Pilot Archive

Thread: Fleet ideas (work in progress)

Creaturetaimer
Fri Jul 29, 2005 8:08 pm
#1









Note this is probably not what the devs will do they are just some ideas that have been tossing around mentally for the past week.


/crackknucklesloudly


Ok im gonna start with a generic skill tree (all 3 trees will be similar in nature)






Skill: Acadamy Student


Title: Flight Leader


Certs: Dock Breaching Ship, "faction" Gunboat


Skill mods:

Fleet size +1

Dock hacking +10


Commands:

Hack Docking Bay- This ability can only be used in a Dock breaching ship once attached to the hull of a vessel this command uses an advanced virus to allow boarding ships through the capital ship's docking bay shields.






Skill: Fleet Command I


Certs: Cruiser Class capital vessels

Skill mods:

Fleet size +1


Commands:

Order Bombing Run- This ability can be used to orderBombers to attack a single target.

Order Boarding- This ability will utilize freighter class (POBs) ships within the fleet in order to help board enemy vessels.






Skill: Fleet Command II


Skill mods:

Fleet size +1

Dock hacking +10


Commands:

Order Concentrated fire- orders all capital ships to attack a specific target






Skill:Fleet Command III


Certs: Frigate Class captial vessels


Skill mods:

Fleet size +1


Commands:

Order Focused Bomber Run- An improved form of Fleet Command I skill Order Bomber Run. Used to strike at specific subsystems in order to deliver critical damage.






Fleet Command IV

Title: Captain


Certs: No new certs


Skill mods:

Fleet size +1

Dock hacking +10


Commands:

Sound Retreat- This ability to be used in case of severe fleet loses.

Order Focused Heavy fire- Orders all capital ships in the fleet to attack a specific subsystem on a capital class target






Internal Security I


Commands:


Security Alert- Allows the Security officer on board the vessel to issue alerts on enemy movement on board the ship (system message)

Scramble security Units- Allows the security officer on board the vessel to order NPC Guards to attack enemy boarding parties.

Abilities granted:

Seal Hatch- Allows the on board security officer to seal off hatches of the ship to prevent movement of onboard enemies
Issue security pass- this issues a pass to friendly players to be able to use specific locked down doors and elevators (note these can be found so choose who gets them carefully)"these are claimed at a local security terminal"






Internal Security II


Abliities granted:

Terminal lockdown- Allows the security officer on board to lockdown security terminals on in a particular section of the ship. This command is only usable at the master security station of the ship. (can be countered by enemy smugglers)






Internal Security III


Commands:

Destroy boarder- Orders npc's hunt a focus their fire on a selected enemy boarder

Order Capture- Orders the NPC guards to incap and capture an enemy boarder this can only happen while the npc's and players in the area are not in combat (will offer amuseing things to do to prisoners later)






Internal Security IV

Title: Chief of security


Abilities granted:

Seal off Section- This allows the security officer to Seal off an entire room if it has multiple Doors to hamper enemy movement.


Lock elevator- This allows the security officer to disable all use of an elevator. This combined with sealing off a section can allow for the easy capture/death of a small group of boarders aswell as hampering in ship movement.





Flight Management I


Skill Mods:

Squadron Command +1


Commands Granted:

Scramble fighters- This is used by the dock officer abord a capital ship. The command allows the dock officer to send a system message to all fighter squadrons under his command to launch from the Capital ship.


Scramble Bombers- this is the same as Scramble Fighters but is issued to all of the the bomber squadrons abord the vessel.


Dock Squadron- This is used by the dock officer to send a system message to a particular squadron to dock with the capital ship for either repairs or reloading purposes.


Order Launch- This command is a more basic command similar to scramble fighters/bombers. It is used to order the launch of a single squadron.


Boarder Pickup- this command is issued to a freighter to pick up either a boarding party or trasferrable security units and place them in another capital ship. (requires docking)






Flight Management II


Skill Mods:

Squadron Command +1


Commands granted:


Provide bomber Cover- This command orders the fighter squadron/s selected to provide protection to a squadron (or more) of bombers makeing an attack run.


Abilities granted:


Breacher scan- This ability allows the dock officer to scan for dock breaching ships near/on the fleet. These targets can be passed up to fleet command to be "painted" for destruction.





Flight Management III


Squadron Command +1


Commands Granted:


Provide Fleet Cover- This command orders the fighter squadron/s selected to provide protection to a capital ship.


Abilities granted:


Boarder scan- Similar to breacher scan this command scans for freighter class ships that are attempting to board a friendly ship. These can also be sent up to command to be targeted.





Flight Management IV

Title: Dock officer


Squadron Command +1


Abilities granted:


Seal Docking bay- This command closes the docking bay blast doors to block the launch bays. these become a targetable subsytem when activated and can be blown open. Although this command can make the ship inpenitrateable to boarding vessels it also makes the ship's dock useless by preventing the docking and launching of fighters, bombers, and freighters.


Crew Transfer- This ability allows the Dock officer to send a system message to a group of "transferable" security units to board a docked freighter to be transfered to another capital ship. This can be used to help security aboard that ship repell boarding parties.





Fleet repair subsystems I


Skill Mods:

Repair Droid amount +5


Commands Granted:


Droid engine repair- This command orders a set amount of droids to repair the engines of a capital ship. (Note: droids will automatically return to the droid bay and wait for further instructions once repairs are finished)


Droid Shield repair- this command orders a set amount of droids to repair the shields of a capital ship.

Abilities granted:


Daignostic- This ability allows the engineer abord a ship to update the current stats of a ship component

Droid Grouping- This ability allows the chief engeneer aboard a ship to group droids to do a certain task





Fleet repair subsystems II


Skill Mods:

Repair Droid amount+5


Commands granted:


Droid armor repair- This command orders a set amount of droids to repair the armor of a capital ship.





Fleet repair subsystems III


Skill Mods:

repair droid amount +5


Commands granted:


Droid Weapons repair- This command orders a set amount of droids to repair the weapons of a capital ship





Fleet repair subsystems IV

Title: Chief Engineer


Skill Mods:

Repair Droid amount+5


Commands Granted:


Droid security repair- This tells droids to repair the internal security systems of a ship such as blown or burned through security doors and hotwired elevators.


Droid weapons capacitor repair- This command orders as set amount of droids to repair the capacitor of the individual weapon batteries onboard a ship.


Droid Dock Doors repair- This command orders a set amount of droids to repair the docking bay doors onboard a ship. (note these cannot be closed before they have been fully repaired)


Abilities granted:

Full daignostic- this ability give the engineer of a ship the complete status of all subsysems in the ship


Assign droids- This ability tells a set of droids to gather at certain subsystems and automatically start repairs after it takes damage. This is usefull if a enemy likes to take out a particular subsystem all the time.





Acadamy Graduate

Title: Fleet Commander.


Certs:

Command Class Capital ship


Skill Mods:

Fleet size +1

Repair Droid amount+10

Squadron Command +2

Dock Hacking +20


Commands Granted:


Devistation strike- This ability orders all ships to fire on a single capital ship. this will devistate the ship's hull and componenets and has a chance of breaching the reactor of a capital ship. (the ship blows up without the need to board it) this command's power varies depending on fleet size and the condition of the ships involved.

Message Edited by Creaturetaimer on 07-29-2005 10:25 PM


Message Edited by Creaturetaimer on 07-29-2005 10:44 PM


Message Edited by Creaturetaimer on 08-16-2005 07:19 AM

Message Edited by Creaturetaimer on 08-21-2005 08:09 AM



Galik A. (main)- Master CH (Ret.) and Master Ranger, Master Bounty Hunter
Blowfin A. (craftbot with a soul)- Master BE and working on (Undecided)

"Once i handed a man a compass i was leaving in the woods alone to see if he could make it back to town. He told me "This compass doesn't work!!", and i replied "so?" "
Creaturetaimer
Fri Jul 29, 2005 8:09 pm
#2









Fleets and Positions


Ok this section will go over crew sizes positions and fleets ranked by Class.


Fleet Commander- This player is the head of the fleet and is usually in the largest ship of the fleet. He observes the battle and sends system messages the other ship captains. His job in the fleet is to provide combat positions for all ships and to designate what ships need to be boarded and what subystems need to be destroyed and by what ship/s. Qualities that make a allow for excellant fleet commanders is the full understanding of the other positions of the fleet as he has normally served in all of them to truely understand their strenghs and weaknesses. Also split second decision makeing skills are key to this position.


Capital Ship Captians- These are veteran pilots that are skilled in piloting capital ships. the best capital ship pilots are not only good pilots but are commonly fond of a certain type of ship as they have learned the full ends and outs of that particular vessel. This position also has the responsability of carrying out the fleet commander's orders by either doing the commands themself or by forwarding orders to a particular player/s. Capital ship captains are also somewhat independent in nature and will take advantage of any weakness they see fit in the enemy with or without the fleet commander's order to do so.


Chief of Security- This person knows the the inner workings and the layout of a capital ship better than most people on-board the ship. This Position is deligated to be best of the best when it comes to internal security and in-ship fighting. The responsabilities include sealing off security doors and elevators aswell as makeing sure the on ship player security detail knows where the enemy boarders are. Also his duties include Rallying the NPC security units to particular locations so they can properly defend the ship; also the chief of security can order NPC's to attack specific targets such as a player that is attempting to hack into the local security or overide the security doors. He can also order the capture of players to be held in special room inside the security station. either for interrigation or execution if the fleet commander or security officer see fit to do so.


Secutiy Units- The chief of security's subordanates these players carry out the "front line" defence of the ship internally and are the ones that carry "security cards" that allow the use of locked down security doors and elevators and allow other friendly players to move about the ship unrestricted. The number of security units depends on the size of the capital ship. Security Units usually consist of 2-8 player groups depending on the size of the capital ship. Also Security units are normally familiar with a particular ship so they can move around the ship without much downtime between firefights.


Chief Engineer- This Player allocates droids and players to repair the ship's subcomponents from the main Engineering console. He also runs daignostics on subcomponents to quickly decide what components need repairs the most.


Engineers- These repair specialists make repairs to the ships subcomponents and take orders from the Chief Engineer of the ship. Engineers tend to shy away from combat as they operate alone or in small groups of 2 or 3 and are no match for a full scale boarding party.


Dock Officer- This player sends tactical orders such as guarding to fighter/bomber squadrons aswell as freighters. he also works traffic inside the docking bay allowing friendly ships to be refitted and reloaded. It is also the reponsability of the dock officer to control the ship scanners to search for breaching ships and freighters that are attempting to dock with one of the fleets capital ships. If one of these ships is correctly targeted the Dock Officer can send targeting information up to command to have the ships "painted" as critical targets and have them destoyed before they becomethreat.


Fire Control Officers- These playersare the capital ship equivent of a gunner. They command several guns and take orders from the fleet commander or the ship captain.Experenced FCO's can make short work of most capital ships with quick thinking and targeting.


Gunboat Crews- Gunboats are ment to be used in a more "in your face" style of combat than their freighter counterparts due to heavier armor and more gun emplacements. Although it is a small capital ship it still maintains a more manuverable space frame that is capable of getting into the turret blindspots of its largercousins and blasting them into submission.


Freighter Crews- Freighter class ships are a somewhat "jack of all trades" ship in fleet operations capable of preforming bombing runs aswell as anti-fighter/bomber support for capital ships. Smaller and more manuverable these ships rely more on dodgeing capital ship shots than takeing them unlike the gunboat class vessels. Also Freighter class ships are the only ship large yet small enough to deploy boarding parties. Freighters can carry 1-3 full boarding crews depending on the situation though this is commonly thought to be a "tactically unsound" to send that many boarders on a single ship incase the vessel is shot down in transit. so boarders are most likely going to take several freighters with 1 boarding party in each ship to prevent critical losses from a single lost ship.


Figher Squadrons: Fighter squadrons take commands from the Dock officer for docking and guard duties for other ships. There secondary function is to destroy enemy bombers and freighters before they become a threat to the fleet. Well trained fighters pilots are known to be nimble and able to destroy other fighters and bombers without effort however they lack the firepower to be critically effective agenst capital ships.


Bomber Squadrons: Unlike the fighters these rely on heavy armor and firepower to get the job done. while capable of limited defence agenst fighters bombers are more suited to making strafing runs on capital ships doing heavy damage to subsystems.


Breaching ships- these are small nimble ships capable of weaving in and out of space traffic and dodging cannon fire from both capital ships and fighters alike. while they are very fast they lack offencive and defencive abilities that are more commonin other ships. Instead these ships use there "brains" to do their job. Once they get close to a capital ship that is larger than a gunboat they attach themselfs to the hull and transmits a advanced virus to the ships computer systems to allow friendly freighters to dock withit and begin boarding of the ship.


Boarding crews- These are elite commando style troops that attack a ship from within. Dropped in by freighter these units push into the deepest parts of the ship to either capture or destoy the vessel. Boarding parties almost alwasys consist of 8 Pure combat characters along with a few support style players to keep them pushing forward.A boarding crew is highly vulnerable during transit because the freighter can be shot down before it reaches its target killingall of them and cloneing them back at their assigned ship.


Transferable security- these are "extra" security units that take part in helping other ships defend themselves by being shiped by freighter to another ship. this allows them to hit the boarding crew from behind while the main defending forces attack from the front.

Capital ships:


Crusier Class- These ships are the smallest of the "true" Capital ships and have a small Docking bay that can support a few fighters/bombers/freighters. there job in the fleet is to protect the fleet from fighters, bombers, and freighters; as such these ships have lots of anti-fighter guns and minimal anti capital batteries.


Frigate Class- These ships are the Mid grade capital ship and have a moderate docking bay. These ships are very versitile and can attack both large and small ships with equal effect because of balanced gun emplacements. These ships can also effectly serve as remote launch points for suprise attacks with bombers and fighters.


Command Class- These are the Bohemoths of the fleet and rightfully so. These ships have a Massive Docking bay capable of supporting a large compement of small ships. There guns however are almost useless agenst fast fighters however they are devistating agenst other capital ships. These ships are almost always seen with the main battle group to prevent a bomber swarm from crippling it.

Message Edited by Creaturetaimer on 08-14-2005 12:27 PM



Galik A. (main)- Master CH (Ret.) and Master Ranger, Master Bounty Hunter
Blowfin A. (craftbot with a soul)- Master BE and working on (Undecided)

"Once i handed a man a compass i was leaving in the woods alone to see if he could make it back to town. He told me "This compass doesn't work!!", and i replied "so?" "
Creaturetaimer
Fri Jul 29, 2005 8:10 pm
#3






Commands to open sealed doors: All have an animation and a progress bar. the player useing one of the commands can't fight back if attacked. also the time to destroy/open a door depends on its size. for example a heavy blast door cannot be opened as quickly as a regular security door.


Blow Door- used to destroy a door to gain entry to the room beyond. a blasting set is needed in your invintory to use this command


Skill: Master Squad Leader





Slice Door- A smuggler with proper skill can overide the security systems of a door to open it.

Skill: Master smuggler






Burnout door- a Jedi can use his lightsaber to burn a hole through the door so that the boarding party can get by.



Skill: Master lightsabers






Command to overide an elevator lockdown


Hotwire elevator- used by a smuggler of proper skill to slice the security on an elevator to make it useable again.






Skill mods:


Fleet size- this mod is your peronal ability to command increasingly larger fleets. For instance a +1 mod will allow you to command a "Class 1" Starship Fleet


Dock Hacking- This skill mod reduces the time it takes to open the docking bay shields to friendly freighters so they can insert boarding teams.


Squadron Command- This Mod affects how many Squadrons a Dock officer can have under his command at any given time. In other words how many squadrons he can order at once. (this only affects fighters and bombers that are stationed at that capital ship.)


Repair Droid Amount- This skill mod affects how many droids a engineer can group together to preform tasks. for instance a +5 means that 5 droids can be commanded at once.






Main security console in detail.


the main security console is a extreamly complicated and hard to use terminal if unskilled so i gonna explain it's interface a little.


Generic information tab: this tab shows the basic numbers aboard the ship. things displayed here include how many enemies total are onboad the ship and further divides them into either Active (still able to fight) and captured (number in your brig room). the number of security units is also displayed here along with: the number of active security doors (freely passable) number of sealed doors and the number of disabled/destroyed doors. This also displays active/inactive/sliced elevators in raw numbers. this is usefull to keep tabs on on what and how many things are on your ship. this is also where you can have your prisoners executed from.


Technical Readout Tab: A technical readout is basically the overheadmap of the ship with a few changes. This map is what you will be looking at most of the time and it is set up like the maps of the "Legend of Zelda" series and is divided by decks/floors. The map can be adjusted to show specifc rooms abord the ship and zoom in and out of them at will useing the mouse weel or whatever you ppl use to zoom in and out with. when you zoom in on a room you you will be able toseal doors by useing the radial menu on the room aswell as seal elevators if applicable. The chief of security must get to know the ship very well because the doors in the radial menu are numbered so if he seals the incorrect door the enemy can get by. also if this can be used tactically as a form of crowd control to force enemies to move the way YOU want and usually divide them up so the internal security can pick them off in smaller groups. This is very useful to capture boarders by themselves or in small groups. also you can use a radial menu on enemies to order them to be destroyed or order their capture if you have the proper skill from the technical redout tab.


Message Edited by Creaturetaimer on 08-21-200508:07 AM

Message Edited by Creaturetaimer on 08-21-2005 08:07 AM



Galik A. (main)- Master CH (Ret.) and Master Ranger, Master Bounty Hunter
Blowfin A. (craftbot with a soul)- Master BE and working on (Undecided)

"Once i handed a man a compass i was leaving in the woods alone to see if he could make it back to town. He told me "This compass doesn't work!!", and i replied "so?" "
werehere
Fri Jul 29, 2005 9:31 pm
#4

NIce ideas
Yoda-5499
Sat Jul 30, 2005 1:20 am
#5

It’s Good to be in Charge:
A short story based on the ideas from Creaturetaimer.

Setting: Imperial Corvette as commanded by a one Admiral Generic


Corvette’s Bridge

(man walks up to Admiral Generic)

Imperial Captain: We are coming out of hyperspace in the Kessel system now Admiral Generic.

Admiral Generic: Good.

(ship comes out of hyperspace)

Captain: All ships have reported in, Admiral.

Admiral Generic: Very well. Are we ready to begin today’s patrol of the Kessel system?

Captain: Yes we are Admiral. (walks over to his station)

Admiral: Seems very quiet today, Captain. I wonder where all the smuggler ships are that we usually spot. Anyway, go ahead and proceed with patrol pattern Gamma and be sure that-

Random Officer at radar station: We’ve detected a large group of ships coming out of hyperspace! They’re Rebels! It’s an ambush, Admiral!

(quick flash to space in which we see over thirty Rebel fighters entering from hyperspace)

Admiral: Captain, scramble the TIEs! I want all ships to prepare for in-coming enemy fighters! Ensign, get two full squads of Stormtroopers at each possible point on this ship in which the Rebels might enter!

Ensign: Aye, sir!

(As the Ensign runs to gather the ship’s security, the Corvette’s bridge is illuminated by red lights and the ship has the sound of a warning siren all around)

Captain: Sir, I think you overestimate their chances at boarding this ship.

Admiral Generic: Better safe than sorry, Captain. (Just then, a duo of X-wings flies across the bridge) Target those d*** fighters!

Same officer from radar station: Sir! A Rebel blockade runner entering the system from hyperspace!

Captain: Great, just what we need!

Admiral: Couldn’t have said it better myself. (the Admiral pauses, figuring what the next move should be) Captain, order all TIEs to go after the Rebel runner! Target their shields! After the shields are offline, make them destroy the engines! I really don’t want that thing to pose a boarding threat to this ship!

Captain: Aye, sir! Right away! (turns to his station, pushes a few buttons and says: ) Attention! All fighters! Target the Rebel runner! Take out shields, then engines! Repeat take out shields, then engines!

(after issuing the order, both the Admiral and Captain look outside of the bridge to see that their fighters are still engaged in combat against the enemy’s ships)

Admiral: What are they doing? Attack the runner! Attack the runner!

Captain: Sir, communications between our fighters have been jammed! During the order to attack the runner! Rebels must have been listening on our frequency!

Admiral: Captain, you are aware of what is going to happen next.

Captain: Yes, I do. (turns to his consol and alerts the ship) Attention! Attention! Prepare to be boarded! Squads A, D, and G, go to possible breach point Alpha! Squads B, E, and H to possible breach point Beta! Squads C, F, and I, report to possible breach point Gamma! Squads J and K, report to the bridge!

Admiral: (mumbles to himself) Regular patrols never happen on my shift. It is always with the attacks for me. I should retire.

Captain: Sir, the Rebel blockade runners is in range of our turrets!

Admiral: Fire all forward batteries! Deal as much damage as possible! We might be able to stop it but we are going to give it a good beating.

(quick flash to space in which several TIE fighters and X-wings pitched in mortal combat between both corvettes and we see the Imperial Corvette start to fire upon the approaching Rebel corvette)

Captain: Systems check reports that we are at 50% shields already, sir! Those Rebel scum must have looted Imperial parts! Their speed is incredible and their weapons appeared to be, what’s the term, sliced?

Admiral: Move all available power that is not connected to weapons and engines and relay it to increase out shields!

Captain: No good sir! They’ve taken out the shields! (looks back at console and stares in disbelief) Sir! They are boarding at breach point Alpha!

Admiral: And the other points?

Captain: They appear to not attempt at those locations. Shall I order squads standing guard there to move over to Alpha point?

Admiral: No! They might be trying to trick un into moving those troops so their main boarding parties can infiltrate to ship.

(after several minutes of waiting, the Captain gives an update)

Captain: Admiral, sir! The Rebels have made it past both squadrons at breach point Alpha!

Admiral: Commence lock-down on all doors in that sector!

Captain: Aye!

(several more minutes pass)

Captain: Sir, they’ve gone past the locked doors!

Admiral: Send in the droids to the next set of locked doors. Have them repair what the Rebel scum try and take down!

(this continues for another 20 minutes until)

Captain: The Rebels are entering the bridge!

Admiral: I can see that! (grabs his pistol) Prepare for war, gentlemen!

(Rebels break down the bridge door, firing several rounds before stepping inside, blaster bolts fly across the bridge, the sound of Stormtroopers hitting the floor stops after they all die, Rebels proceed to hold the Admiral and the rest of the crew hostage as to disarm the four other squads below deck)

(flash into space as we see many Rebel frigates and cruisers coming out of hyperspace to Kessel, from there, we see all the Rebel ships escort the Imperial corvette away to their hidden base, repair the corvette so that the escort could proceed to jumping to lightspeed)



***My Signature***

Adnil Nedlog
Master Droid Engineer/Master Artisan/Master Merchant
Master Pilot/Freelance Pilot Ace/Novice Marksman

Read my posts as if I talked just like C-3PO:

"Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
Creaturetaimer
Sat Jul 30, 2005 6:22 pm
#6

/bumpity


added stuff more OTW





Galik A. (main)- Master CH (Ret.) and Master Ranger, Master Bounty Hunter
Blowfin A. (craftbot with a soul)- Master BE and working on (Undecided)

"Once i handed a man a compass i was leaving in the woods alone to see if he could make it back to town. He told me "This compass doesn't work!!", and i replied "so?" "
Tarkin2034
Sun Aug 14, 2005 11:33 pm
#7



Great ideas, too bad dev's dont care about it.




General Aleksander Tyberius
Director General Of Combat Operations
Imperial Surface Marshall of Dark
Master of Bounty Hunter/Rifleman/Combat medic
Alt:
General Fel
Sith name: Darth Tyrant
Dark Jedi Elder
MLS/DEF4340/ENHAN2004/HEALER4000
Kettemoor (The Roleplaying Server)
Augusts
Mon Aug 15, 2005 2:28 am
#8


I think they might care about things, that us the players of this game of there's, say.


I think it would give space a new level of space combat, i love war, and with fleets, i can get what, i wont.


It would be pretty laggy, but i think it could, work.


But what about neutrals, they will have some short of fleet to right. Yeah i know you talked about smugglers, but they really wouldn't much of a chance, againstrebel or imp fleets.


And i don't agree with the rebel, space station description, you make them sound like, a bunch of misfits. But, come on give the rebels a little more credit, they did win the war after all.


Creaturetaimer
Mon Aug 15, 2005 4:59 am
#9



True I have to admit it might be because im an imperal


as for the capitals.......... ships from different sides of the conflict will notbe gimped in any way. a Imp cruiser will be as powerful as a rebel crusier and a neutral crusier. they will probably have a slightly different gun configuration and look to them but the basic abilities will be retained. as with starfighter combat it will be based on cleverness an "twitch" skill not /macro /macro /macro I PWNZ JOOZ!!!! well......... mabye the boarding fights if the chief of security doesn't do his job.



Message Edited by Creaturetaimer on 08-15-2005 07:26 AM

Message Edited by Creaturetaimer on 08-15-2005 07:29 AM



Galik A. (main)- Master CH (Ret.) and Master Ranger, Master Bounty Hunter
Blowfin A. (craftbot with a soul)- Master BE and working on (Undecided)

"Once i handed a man a compass i was leaving in the woods alone to see if he could make it back to town. He told me "This compass doesn't work!!", and i replied "so?" "
Creaturetaimer
Mon Aug 15, 2005 3:41 pm
#10


more pvp stuff added. my fingers hurt



Galik A. (main)- Master CH (Ret.) and Master Ranger, Master Bounty Hunter
Blowfin A. (craftbot with a soul)- Master BE and working on (Undecided)

"Once i handed a man a compass i was leaving in the woods alone to see if he could make it back to town. He told me "This compass doesn't work!!", and i replied "so?" "
Creaturetaimer
Sun Aug 21, 2005 6:10 am
#11

Finished it unless i think of something else. just post what you think about it



Galik A. (main)- Master CH (Ret.) and Master Ranger, Master Bounty Hunter
Blowfin A. (craftbot with a soul)- Master BE and working on (Undecided)

"Once i handed a man a compass i was leaving in the woods alone to see if he could make it back to town. He told me "This compass doesn't work!!", and i replied "so?" "
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