ZoVoS
31-12-05, 05:37
i realy REALY cant be fucked to install word... i tryed 4 times now n its doing my head in
i wanted to spellcheck it all n present it nicely but i just cant be bothered
sumbody clean this up for me... i know one of u sits at home monitoring the grammer n spelling and format of other ppls posts just to fill ur own over inflaited egos :angel: LUVS U ALL... now get to work
unknown ship crashlands (not aliens. eww i hate aliens) make it some experimental stoof NOT from doy or NC maby tokio or another surviving collony on earth
havent decided the sector yet
part of an event. eventualy storm bots with MAD damage will secure the area of the crash. needs to be sumwhere out of the way. they also install turret technology there. 8-10 storm bots n 10 or so turrets in a very small space around the ship.
2 days after the event reports come out that the entire stormbot and turret defences have been destroyed the ship is gone but there is a hole left in the ground... a very deep hole
and so the woc2 cave begins
THIS PLACE WILL NOT BE MONK FRIENDLY AT FIRST... ill explain why in a little while... this will be a place for tanks and pe's mostly maby spys untill certain things have been taken care off
the WHOLE place is immune to all energy xray and heat and poison... the mobs in there take 0 damage from all of them. they can only be destroyed with pericing
the mobs do pure piercing and force damage
in the walls of the facility that has been constructed there are turrets with anti deflector sancs. these turrets cant be destroyed directly but u can sit tehre aoe'ing the walls for a while... but as i said. this place isnt monk freindly as no monk barrel will work against the turrets. best bests a monie. the anti deflector turrets are not ment to be destroyed but can be if you have a lot of time to spair.
visable turrets (not in the walls) are constantly casting a anti heal sanc at double the speed of a holy heal. i supose knocking out a holy heal is posible to heal u all up but not realy human reseroce effective... however the range on these anti heal turrets are medium range. nothing like the deflectors so you can destroy them and heal up.
most mobs are meele. they look like replicants from Stargate. funny little robots that rush u and hack u to peices. they also cast a very very short range anti heal/db/deflector sancs. but are also self repairing at a low tick rate
turrets in the celling that drop down like the th turrets. but reskined. the whole place should have a silver cold steel look.
the whole place is PITCH BLACK... the only way to see is with torch mods or a torch. this should add a bit more fun into it all
the doors in the place are mobs. if you cant hack them you can destroy them. but if u atack them u can expect more turrets to drop from the celling to try and stop you after a certain ammount of damage
there are terminals all over the place that can turn certain turrets off. open doors (the doors take ALOT of beating to open manualy) even turn some lights on for a short time
all this anti monkage will not remove the use of a monk however. a monk will be needed for the final room. also you will probably need sumthing to snipe the controle boxes
the final room is a zone into room. the enrance to the far end of the coridor is an entier clipping plain. the mobs have insaine range and use pericing machine guns modded with poison. behind them are controle boxes. the final room is anti stleath. the rest of the base isnt. if you knock out all 5 controle boxes (they each have one hp) then you remove thezone wide anti sancs and you have to go head to head with 5 robot spiders. each on killed spawns on death tons of little machines (with anti heal at very short range) so its still very dangerous place to be. the robot spiders move erraticaly bouncing around. much like the rad spider in the NC ARCADE
all 5 need to be killed to get 5 indevidual code fragments (HN ONLY) these then need to be given to a hacker and then the hacknet section begines
-=HACKNET=- near the entrance needs to be a login terminal it randomly zones you into 1 of 10 or so zones, when a single person zones in then the room is stuck untill everybody zones out then it is free to change what zone u zone into. the whole place needs to be a 3d web. some paths are actualy seethrough but walkable. some paths are solid but there are holes in them,
normal hacknet weapons dont work here you need special meele hacknet weapons that are obtained at the login terminal by a replication computer at the entrance. however you have to have a open mission and bring it certain items to create ur weapons depending on the tl. talk once it lists items talk again it gives the weapon
each section conects to a node each node is defended by a short range defence ball that can push you off the data stream or kill you if it does enough damage.
you will still need your long range hacknet weapons to access paths (doors on there side which close to enable u to walk over places when certain things are shot or pressed)
after fighting your way from one end to the other you zone into the database room. there is no backward zone portal... the entrance is a huge diode that can be crossed to get back. all 5 pedastals must be activated by 5 different hackers (oh ye now thats where ur problem comes in. you have to have atleast 5 hackers to do the job)
then a huge database screan apears from the floor and shows you pictures of WOC 2 items that you can scroll through and select
These items include
Hacknet Armour bp's (5 set of 5 bp's) (non clonable). havent decided the values yet. but woc2 requierment. hacknet only requierment and degrades fast on damage
<advanced scripting that enables the user of this enhancement to deffend against the most violent technalogical attacks while the body is in a non coporial state>
Anti Deflector turrets
WoC 2 requierments. and everything else needed to place turrets (constrcution/op ownership ect)
<turrets developed from the scount ship techonoly to prevent psi interfierance during combat, rather fragile however so should be placed in a concealed location>
Attack bots
Attack bots (set of 50 blueprins). construction requierments to build and deploy. once deployed they do the same as the bots in the tunnels and atack all hostile/nutral runners. however they have turret place requiermnets (cant be outside ops[this could be revised depening on how they work out]) (much MUCH lower hp than the mobs in the ship. but also extreamly small and hard to shoot)
<small deployable automitons based on the designes used by the scout ship>
Self Heal PA
tanks PA (con requierment) that has decent resists -5 athetics/agility/body health/HC/MC/TC but acts like a heal sanc always. (thats normal heal sanc)
<drone nanites have been adapted to repair the celular damage of humans. only robust humans can benefit from this because the immense trauma casued by killing all white bloodcells in the body before replacing them with nanites>
-=Armour resistance=-
set of 1 bp, this item will not build ANYTHING but is a key component to make
PSI ATACK 3 module
only constructable at a secret location in the wastelands
(psi atack 3 should have a 151 APU requierment to make it totaly OF LIMMITS to hyb's) it should do about 10-15% more damage than its psi 2 counterpart (i dont want this to overshadow a HL or a FA... the point of this is so they have a better force weapon... it should NOT do as much damage as a HL)
<after analising the amour resistante techology used by the scoutship automitons, monks of crahn were able to device a much stronger way of maipulating energys to create a forcefull impact>
TANK RESIS PA
only constructable by a special npc in the city merc offices and only if u run a little errand for him (re doable) (after giving him the blueprint)
This amour has a STR woc requierment because the sheir phisical force requiered to use it and also a str 110 =] (keep away mister PE u have ur own shelter)
again its another pa. and like the deflector belt it casts a shelter around you. about as good as a capped forien casted shelter.
this would increase the tanks solo playablility but not over power him when final stage pvp comes into it because he would be getting holy ones off monks
it should offer the same defence as copbot pa but with a 60 poison resist (to act as the poison resist from the robots as shelter doesnt effect them) and a few -'s but not sure what yet
<heavy abosrbant armour plating developed after lengthy reserch into the scout ships defences>
-=machine information=-
again another dual purpose BP however to make any of the following you will also need an armour resistance BP
it can be used to construct a ADVANCED SCOUT SHIP in one location. this is a ship with 3 20mm gun mounts (the keys can be reserched and a POOR SCOUT SHIP can be constrcuted with 2 gun mounts with the same requierments)
or it can be used to construct a WASTE-LAND SPIDER (looks like a GIANT spider bot. it has dual 30 mm machine gun turrets at the front. neither gunable by the driver (the gunners both requier WOC 1 str to gun)... i feel sorry for the poor runner who thinks that this is a spider bot =D (again the key can be reserched to make a single pasaangeer POOR WASTE-LAND SPIDER in which the driver both guns and drives but the cannon should be 20mm (the reason its better than bikes is because its compleatly defended like a rhyno. and the reason its useable over a rhyno is because they are gunnable while driving
i wanted to spellcheck it all n present it nicely but i just cant be bothered
sumbody clean this up for me... i know one of u sits at home monitoring the grammer n spelling and format of other ppls posts just to fill ur own over inflaited egos :angel: LUVS U ALL... now get to work
unknown ship crashlands (not aliens. eww i hate aliens) make it some experimental stoof NOT from doy or NC maby tokio or another surviving collony on earth
havent decided the sector yet
part of an event. eventualy storm bots with MAD damage will secure the area of the crash. needs to be sumwhere out of the way. they also install turret technology there. 8-10 storm bots n 10 or so turrets in a very small space around the ship.
2 days after the event reports come out that the entire stormbot and turret defences have been destroyed the ship is gone but there is a hole left in the ground... a very deep hole
and so the woc2 cave begins
THIS PLACE WILL NOT BE MONK FRIENDLY AT FIRST... ill explain why in a little while... this will be a place for tanks and pe's mostly maby spys untill certain things have been taken care off
the WHOLE place is immune to all energy xray and heat and poison... the mobs in there take 0 damage from all of them. they can only be destroyed with pericing
the mobs do pure piercing and force damage
in the walls of the facility that has been constructed there are turrets with anti deflector sancs. these turrets cant be destroyed directly but u can sit tehre aoe'ing the walls for a while... but as i said. this place isnt monk freindly as no monk barrel will work against the turrets. best bests a monie. the anti deflector turrets are not ment to be destroyed but can be if you have a lot of time to spair.
visable turrets (not in the walls) are constantly casting a anti heal sanc at double the speed of a holy heal. i supose knocking out a holy heal is posible to heal u all up but not realy human reseroce effective... however the range on these anti heal turrets are medium range. nothing like the deflectors so you can destroy them and heal up.
most mobs are meele. they look like replicants from Stargate. funny little robots that rush u and hack u to peices. they also cast a very very short range anti heal/db/deflector sancs. but are also self repairing at a low tick rate
turrets in the celling that drop down like the th turrets. but reskined. the whole place should have a silver cold steel look.
the whole place is PITCH BLACK... the only way to see is with torch mods or a torch. this should add a bit more fun into it all
the doors in the place are mobs. if you cant hack them you can destroy them. but if u atack them u can expect more turrets to drop from the celling to try and stop you after a certain ammount of damage
there are terminals all over the place that can turn certain turrets off. open doors (the doors take ALOT of beating to open manualy) even turn some lights on for a short time
all this anti monkage will not remove the use of a monk however. a monk will be needed for the final room. also you will probably need sumthing to snipe the controle boxes
the final room is a zone into room. the enrance to the far end of the coridor is an entier clipping plain. the mobs have insaine range and use pericing machine guns modded with poison. behind them are controle boxes. the final room is anti stleath. the rest of the base isnt. if you knock out all 5 controle boxes (they each have one hp) then you remove thezone wide anti sancs and you have to go head to head with 5 robot spiders. each on killed spawns on death tons of little machines (with anti heal at very short range) so its still very dangerous place to be. the robot spiders move erraticaly bouncing around. much like the rad spider in the NC ARCADE
all 5 need to be killed to get 5 indevidual code fragments (HN ONLY) these then need to be given to a hacker and then the hacknet section begines
-=HACKNET=- near the entrance needs to be a login terminal it randomly zones you into 1 of 10 or so zones, when a single person zones in then the room is stuck untill everybody zones out then it is free to change what zone u zone into. the whole place needs to be a 3d web. some paths are actualy seethrough but walkable. some paths are solid but there are holes in them,
normal hacknet weapons dont work here you need special meele hacknet weapons that are obtained at the login terminal by a replication computer at the entrance. however you have to have a open mission and bring it certain items to create ur weapons depending on the tl. talk once it lists items talk again it gives the weapon
each section conects to a node each node is defended by a short range defence ball that can push you off the data stream or kill you if it does enough damage.
you will still need your long range hacknet weapons to access paths (doors on there side which close to enable u to walk over places when certain things are shot or pressed)
after fighting your way from one end to the other you zone into the database room. there is no backward zone portal... the entrance is a huge diode that can be crossed to get back. all 5 pedastals must be activated by 5 different hackers (oh ye now thats where ur problem comes in. you have to have atleast 5 hackers to do the job)
then a huge database screan apears from the floor and shows you pictures of WOC 2 items that you can scroll through and select
These items include
Hacknet Armour bp's (5 set of 5 bp's) (non clonable). havent decided the values yet. but woc2 requierment. hacknet only requierment and degrades fast on damage
<advanced scripting that enables the user of this enhancement to deffend against the most violent technalogical attacks while the body is in a non coporial state>
Anti Deflector turrets
WoC 2 requierments. and everything else needed to place turrets (constrcution/op ownership ect)
<turrets developed from the scount ship techonoly to prevent psi interfierance during combat, rather fragile however so should be placed in a concealed location>
Attack bots
Attack bots (set of 50 blueprins). construction requierments to build and deploy. once deployed they do the same as the bots in the tunnels and atack all hostile/nutral runners. however they have turret place requiermnets (cant be outside ops[this could be revised depening on how they work out]) (much MUCH lower hp than the mobs in the ship. but also extreamly small and hard to shoot)
<small deployable automitons based on the designes used by the scout ship>
Self Heal PA
tanks PA (con requierment) that has decent resists -5 athetics/agility/body health/HC/MC/TC but acts like a heal sanc always. (thats normal heal sanc)
<drone nanites have been adapted to repair the celular damage of humans. only robust humans can benefit from this because the immense trauma casued by killing all white bloodcells in the body before replacing them with nanites>
-=Armour resistance=-
set of 1 bp, this item will not build ANYTHING but is a key component to make
PSI ATACK 3 module
only constructable at a secret location in the wastelands
(psi atack 3 should have a 151 APU requierment to make it totaly OF LIMMITS to hyb's) it should do about 10-15% more damage than its psi 2 counterpart (i dont want this to overshadow a HL or a FA... the point of this is so they have a better force weapon... it should NOT do as much damage as a HL)
<after analising the amour resistante techology used by the scoutship automitons, monks of crahn were able to device a much stronger way of maipulating energys to create a forcefull impact>
TANK RESIS PA
only constructable by a special npc in the city merc offices and only if u run a little errand for him (re doable) (after giving him the blueprint)
This amour has a STR woc requierment because the sheir phisical force requiered to use it and also a str 110 =] (keep away mister PE u have ur own shelter)
again its another pa. and like the deflector belt it casts a shelter around you. about as good as a capped forien casted shelter.
this would increase the tanks solo playablility but not over power him when final stage pvp comes into it because he would be getting holy ones off monks
it should offer the same defence as copbot pa but with a 60 poison resist (to act as the poison resist from the robots as shelter doesnt effect them) and a few -'s but not sure what yet
<heavy abosrbant armour plating developed after lengthy reserch into the scout ships defences>
-=machine information=-
again another dual purpose BP however to make any of the following you will also need an armour resistance BP
it can be used to construct a ADVANCED SCOUT SHIP in one location. this is a ship with 3 20mm gun mounts (the keys can be reserched and a POOR SCOUT SHIP can be constrcuted with 2 gun mounts with the same requierments)
or it can be used to construct a WASTE-LAND SPIDER (looks like a GIANT spider bot. it has dual 30 mm machine gun turrets at the front. neither gunable by the driver (the gunners both requier WOC 1 str to gun)... i feel sorry for the poor runner who thinks that this is a spider bot =D (again the key can be reserched to make a single pasaangeer POOR WASTE-LAND SPIDER in which the driver both guns and drives but the cannon should be 20mm (the reason its better than bikes is because its compleatly defended like a rhyno. and the reason its useable over a rhyno is because they are gunnable while driving