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LBT: Future Wars Repository

Caustizer · 169 · 38816

Caustizer

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The Rise of Achilles:

Being a rogue AI cast into the sea of leaf-eaters, sharptooth, and aliens Achilles had to adapt to defeat his enemies both on the surface and under the sea in order to achieve his goal of supremecy over Claw.  Unlike the VDF's ALI unit, Achilles is not an artificial intelligence, but simply a very smart fast-biter with his mind connected to the stream of the internet and databases of the computerized world.  This occured quite by accident, but has enabled him to become quite famous within the sharptooth world for his incredible inventions and ability to manage the Claw economy far more efficiantly then normal officials could ever have hoped.

Achilles was first responsible for discovering sub-atomic weaponry, or "Volcano Weapons" as they are called within Claw military ranks.  Claw discovered nuclear weapons early on in it's inception, but there was a collassal problem with their use - the prey would become irradiated and inedible.  This simply would not do!  

Achilles discovered through ultra-advanced calculations how to contain and focus a miniture nuclear blast so intensely that it could force a second sub-nuclear reaction amongst the quarks and cratons of the detonated substance producing an explosion of reduced potency, but producing no deadly radiation or fallout.  Within months of their creation Volcano weapons had found their way onto the battlefield in a number of forms - namely the Tyrannotron dual Volcano Blasters, the Doom Maw Artillery Cannnons, and Claw's Ultimate Weapon - the Doom Hammer.

...

With new doors open to him, Achilles saw farther into the world then anyone ever would, and eventually came to the conclusion that he and he alone must rule Claw - not only to feed the populace but also to assure sharptooth dominance in such an unstable time period.

Being officially designated an AI, Achilles ran into a problem in his master plan... there were very little sharpteeth who believed he was little more than a servant and apart from his devoted the chances of forming an army that could enforce his rule out of living soliders was farely slim.  To this end he produced a hyrbid army that contained many units completely unique to his movement.

Might as well include the best Achilles song I've heard: here

Army of Achilles:

Infantry:

Terminators

- powerful basic infantry units with a damaging attack, decent movement speed, and far more hitpoints then the equivilant infantry units of all factions making them the most powerful teir 1 infantry at the game, but at cost
- armed with dual spine cannons capable of a rate of fire far greater then the improvised spine guns of Claw's Sickle Pack infantry
- by appearance are similar to Cyborg Reapers, but instead possess the form and curves of sharpteeth to represent Achilles' interpretation of mechanical perfection
- at 500 credits are quite costly compared to the $200 Sickle Packs and Ravager Groups and the $300 Runner Squads but make up for it in effectiveness
- armed with manually targeted EMP cannons that can disable enemy vehicles of all shapes and sizes
- come in squadrons of 3

Hunters

- elite cyborg commandos that have one role - to tear enemies to bits with their saw blade claws and drill charges
- come in groups of 5 and replace Firehounds in Achilles' army
- come pre-equiped with Stealth Armour making them unseen and deadly at all times
- expensive but astutely loyal to whomever they are programmed to obey
- most recognizable by their pupiless green eyes which take up most of their face - only something so unnatural could have cybernetic eyes so large

Vehicles:

Psi Tank

- devestating war machines adapted to countering any surface forces the enemy can throw at them with paralyzing efficancy thanks to their psi bolts which work on the same frequency as the dinosaur brain (but not human brain) and can overload and short them out resulting in undamaged vehicles free to the taking
- heavy armour is resistant to the mental attacks of this strange construct, and even with the power to exterminate the crew they still tend to fall to large units like Brontodons and Bio-Monstrosities without too much trouble
- replaces the Executioner Walker in the standard Claw arsenal

Buildings:

Soul Nuke Launch Facility

- Soul nukes are so hienous that even Claw avoided their use for decades until it became absolutely necessary
- this structure can prepare and launch Soul Nukes, which are dark purple in colour and absorb the life force of all enemies they destroy for use by Achilles and his army
- life force aquired is displayed in a bar undernieth the hitpoints, and unlike the Basilisk can be used to cast a Nova that heals your forces anywhere you wish (with a radius similar to Claw's Rage Generator, VDF's Chronometron or the Dirge's Bio-Converator). This can prove to be an extremely powerful weapon, and Achilles uses it to his advantage whenever possible


...


Achilles' Execution:

Following the end of the Twilight War, Achilles' primary control was captured and the purple fast-biter was forcably disconnected from his links and cast down in front of all of Claw.  As a method of extracting revenge, Theta ordered a different style execution for Achilles that was more fitting for the suffering he had caused.  He was chained to Excidium's statue, and a memoriam was declared:

Theta: Soldiers and fellow sharpteeth of Claw... I formally declare that the one who brings me the head of the scourge will never go hungry again! ... feast well.

Achilles: I am eternal ignorant fool...destroy my physical body if you want but my soul lies within the interglobal network.  You have sealed your own doom.

And Achilles was torn apart under a tide of ravenous sharpteeth eager to claim Theta's prize.  VDF stations who had intercepted the broadcast watched in disgust as the traitor was punished for his actions, with the gory parts elegantly censored.

VDF News Reporter: So ends the reign of one of the Twilight War's most unusual chapters... tune in next week for the full story on the sharptooth Achilles and how he came to be one of the biggest threats we have ever faced.  News and traffic report at eleven.


...


Serris

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WOW! Nice going on Ducky as a railsniper. Again like Caustizer said, her sniper rifle looks more like an assault rifle or even a carbine.

One question, Theta in the normal TWV canon is a Swimmer. I assume that this Theta is a sharptooth. Please correct me if I am wrong.

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Caustizer

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I wish you would tell me these things Serris before I start imagining and writing  :slap.

In this universe yes Theta is a fast-biter.


Serris

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Well, SOME alterations have to be made to make TWV fit a Command and Conquer style environment!

Anything else you need to know about TWV canon before you add stuff?

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Caustizer

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In the past,  more realistic version of Twilight Valley there is a basic boundary between factions and lots of switching of sides goes on over the course of the story.  In the future wars version, the VDF and Claw are two completely different civilizations that each possess a different goal.

The VDF's primary goal is to protect themselves from attack as they have a system set up to grow and distribute food, clean water, electricity etc. that can be quite vulnerable.  They are wary of any and all sharpteeth, simply because their system isn't built to take care of them from a domestic stand point.

Claw's primary goal is to feed itself and it's citizens... and often this sparks conflicts because war is so profitable for this sharptooth empire in a way that would never apply to the VDF.  In war, Claw wins either way as if they are victorious the dead and the living captured are 'processed for consumption' while if they are defeated they have hundreds less soldiers to have to feed, and a ready supply of corpses to feed the living.  It's a brutal equation that's part of sharptooth life, and this has obviously made them hostile towards any leaf-eater simply because they are viewed as weak and only useful as food.

So the main point is, the division between Claw and the VDF is so large that each faction essentially represents the predator-prey relationship with little room for anything else.  To this effect, Theta as well as the rest of Claw's command are all sharpteeth for things to work.


SouthPawRacer

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Quote from: Serris,Jan 27 2010 on  01:50 AM
WOW! Nice going on Ducky as a railsniper. Again like Caustizer said, her sniper rifle looks more like an assault rifle or even a carbine.
 
I think there's been a little mix-up... Before drawing the latest picture, I had not read the notes on swimmers becoming a corps of their very own, and getting sniper railguns and such. Hence, the most recent Ducky drawing is of the original Singularity armour and railgun, pre-expansion. I'd like to think of the drawing as the final draft of the base Future Wars Singularity armour.

On that note, I'll get on to drawing RailSniper Ducky as soon as I can. :D


Serris

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Ah, that makes more sense.

The original railgun that Ducky used was a modified 30mm railgun designed for vehicle mounting. I would assume that one of the modifications would be shortening the barrel so it would be easier to maneuver.

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Cancerian Tiger

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I'd say that, with or without the proper firearm, Ducky really does look intimidating :blink:.  Like some kind of a femme fatale.  I would not want to get on her bad side :bolt!


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Thanks CT... :D When designing Ducky's armour, I tried to make it geometrical and rather menacing, but at the same time have a feminine aspect to it so that the viewer knows that it's Ducky beneath that armour, and not a generic (or more to the point, male) swimmer. Looks like it's worked... :yes

Caustizer, remember how you expressed interest in my interpretation of the VDF symbol? I decided to create a large version of it. :)

In my Ducky drawing, it was only shown briefly; either it was too small to be seen properly or only a segment of it was shown. So, I thought it best that I communicate my ideas by drawing a final draft of it, in full size.



Notes:
In the area of colour, I have two ideas -
One, for the logo's attachment to vehicles and armour, is for the stylised mountains in the centre to be made from a simple sheet of stainless steel, specially polished.
The other is for those same mountains to be coloured a polished emerald green; this idea would be used for special occasions, such as on medals, at functions or attached to official transport vehicles.
The lettering would be polished reflective metal, and the triangle encasing the whole symbol would be made of a flat, dark grey metal that has a slight bit of sheen to it.

Just in case you're wondering, I never colour in my drawings - mainly because they're always ruined whenever I apply colour to them... :p

---
Hope you guys like it. I'll draw up a Claw one soon. :D


Caustizer

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This is a pretty good rank badge, but as an insignia for the entire VDF it isn't complex enough in my opinion.  It's still a great drawing though!

In my idea for the symbol, I tried to make something that looked a bit like a leaf while having a crown in it to represent an Empire.  Would you mind reworking this a bit to make it more representitive of the leaf-eater nations as a whole?

I eagerly await your Claw interpretation :)


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Sorry there's been no updates... year 11 really piles on the homework. :wacko

I have completed a host of drawings, namely the Claw symbol, a minor reworking of the VDF one, Ducky's updated armour and Railsniper rifle, and my interpretation of the VDF flier armour.

Expect them to be up in the next day or two! :D


Caustizer

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I look forward to them... I was sure that in my neglect this thread was dead but It's nice to know that your carrying it on.  :smile


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Alrighty, here we go!

The faction symbols side-by-side. I reworked the VDF Symbol to include a leaf/crown motif, and to the right of that is the initial concept for Claw. I tried to make it as sharptooth-like as possible while maintaining a futuristic and diabolical edge.


My initial concept for the VDF Flier Armour. As described earlier in the repository, it is fixed-winged. I feel that this image is best seen as a picture of a "scout", explaining why there aren't any visible weapons.


Ducky's Railsniper armour during her time in the Swimmer Corps. Note the partially-concealed propulsion devices on the backs of her legs, her chestplate and Railsniper weapon. I tried to sufficiently upgrade the armour so that it is a proper "update" - you can see that her hands and feet are protected with armour that joins together the fingers and toes for added efficiency when swimming. Of course, the joining is controlled by the onboard computer and the appendages can easily be separated again for extra manoeuvrability.


And finally, my initial concept for the Railsniper rifle:

What follows is a description of how the weapon works.
The Circuit-Breaker (#1 on the diagram) is a miniature lever, through which a swimmer's thumb can fit, that activates the weapon's electric charge. It is activated by "clutching" the lever and weapon handle together. When a swimmer is not holding the weapon in this way, the Circuit-Breaker is deactivated, and in turn electricity stops flowing through the weapon; thus, it is safe to carry normally and prevents misfiring.
The Charge Slider (#3) controls the amount of charge the weapon is recieving. Once a swimmer has activated the Circuit-Breaker, he/she the grips the Charge Slider handle with his/her free hand and slowly moves it forward to increase the charge. The amount forward that the lever is pushed depends on the state of the reactor in the Singularity backpack; if most of the reactor's power is being used for other purposes, the lever will have to be pushed further forward - the opposite is true for when the nuclear energy is in abundant supply. If the lever is pushed forward too fast, the weapon's charge can be overloaded. Once the charge has reached its optimum level (communicated to the handler via a display in their helmet visor), the weapon can then be fired.
The purpose of the Wire (#8) is obvious: connecting the gun to the backpack so that it may recieve more energy. The wire is not as fragile as one may think: it is armoured in the same way as the main Singularity armour suit.
The Main Charge Housing and Counterweight (#9) do exactly as their names say: they provide storage for spare charge, should the need arise, and they balance the gun so that it doesn't feel lugged around.
The Reloading Housing (#10) works in a unique way: it is magnetically-controlled. Instead of opening a housing and inserting a cartridge, the swimmer simply gets one of the metal slugs (thinner and sharper than the original railgun ammo used by Ducky herself) and holds it underneath the opening at the bottom of the weapon. The magnetism then sucks the ammo into the gun, and a small computer linked to the one located in the armour moves it into the barrel, ready for firing.

-------

Anyways, that's all I have for now. Again, feel free to comment and suggest revisions, etc.... :D


Caustizer

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I love all these drawings and as ever I am impressed with your dedication and creativity.  The VDF logo is still slightly difficult to accept, but it's a lot better than mine and like all my creations regarding future wars many of them I didn't like at first but eventually came around.

Your Railsniper drawings are quite complete and do a great job capturing what I was trying to convey with this mid-game unit.  Railsnipers are best used in garrisons and inside mobile Crawlers with Fireports because of their incrediable range and damage on a single vehicle or infantry unit.  Their main weakness of course is that they only come in 2 Swimmer teams, compared to units like Sickle Packs which consist of 8 Sickleclaws.

Factoring in reload time, it would take a single team of Railsnipers almost 15 seconds to eliminate the squad, which taking into account the vast difference in price (800 credits to 200 credits) means they are prone to being overwhelmed.

A creative VDF commander would put them inside Crawlers and kite slower enemies like grounded Claw Tyrannotrons, Executioners, and Reborn by running away while the Railsnipers fire out the back.  This doesn't really work against fast units like Stalker Stealth Tanks or Claw Screamers though.


Serris

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I really, really, really love the Claw emblem.

It looks futuristic and the hard edges of it capture the philosophy of Claw.

Love the new railgun too.

The VDF emblem, I like it but the crown is a little out of place.

And Ducky looks perfect!

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Caustizer

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Land Before Time Future Wars Expansion II: Icestorm

Some believed that the Death Storm was just a rift, an atmospheric gap created by abuses of Weather Control Technology by the VDF, but they were wrong.  Long after the defeat of the Dirge and the following ban of Drawler technology, the story remained.  Not only did it just remain, but it grew... and it continued to grow until it engulfed almost the entire planet.  Following ten years of dark skies the anomaly finally subsided, but what it left behind it was a world more hostile then the leaf-eaters or the sharpteeth could ever have imagined.  The global climate had shifted, bringing on a perpetual age of ice and snow.

Economies collapsed as food shortages drove prices through the roof, and conditions deteriorated within the VDA far faster then they did for Claw, as the sharpteeth had grown accustomed to such things.  Havens that had once been allies seperated and went their own way in the coming dark age ahead, and for all intents and purposes the coalition of leaf-eaters was no more.

Littlefoot grew up, and when his Grandpa passed away (the transport carrying his medicine was lost one particularly vicious snowstorm) he took over the mantle as head councillor of the Great Haven.   Carrying with his his experiences of the blood and death in the Twilight War and subsequent Dirge invasion, Littlefoot scaled down the military to curb it's technological excesses (much to Topsy's displeasure) and soon the great war machines of the past - including the mighty Brontodons - were lost under the massive drifts of snow.  The world had entered a new dark age of conflict and suffering, known later as the 'Icestorm Crisis'.

VDF Campaign - "Dead World"
VDF Campaign - "Dead World"

The victorious optimism that once filled the VDF has deteriorated to a shadow of what it once was.  General Longtail still holds the position of High General, but he is getting old and his days are numbered.  Seeking to further establish himself in the memories of the leaf-eaters, he did something no previous commander had ever done - appointed a fast-runner into High Command.  While this seems not unusual, the VDF was highly structured by species with it's long standing credo 'every race has it's place' and to violate this code in one area meant that it could be violated in others as well, and this would only serve to weaken the VDF from within - or so the longnecks thought.

VDF Tactical Map Theme

As it turns out the fast-runner isn't a nobody either. He is Grisson, Ruby's only son.  His mother gave her life in the final stages of the Death Storm assault, and as the only primogenitor to die in the war the VDF felt it owed a debt to not only her family but to the scientists of whom studied and cared for her.  You the player are represented by Grisson as he moves up in the ranks, gains access to newer and more destructive unit types beyond the basic runners/spiketail units you start with.

Mission #1 - "Claw's Second Strike"
Mission #1 - "Claw's Second Strike"

The storyline of the campaign follows a new secret weapon that Claw is developing to exterminate the leaf-eaters once and for all - the Microwave Subduction Bomb.  An attack on the Misty Haven with this weapon starts another war, only this time Claw has a definate advantage due to the majority of the empire being in tropical zones and hence immune to snowfall.  Eventually you seek an alliance with a Claw rebel named Raptix, and ultimately beat back the sharptooth assault.

Mission #8 - "Justice"
Mission #8 - "Justice"

The truth about the Death Storm is revealed when the newly reactivated VDF satellite networks reveal a massive Dirge construct over the North Pole - a massive energy syphon known as the Biosphere.  This space borne ship has been stealing energy from the Earth's atmosphere and using it to power it's own seperate ecosystem with species designed to replace the dinosaurs.  The villian responsible for this abomination, Icarus the Creator, is finally brought to justice once more in a spectacular Space-based insertion of military forces directly into the Biosphere.  At the end of the mission Icarus is finally destroyed, and the Biosphere shut down forever.

Soon the Icestorm receeds, and once more the sun shines down upon the weary leaf-eaters of the VDA.  Salvation at last!


--- Claw Campaign will be up tommarow


Caustizer

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Examples of New VDF Units:

Dreadnaught $3500

- new age capital warships of the sky, this vessels are expensive and require lots of tech to produce
- does not have the customizability of it's predecessor, the Deliverator, but does carry a devestating long range armament of 4 seperate Ion Flare batteries which can point enemy positions to dust from kilometers away and even from orbit
- developed jointly with several of the Wingtail factions, who are nominally neutral but are world reknowned as airship builders and pilots
- requires Battle Centre and Bigmouth's armory

Paradox Generator $2500

- mobile defenseless vehicles with many useful abilities stemming from their outlandish time powers
- the Paradox Generator can, on command, 'redeem' all nearby troops and vehicles who recently deceased on the battlefield to provide another push, but unlike the Ressurection Sphere this ability is single activation rather then continous
- the latent ability of the Paradox generator is to create temporary copies of nearby units, effectively doubling your force size for a small length of time
- Unsurprisingly, requires a Battle Centre and Bigmouth's Armory

Runner Rangers $400

- fast, mobile light infantry units that are equiped in full exosuit armour, recently adapted to their species from the more common longneck version
- the increase in basic armour and armament incurs higher cost, but also provides increased effectiveness upon creation without the need for upgrades
- replaces Runner Squads

Pulverizer Gunship $2000

- it did not take the VDF long to realize the limited value of their Pulverizer Bombers in direct combat. Often these vulnerable flyers would only have the chance to drop their payload once, and were often shot down immeadiately afterwards
- VDF military scientists fixed the problem by replacing the bomb bay with two massive Shock Cannons that stick out of the bottom of the aircraft and have nearly limitless ammunition making it easier for the Gunship to remain a force on the battlefield a lot more then it's predecessor ever did
- requires Battle Centre


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Here is some of my ideas for the naval forces:

VDF Navy

The VDF Navy was started when Grandpa Longneck said, "Without a decisive naval force we can do nothing definitive." Over the years, it has became a force to be reckoned with. Its ships are fast, stealthy, and new, and its officers and men are experienced and well-trained. Under the leadership of Lieutenant Mo and Admiral Elise, the VDF Navy is well-organized and tough.  




Hydrarunner Boat

-   Hydrorunners are cheap and fast multipurpose patrol/attack boats produced by the VDF
-   Their small size, light design, and powerful engines give them great speed and provides a very small target
-   Carries with 6 homing torpedoes that can knock out foes of any size
-   6 rockets, 3 Gatling guns, and its small size makes this small boat nearly invincible to aircraft
-   Manned byóyou guessed itófastrunners, usually consisting of a crew of 13

SWP-Class Frigate

-   SWP-Class frigates are low-cost and low-maintenance frigates designed by the VDF
-   Underwater bombs and mines make this ship a fearsome anti-submarine vessel
-   The large number of 16-inch homing plasma torpedoes and anti-ship makes it useful for combating larger vessels
-   However, this vessel is quite weak in the anti-air role due to its shortage of anti-air missiles, Gatling guns, and the total absence of multi-use railguns
-   Manned by a crew of 70-80 fastrunners or bigmouths, or a combination of the two

Rayfin-Class Submarine

-   Rayfin-Class submarines are large subs that have long been a part of the VDF
-   Known for their ability to stay undetectable, these vessels make perfect naval scouts as well as small transports
-   Designed to hunt down any enemy ship with its 25 homing plasma torpedoes
-   Carries a 5-inch multi-use railgun and a laser gun for protection from aircraft

Thunder-Class Destroyer

-   Thunder-Class destroyers are large new VDF destroyers of state-of-the-art design
-   Armed with the new 5-inch multi-use railgun, numerous laser guns, and many anti-air missiles, the Thunder-Class destroyer makes a fearsome anti-air platform
-   Like the SWP-Class frigate, these vessels carry a large number of mines and underwater bombs, making it a formidable foe for enemy submarines
-   In addition, its fast new torpedo tubes and missile launchers allows it to launch a devastating salvo against enemy ships
-   Manned by 300 longnecks, these ships are filled with new and experimental weaponry and sensors

Valley-Class Light Cruiser

-   Valley-Class Light Cruisers are new, state-of-the-art, and fast-to-build, and they are considered by many to be the best ships in the world
-   It’s six 6-inch guided railguns give the pack the ship with a powerful and accurate punch against all ships lighter than a battleship
-   Backed up by a dozen 5-inch multi-use railguns, 32 laser guns, and 50 anti-air missiles, these ships pack a powerful broadside as well as the most fearsome anti-air suite in the world
-   However, these ships lack anti-ship missiles and torpedoes, which makes them unable to engage battleships
-   Manned by 1000 longnecks, these ships make perfect escorts for large fleets

Plesio-Class Heavy Cruiser

-   Plesio-Class Cruisers are new and symbolic heavy cruisers being employed by the VDF
-   Armed with nine 8-inch railguns in triple turrets, these ships are powerfully armed and are useful for shore bombardment
-   Carry a varied anti-air suite, usually consisting of sixteen 5-inch multipurpose railguns, 50-60 laser guns, and numerous anti-air missiles
-   Bristling with sensors, these vessels can easily detect enemy aircraft and submarines and engage them from miles away.
-   Unfortunately the new sensor equipment severely limits the number of torpedoes and anti-ship missiles, and underwater bombs onboard. Thus, these ships are not designed to take on subs and battleships

Sonic-Class Fast Battleship

-   The Dawn-Class battleships are were designed with the goal to pack a powerful armament inside a small and fast hull
-   Armed with nine 16-inch railguns and twenty 5-inch multi-use railguns, a broadside from these ships means certain destruction and devastation
-   Armor over the magazines and missile silos protect the ship from any railgun smaller than 16 inches
-   It’s large number of laser guns and missiles make it a great AA platform, but a poor sub-hunter
-   Manned by 2000 threehorns, these vessels are known to ram enemy warships at their top speed, often slicing the unfortunate enemy vessels in half.

Mosas-Class Heavy Battleship

-   Mosas-Class heavy battleships, like its cousin, the Brontodons, are the most symbolic, high tech, heavily armed, and heavily armored ships in service with the VDF Navy.
-   Armed with a dozen 16-inch railguns and thirty 5-inch multi-use railguns, a broadside from these ships means certain destruction and devastation
-   The ship is protected from aircraft and missiles by more than 150 laser guns, 100 Gatling guns, and anti-air missiles
-   Despite the heavy armor and armament, these battleships can still maintain high speed and relative agility
-   Commanded by the most elite commanders and manned by 3000  threehorns or spiketails, these vessels can are the most prized (and expensive) ships on the VDF Navy
-   Because of the needed material and manpower, there are only 4 of these ships, but they are capable to dishing out heavy fire while absorbing just the same

Storm-Class Escort Carrier

-   Storm-Class escort carriers are based on the famous G-3 merchant ship hull, which gives the VDF naval yards both speed and ease of construction
-   Because of their low price and relative ease of construction, these are the most widely used carriers in the VDF Navy
-   Despite being poorly armed, poorly armored, and having a small hangar, these ships are fast and maneuverable
-   These vessels are manned by 600 fast-runners and 30 flyers
-   Their small hangar limits their aircraft capacity to 12 fighters and 10 torpedo planes
 
Starport-Class Fleet Carrier

-   Starport-Class Fleet Carriers are the largest ships ever built by the VDF Navy, and they are truly the pride of the VDF Navy.
-   Being the most modern and best aircraft carrier the VDF Navy has, these new carriers are built to the newest carrier design theories
-   Even a more powerful asset than the Mosas-Class Heavy Battleships, the Starport-Class carriers are often the target of air attacks, but these ships are well defended by eight five-inch multipurpose railguns, forty laser guns, fifty Gatling guns, as well as a stock of anti-air missiles
-   These ships seem invincible, but they are vulnerable to torpedo attack, as they have very light underwater armor
-   Manned by 2500 Longnecks and 150 Flyers, these ships can carry 90 aircraft and are the most valuable asset of the VDF Navy.

What do you guys think? I’ll add the ships of the heros (Mo and Elsie) and the aircraft later. I’ll also be doing a post for Claw’s navy.  


Serris

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Nice but some of the weapons figures, while realistic, would be a "game breaker" if this was a CnC style game, which it is inspired by as well as my LBT war story Land Before Time: Twilight Valley.

Also, I am not sure if Threehorns and Longnecks can work well on naval vessels.

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Here is something that I have been meaning to do for a while. Claw's anti-air unit.

Sky Hunter

- The Sky Hunter is Claw's anti-air vehicle.
- It rides on an array of 6 hover pads, giving great speed and mobility.
- It is crewed by a two sickleclaws. One serves as the driver and the other (enhanced with cybernetic eyes that grant better vision than even the best natural eyes as well as other cybernetic implants that boost their thinking speed and reflexes).
- Its weapon is the "Slinger" pulsed laser system. This is a powerful solid state laser cannon that is designed to shoot down aircraft. Advanced cooling systems and multiple cannons allow for a rapid rate of fire or engagement of multiple targets.
- The "Javelin" 25 mm autocannon was originally its weapon but it has since been superceded by the Slinger. Some Sky Hunters with Javelin systems remain in production and service though.
- Engagement of ground targets is possible with both weapons systems.

Poster of the GOF's 200,000th post

Please read and rate: Land Before Time: Twilight Valley - The GOF's original LBT war story.


Dima02

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Quote from: Serris,Mar 29 2010 on  11:55 PM
Nice but some of the weapons figures, while realistic, would be a "game breaker" if this was a CnC style game, which it is inspired by as well as my LBT war story Land Before Time: Twilight Valley.

Also, I am not sure if Threehorns and Longnecks can work well on naval vessels.
 
Yeah, I tried to go for realism, but what do you mean by a "game breaker?" Also, you're right about the crew thing. Maybe we should make the commander a Longneck or Threehorn while the rest of the crew is a Bigmouth? Tell me what you think?