Post by Father Eaon on Feb 7, 2009 22:35:23 GMT -5
Mecha Rules:
- Most KLFs will be 10-15 meters tall. LFOs can be taller, but not by much. If your mech is taller than that, it needs to be a special LFO, meaning it has a high spirit rank. Wraskes can be taller but within reason.
- Depending on if you're a light mech or a heavy mech, you can't carry too many weapons. A light mech wouldn't be running around with fifty giant machine guns and a heavy mech couldn't carry hundreds of giant rocket launchers. Be sensible and don't carry too much, please.
- If your Wraske or Mech is too strong and you have to tone it down, don't worry. Your Mech or Wraske can get stronger with training. Sometimes just roleplaying helps you encounter special events that endow upon your mech (or wrakse) new qualities. You don't even have to train to get stronger, just get out there!
- Seeker Lasers, and lasers that can do large amounts of damage are required to have at least a three post cool down limit to avoid spamming them. The same goes to seeker missles and smart bombs.
- The most one can fire all of their smart bombs is five times in a thread, one bomb per post max. After that they'll be considered out of ammo, again this is so we don't have people spamming them every five seconds. MABs and Transports like the Gekko this rule does not apply, instead they must wait seven posts before they're allowed to shoot again.
Coralians
- Anti-body Coralians can here by attack with lasers or tenticles, however they can not just blow things up by looking at them. Also an Anti-body can only maintain it's form for 10 posts unless the planet awakened them via an event in which case the Coralian has the option in staying in antibody form the entire thread.
- Coralians will need to start having emotions or parts of themselves missing and they'll have to discover this part through interactions with humans and other Characters.
MABs/Airships
- Application: As I'm sure many of you have noticed I add Airships frequently when players ask for them. As of now though to apply for an airship you must have at least 5 other Characters with you in order to make anything work with it. Once you have three people who will join your "gang" PM me the contents of your ship, if you don't have all the requirements I'll add them in myself. The minimum crew is five so that you have three to operate the ship and two to pilot LFOs or KLFs. I doubt you can get a Wraske on your team...
- Private Quarters: If you want Private Quarters on a Ship, then PM me or another admin the contents of your room. We'll add them ASAP
- Ship V Ship Combat: During threads where Ships are to do combat with Each other. Mechs will deploy and fight as usual. Any members left on the Ship will at the top of their post put in Bold Where they are at the time.
Hince all Posts will follow in this order/pattern:
In The Bridge
<actual post>
If I think of more that are Needed I'll post em'