Author Topic: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)  (Read 31096 times)

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Offline DJ Omnimaga

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #60 on: April 23, 2010, 09:35:12 pm »
no problem.

I should actually post this in the pixel art section. While it is not too practical for a 83+ RPG due to the char size (unless you dont mind using 24x32 chars and A LOT of tiles) it could still remain very useful for people. What I like is how colors can be changed

Offline Hot_Dog

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #61 on: April 23, 2010, 09:39:00 pm »
no problem.

I should actually post this in the pixel art section. While it is not too practical for a 83+ RPG due to the char size (unless you dont mind using 24x32 chars and A LOT of tiles) it could still remain very useful for people. What I like is how colors can be changed

For the campaign the characters walk a lot in cutscenes.  Although there are some suits/heads the designer doesn't provide, I can't tell you how useful I'm finding this program to be

Offline DJ Omnimaga

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #62 on: April 23, 2010, 09:42:02 pm »
aah ok :D glad it will be useful.

Btw you can create enemies with this too (if you ever wanted to do another calc game or even a PC one). A lot of them may look more like mechs/robots, though

Offline Hot_Dog

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #63 on: April 23, 2010, 09:52:38 pm »
Thanks to DJ, here's Stalok's new face, almost exactly what I envisioned.

Offline DJ Omnimaga

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #64 on: April 23, 2010, 09:53:35 pm »
ooh even better! ^^

I wasn't sure if the thing actually created the right size for facesets

Offline Hot_Dog

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #65 on: April 28, 2010, 10:45:48 pm »
Universe: Raptor

Time and time again, Scouters would report an opportune moment for attacking a relatively undefended base.  Most of the time, this would be the case when two opposing Scouters built fresh settlements close to each other, but there would be moments when a Scouter observed an area and found a relatively under-defended base.  However, Scouters were quite vulnerable to even the most basic of defenses, and quite frequently, reinforcements would arrive only too late. 

Knowing that these opportunities were frequent and provided an advantage, the ESEO immediately worked towards developing a solution.  In 267 AL, the Raptor was designed to take care of this problem.  Its speed, weapons power and high armor allowed it to take out the bases that a Scouter could not.

The Raptor was initially designed with one sole purpose: to attack bases when an opportune moment arrived, a moment that usually disappeared before forces could arrive.  With the assumption that men could not arrive in time to take advantage of said situations, the Raptor was designed to be entirely robotic, just like the Scouter.
 
Although not its only weakness, the Raptor’s top weakness is its lack of air weapons.  The ESEO found that arming the Raptor with air defense was too expensive, so when Raptors are sent on a raid, Argos, according to their programming, escort them, providing air support as well as additional anti-ground support.

Deflector Shield (Deterorating Upgrade)

There are times when defenses around a base are too strong to penetrate cheaply and effectively.  The Ptaloids provided the ESEO with plans for a shield that would deflect any weapons bombardment, a shield that could only be penetrated by Universal Defense weapons.  However, the shield could not cover a vast enough area to be used on large vessels, although research continues to develop larger deflector shields.  As for smaller vessels, the device could not fit inside of a Scouter, and Argos were too fragile to handle the power of the shield generator.  Logically, this left the Raptor as the only vessel capable of carrying the deflector shield.  Although a Raptor requires Sephrane Gas to use its deflector shield, it proves to be an invaluable asset as it cannot be weakened in any way, aside from Universal Defense weapons. 


Teleportation (Refillable Upgrade)

Teleportation with the aid of an Operation Center or Transformation Gateway proves undamaging to human beings.  The same could not be said of a vessels self-teleportation with a human being inside of it.  Consequentially teleportation, though relatively inexpensive, had to be restricted to robotic vessels.  Like the Deflector Shield, teleportation could not be added to Scouters and Argos, and so Raptors alone can teleport.  They can teleport to any area that has been explored, but for safety precautions, the area must be explored first.  A Raptor needs to stock up on special devices to allow successful teleportation, but it only has enough room to hold two such devices.

Offline DJ Omnimaga

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #66 on: April 28, 2010, 11:19:44 pm »
Nice :D

Keep up the nice work on the story :D

Offline Hot_Dog

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #67 on: May 08, 2010, 12:13:00 pm »
Timeline: 2125 (26 AL)

The Tosonian version of the "Black Death" begins to spread, and kills over two million Tosonians in five years.  Amongst those killed are the two Tosonians with the knowledge of creating physical objects.

Evidence suggests, but only suggests, that it was the Ptaloids who were responsible.  Since this is only a suggestion, the Tosonians keep it to themselves temporarily, not wanting to break the unity they had worked so hard to form.

2138 (39 AL)

Collin is only days from death of old age.  Remembering the blessings that humans have been, Zhas shows Collin the planet Facnon, offering it as a token of the Ptaloids' decision to make the last step of unity with humanity.  Three months later, a historic occassion on December 23rd, the alliance between Ptaloids and mankind is sealed once and for all.

Offline DJ Omnimaga

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #68 on: May 08, 2010, 12:22:33 pm »
Yay more story info :D

Offline Hot_Dog

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #69 on: May 23, 2010, 06:19:54 am »
* Some mysterious person on Omnimaga bonks Hot Dog on the head*

Universe: Ragnor

Star System: Runia
Population: Average of 300,000 Tosonians
Diameter: 11,000 km
Dominant Terrain: Barren Rock
Geography: One Continent, several islands surrounded by lava
Orbital Period: 25 Earth Days
Rotation Period: 12 Earth Hours
Additional Characteristics: Bronat's Moon


After researching the creatures that had been destroyed with the elimination of Carbon Bol, the Tosonians discovered just what it was that made them resilient to heat.  As Tosonians are able to take on different forms for the purpose of adaption, they were able to add these characteristics to their human form, enabling them to leave and enter the moon Ragnor whenever they desired.  Ragnor, being rich in belthium crystals, gave the Tosonians an upper hand in the Tosonian War until the invention of the Scouter.

Numerous assaults on Ragnor have all ended in failures.  Vessels can last only 15 minutes on Ragnor once through the atmosphere, and surface defenses prevent quick/direct assults on structures themselves.  This meant assults either exceeded the 15 minute time limit and plunged to the surface from overheating, or they had to leave early to prevent the deaths of hundereds of pilots.  No attack has been made since 270 AL.

The power generators that could potientally run the buildings on Ragnor require lighter armor and thus cannot last on the surface of the planet.  However, all the structures on Ragnor clearly run efficiently, which means they have some source of power.  No human or Ptaloid knows just what that power source is.

Offline DJ Omnimaga

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #70 on: May 23, 2010, 07:28:29 am »
is the temperature on the planet OVER NINE THOUSANDS??????

J/k nice work, I read this earlier

Offline ztrumpet

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #71 on: May 23, 2010, 10:24:48 am »
Excellent work!  SAD's story is incredible! ;D

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #72 on: May 24, 2010, 05:39:29 pm »
I'm putting up two story setting things this week since I accidentally skipped a week.  The second will probably come Friday or so.

Timeline: 2156 (57 AL)

The Ptaloids invent the Balkstone.  Cloaking has not been discovered yet, so the Balkstone is instead invented as a "update" to primative UFOs, now that Earth technology is freely available to the Ptaloids.

2175 (76 AL)

Pluto is, after long awaited moments, settled and mined for necessary resources.  It also becomes an important trading center as it is only one light hour away from Coranas.  Thus, Admiral Josiah of the ESEO, President Bulcotton of Earth and several scientists and astromoners agree to reclassify Pluto as a planet.


Offline DJ Omnimaga

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #73 on: May 24, 2010, 05:49:14 pm »
I don't understand why they suddently decided to declassify Pluto as a planet in the first place, anyway x.x

Nice job so far :)

Offline Hot_Dog

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Re: S.A.D. Week-by-week Story Setting Information (Spoiler alerts)
« Reply #74 on: May 24, 2010, 06:04:54 pm »
I don't understand why they suddently decided to declassify Pluto as a planet in the first place, anyway x.x

Hard to believe that it wasn't that long ago when they did it...when I was writing the draft of the storyline, Pluto was still a planet.