would be better suited in hotter areas away from the cold.
Exploration Ship (It can be a semi-replacement to the actual exploration center but you might need to build an exploration center one day...this one allows you to basically explore a planet but at half the usual rate).
New feature: Scouts are your explorer units (call them what you may). They can be used for both scouting out the battlefield (finding out information about where the enemy is and so on) and exploration. You will have to provide tactics for them not to get spotted. If the tactics ain't good enough then "your strategical behind is burned" so make sure to do good tactics or else. The scouting tactics are more sensitive to everything around you then battle tactics.
Punishment System (It may be changed to refine all the levels and make different sorts of penalties and whatnot):
Level 1: Minor Infraction: You will lose 10% of all forces
Level 2: Moderate Infraction:You will lose 20-25% of all forces
Level 3: Major Infraction You will lose 40-60% of all forces
Level 4: Extreme Infraction: You will lose 70-85% of all forces
Level 5: End Player Game Infraction: Basically, if you do something so wrong with something that rocks fall and everyone dies.
Note: Punishment level will be determined by a judge and then the appropriate punishment will be taken.
If there are any questions, feel free to ask.