Saturday, October 31, 2015

2015 Halloween Special By Germán Jaramillo # 685605 & Brian D. Wise #17026












































Submitted by Germán Jaramillo # 685605 & Brian D. Wise #17026

Hallow Galaxy by Germán Jaramillo # 685605 & Brian D. Wise #17026



































Submitted by Germán Jaramillo # 685605 & Brian D. Wise #17026

Hallow Galaxy II by Germán Jaramillo # 685605 & Brian D. Wise #17026


















Submitted by Germán Jaramillo # 685605 & Brian D. Wise #17026

Friday, October 30, 2015

S.P.E.C.T.R.E. (Special Tactics And Research Elite) Fantasy Mecha By Germán Jaramillo Pulido # 685605

(Pic from the Mecha Galaxy Art polished by courtesy of Alexandre Wei Lebedeff)

The Project started as a prototype for the White Knight, a new mech for commanding and Staff purposes originally conceived for the 99th Chessmen R&D Core Clan Engineers in the factories of their cold planet, Caissa; then, the project got cancelled and the Caissan Engineers who took part in the creation of the Knight continued it giving to the project a turn of 180 degrees… The engineers changed the chassis and applications, starting the project Dark Knight, later renamed as NIGTHMARE (Nocturnal Mech for Advanced Research) and later SPECTRE (acronym for “Special Tactics and Research Elite”).

A special mech developed to work as both, commander unit and advanced black ops mech.

The stealth and maneuvering abilities of the Spectre can’t be matched by any other mech as its IA counts with the most advanced awareness and deceiving systems with a bio-intelligence in continuous growing. The IA given to this machine has given some issues to the few daring testing pilots, requiring a high bioptical link harmonization to be allowed to plenty control all the capabilities of this extraordinary shadowy war machine.

To complete the capabilities of the machine, the engineers gave to the Spectre a special plating providing a dreadful appearance extracted from the worst of the nightmares. This Black Ops mech comes from the factories already equipped with the fearsome aspect chassis.

Tonage: 75
Armor Points: 170
Start Weapons: 10
Min Level: 44
Min. Heavy Skill: 30
Weapons / Level: 5
Manufacturer: R&D Caissan Factories.

GEAR:
From build, the Spectre comes fully equiped with:
1 Fearsome ASpect (rare Chassis)
3 Duboce (elite laser)
3 Cheops Beam (crystal laser)

BONUS:
Build 1: +1 Chassis slot (equipped from factory with the rare elite chassis “fearsome aspect”)
Build 2: Dodge (5)
Build 3: Freeze 5%
Build 4: Speed +5
Level 1: +1 Cockpit slot
Level 2: +1 Engine slot
Level 3: +1 Shield slot
Level 4: Precision +2
Level 5: Dodge (2)
Level 7: Speed +2
Level 8: Slow (2)
Level 9: Freeze 2%
Level 10: +1 Weapon slot + every 5 lvls.
Level 12: +1 Cockpit slot
Level 14: + 1 Engine slot
Level 15: Dodge (2)
Level 17: +1 Chassis slot
Level 19: Freeze 2%
Level 20: Speed +2
Level 21: +1 Shield slot
Level 21: 3x Damage 5%
Level 22: 2x Damage 5%
Level 24: Freeze 2%
Level 25: +1 Chassis slot
Level 27: Speed +2
Level 29: Dodge (2)
Level 30: +1 Cockpit slot
Level 32: +1 Engine slot
Level 34: Freeze 2%
Level 35: Crit-Kill 1%
Level 36: 3x Damage 5%
Level 38: 2x Damage 5%
Level 40: +1 Cockpit slot
Level 40: Dodge (2)
Level 42: Speed +2
Level 44: +1 Engine slot
Level 46: Slow (8)
Level 48: +1 Shield slot
Level 50: Dodge (5)
Level 55: Freeze 10%
Level 60: +1 Cockpit slot
Level 62: +1 Chassis slot
Level 64: +1 Engine slot
Level 65: Freeze 10%
Level 67: +1 Shield slot
Level 70: Dodge (5)
Level 73: 3x Damage 10%
Level 75: 2x Damage 10%
Level 77: +1 Engine slot
Level 80: Dodge (5)
Level 85: +1 Chassis slot
Level 88: 2x Damage 10%
Level 90: 3x Damage 10%
Level 95: Dodge (10)
Level 100: Freeze 25%
Level 100: Dodge (20)













Submitted by Germán Jaramillo Pulido # 685605

The Headless Warhorse Or The Tale Of The Flying Irishman By Monk Malone

In honor of Halloween, I have chosen to post a ghost story for a change. This story, unlike many ghost stories, is a true one. At least I think it is a true one. It happened to me, so, as best I can tell, what happened that night can only be explained as a ghost story.

Twenty three years ago, when I first joined the Brotherhood as an apprentice mechanic, I worked for an old wrench slinger named Charles Cockrin. "Sergeant Corky" as he was better known, ran a tight outfit and tended to compartmentalize his subordinates so that they had a very specific duty area. This was a bit monotonous and the tedium and boredom of it could drive you insane at times, but you learned every single nut, bolt and washer that had anything to do with your work area and that led to a level of precision and attention to detail that serve me well even to this day. My assignment was as primary mechanic to a Warhorse Mecha run by a pilot named Lieutenant David "Mick" O'Donnel. We affectionately called that old warhorse, Paint, for the reason that every time he brought that hunk of metal back to the bay we had to repaint the whole damn thing, from top to bottom, because he took so much flak and chaff during combat. Mick was a damn good pilot, but I don't think he had a single bone in his body that contained any sense of his own mortality. Whenever he jumped into a hot zone, he was the first one to charge the breach, leap into a hailstorm of enemy fire, or take on a pack of enemy heavy mechas solo so that his squad could flank them. The man was a lunatic, but he was a good mate and a damn fine pilot.

During the first clan wars, Sgt Corky sent me front line, to do spot repairs for Mick on Paint, so that we could continue to push other clans back without having to do as many full pull outs after each battle during the ongoing fights. One evening after several days of fighting on the third moon of some planet so obscure it only had a number for a name, Mick brought Paint into field hanger we had set up. Paint was in bad shape. Her cockpit was so mangled, I couldn't figure out how the hell Mick made it out of the damn thing intact, let alone alive. Grabbing a luke warm cup of coffee out of the thermal jug on my bench, he told me about the engagement. It was the usual story, outgunned, outnumbered, and low on both ammo and sleep, he and his squad managed to pull a victory out of fate's ass and come home to tell the tale. The downside was that, tho they had won the engagement, the enemy had managed to push forward on both flanks and as soon as I could get Paint functional enough to move and fire, Mick needed to take her back out to augment our forces to the northeast.

I patched her up as best I could, filled a thermos with the sludge we called coffee, put it in the cockpit with Mick, and cleared them for departure. As he walked Paint out the hanger doors, Mick saluted me with his right hex canon and I flipped him the bird. The last words I heard from Mick were garbled by his laughter. I like to think that, if nothing else, I gave him his last laugh.

I listened to the battle over the com's as it played out. Mick led multiple charges against the rebel clan forces, driving them back, time and again, solo. The battle read outs indicated that he took a total of forty two hits that normally would have been critical and that's not counting the other thirty plus hits he took in non-critical locations. For all intents and purposes, Paint should have blown out after the first hit, but she kept on going anyway. Finally, just as our boys took the enemy HQ, Paint went offline, taking Mick with her, as her engines blew out, taking his projectile and missile ammunition reserve pods up in a massive internal explosion.
He was awarded a stack of medals, posthumously. Their was a grand wake for him. It was an empty casket affair, but we sent him out with all the honor and respect we could muster.

That night, as I was putting up my tools and cleaning my work area, Corky came to see me. He was a pale bloke to begin with, but when I looked at him then, I swear, he was so white I could almost see thru him. He tossed his hat on the bench, sat down, took a hit from a flask out of his pocket, and passed it to me. After I had a good slug, I looked back up and said, "Go ahead. Tell me. I'm ready."

Corky was silent for a bit, then he croaked out these words, "I was in the rear echelon primary bay listening to the battle on the com's speakers, while I was patching up as many offline mechas as I could that had been sent back from the lines. Monk.......I swear to you, as God is my witness........the mecha I was working on, was Paint. I found Mick in the cockpit, dead as stone." He took another hit from his flask and went on, "I turned to look at the radio, cause I thought I was crazy. When the com's said that Paint went up, I looked back and it wasn't there anymore." He paused, then finished up by saying, "I didn't tell anyone, cause the last thing I want is to discredit the man for what he did. He was a hero, and there's no denying that. My only question is, was he a hero that went out fighting, or a hero that came back from the dead to make one last stand."

I still don't know the answer.

Do you?








Submitted by Monk Malone/Ron Frye#879655

Thursday, October 29, 2015

Power Relay Review By Nathan Justin Weiser #817890

Often overlooked for the more flashy pieces of equipment, is the trusty Power Relay. This power house piece of equipment is just right for your Dilophos mech. While it may not have the speed of the Indefinite Singularity, or the high end power capabilities of the Shrieker, or any auto-repair to speak of, it makes up for them in resilience and reliability.

With a ten percent boost to photon output, the consistent damage this can put out will quickly chip away at even the toughest of mechs. Along with that, it has increased defensive capabilities, allowing for it's laser shields to be boosted by it's photon output increase. The increase in it's fire shielding comes from the fire nets being directly boosted, with the light the fire produces being absorbed and turned into more photon power. With those alone one might think that the usefulness of the power relay is evident, but it also has a chance for that big damage spark when stacked deep on a mech.

I personally like to stack them on my Dilophos, a five star laser mech, with Hawkeye Marksmen cockpit computers. Ideally, this results in an effect that mimics Shriekers in that you are always doing double damage because you can easily stack up over one hundred percent damage on your lasers. So My suggestion? Run out and by some today. At 1465 ferrite, 925 Bioptics, and 39 Niodes, these should not be a major drag on your coffers. And after all, isn't your mech worth it?











Submitted by Nathan Justin Weiser #817890

Wednesday, October 28, 2015

Menthols By Ron Frye#879655























Submitted by Ron Frye#849655

Tapeworm By Ron Frye#879655




























 Submitted by Ron Frye#879655

Tuesday, October 27, 2015

Musings on Fusion by David McCallum #701548


There are a few tenets to journalism that the general public doesn't normally take into account.

We are supposed to remain impartial, which depending on the subject matter can be quite tricky.

We are supposed to be skeptical, taking nothing at face value and always questioning the responses we receive.

And good journalism is supposed to invoke debate in its readers by being topical, presenting differing viewpoints and in some cases pointing out controversy. But regardless of the viewpoint, its there to get you thinking and talking.

After conducting the preceding interview, I had the chance to sleep on what was said and mull things over.

On the surface this is a call to arms for the best players in the game to challenge for supremacy under a single banner with like minded people. In and of itself, a reasonable goal. After all, this is a game and games by definition are competitive. We play because on some level we wish to have a chance of winning or at the very least achieving the goals we wish to set ourselves. For those who are able, Fusion is providing perhaps an ability to beat the best by becoming the best.

It is perhaps some of the other claims that I am skeptical of.

Has a stranglehold on Division 1 truly effected the development across all divisions? I have a friend who has recently joined the game and now has a Clan war and a Faction war under his belt. He is at the bottom end of our lowest clan, in most cases just trying to ensure he can get his 8 wins and hoping he can contribute a bit extra by getting some sucker bounces or catching somebody out of formation. He still has to grind his way up through the levels. What precisely is a shake-up in Division 1 going to do for him?

I myself have coming up on 2 years of game time under my belt. I must have been fighting in and around div 4 for a good 6 months to a year. I certainly don't consider myself to be a camper, neither am I a power leveller. I just play my game, ensuring it fits around life, work and family. I advance at the same rate everyone above me does, hence I'm still in the same division. At this rate, I'm certainly not going to be able to raise myself up to the position where I can set my challenge.

Unless of course I power level, in which case I will arrive at division 1 or 2 level wise with about as much strength as a soluble condom and be about as much use. Catch 22.

Oh, unless of course as I power level, I dig deep in the wallet to keep my relative strength appropriate. It kind of goes against the claim that Fusion will be able to do just as much with a crystal player as they can with a niode one if you can't remain as a crystal player to even challenge them.

And lets talk about these challenges. One question I should have asked is what happens to those incumbents who get challenged for their seat? A D1 player gets bumped to D2, but what if you loose your D2 seat? Is there going to be a D3 clan? In essence, are we seeing just the start of another clan family?

Or is D2 the bottom limit? Loose your seat, thanks for your service, but you ARE the weakest link. Goodbye! Better make sure you left your previous clan on good terms and with good references then, because you may well need them to find another berth in one of the more traditional clans that still sets store by loyalty and friendship.

There were certain other claims of which I am dubious.

True, I have not been on the receiving end of a hiding by the likes of the Brotherhood or Cyberstorm where there has been anything like parity in our levels in order to test the claims of their training package. But seriously, Is their training that much more superior than what can be had in the murky mid-levels by clans who have to compete against the perpetual campers?

And why would a military pedigree have any effect on the outcome of a game? Are non-service people excluded from challenging for a spot? The name is on the tin, it's a game, not a life or death situation. Now don't get me wrong, I have lots of friends and teammates who are ex-servicemen. But none of them is a Rick Priestley or Matt Ward, or even a Kasparov, Karpov or Fischer. Those are the guys with GAME pedigree. If you get those guys on your team, I'll sit up and take notice.

And I'll leave you with this. Remember that regardless of whether you agree, disagree or simply have a differing slant an anything I have written or the guys from Fusion have said, we want to hear from you, and the devs do too. That's what these articles are about; to encourage you to think for yourselves and debate the game.

Name, player ID, pop them in the comments section below and you even get paid in niodes for throwing your hat in the ring.


Submitted by David McCallum #701548

Fusion Interview with Kristopher Fleet #138130 and Don Davis #398405



A few days ago, there was a rather intriguing announcement of the formation of a new clan in Division 1 that promised to shake the status-quo up a bit.

I was fortunate enough to have the opportunity to interview some of those responsible to find their goals, views and plans to carry out this undertaking.

After exchanging a few pleasantries, we dived straight into it as the guys seemed very keen to get their ideas across.


Don Davis: As far as the game goes, I actually quit the game before Kris and Gary Allsop broached the subject of starting a new clan with me.

Kristopher Fleet: I have wanted to do this for a while, but didn't necessarily want to wreck the Brotherhood in the process, but it wrecked itself so I felt obligated to continue.

GG: Hmmm... the announcement was intriguing and I was trying to find more about it, when, lo, you guys turn up...so, lets start with a few basics... what is the idea behind Fusion?

Don Davis: Well, we are co-leaders in this, because that's the only way I'd do it, and it turned out to be what Kris had in mind anyway.

Kristopher Fleet: I work a lot, and couldn't do it all on my own, and I trust Don's judgement above just about any one else's in this game.

Don Davis: We wanted to build a competitive clan in Division one.  We didn't want to just stack a clan.  Top players have relaxed or stopped playing largely due to a lack of competitive parity in Division 1, and it has negatively impacted player development in all Divisions.

GG: OK, so bearing in mind I'm not a div 1 player myself, what have been the problems and how is the formation of Fusion going to change that?

Don Davis: I was clan leader of Northwind Highlanders for last Clan War and we got within one point of winning for the first time since Clan Wars XI.  Since Faction Wars, there was a breakdown in the leadership process between the various Brotherhood Clan Leaders, so I left the game.

GG: Was that to do with players moving across to Storm for Faction wars?

We had seen a communication from Deborah to that effect..

Kristopher Fleet: Delving into mecha history, originally, murder bots were the dominant D1 clan, and then Verret, Beltran, and the founders of CS left murder bots to form Cyberstorm, then have dominated the division ever since.  All the strongest players were always in CS.  Everyone else would get frustrated as they could not compete.  CS only lost once, Christmas a few years back.  Anyway, we have long felt that there needed to be parity, and we think we can be competitive with them, and give players a choice when advancing.

Don Davis: Once we establish a clan that is just as likely to win in Division 1 as any other, we will see the top players in Division 2 and Division 3 looking to move up where they previously felt Division 1 was just a purgatory for high-level players in a division with no level cap and not enough of them to put together a real Clan War battle that wouldn't be a blowout.

Kristopher Fleet:There has been a leadership void in the brotherhood since Thodoris retired.
Deb is i guess quasi leader, but Joel does everything, and there is little organization or cooperation anymore

Don Davis: If I do say so myself, there was originally a military pedigree in NWHL, and now a lot of that has been lost. In the real military, we would call that being a victim of "mission creep".

GG: So where are the core players from Fusion being drawn from?

Kristopher Fleet: We hope to draw talented players from all other factions, hence the name Fusion, a collaboration of players ready to advance and take on the establishment.

Don Davis: The players who have joined us have all done so individually, in accordance with their own goals for their own playing experience in Mecha Galaxy and with respect to their own personal investment.

Kristopher Fleet: People avoided D1 as they knew they could not win against Cyberstorm, We intend to present a scenario where players can come to D1, and they can have a shot at winning.

GG: So would it be fair to say the the core mission for Fusion is to build over time to become the clan that breaks the stranglehold that Cyberstorm currently has? And are you approaching people directly or are you waiting for folk to approach you after your goals have been, for want of a better phrase, advertised?

Don Davis: We have indeed seen interest from a number of other top players in other top clans, however, some of those loyalties run deep and making the jump to Division 1 is a big step.  We feel that a number of them would be very competitive, but some of them lack confidence.  It's not something that will happen overnight.

Kristopher Fleet: We have approached a few people, but we feel that when we succeed at dethroning the Storm that people will be coming to us, and we eventually intend to incorporate a D2 clan for lower level seeking to join D1 eventually.  We will permit direct challenges to advance.  If a D2 player wants to join the D1 clan, they must simply out perform a current D1 member.  It establishes an environment where people must continue improving to keep the seat they want, and achieve the goals they aspire to.

GG: So would you have time-frame by which you would hope to "lay down the challenge"?

Don Davis: Well of course we'd like to challenge in the next Clan Wars, but we've already decided that we aren't going to just go with whatever we have.  We will mount a strong challenge or we will not register.  At some level, it's up to the player base to decide what kind of competition and what kind of game they want to have.

Kristopher Fleet: Is there anything else you want to add Don?

Don Davis: Division 1 Clan Wars has been boring and a forgone conclusion for far too long.  I'm not really sure why anyone would want to play there as it has been, whether playing for Cyberstorm or not.  Gary and I were basically forced up due to level averages, but there is no level cap per clan in Division 1.  Playing with others who have been forced up but aren't competitive for their level - much less their division - just doesn't make sense after a while.  A drastic change is needed in Division 1 or the ENTIRE GAME will stagnate.  The player base has been losing players and gaining too many "alternate" accounts from existing players who can't fully support them and stay competitive.  Two years have gone by, and there are only just now enough competitive players to have two competitive clans in Division 1.  It's not just the economy of the game that has been stifling competition.

GG: So would it be fair to say that you are hoping that the ambitious cream of the other clans will be drawn to you in the hope of finally being a part of a serious challenger?

Kristopher Fleet: Our biggest obstacle is going to be getting people to set aside current loyalties to join us, and create true D1 parity.

Don Davis: Well, that's all part of the same challenge.

GG: That is a very fair point regarding loyalties, and how do you feel that people leaving existing clans is going to benefit the player base as a whole?

Kristopher Fleet: Without D1 parity, people at some point camp as they do not want to get sucked into the slaughterhouse that is D1.  As the competition filters down to lower divisions, it will add enjoyment to the game for all.

Don Davis: There needs to be some sort of check and balance on stacking clans, especially in Division 1, but we're seeing much of the same practice in Division 2 and 3.  This is the opportunity for top players to shake things up and go for the challenge as opposed to the "sure-thing" limited prize package in lower divisions.

Kristopher Fleet: I've been basically in D2 or D3 constantly since CW2.  I've been around a long time, and I just have never gone all out leveling because I would end up in D1.  I dont even like camping.  I want to advance, and advancing is detrimental due to the environment of D1.  We intend to change that environment.  I feel that as that environment changes, less people will camp, more people will level, and competition will be more fresh, and deeper throughout.

Don Davis: If this practice of stacking clans continues, the game will die, so it's either up to Nick to change the clan limitations in some way, or the players themselves can take charge of their own destiny.

GG: But surely that is not necessarily a factor of camping... I refer back to the instance of Zeon putting in a vary serious D1 challenge in Mechalympix, where they are in D3 purely because they don't have the requisite level to advance...

Don Davis: The Faction Wars and Mechalympix remain anomalies in a game where clans have formed around the monthly Clan War format.

But you are correct - there are competitive players in lower divisions who wish to STAY there because Division 1 sucks.

Kristopher Fleet: Many folks in Zeon could play in D1, but they camp lower divisions instead.  That is part of the problem.  People not leveling creates the same match ups, vs the same competition every month.  Some people have got to want to break from the cycle.  Our creation will allow folks from places like Zeon, or Toys, AFF, NWF, or wherever to have a competitive choice if and when they advance to a higher division.  D1 has always had better prizes, but so many are hesitant to go after them.  We hope people will get tired of D2 and D3 scraps, and go for the prime beef in a more even D1.

Don Davis: The competition, the real prospect of winning, has to be the reason to play.  The prizes are just the spoils.  Those who are just collecting their participation trophy every month might as well be playing sims or something,

GG: So how would a player hypothetically make an approach? By word or by seeking somebody out and beating the snot out of them?

Don Davis: YES! Either way would get our attention.

GG: OK, so challenges could be accepted by any who are strong enough... however, how are you looking to manage instances where lower levels successfully challenge, but including them is going to drop you (by level average) out of D1?

Kristopher Fleet: We intend to have a D2 sister clan, if level averages were to affect clan placement we would have to overrule or delay the challenge outcome until it is mathematically feasible.

Don Davis: One other thing.  Without saying too much, the fact that Northwind Highlanders were competitive at all with mostly crystal players was no accident.  Players who come to us can expect an increase in power just by associating with us.  Most of the research and testing that was done for the Brotherhood was done by us.  We don't just leave it to the player to figure out how to optimize what they have.

Here's a real mind-blower for you:  Cyberstorm would be much better if they played for us!

GG: And what about specialists? Will this be mandatory for an applicant (knowing some folk who hate the concept), and would you be on the lookout for particularly good defensive players as well as those with a strong offensive lineup?

Kristopher Fleet: Specialties are a competitive necessity.

Don Davis: A true Division 1 player will be competitive in the specs before they get to us, but everybody has weaker areas that can be improved.  That goes back to my earlier statement about our approach to improving our formations.

GG: So would you be prepared to accept a specialist challenge, just as an example, try taking a player on at 50 tonners?

Just so readers understand their options and the process.

Kristopher Fleet: Oh you mean how the challenge process works?

Don Davis: Well, you have to have a main formation that can attack with some success.  For those who want to play in a spec, their main would still factor into our "power ranking" process.

Indeed, we currently have a few who will play specs.

Kristopher Fleet: Like say I intend to run a single rainbow.  You must prove to have a more effective defensive spec then my single, and be able to win more offensive battles then me to succeed in your challenge.  Basically a challenge is proving you are more of an asset to the team then a current member, then that member would go to D2 and you to D1

GG: Cool, thanks for clarifying that....

Don Davis: One of the main reasons Kris is here at his level is because he has a certain brand of genius in determining player strengths and roster development.  He co-engineered the NWHL victory in Clan Wars XI, the AFFBros merger victory in Div 2 and 5 Golds in a row for Northwind Fusiliers.

GG: OK, so moving away from challenges and rosters for a moment, is the flashy graphic that was posted your new clan emblem or do you have another in the works?

Kristopher Fleet: That is it, credit goes to Gary Allsop for that.

Don Davis: Gary threw that together in about 45 min.  He's a guru at that stuff.  That's the logo for now, probably until he feels like making something else,

We wanted to do the interview to get the word out, and get people thinking about where the game is headed as a result of their own choices.  We want to get back to playing for the win and the glory, and not just for the spoils.

GG: Not a problem, that's exactly what the media is for. And since you are plugging yourselves, is there anything you feel you want to add or emphasize that we may not have covered?

Don Davis: Just that Fusion already has some of the only people who ever took gold in Division 1 without joining Cyberstorm to do it, so the time to join is now for the kind of players who are ready to contribute to when that happens again - and it will!




















Submitted by David McCallum #701548

Monday, October 26, 2015

Baby Needs New Shoes By Sten Hugo Hiller#627184

Now, being a successful mercenary have its perks. Instant recognition from fans, officials and fellow Warriors. Then you have those that muddle along, win some, loose some, you know.. like me. As a new mechpilot I did my share of mistakes, could be I avoided some, but there are possibly some only I was able to pull. Like the time.... But I grew into the job, more, bigger, and more destructive mechs... and opponents. Sometimes the pay is something other than money. This was a few years back, we had gotten the new Ogguns and was on a vacation in Tyrol 5, a small agricultural, semi feudal planet on the backside of the Galaxy.

I was enjoying myself, having met a nice and friendly lady who was more than willing to spend time with me. Names was not important, she called me lover, I called her baby. most were bliss, although a few times when I returned to rooms she had racked up an impressive bill toward fashionistas. Then the raid came. Howells howlers was a moderately successful pirate gang. They had plundered quite a few places like Tyrol5, you know, places nobody but the inhabitants care about. At the time I was invited to a medieval reenactment, and being ignorant of the invasion was blindsided. My Lady went to the top table and begged: " Oh my lord, vile bandits approach, they will burn and plunder and kill all those that stand in their way. Is there no one here brave enough to stop them?" The Count (yes real Count, remember what I said about semi feudal) nodded sagely and rose. " Be it known, he who will bravely stand forth, will be given the rank of baronet, the hand of my ward, and the duties and the privileges of roving constable".

 As my lady turned begging eyes upon me, the mead consumed inspired one of my least well thought of moments. Wobbling slightly I declared "have no fear, as long as I have breath in my body they will not prevail."

Then my aide reached me, and the realization hit. This was not a play, we had a Company of light to medium, and intelligence of the incoming was at around a Battalion. The one break we had was that they landed on the other side of the mountain. From there it was just 3 narrow canyons into the heartland of the duchy. The first was just 8 meters wide, just enough for 1 mech at a time, so here I placed 2 of my ogguns, The second was filled with fractures, and any strong vibrations would probably start a landslide. Noticing no red ants among the invaders I sent my sole ant at the time (Dervish) to try to hold that pass. This left my two luissons, two nifthels, the last  two ogguns with the anzu and warhorse as scouts.

Dervish had an easy time, around 20 mechs in 3 Waves, First holmes, then Imechs and finally shocklites tried to sneak in. Dervish darted forward and fired off some green Death, and they had the choice between being cut slowly to pieces, or run/ fire weapons and get an Instant burial. The two ogguns holding the narrow valley managed  well enough. All loaded up with panther Wheels they newer faced fresh opponents, as all got hit by the mecha penetrating projectiles as they waited their turn. The third valley was a nightmare. The niftels died well, their Icy blasts buying time for the  Injection beam equipped anzu to get in some really amazing hits. With the opposing Keradons taken out, the rest of the wave some hoplites fell along the wayside. But more hoplites shoved up, and when the anzu blew itself up... Next wave  I sent in was the luissons with the warhorse The luissons was armed with top of the line fury missiles and the enemy hoplites couldn't touch them. So they blew up the warhorse. We was closing on the enemy command post when the axebots showed up. The luissons took out a few, and then it was Close combat.

It was the last 2 Ogguns against the 4 surviving axebots and what looked to be a mix of neros and troopers. My wing-mate went to work with a vengeance His neutralizer blew apart Axe after Axe after Axe, and himself. Meanwhile my maulers had taken care of the last Axe. Charging the incoming tide of destruction, nanites failing to keep up with damage, the prizes I had won last month proved their Worth. Both neros fell to the Galaxy eye, and the mauler reduced the first trooper to scrap. The second got a hit from my red plasma before it shot me to pieces. As I was waiting for him to finish me off his mech continued to burn, and burn until it ignited. At that point dervish sauntered out of the ravine, and there being nothing to oppose him took the field.

So my Lady, who was also a baron, became my wife. I as a mere baronet have to obey her. And the Count decided a roving constable should kill the pirates before they came to the planet. To make a long story somewhat Shorter. My Lady decreed that as long as I was out in the Galaxy I could get her some shoes, at least 1 pair for each planet I came to. So here I am looking for more pirates, baby needs new shoes.













Submitted by Sten Hugo Hiller#627184




Sunday, October 25, 2015

Blonde Chronicles 18 By Germán Jaramillo # 685605























Submitted By Germán Jaramillo # 685605

Saturday, October 24, 2015

The Imperator Fantasy Mecha By Germán Jaramillo # 685605 & Alexandre Wei Lebedeff #16172

Developed in one of the oldest installations of the Star Factories, this armored titan was created by a large scientist and engineering team, led by a genius on bioptic links, the Doctor Hans Grüber and the historian and eminent scientist on Niode-Robotics System, the Doctor Mendoza-Villalobos, creator of a special alloy of endured and intelligent niobium plates able to react against all kind of aggressive environments.

Inspirited on the ancient plated knights of the middle eve in the old Earth, this Gigantic Mech is expected to serve as a mobile operational centre and leadership vanguard on any action.

The Imperator, aside the mentioned capability to keep control on wide ground operations as mobile Head Quarter Mech, has magnificent battle skills, with a superb shielding system and an unstoppable Laser like Force-Sword, able to pierce the harder mech hulks.

Although the production of this King among the titanic mechs has not started yet at a big scale, its existence reached a great fame and the requests from some of the most powerful leaders of the Galaxy, the most renowned Generals and some of the legendary pilots; are accumulating in the administrative offices of the Star Factories.

Statistical Readout

Tonnage 100
Armor Points 310
Start Weapons 10
Min Level 95
Min Heavy Skill 55
Levels/Weapon 3
Manufacturer Star Factories

Bonuses

Build Shield (20)
Build Precision (10)
Build Speed - 35
Build Laser Weapons +20%
Level 2 + 1 Chassis Slot
Level 2 + 1 Cockpit Slot
Level 3 + 1 Weapon Slot
Level 3 Shield (10)
Level 4 + 1 Shield Slot
Level 4 Precision (5)
Level 5 Crit-Kill 2%
Level 6 + every 3 levels + 1 Weap. Slot
Level 7 + 1 Shield Slot
Level 8 Laser Damage + 10%
Level 8 + 1 Cockpit Slot
Level 9 + 1 Shield Slot
Level 10 Proj. Damage + 10%
Level 11 + 1 Engine Slot
Level 12 Trample Shield 40%
Level 13 Projectile Shield Shield 40%
Level 13 + 1 Cockpit Slot
Level 14 Crit-Kill 1%
Level 15 + 1 Chassis Slot
Level 16 Laser Damage + 5%
Level 17 + 1 Engine Slot
Level 19 Precision (5)
Level 20 Wide Laser Shield Shield 40%
Level 21 Shield (10)
Level 22 Crit-Kill 1%
Level 24 + 1 Shield Slot
Level 25 Auto Repair (1)
Level 26 + 1 Chassis Slot
Level 28 Shield (10)
Level 29 + 1 Engine Slot
Level 30 3x Damage 10%
Level 31 + 1 Engine Slot
Level 32 Laser Damage + 5%
Level 34 Precision (5)
Level 34 Projectile Shield 10%
Level 35 Laser Shield 5%
Level 36 Speed + 5
Level 37 + 1 Cockpit Slot
Level 39 + 1 Shield Slot
Level 40 Auto Repair (1)
Level 42 Laser Shield 10%
Level 45 Crit-Kill 1%
Level 45 + 1 Chassis Slot
Level 46 Projectile Shield 10%
Level 48 Laser Damage + 5%
Level 49 Precision (5)
Level 50 Trample 10%
Level 50 Laser Shield 10%
Level 54 Projectile Shield 10%
Level 55 Speed + 4
Level 60 Shield (10)
Level 61 + 1 Shield Slot
Level 64 Laser Damage + 5%
Level 64 Trample 5%
Level 64 Precision (5)
Level 65 Laser Shield 5%
Level 66 + 1 Engine Slot
Level 70 Trample Shield 40%
Level 73 Speed + 4
Level 77 + 1 Chassis Slot
Level 79 Precision (5)
Level 79 Projectile Shield 10%
Level 80 Laser Damage + 5%
Level 89 + 1 Cockpit Slot
Level 90 Trample 5%
Level 91 Speed + 4
Level 95 Crit-Kill 2%
Level 96 Laser Damage + 5%
Level 100 Laser Shield 10%
Level 101 Trample 5%
Level 102 + 1 Cockpit Slot
Level 105 Shield (10)
Level 110 Auto Repair (5)
Level 120 + 1 Shield Slot
Level 125 Laser Shield 5%
Level 130 Shield (10)
Level 135 Crit-Kill 2%
Level 140 Shield (10)
Level 145 Wide Fork Shield 40%
Level 150 Shield (10)
Level 160 Speed + 10
Level 165 + 1 Engine Slot
Level 170 Shield (10)
Level 175 + 1 Cockpit Slot
Level 200 Shield (20)













Submitted by Germán Jaramillo # 685605 & Alexandre Wei Lebedeff #16172

Update On The Game Ideas Category By Pat Willis#224534

Hello everyone, there have been questions regarding payments on the game idea category,  I got direction  from Molly, the basics are as follows.....

BCDC has determined that this category is too unweildy and we get more idea submissions already than we have time to consider. Game ideas won't be eligible for niode payments as a submission. We may use some of these ideas, and if we do based on a player'submitted idea, we'll figure out how to thank the player at that point. That may include free weapons if it's a weapon idea, niodes or possibly a free mech if it has to do with a new mech, as we do now with those.....So from here on out niodes for the game idea submissions will be more of a try your luck deal and see if the devs like or implement it.

There has been discussion over on our Facebook group page about possibly making sub categories for different game ideas my take on such is as follows.  Folks want categories for the site akin to fantasy mecha, for new weapon ideas or even fantasy equipment for new equip ideas. As well as the already introduced game ideas and the fantasy mecha category already on site. Doable but to start off all new labels/categories for such I would need to see submissions and not just a couple either. Basically if the supply is there to support it then it would get put on site. But I could see this getting confusing as it would all go under the game ideas as far as for our week turn in list. The site is already searchable with our search bar so as long as you know what you're after and what is on the site you can find the appropriate article for it. And discussion can be done by way of the comments on each article if discussion is to be had on such, as well as leaving the player ID# in said comment for a couple niodes.













Submitted by Pat Willis#224534

Friday, October 23, 2015

Your First Look At A Semi Leveled Warg Mecha By Dan Laffoon#876122

Now that it's hit the market it's time to give Galaxy Gathering the exclusive on the newest ice machine to grace the universe.

Coming in at 55 tons the Warg looks something like a prehistoric Nifthel and possesses a lot of the same capabilities to boot. I'm excited to see a new 55 tonner hit the field as it's quite the fun weight to build for, overlapping as it does with both middle and heavy mech equipment. Cindron previously was the only mech clocking that tonnage and now we finally have a competitor on the market. One fire, one ice mecha at the tonnage should be interesting to see what they do in each other's presence.

I managed to snag one of these special little dino-flakes from Yomi before they hit the open market, so I've gotten a chance to see what it builds up to.

At the all important level 50, you can expect the Warg to look like this before equipment:

Ice Damage + 24%
Freeze 31%
Speed - 4
Speed + 6
Laser Shield (10)
Fire Shield (10)
Slow (6)
Trample Shield 40%

With 3 cockpits, 2 chassis, 3 engines, and 1 shield slot to fill.

Contrasting it to its niode now counterpart, which comes in at 2 cockpits, 2 chassis, 4 engines, and 2 shields and +56% fire damage, 20% splash, it's really quite the mech for being a crystal grab. Just one cumulative equipment slot fewer, so use it intelligently and it could serve you well.

One spot where it lacks slightly is in weaponry, it only starts with 6 weapons and gets a new one only every 7 levels, but this is a handicap you can address with the significant motor the Warg has.

If you have the resources (2600 Ferrite, 1700 Bioptics, and 120 Crystal) and you're level 26 or above, it might not hurt to grab 3 or 4 of these. They're not overly expensive to upgrade, just 173 Ferrite, 113 Bioptics, and 8 Crystal per level. Even if you don't employ them right away, they'd make a fine addition to any single rainbow lineup. Besides, for some reason there's a tactical need for a new 55 tonner... you might look out for another new specialist type to hit the circuit soon.













Submitted by Dan Laffoon#876122

Thursday, October 22, 2015

Pilot Story by Alvin Anderson #567846


He sits upon the head of his Skriag named Alphonse.  The black uniform nearly matching in color to Alphonse, the spade and fire crest on his sleeve matching the faded one painted in the armor just below where he sat. It was an old crest no longer used by many, the old Deaths Disciples, a faction of the AFF, crest long since fallen out of use.

The fire and smoke from the battle field reaches up to the man’s perch. The smell fills his nostrils as the sounds of his men below drinking into the evening light assault his ears like a Triple Barrel firing off next to him. Despite the distractions his thoughts are still on the field and the past.

Thinking back on a clan war long ago; a field of battle not unlike the one before him now. It was a bloody battle, all sides hammering on each other with no remorse. One of his opponents in that war outmaneuvered him into a corner his battalion could not get out of, yet they only disabled his Mecha. He can still remember her when she stepped out of her Mecha, her blond hair flowing in the wind like a field of wheat in the morning breeze. Her blue eyes like the seas of old earth he had only seen in pictures. It was love at first sight. His heart jumped from his chest as did hers and they left the battles behind them.

It wasn’t much, a small farm, just enough to live. A place to raise a family, and call home. They didn’t have much but they had each other and it was enough. That is until the galaxy found them again and the wars found the small slice of peace they had found. A King of the Mountain Tournament, a miss placed shot with an Ursa Strike and it was all over. She was gone and all he had with her was nothing but dust. On a quiet plot of land in the middle of nowhere he buried the love of his life and his heart with her.

He came back to the world, but not empty handed. A parting gift left in a hangar for him. His Wife’s Mecha, a Skriag named Alphonse. Most of his men where dead so he found a new battalion made up of a strange order of religious lunatics that worshiped strange gods from a long bygone era.

All these thoughts flood his mind as he looks out over the field; the Faction War is over now. He wonders who lost a husband, a father, a mother, a wife or a daughter in these battles. He must complete his mission and these thoughts do him no good. He will bring death and destruction from one end of the galaxy to the next until he finds the clan responsible, the corporation that sponsored them, and obliterates them completely.

He climbs down Alphonse and joins his men in the celebration with but one fleeting thought, “I was out”.


Submitted by Alvin Anderson #567846

Wednesday, October 21, 2015

Jump Jets


Fusion By Steve Shcman#719489

Many years after the glyphs were translated in the unnamed cavernous hanger; a curious archeologist returned and began looking for something missing from the original translation. Indeed he did find a new glyph; an odd planet looking one with stars. To his amazement when glyph was uploaded to his ship navigational computer, a new planet began to blink all by itself in an unexplored zone of space. The archaeologist could not contain his excitement; he had always dreamed to be the first of journeying to a new territory and become the first person to explore it. He quickly set a course and off he went into darkness between the galaxies.

When he arrived on the planet, he could not believe what he was seeing. An entire planet made of a junkyard of mechs familiar and not so familiar. There were whole regions where mechs were piled up onto one another; these piles could easily be several miles high. Wherever there wasn't a mountain of destroyed mech, huge craters with the remains of spent ammunition, mech parts and unexploded ordinance littered the rest of the enormous planet, making these massive battlefields.

Most of the mechs had been left here for thousands of years it seems, shrouded by forests in some areas, among some of these areas had what appeared to be brand new mechs just piled and stacked for hundreds of miles. The Archeologist started scanning the planet; there were two humanoid signatures present on the planet, the Archeologist was down hearted. He wasnt the first to discover this planet. He decided that he still needed to investingate these humanoid creatures and this planet, unfortunately they were not responding to any form of communication he could transmit from where he was. The Archeologist decided it was worth the risk to see who was there and what they were doing on this junkyard planet.

He set his ship down next to a massive hanger near the two humanoid creatures and immediately was greeted by two very scruffy looking men. Smiles befell the three and an awkward silence arose. One of the two men was a spoke very little and the other spoke even less,they mainly mumbled each other.

"Are you real?" The tall of the two scruffy men asked.

"I guess you don't get many visitors out here in these part." I replied

"No, we don't. We have been stranded here for years." The tall man spoke. "They call me Talkie, call him Mums."

"I guess you can call me Arc". I politely told them.

"Will you take us off of this planet?" Talkie asks, Mums grins.

"I will be glad to , but first i would like to explore this place a little before we go. So is anything interesting around here to look at." I said to the men, they looked ecstatic.

"Well over in the hangar there is something inside you are not going to believe." Talkie said as he led us towards the entrance. One step in and Arc's jaw dropped, these two scraggily men were mechanics and they had spent years fusing mechs together.

"There is thousands of them." I commented, awestruck.

"Nah, only like 500." Talkie commented, Mums says something to Talkie and smiles. "We have tested all of these but one" Talkie said and pointed to a massive mech under a giant tarp. They are visually excited and so was Arc. In a large section of the hanger that looked like it had been closed off for a while now, was a very large mech under cover of the large tarp. Mums flips the light and Talkie uses a rope and pullies to help remove the cover. It was 3 mechs fused together.

"It looks like a Megazome body with an Aspis head and a Apatotron long neck head as its tail." Arc said.

"Mums calls it a Chimera, but I keep telling him he's got his myths mixed up. I call it MeAsAp. It has been finished for years; however me and Mums needed a third pilot for the tail section. What do say partner? You want drive something no one ever has before?" Talkie said. Arc thought back to when he was younger, and piloted Red Ants and Anzus, but nothing ever like this. His reply was "ABSOLUTELY!" Talkie laughed and said "Lets go over some of the specs before we get going." Arc agreed.

"We kept the build specs for each the same, but had to make some sacrifices to max each mechs abilities. From the Megazome, we kept its maneuverability and weapon holding ability, and the need for two pilots for that section, which made it the perfect mech to start with. All of its weapons were stripped except for frozen wind. The top was taken off making what was a 65 ton mech now weigh somewhere around 50 tons for the base of the mech." Talkie stated. Mums just nodded and grinned.

"The next step was attaching the Aspis head, which weighs nearly 20 tons by itself. The extra shielding and attacks make this mech a force to be reckoned with. But it was very heavy for the front end of the mech. So we realized a counter weight was necessary to keep the mech stable." Talkie said as he walked over to the mech and patted its armored hull. Many ideas were thrown around and Mums said 'lets just make a Chimera.' And what was the fusion of 2 mechs became 3. So the Aspis had to lose a little more weight and the 3 Tri slaggers were reduced to one. Precision was less important and shooting first became the goal. The Apato's neck was able to be fused as well as one Jurassic Thunder. Bringing the mech up to 105 tons total"

Statistical Readout
Tonnage 105
Armor Points 280
Starting Weapons 12
Min Heavy Skill 60
Levels/Weapons 3
Manufacturer Mums and Talkie

Build Crit kill 2%
Build Slow (3)
Build Trample Shield 10%
Build Wide Fork 3%
Build Tample 2%
Build Splash 3%
Level 2 +1 shield slot
Level 3 +1 weapon slot
Level 3 Shield (10)
Level 4 Chassis slot
Level 5 Fork 1%
Level 6 +every 3 levels +1 weapon slot
Level 7 +1 Engine slot
Level 8 Missile damage + 4 %
Level 8 Trample 5%
Level 9 +1 Shield slot
Level 10 +1 Cockpit slot
Level 11 Projectile + 6
Level 12 Trample Shield 10%
Level 13 Splash Shield 15%
Level 14 Speed + 1
Level 14 3X Damage 2%
Level 14 Proj. Damage + 1%
Level 14 Splash 2%
Level 15 + 1 Chassis Slot
Level 16 Missile Damage + 4%
Level 17 Trample 1%
Level 17 + 1 Engine Slot
Level 19 Precision (2)
Level 20 Crit-Kill 1%
Level 20 Wide Fork Shield 15%
Level 21 Trample Shield 3%
Level 21 Shield (5)
Level 22 Trample 2%
Level 23 + 1 Engine Slot
Level 24 + 1 Shield Slot
Level 25 Speed + 4
Level 25 Auto Repair (1)
Level 26 + 1 Chassis Slot
Level 28 Shield (4)
Level 28 + 1 Cockpit Slot
Level 29 + 1 Engine Slot
Level 30 2X Damage 3%
Level 30 Crit-Kill 1%
Level 30 3X Damage 2%
Level 31 Trample Shield 9%
Level 34 Splash Shield 3%
Level 31 + 1 Engine Slot
Level 32 Missile Damage + 4%
Level 33 Crit-Kill 2%
Level 34 2X Damage 4
Level 34 Precision (1)
Level 34 Splash 2%
Level 35 Fork 1%
Level 36 Missile Damage + 2%
Level 36 Speed + 1
Level 37 Speed + 2
Level 37 + 1 Cockpit Slot
Level 38 3X Damage 5%
Level 39 + 1 Chassis Slot
Level 39 + 1 Shield Slot
Level 40 Fire Damage + 2%
Level 40 Auto Repair (1)
Level 41 Wide Fork Shield 20%
Level 41 Trample Shield 3%
Level 42 Fire Damage + 5%
Level 43 + 1 Shield Slot
Level 44 Trample 2%
Level 45 + 1 Chassis Slot
Level 46 Ice Damage + 5%
Level 46 Splash Shield 10%
Level 47 + 1 Shield Slot
Level 48 Missile Damage + 4%
Level 49 Precision (1)
Level 50 Proj. Damage + 6%
Level 50 Crit-Kill 2%
Level 50 Fork 5%
Level 51 Trample Shield 3%
Level 54 Splash 2%
Level 55 Speed + 1
Level 58 3X Damage 3%
Level 60 Shield (4)
Level 61 + 1 Shield Slot
Level 61 Crit-Kill 2%
Level 64 Missile Damage + 4%
Level 64 Trample 2%
Level 64 Precision (1)
Level 65 Fork 1%
Level 66 Trample Shield 3%
Level 66 + 1 Engine Slot
Level 70 Trample Shield 20%
Level 71 + 1 Chassis Slot
Level 73 Speed + 2
Level 77 + 1 Chassis Slot
Level 77 + 1 Chassis Slot
Level 79 Precision (1)
Level 79 Splash 2%
Level 80 Missile Damage + 4%
Level 89 Trample Shield 5%
Level 89 + 1 Cockpit Slot
Level 90 Trample 2%
Level 91 + 1 Shield Slot
Level 91 Speed + 1
Level 95 Fork 1%
Level 96 Missile Damage + 2%
Level 100 Fork 5%
Level 101 Trample 2%
Level 104 Shield (4)
Level 109 Speed + 2
Level 110 Auto Repair (5)
Level 115 + 1 Engine Slot
Level 120 + 1 Shield Slot
Level 125 Fork 1%
Level 130 Shield (2)
Level 131 Trample 2%
Level 140 Shield (5)
Level 142 Auto Repair (1)
Level 150 Shield (5)
Level 155 Speed + 1
Level 165 + 1 Engine Slot
Level 170 Shield (5)
Level 195 + 1 Cockpit Slot

Talkie looks over at Arc, who is drooling after watching all the development tapes, and says to him "you ready to ride Arc?"












Story and Stats submitted by Steve Shcman 719489

Tuesday, October 20, 2015

Sound it out By Melanie Carter#716590




















This is something we've been wondering about. With all due respect to our esteemed colleagues in -¯_▀▄█▓▒░, is there an official pronunciation?

Submitted by Melanie Carter#716590

Ice Skating Ants


Saturday, October 17, 2015

Game Debates By Ron Frye#879655

A column designed to allow players the opportunity to propose, discuss and debate game mechanics that could be changed or improved to enhance overall game enjoyment, function and optimum performance. Players are encouraged to propose future debate topics, by sending a private message, in game, to "Sgt" Ron Frye, aka Monk Malone.

TOPIC ONE: Player account identity

Recently, Patrick Willis, brought up a topic of debate in the editor's forum of Mecha Galaxy Everyone Is Welcome that initiated a very intense, very informative, and, from an intellectual level, very profitable debate. The topic of conversation was the morality and from a game rules and site principles stand point, the legality, of someone taking over another person's account and continuing play as that person. Now, I want to tell you that the results of this conversation were intensely interesting, and I personally feel that we have barely even scratched the surface of it, so I would like to continue that thread; however, I would like to invite the entire game community to participate as well. That being said, I now open this topic here.

With all of that being said, I will begin the conversation with a simple, yet direct question.

QUESTION: If a player is given another player's account to use when they quit the game, should that account continue to be considered the original character, or should there be a mechanic available in game to rename that character? If so, should the player change the character's name -aka- personality and identity, to reflect the change, and should this change be voluntary or mandatory?













Submitted by Sgt Ron Frye # 879655, Junior Editor, GGEW

An Introduction to Astropiloting, 19th Edition, Symposium Press By Damien Valentine#885659


...Besides the Digital Age technologies presented in the previous chapter, and the various orbital stations and colonies in the final chapter, three broad categories of spacecraft are used by modern interstellar society. These are considered the only true "spaceships", in any meaningful sense.

The first category, which you as an astropilot are unlikely to ever encounter in the course of your career, is that of the capital ship.  Depending on local custom, such ships may be called "frigates", "destroyers", "cruisers", "battle-cruisers", "battleships", or any number of colorful but arbitrary designations.  All are essentially mobile defense platforms, weighing over one million tons, and therefore requiring either antimatter- or singularity-based drives to move their tremendous bulk at a reasonable speed.  Alert readers will have recalled that one million tons is the median mass of late-Digital space arks, and indeed, those still in service are routinely classified as "capital ships", regardless of whether they are armed.  (In practice, virtually all intact colony ships have undergone extensive refits, replacing their engines and using their former habitat or cryogenics decks for "broadsides" of capital-grade weapons.)  Even a wealthy planetary system, with all its worlds united under a single government, cannot afford to build and maintain more than one of these behemoths.  Only the Three Alliances are capable of fielding entire squadrons of capital ships, typically two or three per squadron, and then only in the most strategically vital systems.

The second category is the escort ship, a term which also covers a broad range of classes.  "Corvettes", "cutters", "scout ships", and "mine-layers" are all common appellations.  They are distinguished from drop ships by their longer range and possession of a capital-grade weapon (albeit only one), and from capital ships by their smaller size.  Because escorts rarely weigh more than 250,000 tons, any sort of nuclear- or ion-based drive can serve their needs quite adequately.  In addition to its single capital weapon, all escorts have between two and three dozen secondary weapons, used for point-defense at ranges of less than 100 kilometers.  The same weapon systems, in much smaller numbers, are mounted as the primary weapons on heavy Mecha, and include such classic designs as Archfiend lasers, Vadhar auto-cannons, and Chronysis rail-guns.

Finally, there are the clippers, freighters, transports, and landing craft of the galaxy: drop ships.  These are blended-wing or lifting bodies which, unlike escort and capital ships, can "drop" from orbit onto a planetary surface.  Since they are expected to contend with atmospheres and gravitational wells, drop ships are restricted to primitive -- but ecologically harmless -- chemical rockets, and manageable masses from 2,000 to 200,000 tons.  Such small vessels can only accommodate Mecha-scale weapons; Cherenkov Rays are popular among astropilots expecting stratospheric combat, while a squadron of "bombers" equipped with Omen Barrels can pose a serious threat to lone escort ships.  The smallest drop ships cost no more than a few squads of heavy Mecha, so both civilian corporations and mercenary companies often invest in a drop ship of their own, rather than chartering a government vessel.  Unfortunately, while chemical rockets are sufficient for orbital missions and trips among a planet's moons, they are effectively worthless for journeys of more than one light-minute.  Thus, a drop ship's captain must often arrange to dock with an escort ship, and be carried to his destination.  Most nation- and planet-states charge exorbitant fees for this privilege, usually in the form of a 10% tax upon the cargo's market value (payable in niodes), or by taking 10% of the cargo itself.

--Sidebar: Capital-Grade Weapons--

Escort and capital ships move at significant fractions of the speed of light.  A standard antimatter drive, for example, has a top velocity of 0.5 to 0.9 c (depending on the efficiency of its Penning tanks, the density of cosmic dust in the vicinity, etc.), or 150 to 270 kilometers per millisecond.  Such a speed is effectively impossible for even the most advanced fire-control systems to track, at ranges under 1,000 kilometers.  The obvious solution, of course, is to fight at ranges between this distance and approximately two light-seconds, which has been found to be a convenient practical limit.  (Two light-seconds is a distance slightly greater than the distance between Old Earth and Luna.)  This, in turn, requires directed-energy weapons of some kind, as any missile or projectile fired at that range could never move fast enough to reach its target.  Traditionally lasers have filled this role, but since the introduction of plasma weapons in the 3100s, designs based on the Helios Forge have become popular, especially in the Illyrian Navy.

The exception to this rule is found aboard mine-layer escorts.  Their capital-grade weapon is a keel-mounted mine dispenser, used during the hours before a battle to place thousands of thermonuclear bombs in the enemy's most likely path.  If a ship comes within a bomb's detection range without transmitting the proper identification code, the bomb explodes.  In effect, the "missile" does not have to intercept the ship: the ship intercepts the missile.  Any unexploded mines deactivate themselves upon receiving the appropriate signal from the mine-layer, and use their station-keeping thrusters to gather in one convenient spot for collection and reloading.










Submitted by  Damien Valentine#885659

Thursday, October 15, 2015

Blonde Chronicles 17 By Germán Jaramillo # 685605






















Submitted By Germán Jaramillo # 685605

Wednesday, October 14, 2015

Blonde Chronicles 16 By Germán Jaramillo # 685605



































Submitted by By Germán Jaramillo # 685605

Sunday, October 11, 2015

Gigus Mecha Review By Brian D. Wise#17026

One of the coolest looking mechs to ever land in my team. It is one of the best support mechs for your line that you might not have thought about purchasing. Lets give a detailed overview. Unlike my last review where we looked at the lifecycle of the oggun, this mech is only purchasable after you reach level 50 (it is attainable in raids and well worth getting early on) so we are going to first compare this to the two lesser niode mechs who are similar, the cindron and inferno.

Between the cindron and the inferno, the cindron is the better fire mech damage boost wise as well as it has the less amount of penalties to the inferno. The Inferno however is better all the way around compared to the cindron with more equipment slots, 2x and 3x damage and more weapon slots. compared to both mechs, the gigus has less of a boost to fire damage than either, however it does get a boost to missiles weapons as well as a good boost to splash and trample.

The gigus is the first 80 ton mech you are able to get a hold of. Because of its higher tonnage it has a limited amount of equipment it could access. The equipment it does have access to does benefit it well. the most important thing to note is the 6 chassis slots, this means it can potentially get to over 100 points of dodge. With an exceptionally high dodge it can avoid more attacks and potential deal more damage with splash and trample damage. Its weaknesses are its slow speed which it must rely on its 4 engines to bring its speed up, as well as its 3 shield slots which limits if it does get hit it is more than likely to take significant damage, luckily it can mitigate these some by its natural shields.

The gigus is a great mech to help support your team, remember that its strengths lie in its high potential for dodge as well as its abilities to deal damage all around with splash and trample. So go enjoy this sweet looking beast mecha.








Submitted by Brian D. Wise#17026

Friday, October 9, 2015

Special Commentary By Ron Frye#879655 On The Last Posting

Sgt Ron Frye aka Monk Malone, Jr. editor for GGEW here. Just read and edited Deb's fine report above and have a few comments I would like to add. (1. I also am disheartened by the lack of loyalty and devotion that many players demonstrate at this level of competition. This should be a time for bonding and building greater ties of team building and integrity. Instead too often I see the uber elite players hand picking other elite players or potential elite players, like an NFL coach pulling draft picks off top ten colleges' during their home coming games. and (2. I see lesser experienced players, who aspire to be elite, used and abused as canon fodder/sacrificial lambs/hill billy stomp mine detectors (better known as Hill Billy SMD's)....but I also see the groups left behind that do not roll with the uber elite crowd, and nine times out of ten, the members of these groups build a permanent bond that carries farther than merely this one game. And frankly the thought of fighting (A. The uber elite gold farmers ,or, (B. The loyal crew that knows its outgunned but go in blazing anyway, trying take out as many as they can, win what they can, and learn as much as they can......pardon my french, but FUCK, I would love to fight the uber elites;80% of those cocky bastards go down if breath on them the wrong way, but I sure as hell would not want to fight The Loyal Crew.

 They got balls, they got anger, they got motivation, and they damn sure don't have anything to lose. I see those guys coming my way.....i put on my most pathetic cripple face and put major arm work into rolling my Emerald Mick arse the fuck out that place. That all being said, I understand both sides in this argument. (1. Side 1, wants to get the uber players, who need uber gear, so that they can efficiently farm it up for their people and (2. Side 2, wants to preserve the integrity of the clan. In most situations this could all be avoided if the parties involved had just taken a more proactive role in planning and implementing the crew movements as the FW units were being put together. These are just my humble views from down here in the gutter, several hundred floors below what the polizei call the "Last layer of breathable air" in our fair city. Down here, even the rats have bodyguards. Saw one yesterday, it was bloody damn mongoose the size of a fully grown dachshund puppy. I'm not touching that rats cheese and you can be damn sure of that.










Submitted by Ron Frye#879655

Commander's Log-NWHL Via 3KH Fraction Wars By Deborah Roaché-Hudak #289133

Wars are upon us once again. Not the usual Clan Wars but Faction Wars were announced. This will be the fourth Faction Wars since the inception. The concept was to have Clans come together and form alliances. The reality seems to have quite the opposite effect. Many crews watch as team mates are hand picked for a Dream Team, leaving behind others not fortunate enough to receive a golden ticket. The idea of having some go off with the best intentions to bring “home” better prizes does not bring unity. Nothing like stacking the deck to ensure a win. Got to hand it to them, sure deals are safe bets. Funny that we'll not likely have betting this war. I wonder how long previous pilots enjoyed the spoils before growing bored and wandering off, may need to look at those statistics some day. Too many things to do so it will have to wait for now, no time for such matters.

For some pilots, the allure of Gold is enough to blind them to the possibility of hidden agendas. Discussions in how all can grow together seem like a dream come true, finally working together for a common goal. Ironic how only the strongest and their friends are chosen, most will head home afterwards with their earnings. I suspect a few many even stay, after being offered a permanent seat to ensure those lost over time have a solid replacement. The rumors of all transfers being endorsed are highly exaggerated, propaganda initiated from the source of the problem, those who do the poaching.

It is apparent my crew was not the only one to have lost men they would have done better with than without. No doubt most have teams who will enjoy the return of those chosen but the free agents will be out there as well I suspect. Hired guns ready to join the crew most likely to succeed. It's a way of life for some, it's worked well so why change anything? Others wonder what good can come from sleeping with the enemy. There's a reason the military frowns upon such matters, to put it mildly.

I recall a pilot long since retired, the history of MK Mathews showed how quickly loyalties can change or be revealed for what they are not. When he joined his leader and teammates to another clan, he found himself booted just before they locked in. He formed his own clan afterwards and Raging Vengeance still fights against the machine. He has retired but the history is not forgotten. Not a unique story but truly a unique pilot.

~note check records for pilot interview

If there's one thing I've learned, every Faction Wars brings a shakedown. There will always be those who must seek Gold at all costs. Some will not go so far but will not refuse the offer of a sure thing either. Few would not even consider such an offer, using history as hindsight. The core group is evident, one only needs to look at the medals to see who fights where. It may be a big Galaxy but not as many places to hide as one might think. One only needs to look at the line up to see who the regulars are. A quick wall check will show the medals earned, where and when. The rest just fill in as needed.

When you know you belong on a team, there are no issues. If you receive an offer and have any doubts, it must be taken into consideration why you were chosen. When other teammates are expected to join, it can be justified they are taking your clan, or a block from it. No doubt what MK thought long ago. Whether or not others knew the plan is unclear. In the end, the damage was done. Most forget history and we are forced to repeat until we learn it seems. Some were not around to witness all that's occurred since FWs first began, hard to come up with the best conclusions when all information is not known.

My men received word about the golden opportunity and a few were excited. An offer too good to pass up dropped in our laps once again. Then news came there were only thirteen seats allotted to us. It certainly was not a merge as much as a collaboration pre-planned with many. I have seen the results from the previous two Faction Wars and did not expect much to change, if anything at all. Unfortunately I was right about that. The number of offers sent out certainly did not match the number given and despite warnings, it was too alluring for a few. As brothers watched, the strongest went off to wars under a different banner. Many crews may have planned to lose their top pilots but some did not. If you know what is coming, and you suspect others do not, you have the upper hand from the start.

Plans are thrown out when numbers start changing. I am not a number cruncher but I do hear the laments and woes as they watch. Many, if not all, will find our stretch humorous. What the numbers don't tell are the support offered. I realize the request was suicidal. Once plans went into the shitter, the point was no longer about chasing Gold. When one can let go, it becomes so much more than one war. One win won't earn that much more in the long run, unless you are always in that one seat perhaps. My brothers and I surprised Division 1 when we took the first FW Gold so it can be done. This is, no doubt, why all the trouble is taken to hand pick only the strongest in the galaxy. Some are shooting for the opportunity to make the challenge no doubt. A few get to tag along but most are more than capable of pulling their own weight.

So much planning is required for any Wars but Faction Wars presents unique challenges. There are new crews popping up all the time as pilots park their main and minis are created for fun. Many relearn what they rushed through the first try and improve their mecha piloting abilities when given a restart opportunity. The biggest concern with that is burn out. Many good pilots gave their all and are now done. Gone from all but the records and history. It's hard to watch but even harder to stop. Men on a mission rarely stop to listen, they are always about action. It is great energy but finding a way to have it be more than short lived is becoming a necessity. Far too few replacements to turn to now, can't keep losing more without major consequences. We've felt the effects for some time already. Things have been stretched thin as is, not sure how much more stress can be managed.

I shall take the opportunity handed to me and pull my men together. We'll laugh and drink instead of playing out some drama scene. They chose to be where they are, we will make the best of the situation and enjoy the fellowship of being all together. When it comes time to raid, the vets can show the new recruits the ropes and lend a hand when needed. They won't need to struggle as bad with brothers as back up instead of those who would claim all the loot. Connections have already been formed, bonds will continue to be made as all see who they call 'brother.' This won't be the last storm we'll weather together, even if it's the first for some. The concept of bringing pilots together has a whole new meaning when you don't look outside but focus within. It doesn't take a holiday or war to get to know pilots from another clan or faction. In fact, you're probably too late if you wait for announcements to arrive about an upcoming one. Some seem to know when that may be so they'll have a head start in the head hunt. I wasn't able to protect my lower ranks the first two Faction Wars but I can certainly see the new recruits do not face what their brothers have for their first encounter.

We may stay the underdog team but we'll always strive to improve. We want Gold, but not at the expense of a brother. We are not mercs but sovereign pilots. We choose to stay together, despite overwhelming odds. It has made us stronger in the past and it will again. Trust has been earned over time. Some of these men have been through hell and back, together. I've been by their side through thick and thin. I hope to have my third surgery before we form for FWs 5 but time will tell. I didn't join a Gold medal team, I joined a Brotherhood. Toys and tangible prizes are fun but what I have is priceless.

~end of transmission













 Submitted by Deborah Roaché-Hudak #289133

Krampus Mecha Review By Brian D. Wise #17026

One of the best crystal mechs in the game, I kid you not this mech is still useful 35 levels after picking it up and it has been getting better with each level.

The first thing we want to look at is what is its specialty, luckily this mech is a projectile specialist. As you pick this mech up, it will easily become one of those specialist mechs that you want for as many formations as you can put them in because projectile weapons are so much more powerful in the early game and stay relevant from here on out.

Second lets look at its equipment slots. By the time you pick it up it gets 3 cockpit slots, 4 chassis slots, 2 engine slots, and 2 shield slots. This makes it very good at building a dodge specialist which helps you fight longer in those closer fights. Once you get to 50 you pick up the extra shield and engine you need to keep your performance up. After this point it just keeps building up to eventually 4 cockpits, 6 chassis, 4 engines and 4 shields. This is comparable to most niode mechs from here on up.
Its only real problem that it has is that its a crystal mech of 70 tons, this means it will miss out on some of the best gear at 75 tons and up, is this really a bad thing, no not really since unlike a niode mech which will be costly to level, this one is fairly cheap and will last you a lifetime. So when you decided to buy a good projectile mech, think of this one first. it will help lead you to victory.














Submitted by Brian D. Wise #17026 

Thursday, October 8, 2015

My First Love Io The Inferno By Nathan Justin Weiser#817890

My First Niode mech, and one that is still a useful installment in my mecha line up to this day has gone by many names. From the fearsome to the sublime, all that matters to me is that my Inferno will always be with me. Currently named Io, after the Volcanic moon of Jupiter, it has always been able to dish out damage like few other mechs.

I originally received my Inferno during my first clan activity, a faction war alongside the lower leveled Exiles clans. As many did not wish to over level, I gladly ate through much of the raid with the mechs I had available to me, well equipped crystal mechs. The result surprised me greatly as I was expecting one of the more likely results, a fides or maybe even an megazome if I was lucky, but instead I was able to receive this immensely powerful mech.

It began it's life in my line up as a heavy splash mech, slamming the opponents lines with flames and barrages of missiles. It helped me tow the line through many early clan wars. The build called for great chances to create trouble for the mechs on either side of it's direct opponent by employing high amounts of multiplier damage through battle A.I., and shriekers. This allowed me to tear apart whole lines at a time with vicious efficiency.

Through time I found it was somewhat sadly lacking in it's ability to take hits without dropping out too soon to do any hard damage. With not enough chassis or shield slots and a number of bulkier and dodgier mechs coming about as competition, I had to find a new role for my original power house. And that was as an fire artillery. By placing it behind a line of 3 mechs at the bottom in a row of four, I no longer had to worry about keeping it afloat with auto repair and could instead go for an all out assault style. As I grew in level things changed and positions moved, but it still finds its self employed as a great artillery that is able to raze larger, bulkier mechs down to their frames.

To do this, it still employs many Niode equipment, with three battle ai's installed, allowing for its targeting system to locate the next step the opponent will take and to fire walls of flame just as they step into place for maximum damage and pinpoint strikes. It's legs are each equipped with dual untiam actuators allowing for it to skip and dodge around attacks even against the most high level opponents. Surprisingly, at its level, I find that niode equipment simply falls short in the engine department, and instead I have two pebble bed reactors for each leg working in tandem with the untiam actuators, allowing for it to hit you before you can even hope to lock on. And of course it is equipped with the best shields money can buy, allowing it to take the hits its opponents luck into hitting him with. As for it's weapon load out, the most recent Mechalympix found me in a very fortuitous range and I was able to equip it afterwards with mostly jubilee flares and liquid torches, which allow for it to burn its opponents seemingly every time. It is a vicious component of my line up with very much to offer.

For a full view of its capabilities, see the following:

Level: 45 / 45
Armor: 448

Fire Damage + 32%
Speed + 62
3X Damage 15%
Splash 10%
2X Damage 21%
Precision (36)
Dodge (64)
Shield (55)
Proj. Shield 28%
Ice Shield 38%
Fire Shield 28%
Laser Vulnerable 10%













Submitted by Nathan Justin Weiser#817890