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Forum Games and Roleplaying / Re: Super academy IC (Name pending)
« on: October 09, 2013, 02:20:27 pm »Cyrielle lightly hugs Annie and takes out her laptop ""How about you, Wheatley?"((Who?))
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Cyrielle lightly hugs Annie and takes out her laptop ""How about you, Wheatley?"((Who?))
Well, a substantial part of the rebel pilots were formed in the Imperial Academies (Biggs Darklighter for example), it would be very possible that some turned to rebels but stayed in the imperial fleet as infiltrators. Canonnically it would fit somewhere around episode 4.I was thinking specifically of the "space lanes" and "nodes" and "jump lines," but now that you mention it...hm...did the Rebels stealing supplies from the Empire ever come up in the EU or something?
"That is an excellent question..."Begin designing powered armor.Drop smashed crystals in front of him while he is working and ask if he knows what they are, and if he can use them for anything. Then go find a chair to fall asleep in and spread the narcolepsy epidemic.
What the....I don't.....Whatever.((...Remalle, you have done something horribly wrong.))
It sounds interesting. Maybe make the players all imperial by default, with two basic jobs: hauling supplies and guarding the supply lines. And some of the players (nobody knows who) are rebel infiltrators.I'm not sure how close this is to canon, but it sounds like a good starting point. It does, however, require a bit of consideration on the roles of players.
It all takes place in space, on a limited number of space lanes. The map would be nodes linked by jump lines, with planets and space stations at some of these lines.
Imperial haulers must bring the supplies wherever the imperial command need them
Imperial guards must ensure that the supplies get to their destination.
Rebel haulers must bring the supplies they were entrusted with to the rebellion, without being caught by the guards.
Rebel guards must help the rebel haulers not to get caught (vouching for them for example), and can, in a good day, raid the imperial haulers.
Guards could have two types of action: physically protecting the haulers with TIEs, or monitoring their travel. TIEs cannot hyperjump, so they can only guard the between-jumps space. Which, by the way, is also the only place they can be raided. Guarding counter rebel guards, but rebel haulers can freely jump without the imperial knowing where they go. Monitoring counter rebel haulers as they would be identified if they go to the rebellion (the rendez-vous point change regularly), but leave haulers unprotected against rebel raiders.
It would need a lot of polishing to make it playable, let alone enjoyable, but I see potential.
Now, in addition to LordBucket's suggestion about what to do about Koro's recent misadventures, I would like to add that we should have a nice, long talk with him about morality and related topics. And rather than trying to look up to Disgrace (She got that name for a reason. Probably won't help our reputation if we look up to someone with it),Sounds like an excellent idea.
We could try and appeal to that hatred of her mother instead, though I have no idea where to begin on that.Wait, what?
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"I... I'm n-n-not tr-trying to hide...?" Selina isn't sure how to respond to Will."So, you weren't talking about the scar in your head?"
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