SILVER FLEET SYSTEMS - LAND DIVISION, ANOTHER KINGDOM

Dat Derp

Chief SFS scientist
Apr 3, 2018
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Erm thanks but no thanks turns out some black market blueprints I bought had a virus messing with my computer systems, propulsion etc. Its sorted now but you may have noticed I have never give away my position of my spacecraft/lab because... personal reasons. I will tell you later as I trust you.
Stay safe Stay secure
Dat Derp out.
 

JimmyBlether

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Erm thanks but no thanks turns out some black market blueprints I bought had a virus messing with my computer systems, propulsion etc. Its sorted now but you may have noticed I have never give away my position of my spacecraft/lab because... personal reasons. I will tell you later as I trust you.
Stay safe Stay secure
Dat Derp out.
Very good.

If you want you can change your title in your profile setting from something other than 'well known member'.

Also, @saiwun, please give @Dat Derp an SFS banner.
 
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JimmyBlether

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First new tech in AGES and SFS's first land resource transport:
SFS TRANSPORT 1.png
Spam armed, modestly powerful battery supply, and can carry 4 GEOCORP, 6 GSO and 6 Venture resource blocks. (Its loaded with wood right now for example)

It also sports a magnetic shield system at the front so after an enemy's blocks are removed, they stick to the front, making and ablative shield.
 

Seth_Seth

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PRESENT STATUS OF TECHS
Dominator tank: In service, still effective (soon to retest)

Missile AI Escort: New testing necessary

SFS FCC MK1 (Forward Command Centre): A simple tech switching post, new testing necessary

SFS FLYING SCOUT MK1: Still an effective flyer, but new testing necessary (fixed)

SFS DOGFIGHTER MK1: Flies well, in service

SFS BASIC TANK (the tank-like tank): In service, but cannot take down a dominator

SFS BASIC FIGHTER: Flies well, looks good, not completely designed for combat, mainly roleplay, semi effective

SFS SPEEDY SCOUT MK1: Effective, can survive a (medium) volley of seeker missiles, though may lose a couple of parts

SFS WALLSMASHER ('wall surgeon'): Effective, can charge allied techs, can destroy the brick

SFS HEAVY ARTILLERY: Effective but hard to aim due to range, may roll away due to bug, also shiny!
hey @JimmyBlether , shouldn't we update this? (and put a link to dis on the main post?)
 

JimmyBlether

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PRESENT STATUS OF SFS TECHS (part 1):
(I will update this)

Missile AI Escort:
SFS FCC MK1 (Forward Command Centre): Defunct. Out of service.
SFS DOMINATOR TANK: Retiring. To old and fragile.

SFS FLYING SCOUT MK1 (refit): Defunct and ineffective. Out of service.
SFS DOGFIGHTER MK1: Decent fighter-bomber. In service.
SFS BASIC TANK: It's OK. Refit needed, terrible turning (brilliant on the spot rotation though), has pointless parts on it, use for light duties.
SFS STANDARD FIGHTER: Defunct and ineffective. Out of service.
SFS SPEEDY SCOUT MK1: Defunct and ineffective. Out of service.
SFS HEAVY ARTILLERY: Not heavy anymore. Retired for ineffectiveness and eyesore.
SFS WALLSMASHER: Smashes walls well. In service.
SFS DOMINATORTANK XL: Effective. In service, but a refit would be a good idea.
SFS SSS MK1 (super speed scout): Refit needed. Takes off after boosting for a while, bad weaponry. Future uncertain.
SFS UMF MK1: Really good plane. In service.
SFS UMF MK2: Not too good. Retiring.
SFS LTTV MK1: Doesn't work 100%. Retiring.
SFS BUGTANK: Decent vehicle. Needs refit though. Needs more shields, maybe more modern guns.
SFS DEINONYCHUS: Retired vehicle. Illegal wheel usage and constant wheel damage are main factors. 'Extinct'
SFS TURBOSCOUT (MK4): In service. Still fun to drive.
SFS El Gordo: Needs an upgrade. Wheels are super weak. Otherwise, good.
SFS RHINO: In service. Basically a better original dominator.
SFS JUMPTANK (MK4 variant): In service. Does its job well. Turning is something to be desired though.

 
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JimmyBlether

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As you consider us as allies, we can assist you in upgrading some of your vehicles. Do you want the help? If yes, pick a vehicle to upgrade, and we'll get started.
To note, that's like only half of them there. I'm not done yet.

Plus, I'm probably gonna be upgrading the El Gordo with better wheels tomorrow, and I know how to do it (I was going to save it but the game crashed...).
 

Seth_Seth

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As you consider us as allies, we can assist you in upgrading some of your vehicles. Do you want the help? If yes, pick a vehicle to upgrade, and we'll get started.
You can if you want.

I'm an idiot. I forgot to evaluate the tech on the top of that list...
i tested every SFS tech (ones dat you made)
SFS STANDARD FIGHTER carry's 2 VEN resource blocks @JimmyBlether

@Potato i'd say one of the following techs can use an upgrade:
SFS UMF MK2: i can't fly it at all
SFS SPEEDY SCOUT: i just want to see it working again, it already looks like it can work but an upgrade may let it back into service
SFS SSS: it can't fire it's weapons.
SFS LTTV: Being SFS's only Multitech i'd think it could be upgraded to go back into service.
it's your choice @Potato but these are the ones i'd suggest


also forgot to put this here
Wall of Death.png
 

JimmyBlether

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SFS STANDARD FIGHTER carry's 2 VEN resource blocks @JimmyBlether
Those aren't cargo. They were purely ascetic parts to resemble engines.

also forgot to put this here
Thanks!

@Potato i'd say one of the following techs can use an upgrade:
SFS UMF MK2: i can't fly it at all
SFS SPEEDY SCOUT: i just want to see it working again, it already looks like it can work but an upgrade may let it back into service
SFS SSS: it can't fire it's weapons.
SFS LTTV: Being SFS's only Multitech i'd think it could be upgraded to go back into service.
it's your choice @Potato but these are the ones i'd suggest
Strange, I could *sort of* fly the UMF MK2...
 

Potato

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Here's the SFS "Super Speedy Scout". Upgrades are as follows:
  1. Improved Handling and Maneuverability - Is now capable of doing 100mph again, 160mph boosted. Will not fly away and turns well even when boosting. Also has better off-road capabilities due to new wheels.
  2. Tougher Hull design - Uses Hawkeye Batteries instead of GSO. Lighter than previous version, tougher too. Uses a Hawkeye Shield and Fuel.
  3. New Weaponry - Uses Venture Missile Launcher to track targets at high speed.
Overall, I believe this is less expensive to produce because it uses less parts.
SFS SSS MK2.png
 
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JimmyBlether

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Here's the SFS "Super Speedy Scout". Upgrades are as follows:
  1. Improved Handling and Maneuverability - Is now capable of doing 100mph again, 160mph boosted. Will not fly away and turns well even when boosting. Is now also better off-road capabilities.
  2. Tougher Hull design - Uses Hawkeye Batteries instead of GSO. Lighter than previous version, tougher too. Uses a Hawkeye Shield and Fuel.
  3. New Weaponry - Uses Venture Missile Launcher to track targets at high speed.
Overall, I believe this is less expensive to produce because it uses less parts.
View attachment 23249
That is a real improvement! Thankyou!
 

Potato

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Greetings SFS! Let's talk Alliances. I give you, @JimmyBlether, this letter. Since you consider us as allies, it's only fair to return the treatment, yes?

Since the Duck Administration are quite busy at the moment, I went here instead. Here's the list of proposals that we can talk about, you may also add or change anything and we'll discuss it.


Customized Alliance System

As democratically approved by the Lemon Kingdom citrizenry, and by the powers vested in me, I, Potato, 8th Lemon King of the Lemon Kingdom, founder of the 3rd Dynasty, hereby approve of the Customized Alliance System to replace our Ancient Law of Neutrality. This also acts as a means of other factions/kingdoms to interact with the Zesty Realm in their own terms, and vice versa.

They will get to choose what they want to happen, and the Lemon Kingdom can do the same. A win-win scenario.

Terminologies:

Acceptor: The faction receiving the Alliance proposal
Provider: The faction providing the Alliance proposal

Overview:


The Acceptor can choose between any one of the proposals below, each in a numbered list. Once the proposals have been chosen, the Provider will choose the same number of proposals, with the roles changing from Provider to Acceptor and the Acceptor to Provider. Both parties may choose different proposals to match the other party.


Additionally, the Acceptor or the Provider may change any part of the proposal before agreeing to better suit their needs.

Available Alliance Proposals (As of 2018/09/03):

Military:
  1. The Provider will provide military aid. This alliance proposal is only valid if the Acceptor agrees to the following:
    • The Acceptor cannot start a war and is not currently engaged in a war.
    • The Acceptor cannot provoke another faction into entering a war with them.
    • The Acceptor can only start a war if only to stop a preemptive attack against the Acceptor. This must have concrete evidence, lest the proposal become invalid.

    Any violation of the agreements above will invalidate the Military Alliance immediately.​

    Terms of Military Aid:
    Military Aid may come in the form, but not limited to the following:
    • Expedient deployment of the Provider's available forces
    • Emergency Supply Drops in the Acceptor's place of choosing
    • Tech Snapshots from the Provider to provide new Techs for the Acceptor to assemble
    • Military Bases and strategic assets established onto the Acceptor's place of choosing. The faction that wishes to build said base must pay for whatever labor and construction involved, plus taxes (if any)
    • Military Exercises (Multiplayer Battles) to train both parties' forces and improve existing strategies and tactics.
    Economic:
  1. The Provider will establish a Trade Route with the Acceptor. The Acceptor may provide any specifications such as preferred resource type, amount, schedule and trade route.
Technological
  1. The Provider will create a Tech Snapshot for the Acceptor. The Acceptor may specify the type of Tech to build. If a Provider has a company operating within its territory, it may transfer its construction if available.
  2. The Provider and Acceptor can create an inter-faction Tech (e.g. Duck-Lemon Spacecraft, SFS-Lemon Tank, etc.). Factions involved in its construction can share the Snapshots to their benefit.
Diplomatic
  1. The Provider and Acceptor will build embassies on each other's territory. This is to provide their respective citizenry formal access to either faction's territory and also to provide a direct line of communications from the faction owning said embassy.