![]() You're not playing this game to for your nation to win, but rather, playing your nation as an antagonistic force in someone else's story. ![]() Playing as a Superpower means that you must communicate and coordinate with the GM (Me) OOCly in order to create interesting challenges and political scenarios, building wars both cold and hot, and deciding on what makes sense and not. Furthermore, Great Powers are also not allowed to be from OC Settings, and there is a much higher standard of OOC behaviour and reliability. Great Powers can ally with other Great Powers or Superpowers, but Great Powers also face similar restrictions to Superpowers, including the requirement of multiple exploitable critical weaknesses. Though no match on their own for a Superpower without extraneous factors, Great Powers are some of the most powerful and influential nations on the planet. Furthermore, Superpowers are not allowed to be from OC Settings, and there is a much higher standard of OOC behaviour and reliability.Īlso with the Superpowers are six Great Powers large and powerful nations capable of influencing the world in their own right. They must take several critical weaknesses that an enemy can exploit in a war. Superpowers are not allowed to ally with other Superpowers, and must be opposed to one-another. For all of these advantages, however, the Superpowers hold several disadvantages. Each of the three Superpowers represents one of three 'Fiefdoms' the Northern, Southern and Orbital Superpowers. Much larger in terms of manpower, territory, military power, and industry, these Superpowers hold heavy control and influence over their territory. Nations did not come alone onto this world, however. Nations hold several distinct advantages, including (OOCly): being allowed to be from OC Settings, having a lower standard of OOC behaviour and reliability, and (ICly): being allowed to expand immediately from post one, being allowed to ally with whoever they please, and not having any critical weaknesses. High pop regular nations are allowed depending on specifics). They are typically rather medium sized to large in terms of controlled territory, with populations in the several millions to tens of millions, with the largest reaching at least a hundred million (This is fluid and subject to GM discretion. Nations make up the majority of the organized group on this new Earth. Players can choose to apply as one of four types of nations either a regular Nation, a Vassal Nation of a Superpower or Great Power, a Great Power, or a Superpower the rear turret of the Agamemnon).Welcome to ISOT: A Cold War! A game centred around my own interest in conflict and Cold War-era style politics, merged with the more typical ISOT format! After the original, I've decided that I'd like to address certain issues I had with the original. Players can avoid using this weapon completely except for weapon slots with an extremely limited selection (eg. Unlike X3: Reunion where Concussion Impulse Generators were only found in hidden crates, it is possible to manufacture Concussion Impulse Generators in X3: TC and X3: AP. The long range allows equipped ships to take on capital ships by attacking them from sides with shorter ranged anti fighter turrets (usually the top, bottom and rear). The slow projectile speed makes this weapon poor at engaging fighters while the slightly shorter ranged Ion Shard Railgun does more dps and has a higher projectile speed making it preferential on laser banks able to equip it. Unless the target is moving directly towards the attacking ship the knockback is minimal.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |