650 years ago, the Deepwater Guard formed- A band of pirates with only two things on their minds; Riches, and war. They fought against the other factions of the world for many years, conquering ships, taking territory, and amassing resources. The Deepwater Guard continued in this fashion, until the mysterious "Player" faction rebelled against them. Starting out with nothing but a simple fortress and a small amount of resources, the Player faction fought battle after battle, achieving victory after victory against the Deepwater Guard. The Player faction fought its way to the Deepwater Guard's main fortress, and through a battle of the ages, triumphed over the Deepwater Guard. Some thought this would result in an era of peace, but no. It did not stop there. The Player faction continued its warpath, destroying faction after faction- The Onyx watch stood no chance, the Lightning Hoods were quickly dispatched, and the White Flayers fled with their tails between their legs. In the end, there were only two factions left, the Player faction, and the Scarlet Dawn. The Scarlet Dawn had isolated itself from the other factions, not wanting to get involved with their business, and none of the factions were brave enough to attack them, for they had power that rivaled the Player faction. During their first encounter with the Scarlet Dawn, the Player faction was not prepared, resulting in the first recorded defeat for the Player faction. The Player faction retreated to lick its wounds, only to return with excessive amounts of force. The Scarlet Dawn were steamrolled, the Player faction carving a path straight to their fortress. If the fight against the Deepwater Guard fortress was a battle for the ages, then this was a clash of titans. Legends say the battle went on for days, fire from both sides never relenting. The Scarlet Dawn with their laser weapons and missiles, the Player faction with their mix of various types of weaponry. In the end, the Player faction managed to get a critical blow on the Scarlet Dawn fortress, deciding the end of the battle. The Player faction came out victorious, resulting in the entirety of the world being conquered. At the end, the Player faction ended up not having enough of a government in place to sustain itself, devolving into chaos. The Player faction was split into various factions, which started an era of quarreling between these new factions. But the Deepwater Guard were never truly down and out- Key parts of the Deepwater Guard faction had escaped, festering in a hidden corner of the world, growing in power. Now, this remnant of the Deepwater Guard has revealed itself, and will be striking soon. [center]-(~)--(~)--(~)-[/center] [h1]Scontro tra Titani - A From the Depths RP[/h1] Welcome to Scontro Tra Titani, this is an RP based off of the video game From the Depths. This is an RP in which the players are allowed to run their own faction, whilst maintaining relations with other player-run factions, while there is still a common enemy in the form of the Deepwater Guard. The world of From the Depths is mainly sea-based combat, while there is still aerial, underwater, and space combat. All vehicles used by player-made factions can either be taken from world history, modern day, or created by themselves as long as they are balanced. [h2]Technologies[/h2] Technology in From the Depths is a strange one, since you have weaponry from basic rams to laser weaponry, and movement methods from basic ship propellers to ion engines capable of space flight. This is a list of allowed technologies in this RP. [list] [*] For movement, you have basic ship propellers + rudders, jet engines, helicopter blades, paddle boats, sails, ion thrusters (for space), hot air balloons, basic airplane propellers, and wings are allowed. [*] In terms of weaponry, cannons, missiles, harpoons, torpedoes, mines, lasers, bombs (Nothing incredibly powerful.), rams, and Infra-Red seeking missiles are allowed. [*] Countermeasures; Shields (which can only reflect cannon shells), Laser Missile Defenses, Heat Decoys (to fool IR missiles), and smoke-screens (to reduce laser damage) are allowed. [*] In order to produce ships, one must have a resource-gathering base that can be built on resource-rich zones. You will start out with a small amount of resources. [*] For these various pieces of technology to work, they have prerequisites. The Laser Missile Defenses require missile detection systems, and smoke-screens require laser detection systems. [*] All ships must be powered by a number of engines. The engine is what will produce the power to allow these systems to function, and if your engine is destroyed, your ship is dead in the water unless it can be repaired. [*] For self-repair, vehicles are allowed to have a number of repair drones, but they work and move fairly slowly. [*] For fleet-repair, vehicles and fortresses are allowed to have repair tentacles, which can repair other vehicles at range, but not itself. [*] If a vehicle is small enough, it can be deployed by another, large vehicle of sufficient size. (This is intended mainly for air vehicles.) [/list] [h3]Shipbuilding[/h3] This is regarding how building your vehicles of war will work in this roleplay. This section is going to be rather short. [list] [*] Vehicles can be constructed by fortresses, or by a moving vehicle designed specifically for that task. [*] If you use a ship to make other vehicles, it must be UNARMED. Countermeasures are allowed. [*] The ship you are attempting to build must be within your resource limits. [*] A ship can be destroyed as it is being constructed. So be aware of the fact that the enemy can destroy the ship you are trying to build in the middle of a combat zone. [*] Vehicles are constructed primarily using repair tentacles. [/list] [h3]Fortresses & Land[/h3] Land in this RP is going to be scarce. Most of the land is mountainous and difficult to build bases on. Therefore, bases are floating fortresses that cannot be moved. Fortress thrusters are used to keep them floating, and the more you have, the less power it takes to maintain them. Fortress thrusters run on engine power, so the larger an engine you have in a fortress, the bigger it can be. It is recommended that you use fortresses for resource gathering, however a ship designed specifically for that task can be used as well. Your faction can start out with nothing but a single fortress. [h3]Resource Gathering[/h3] By default, you start out with 100k of every resource except for crystal. You start with 2000 crystal instead of 100k. With only your starting fortress, you gather 5000 of each resource per-post in the RP with only your starting fortress. For every resource gathering outpost you make, this doubles. So for starting fortress plus one resource gatherer, you get 10000 of each resource per turn. With a starting fortress plus two resource gatherers, you get 20000 of each resource per turn. This continues to scale in such a manner. To gather Crystal, you can either make a Crystal farm, or destroy enemy ships. When destroying enemy ships, you gain crystal based on how much crystal is used in that ship. When using a Crystal farm, you gain 200 crystal per turn. With two crystal farms, you get 400 per turn. Three crystal farms get 800 per turn. This continues to scale in such a manner. [h2]Rules[/h2] [list] [*] Basic forum rules [*] No godmodding, metagaming, etc. [*] There are 5 different types of resources, natural (wood), parts, oil, metal, and Crystal. Most of these are self-explanatory, but Crystal is used for making computers, explosive ammunition for cannons, repair bots & tentacles, and laser weaponry. You start off with 100k of each resource, but only 2000 crystal. Crystal cannot be acquired from resource mining, but only from destroying enemy ships, or using crystal farms. [*] You can only have one spaceflight capable vehicle in active service at a time. [*] Players are allowed to ally themselves with the Deepwater Guard & fight alongside them. [*] This is a casual-level RP. One paragraph posts at a bare minimum. [*] Keep your arguments private. I don't want to see that stuff around here. [*] Please keep an overview of your resources at the end of each post, as well as major fleets & fleet actions. [/list] Thats it for the rules. Follow those and we should get along just fine. [h2]Application[/h2] Faction Name: History: (At least a paragraph, please.) Faction Colors: (Optional) Faction Flag: (Optional, but it is preferred that you make one. I will be making a map later that I will need these for.) Faction Ships: (Include current designs you have. You will not have these immediately, you will have to produce them based off of their resource cost in the RP. Don't worry, you can add more later.) Leader: (This is optional, but we'd like to know who's in charge.) Important Figures: (Again, optional, but still nice to know.) Other: (Anything I fail to mention above.) That should do it. This is my first post here, so constructive criticism is appreciated.