Zombehs said
Rekt.
gg360noscopedthe100thpost.
Welp, Grey, time to aspire to the 200th. : P
Zombehs said
Rekt.
KabenSaal said
I never really got the feel that Earth was super-Tech, but I can change it to Lucis.
Kidd said
That's what I'd recommend. Earth is at 2066-ish? I forget exactly year-wise. So it's pretty advanced with technology. Changing to Lucis would solve that for you, since its magic is more developed than Earth. Might match your character better in the long run
Scarifar said
Hmm..... Well, I suppose I could try it out. On a completely random side note, jedfucks.
”As all of you know, this is the Black Gale. A wormhole created nearly twenty years ago which connects the futuristic planet of Earth and the more traditional lands of Lucis. We do not know the cause or how the wormhole came to being, but with it was brought the trading of cultures between the two spectrums. For the first couple of years, they were on neutral terms until they finally formalized a peace treaty between each other. Most forms of circulated literature classify the Black Gale as an opening in space-time. Alas, that is incorrect. It is actually a tear, and with tears is brought asymmetry, rough edges and randomization. The Black Gale by no means is a perfect medium, for there are multiple tears within the whole entire region.
On a constantly growing multitude, we classify these gaps as labyrinths, home to malicious mongrels which threaten both worlds. To combat this threat, Lucis and Earth built a plethora of institutes within the Black Gale itself, for instant response times and to act as the front line of defense. With a seemingly endless number of labyrinths popping up, the academies produce generation after generation of warriors who fight off these monsters. You will be eligible to exterminate these impurities once you graduate from this academy, something to aspire to. Now, let’s focus on you guys… and girls, I’m not sexist. These labyrinths are first inspected by academy scouts, then a general analysis is supplied to students. Eligibility is determined by the risk factor of the monsters and the students overall performance within his or her classes. For you first years, don’t expect too many solo missions. Most will be done as a full class, and will be advised by yours truly. You are all probably asking, how will you go about fighting in these regions?
Well, let’s graze the subject of the academy’s class system. Based upon your application form, Combat Efficiency Test and comprised analysis of your records supplied to the board, you have all been assigned a class…”
The teacher trailed off as he pressed a tentacle against his console, bringing up the class roster on everybody’s holograms. Next to each student’s name, in contrasting red font were the names of their classes. Varren watched intently as the title Commando was dashed last on the list.
”Classes are basically titles which are assigned to students, which fit with their fighting style the best. Some have been created for the first time; Such as Ms. Blackwater’s and Ms. Akulova’s Strike Witch class, due to the fact that we don’t receive too many physically augmented humans who are airborne capable. There are also those which have been assigned to other students in the past, and generally fit the newer applicant. For example, Mr. Marchosias’ Warlock, Ms. Ephyrene’s Necromancer, or Mr. Yinyues’ Commando. Classes can also be affected by one’s personality, though such a case isn’t too common, just pay attention to your fellow classmates’ titles.
Each of these classes can serve different functions in the battlefield, but by no means are limited only to those functions. We shall go over the general function of "Offensive" combatants. These are the type of fighters whose focus is to eliminate the enemy and any obstacles in their path. However, this is not as simply as simply arming a group of people and sending them to their deaths. Just as each of you have a different class, there are different ways for you to be an offensive combatant
One that you all would likely consider yourself as are the Shock Troopers. They make up the bulk of the front line, often the first to change and the last to leave the battle. Obstinately melee fighters who not only can break through the enemies defense, but can survive on their own in the midst of battle, without having to be concerned with getting too much damage. They are in the thick of battle, but by no means are invincible. Their strength lies not only in their skill in arms, but their vast numbers. But an ill prepared force of Shock Troopers would just be sent into the meat grinder if they think their massive numbers will be enough to stop the enemy. To ensure that Shock Troopers maximize their damage, they rely on Skirmishers.
Skirmishers are lighter, faster fighters than Shock Troopers. They aren't as well equiped or durable for straight up fighting, but they still have speed and power on their side. They lack a Shock Troopers survivability, but they can storm the front line, throw everything they have at the enemy, and weaken them enough that the shock troopers only need to clean up afterwards.
Now, those are you basic two types of Offensive fighters. As you might have noticed, I have not even mentioned whether or not they are ranged, melee, magical, or physical. That is mainly because either Shock Troopers or Skirmishers can serve their purpose with all range of fighting styles. Melee Shock Troopers are your basic knights, warriors, and barbarians who would charge at the enemy with their weapons held high,and expected to stay there until the enemy is routed or utterly defeated. Ranged Shock Troopers often are those with heavy firepower with an equal amount of point defenses. Literal tanks would be a ranged Shock Trooper type, as would mages who have high defenses. While personal speed and agility is important for Shock Troopers to maneuver into position, it's not vital enough to sacrifice either their offensive or defensive ability to increase, so often Shock Troopers would be considered "Slow moving".
Melee Skirmishers would be the type of fighters who, while powerful in their own right, often serves to debilitate their enemies first and let the Shock Troopers take the brunt of the punishment. Duelist, poisoners, and generally dirty fighters would be melee skirmishers. Traditionally however, Skirmishers were ranged units. They would have weapons such as javelins or tomahawks, throwing them at the front of the enemy line and disengaging to put their strength elsewhere. In modern terms, a ranged skirmisher would be grenadiers; someone who would chuck explosives into the enemy before retreating, given their high priority. Skirmishers are also used to flank the enemy or divide their forces; they lack the defense to go toe-to-toe with a standing fighting force, so what they do is pick out their weaknesses and ensure that their enemy can't put their full defensive effort against either the skirmishers, or the shock troopers.
But not all battles are fought with just two offensive forces. Two opposing armies consisting nothing of offensive fighters engage in a dangerous game of what we call "Rocket Tag". All it takes is one side to be weaken, and the Unstable Equilibrium would take over. One side grows progressively weaker while the other has the increasing advantage. And you may very well be on the wrong side of an unstable equilibrium. To that end, you need defensive troops.
Defensive troops run an equal gamut of colorful functions and uses. For these reasons we'll divide them into two basic categories, however they cover much more than that. The first Defensive type is, simply enough, the Defenders. They're similar to Shock Troopers in that they are often on the front lines and see it through to the end, however Defenders emphasize seeing it through to the end more often. They are the ones who ensure that Shock Troopers never make ground, and for Skirmishers to never find a weak point. Though they may lack the strength to defeat foes, they hold out against the enemy until they are too weak, wounded, or otherwise unable to mount a continued offensive approach. Uniquely, there isn't really one "Class" that fits the ability of a defender more than others, and it's more along the lines of a method. A large impenetrable wall makes for a powerful defender if your opponent has no means of bypassing it. Typically, on a personal level, a defender is someone who can take an insane amount of damage, how ever they do that. Some are simply durable, others have a regeneration factor, and some may not even be that tough but can dodge and avoid the enemy indefinitely. Some may be defenders not because of their toughness, but their threat. Their intimidation factor, if you will. This is how an offensive unit can easily become defensive; simply by being the much more powerful force that a less powerful one cannot match directly.
But a powerful defense relies on a longer fight. It's not expected to defeat an opponent immediately, nor should it expect the opponent to let up. It then becomes a battle of attrition, which ever side has the most energy, resources, or units to spare. As you may imagine, there are plenty of ways to lower your opponent's ability to maintain a defense, but they can do the same. And so the next defensive type comes in: The Support. They don't provide much in terms of damage dealing potential, but they ensure a steady supply of medical treatment, food, or anything else that would make their fighters keep on fighting. Even if it means picking up where the defenders left off, though if it comes to that, you're already in quite a bind. Certain classes that would fit support types would be healers, buffers, pack mules, bards, craftsmen, spies, and mailmen. Oh, sorry, Couriers, ladies. Not exactly what you'd expect to be in the heat of battle, but without them there wouldn't be much of a battle to have.
Now, that's all just the bare bones, real basic stuff. I know what you might be thinking; what category do you fall into? Do you think that you brawny fighters should be a Shock Trooper, or maybe you're better standing on a wall, kicking people off the side? Or maybe you're afraid of blood and like burning your enemies from a hundred yards away. Would that make you into a skirmisher, or the camp's mobile fighter? Since this is all very simply stuff that can't describe you plainly, we'll have to test you and figure out where you belong.
With fighters working hand-in-hand, they can easily clear out labyrinths, thus protecting both worlds from danger. Students are supported to finding a suitable partner to fight with. Duos are then placed into temporary or permanent teams, depending on each pair’s preference.” The teacher rubbed his chin, deep in thought.
KabenSaal said
*CS*