Author Topic: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War  (Read 30835 times)

Offline Arraxis

Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« on: May 28, 2016, 04:38:18 pm »
Welcome to the Interstellar Era.


It was in final years of the 21st century that the first successful matter/antimatter reactor was built. This reactor was the size of a small town, and only produced enough energy to be useful for research purposes. However, this breakthrough was the first herald of a new age of innovation. Over the next five decades, the technology behind the matter/antimatter reactor was refined and perfected, each iteration becoming more and more efficient. Research colonies on Earth's moon and Mars were built to house more powerful reactors.

In the meantime, humanity's colonization of the Earth's orbit continued at a slow, but steady pace. Small, but permanent orbital colonies were established, as was Olympus City on Mars, the first permanent settlement on another world. It was a combination of three breakthroughs in the beginning of the 23rd century that would change everything.

The first of these was a relatively energy-cheap method of producing antimatter. At last, the matter/antimatter reactor was a viable source of industrial power. Intense development of this new generation of reactors also led to the development of Inertial Canceller Fields and ultimately, the Variable Mass Drive. By the third decade of the 23rd century, humanity was able to travel faster than the speed of light for the first time.

The result was an immense boom in colonization efforts. Competing national governments established colonies wherever an even remotely habitable world could be found within range. Some colonial missions thrived, others never reached their destinations. The majority were unable to cope with the harsh conditions of their newly colonized worlds, and died slow deaths, or degenerated into barbarism within a few years.

Ultimately, the decision was made by half a dozen of the wealthiest and most powerful nation-states to create a unified authority to regulate colonial efforts. This new "Colonial Authority" was empowered not only to administer the colonies of its member worlds, but also given the power to field armed starships to police humanity's new interstellar domain. From now on, the majority of human colonization efforts would be carefully planned and administered. In recognition of this new age, the Colonial Authority instituted a new calendar, retroactively dated to the creation of the first matter/antimatter reactor nearly two centuries before. Under the new calendar, the year was now 177 ISE: Interstellar Era.

While some nations refused to go along with this scheme, the preponderance of wealth and resources wielded by the combined nations of the Colonial Authority quickly forced the dissenting states to either join, or abandon their colonial efforts altogether. Over the next century, the Colonial Authority would increase in power and slowly usurp the prerogatives of its member states as the colonies under its control grew into economic powers. The discovery of the Vedria wormhole, and the nearly earth-like world of Albion in the Faran System beyond it ushered in a new colonial boom. By the beginning of the 3rd century ISE, the Colonial Authority had become humanity's defacto government, on Earth and her colonies.

Not long after this, the ambitious colonial administrators of Albion began work on a massive orbital project. "Londinium Station" was to be a combination shipyard, trade port and orbital habitat capable of supporting ten million people. However, those behind the project had drastically underestimated the costs and requirements of the project. Far from the industrial capacities of the core worlds, Albion's fifty five million colonists could barely manage to construct a twentieth of the structure in the first seven years of work.

Londinium Station's construction was ultimately completed thanks to an innovative new technology, the Construction Armature: giant humanoid craft powered by miniaturised matter/antimatter reactors and piloted by a single specialist. With only one pilot and a team of two or three hundred support technicians, the Construction Armature could do the work of fifteen thousand space-suited workers. After the introduction of the Construction Armature, Londinium Station was finished in three years.

The inauguration of Londinium Station ushered yet another colony boom: new massive orbital and deep space habitats were built over the next half-century, put together by increasingly more agile and powerful construction armatures.

This presented a problem for the Colonial Authority: the senior administrators who had carefully maintained humanity's expansion had become a closed, hereditary class of technocrats from Earth and the oldest of the colonies. This administrative clique feared for their monopoly on power as new colonies rose to prominence. As a result, in ISE 296, the Colonial Authority declared its senior positions to be hereditary, and ordered an indefinite moratorium on new colonies.

The outer colonies naturally did not take this very well. As the Colonial Authority's government ossified and informal political dynasties became formal houses of nobility, the discontent of the outer fringes increasingly turned to smuggling and piracy. Able to evade the relatively clumsy warships of the Colonial Authority's fleet, local colonial governments resorted to arming and deploying construction armatures from makeshift carriers to combat the problem.

In the core worlds, the Colonial Authority had turned into a feudal monarchy in all but name. "Administrator", "Governor" and "Manager", once job postings, now became titles of nobility, passed from mother and father to daughter and son. In 352 ISE, the Administrator of Earth finally grew tired of maintaining any pretences, declaring that the Colonial Authority was now the Empire of Humanity Ascendant, with himself as Emperor.

Almost immediately, discontent grew in the colonies. The attempts at rebellion were disorganized, but the Imperial Fleet had difficulty rooting out the final remnants of resistance. The Imperial military solved this problem by building their own combat armatures; no armed construction vehicles these, but purpose-built machines of war, to be piloted by Imperial conscripts and led by highly motivated, highly trained members of a newly developing, noble-born "warrior class".

As the rebellions grew in frequency and intensity, the warrior class gained more power within the empire. A new ethos was founded and became wildly popular among the Imperial nobility, one which hearkened back to the most feared soldiers of old earth: the Teutonic Knights, the Samurai, and the Grenadiers and Chasseurs a Cheval of Napoleon's Imperial Guard.

Despite the increasing militarisation of the Empire and the constant refinement of its Combat Armatures and warships, a rebellion powerful enough to spark a full-scale civil war was only a matter of time. In 414 ISE, that time came, when the governor of Albion and half a dozen other outer colonies declared independence, under the banner of the Coalition of Democratic Extrasolar Colonies.

This civil war has lasted five years now. Though bolstered by an increasingly organized military and the defection of several Imperial units, the rebel colonies are locked in a stalemate with forces still loyal to the newly-crowned Empress. With battle lines settled around the Vedrian Wormhole, neither side has the force to manage a breakthrough.

There is no end in sight.


________________


We all like VNs here, right? We also like mecha, don'e we? Well, how about Choose Your Own Adventure books where you play as a mecha pilot? I've had Mecha Ace for a while now, and I've finished it once before, finding it to be quite a fun experience. On a whim, literally a few minutes ago, I thought it would be cool if you guys could vote on how to undertake the story. I posted up the history so you could get a bit of a taste before I start the game up, which I hope to do some time tomorrow.

How will this work, you may ask. Well, I'll post up the story here, along with the choices. You guys can vote, and when I feel like I've left enough time, there's a clear favourite, or otherwise happen to feel like proceeding, I'll select the choice with the most votes and proceed with the tale. Pretty simple, right?



The game is available for purchase on Steam here - http://store.steampowered.com/app/318330/ - and was written by Paul Wang. Thanks for giving us an interesting story! If this turns out well, I might do some other games of this nature here.




_________

Tech
Spoiler
WEAPONS

Autocannon (Combat Armature)
The heavy autocannon has served as the combat armature's primary ranged weapon for decades. The autocannon mounted by the mecha of both Imperial and CoDEC forces are fully automatic coilguns capable of firing 45mm explosive shells at a rate of about 950 rounds per minute. The weapon itself usually comes with a stock and grips, so that a combat armature may handle and aim the weapon the same way a human might use a sub-machinegun.

While these weapons are reliable, easy to manufacture and relatively simple to maintain, their explosive projectiles are slow (and thus relatively easy to dodge) and ineffective against more heavily armoured targets.

Autocannon (Point Defence)
Like the autocannon used by combat armatures, the guns mounted on warships for intercepting incoming missiles and mecha attacks are fully automatic coilguns firing explosive shells. However, These weapons tend to be of a lighter calibre (20-37mm) and higher muzzle velocity so that they may deal with a greater number of fast targets.

Unfortunately, the relative clumsiness of a slow-traversing ship-mounted turret means that there is very little chance that a single point defence gun would be able to intercept an incoming target in time. As a result, these weapons are often clustered in turrets of four or six, with most warships mounting a dozen or more turrets.

Particle Rifle (Type I)
Developed by Wellington Defence Industries on Albion at the beginning of the current war, the particle rifle launches a bolt of particles towards its target at nearly 98% the speed of light. Upon impact, these particles impact with enough force to penetrate the armour of any combat armature or light warship.

The firing process of the particle rifle generates an enormous amount of waste heat. WDI's earliest solution was to deposit the heat in disposable heatsinks, which would then be ejected into space to liquefy without damaging the rest of the weapon. This was done through a primitive, but proven bolt-action mechanism, fed through a small, interchangeable box magazine.

Particle Rifle (Type II)
A further development of the particle rifle by Wellington Defence Industries, designed as a weapon upgrade for the third generation of CoDEC combat armatures. Instead of a manually-cycled bolt action mechanism, this new iteration diverts a minuscule amount of the power from the weapon's firing mechanism into an automated system.

As a result, this type of particle rifle is capable of firing as fast as the pilot can squeeze the trigger, though sustained rate of fire is still limited by magazine size.

Anti-Capital Ship Missiles
These weapons are designed specifically to be launched by large warships for use against other large warships. They range from about 8 to 12 metres in length. They mass anywhere from 30 to 60 tonnes.

Cruisers are the smallest type of warship that usually carry ACSM tubes, fielding anywhere from 12 to 18. Larger vessels, like Imperial dreadnoughts, can carry up to 100 tubes, arranged along both sides of the hull (broadside).

When ejected from their launching tubes through the use of a low-powered conventional explosive charge, they quickly lock onto their designated target and begin moving along a flight path given to it by the launching ship's Fire Control AI. The missile then quickly gains velocity as it travels to its target.

Missiles are too small to be equipped with inertial canceller fields. While they are capable of making wide turns to track targets, they are unable to make tighter turns to evade point-defence fire. Generally, about 95% of all missiles fired in a fleet engagement are shot down by point defence fire.

As a result standard doctrine is for a missile-armed capital ship to face in the direction of the a target or group of targets and fire all the missile tubes on that side of the ship at once, in coordination with any accompanying capital ships.

An ACSM's warhead consists of anywhere from 50 to 250 grammes of antimatter, held in a containment field. When the missile impacts with a target or runs out of fuel, the containment field fails, and the antimatter mutually annihilates with the matter of its casing, causing an explosion roughly equivalent to that of a large 20th century thermonuclear bomb. In addition, this reaction also releases a burst of lethal gamma radiation, killing all unshielded living things within close proximity.

Swarm Missile
These weapons are the miniaturised cousin of the ship-launched ACSM. They are designed to be launched from specialised combat armatures. They range from 50 to 90 centimetres in length, and mass somewhere between 300 and 800 kilogrammes.

Swarm Missiles share many of the advantages and disadvantages of their larger counterparts: they are similarly vulnerable to point-defence fire, but their small size allows them to be launched in large volleys by lances of combat armatures. An Imperial M404 Revolle can carry up to 48 of these missiles in shoulder-mounted box launchers.

A small size means a commensurately smaller warhead: generally 0.5 to 4 grammes of antimatter. While formidable, the explosive yield of these warheads are incapable of dealing severe damage to armoured warships except through multiple direct hits. As a result, standard doctrine is to use these weapons on "soft" targets, like civilian shipping and combat armatures.

Chainknife
A basic melee weapon and a staple of the combat armature pilot's armoury, the chainknife is a slashing and stabbing weapon with a blade ranging from three to six metres in length. Its cutting teeth are usually made of synthetic diamandoid and pulled along a chain wrapped around the blade by a simple battery-powered motor at the rate of about 1200 revolutions per second.

While the chainknife is almost completely ineffective against modern combat armature armour, it can still deal considerable damage should a skilled pilot be able to thrust the blade through gaps in an opponent's protective coverage.

Plasma Cutter Derived from the industrial strength welding tools so commonly used in orbital and deep space construction, the plasma cutter projects a jet of superheated gas which is shaped into a 10 metre-long blade by a containment field. This "energy sword" is capable of cutting through all but the heaviest armour with minimal effort. In addition, the containment field used by the plasma cutter is the same type used by the Imperial militay's monosabres, allowing the pilots of plasma cutter-equipped CoDEC machines to block the monosabre strokes of their Imperial opponents.

Unfortunately, these properties come at the cost of colossal energy expenditure. A plasma cutter must be fuelled through power linkages which tap directly into a mecha's reactor, meaning that any machine using a plasma cutter cannot use the energy of its main powerplant to its full potential.

Monosabre
The ultimate embodiment of Imperial power and technical know-how, the monosabre is the signature weapon of the Imperial military's combat armature pilots.

The monosabre itself is a metallic nanofluid, projected from a hilt which also serves as a power cell for the containment field which shapes the blade. Unlike a mundane blade made out of solid materials, the containment field is capable of shaping an edge which remains sharp, even on the molecular scale.

The result is the famous "infinitely sharp" edge of the monosabre, an edge which never dulls or breaks and is capable of cutting through any material, be it paper or battleship armour, with the same effortless ease.

The only way to stop the stroke of a monosabre entirely is by parrying it with the containment field of another monosabre or plasma cutter.

TECHNOLOGIES
Ansibles
The only way to communicate in real time between human worlds, Ansibles use the principles of quantum entanglement to instantaneously replicate data over interstellar distances.

However, the technology involved is expensive to manufacture and costly to maintain. Most colony worlds only have one (Earth has four, Albion has two) in use at any time, usually controlled by the planetary government on CoDEC worlds, and by the Imperial military on core worlds.

Vernier Thrusters
Named for 16th century French mathematician Pierre Vernier, these small, adjustable thrusters are the devices behind a combat armature's ability to make precise manoeuvre in the microgravity of space. Most mecha carry three to six dozen verniers in addition to their main thrusters.

Dispersed all over the body of a combat armature and controlled by a central flight computer, vernier thrusters are capable of directing thrust to any angle, either by themselves, or in concert with other thrusters mounted on the same mecha. This, coupled with the effects of the inertial canceller field, allows combat armatures incredible agility both in space and in gravity.

Inertial Canceller Fields
If there is any defining technology of the Interstellar Era, it is the Inertial Canceller Field Generator, or Variable-Inertia Field Generator. Developed in the late 2nd century ISE, the ICF Generator is capable of creating a field which reduces the intensity of inertial movement to a fraction of its original force.

This technology is what makes it possible for combat armatures to make tight turns at high speeds, despite the fact that such manoeuvre would subject the pilots to lethal g forces under normal conditions. Similarly, it is what allows starships to accelerate at immense rates without reducing the crew to a red paste.

The drawbacks to this technology are many: First, ICF Generators are extremely expensive to produce, something which renders the manufacturing of starships and combat armatures similarly costly. Secondly, inertial canceller fields are extremely power-hungry, and thus, require the immense power produced by a matter/antimatter reactor to function.

Lastly, there is the fact that current technology does not allow for an inertial canceller field to be made any smaller than a roughly 5x5x5 metre sphere, or any bigger than a 100x100x100 metre sphere. As a result, the smallest craft capable of mounting ICF generators are combat armatures, and larger starships must carry several generators to have full coverage.

Matter/Antimatter Reactors
The beating heart of every starship and combat armature is its matter/antimatter reactor.

To generate the vast amounts of power needed for interstellar travel and mecha combat, antimatter is injected into a heavily shielded reaction chamber from a containment field. When the antimatter makes contact with a heavily controlled injection of equivalent matter, the result is a violent mutual annihilation which produces a massive amount of energy.

The dangers of using matter/antimatter power generation technology can be extreme: though a dozen fail-safes and heavy shielding make a catastrophic loss of containment almost impossible during normal operation, a reactor casing breach in extraordinary conditions (like combat) could easily lead to a critical containment failure, causing the reactor's antimatter reserve to make direct contact with the reactor casing and cause an uncontrolled mutual annihilation, destroying the reactor, and usually, the starship or combat armature carrying it.

Variable Mass Drives
Barring the use of wormholes like the one that connects the systems of Vedria and New Lisbon, the Variable Mass Drive (Or Tachyon Driver) is the only way for ships to travel between star systems without spending decades or centuries in transit under conventional power.

The Variable Mass Drive uses the same principles as the Inertial Canceller Field to break through the light speed barrier. This process requires immense amounts of energy, and can only be sustained safely for short "hops" which last only a few seconds. Each hop can cover distances ranging from 16 light-hours for low-grade commercial drives to up to 96 light-hours for top of the line military ones. In between hops, a ship must spend several minutes recharging its drive capacitors, and cannot jump again until then.

This means that it only takes days or weeks to travel from one human world to another, allowing for interstellar colonization on a large scale.

Mecha
Spoiler
COALITION OF DEMOCRATIC EXTRASOLAR COLONIES

CA-70 Picton
CoDEC General Purpose Mass Production Model
Manufacturer: Hesse-Castle Macroindustrial
Armament: Autocannon, Chainknife In the decades before the rebellion, piracy became a major problem on the far side of the Vedria Wormhole. In response, several manufacturers in the outer colonies produced conversion kits to turn civilian industrial armatures into fully-armed combat models. The most effective of these conversion kits added military-grade armour to the cockpit and leg assemblies as well as basic electronic warfare capabilities. The resulting conversion, designated the CA-70 Picton, was more than a match for lightly-armed raider vessels.

Unfortunately, the onset of full-scale civil war has proved the Picton to be inferior to many of its Imperial counterparts. While hastily-modified variants have been rushed into production to fill the gap, CoDEC is already in the process of phasing out the outdated combat armature entirely.

CA-82 Uxbridge
CoDEC Close Combat Mass Production Model
Manufacturer: Hussar Aerospace
Armament: Plasma Cutter, Autocannon
In the opening stages of the Civil War, CoDEC High Command quickly realized the need for an immediately-available combat armature capable of facing the Imperial M403 Vallier on near-even terms. A hasty design process led to the development of the CA-82 Uxbridge, a close-combat variant of the CA-70 Picton with an enhanced vernier system. While still outmatched by its counterparts, the Uxbridge's high speed allows a skilled pilot to keep up with most Imperial machines.

CA-95 Manningham
CoDEC Long Range Mass Production Model
Manufacturer: Wellington Defence Industries
Armament: Particle Rifle (Type I), Chainknife
At the beginning of the Civil War, CoDEC forces suffered heavy losses at the hands of the Imperial M404 Revolle, which was equipped with swarm missiles capable of tearing apart lightly-armoured CoDEC ships, as well as heavy armour which could shrug off most counter-attack. CoDEC's answer was yet another variant of the versatile CA-70 Picton; the CA-95 Manningham. Armed with a heavy particle rifle capable of piercing the thickest armour, the Manningham soon proved highly effective against armoured targets in the hands of a skilled and sufficiently cautious pilot.

CA-108 Grenzer
CoDEC Advanced Long Range Mass Production Model
Manufacturer: Brunswick Interstellar
Armament: Particle Rifle (Type I), Chainknife
A further evolution of the CA-95 Manningham, the CA-108 Grenzer is the first CoDEC combat armature designed for warfare from top to bottom. Armed with the same powerful long range particle rifle which equipped the Manningham, the Grenzer's upgraded reactor also allows it to carry additional armour.

CA-109 Reiter CoDEC Advanced Close Combat Mass Production Model
Manufacturer: Brunswick Interstellar
Armament: Plasma Cutter, Autocannon
The close combat version of the CA-108 Grenzer, the CA-109 Reiter boasts an updated suite of vernier thrusters and a weapons outfit more suited for close range combat. In addition, the Reiter's upgraded reactor has allowed it to carry heavier armour over vital areas such as the cockpit, improving the survivability of both pilot and machine.

XCA-118 Lionheart
CoDEC Advanced Combat Prototype
Manufacturer: Wellington Defence Industries
Armament: Particle Rifle (Type II), Plasma Cutter
Developed in secret on Vedria Prime by Albion's Wellington Defence Industries, the XCA-118 Lionheart has been touted as the “silver bullet” needed to end the Civil War once and for all. Key to the Lionheart's design is a next-generation experimental matter/antimatter reactor capable of immense power output, allowing the experimental combat armature to carry heavy armour without compromising its exceptional speed. In addition the Lionheart is equipped with a semi-automatic variant of the Manningham's particle rifle.

Should the Lionheart's initial tests prove promising, CoDEC is prepared to manufacture a mass-production variant in small numbers, to be assigned to elite pilots and used to spearhead counter-attacks into Imperial-occupied space.

EMPIRE OF HUMANITY ASCENDANT

M401 Fantin
Imperial General Purpose Mass Production Model
Manufacturer: New Hyderabad Systems
Armament: Heavy Autocannon
Designed as the mainstay of a vast force of conscript pilots, the M401 Fantin was designed to be rugged, easy to pilot and cheap to manufacture. Despite being inferior to CoDEC's CA-70 Picton, sheer numbers and a number of resourceful Imperial pilots have made sure that the increasingly outdated Fantin remains a useful weapon in the Imperial arsenal.

M403 Vallier
Imperial Close Combat Mass Production Model
Manufacturer: Caballero Aerospace Solutions
Armament: Monosabre
The M403 Vallier is the current standard front-line combat armature of the regular Imperial armed forces. While most conscripts and rear-echelon units are still equipped with the M401 Fantin, the swifter Vallier has become the mainstay of the Empire's better-trained volunteer units. The Vallier is armed only with a deadly monomolecular sabre, capable of effortlessly shearing through the heaviest armour. The lack of ranged weapon means that any Vallier pilot would have to use their machine's blinding speed to charge into close combat with the enemy, a tactic well in line with the warrior ethic of the Imperial elite.

M404 Revolle
Imperial Fire Support Mass Combat Model
Manufacturer: Knox-Gribeauval Industries
Armament: Swarm Missiles
Those Imperial pilots who have shamed themselves on the battlefield or whose skills have been proven wanting are dealt the ultimate humiliation: they are assigned to “Fire-support units” equipped with the M404 Revolle. Instead of fighting at close range in honourable battle, Revolle pilots are required to remain clear of the battle in their lumbering, heavily armoured machines, firing swarms of guided missiles at “soft” targets like damaged enemy units or supply ships. There is no honour or glory in such combat, and although the strategic value of such units are immense, Imperial pilots have been known to shoot themselves to spare themselves from being reassigned to such duty.

M414 Grognard
Imperial Advanced General Purpose Mass Production Model
Manufacturer: Caballero Aerospace Solutions
Armament: Heavy Autocannon, Monosabre
The M414 Grognard is the Imperial military's answer to CoDEC's Grenzer/Reiter line. While not as agile as the older M403 Vallier, the Grognard is much better armoured, and its automatic cannon allows it to theoretically blast apart any enemy machine which it cannot run down. In recent months, the Imperial Fleet has begun equipping selected veteran pilots with the Grognard. Initial reports have been nothing short of ecstatic: Pilots report that the new machine outclasses everything in CoDEC's current arsenal.
« Last Edit: June 12, 2016, 09:39:19 am by Arraxis »

Offline Elvis Strunk

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #1 on: May 28, 2016, 04:49:38 pm »
Is it bad that my first thought upon seeing a story premise has become "Wow, I'd totally roleplay in that" instead of, "Wow, I'd totally read that"? Either way, this seems fun~ The backstory is pretty interesting. I like the progression of creation, to strife, to war, and how the mecha originally had an entirely different purpose. And so, I look forward to being that one guy that constantly suggests we NOT shoot at the giant army of mech charging toward us, because they look like they could use a hug.

Offline Marx-93

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #2 on: May 28, 2016, 07:22:02 pm »
It has mecha, therefore I'm in.

You can count me in to be the first to ask to join the empire so that we can rise (or marry, that is fine too) in the ranks of nobility through being clever and kicking ass.


... being honest though, for being a supposedly CYOA released commercially, the setting looks very copy-pasted. I expect a tad bit more effort for something that is supposed to lure you in with only the writing...
Why can only the evil have empires, power and majestic theme music? I reclaim the possibility of creating the Federal-democratic-free Empire! A (democratic) tyranny fueled by the Power of Love!

Started writing. You can check it out here: Home

Offline Megillot

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #3 on: May 28, 2016, 09:19:54 pm »
I like "let's plays" with readers participation like this. I'll help (well, I'll be voting, not sure how much help will it be  ;D).
I'm a bit of a rebel so in case I'm too late to vote, feel free to choose an option that hurts imperial pigs the most as my "default" vote, where applicable.

Offline Jynx

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #4 on: May 28, 2016, 10:34:01 pm »
Sounds interesting~ I'm in.

Offline Arraxis

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #5 on: May 28, 2016, 11:17:35 pm »
Haha, I certainly wouldn't mind RPing in it myself, Elvis. And that's fair enough, Marx - I know that the guy who wrote it went in with the intention of evoking popular mecha series and letting people who are fans of them experience it as a CYOA, at least going by stuff that's been said on-line. Definitely not promising originality at the very least :D. Anyway, let's get into it~


_________

A Note Before We Begin:

By default, Mecha Ace randomises the genders of romanceable NPCs. This feature is designed to add to replayability.

However, you also have the option to determine the gender of each major NPC yourself, should you choose to do so.

I'll be randomising it, but if people want all male or all female, that's easily doable. Just ask for it before we get too far in and I can fix that up.



Episode 1:
A Struggle Amidst the Stars!
The Battle for Vedria Prime!


Orbit over Vedria Prime, Vedria System
419 Interstellar Era

You pull back on the throttles as the battered Imperial combat armature in your sights begins to glow with the tell-tale light of a core breach. You shift your weight in your seat, your skin-tight pilot suit stretching as your own mecha's controls register your movement. Your multi-ton war machine halts just meters in front of the stricken enemy machine at the commands of your flesh and blood body inside the cockpit.

With a twist of your legs, your control interface sends the twelve metric tons of your combat armature's leg crashing into the disintegrating enemy machine, sending it careening off into the middle of the enemy formation. With a brilliant, self-annihilating flash, the crippled machine's matter-antimatter core goes critical, taking two other hostiles with it.

Around you, more enemy machines die as allied mecha pour supporting fire into them, exploiting the hole torn in the enemy formation by your attack. Command had been wise to choose you to lead the attack, for you were an elite ace with sixty kills.

Now you have sixty-three.

Their formation shattered, the enemy advance guard flees for the safety of their distant support vessels. Behind you, the main body of the fleet moves up to press the attack, allowing you and your fellow pilots in the advance guard to regroup.

You scan your tactical display, hoping to find and rendezvous with your unit. Instead, you find three, dim energy readings heading away from you, each with the tell-tale signatures of escape pods.

What do you do?


1. Killing helpless foes would be dishonorable. I let them go.
2. I'm a soldier, not a murderer. I don't want to kill anyone I don't have to.
3. Killing them would waste ammunition I could need later. I let them go.
4. I cannot afford to let three experienced enemy pilots live.
5. Why should I let those impie bastards live? I kill them all!


__________

Well, looks like we're with the plucky rebels. SIEG ZEON! *ahem* Excuse me.

Each choice you make affects your personal stats. There's a page for that which can be pulled up at any time so you can see your leanings and such. If you'd like I can post that up regularly, occasionally, or not at all if you'd prefer to simply focus on the choices. Also, here are some tech notes that I've spoilered for you~

Spoiler
TECHNOLOGIES
Ansibles
The only way to communicate in real time between human worlds, Ansibles use the principles of quantum entanglement to instantaneously replicate data over interstellar distances.

However, the technology involved is expensive to manufacture and costly to maintain. Most colony worlds only have one (Earth has four, Albion has two) in use at any time, usually controlled by the planetary government on CoDEC worlds, and by the Imperial military on core worlds.

Vernier Thrusters
Named for 16th century French mathematician Pierre Vernier, these small, adjustable thrusters are the devices behind a combat armature's ability to make precise manoeuvre in the microgravity of space. Most mecha carry three to six dozen verniers in addition to their main thrusters.

Dispersed all over the body of a combat armature and controlled by a central flight computer, vernier thrusters are capable of directing thrust to any angle, either by themselves, or in concert with other thrusters mounted on the same mecha. This, coupled with the effects of the inertial canceller field, allows combat armatures incredible agility both in space and in gravity.

Inertial Canceller Fields
If there is any defining technology of the Interstellar Era, it is the Inertial Canceller Field Generator, or Variable-Inertia Field Generator. Developed in the late 2nd century ISE, the ICF Generator is capable of creating a field which reduces the intensity of inertial movement to a fraction of its original force.

This technology is what makes it possible for combat armatures to make tight turns at high speeds, despite the fact that such manoeuvre would subject the pilots to lethal g forces under normal conditions. Similarly, it is what allows starships to accelerate at immense rates without reducing the crew to a red paste.

The drawbacks to this technology are many: First, ICF Generators are extremely expensive to produce, something which renders the manufacturing of starships and combat armatures similarly costly. Secondly, inertial canceller fields are extremely power-hungry, and thus, require the immense power produced by a matter/antimatter reactor to function.

Lastly, there is the fact that current technology does not allow for an inertial canceller field to be made any smaller than a roughly 5x5x5 metre sphere, or any bigger than a 100x100x100 metre sphere. As a result, the smallest craft capable of mounting ICF generators are combat armatures, and larger starships must carry several generators to have full coverage.

Matter/Antimatter Reactors
The beating heart of every starship and combat armature is its matter/antimatter reactor.

To generate the vast amounts of power needed for interstellar travel and mecha combat, antimatter is injected into a heavily shielded reaction chamber from a containment field. When the antimatter makes contact with a heavily controlled injection of equivalent matter, the result is a violent mutual annihilation which produces a massive amount of energy.

The dangers of using matter/antimatter power generation technology can be extreme: though a dozen fail-safes and heavy shielding make a catastrophic loss of containment almost impossible during normal operation, a reactor casing breach in extraordinary conditions (like combat) could easily lead to a critical containment failure, causing the reactor's antimatter reserve to make direct contact with the reactor casing and cause an uncontrolled mutual annihilation, destroying the reactor, and usually, the starship or combat armature carrying it.

Variable Mass Drives
Barring the use of wormholes like the one that connects the systems of Vedria and New Lisbon, the Variable Mass Drive (Or Tachyon Driver) is the only way for ships to travel between star systems without spending decades or centuries in transit under conventional power.

The Variable Mass Drive uses the same principles as the Inertial Canceller Field to break through the light speed barrier. This process requires immense amounts of energy, and can only be sustained safely for short "hops" which last only a few seconds. Each hop can cover distances ranging from 16 light-hours for low-grade commercial drives to up to 96 light-hours for top of the line military ones. In between hops, a ship must spend several minutes recharging its drive capacitors, and cannot jump again until then.

This means that it only takes days or weeks to travel from one human world to another, allowing for interstellar colonization on a large scale.
« Last Edit: May 29, 2016, 08:49:42 am by Arraxis »

Offline Elvis Strunk

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #6 on: May 28, 2016, 11:29:20 pm »
I'm fine with any gender romance options~ Equal love for everyone! Also, I'll be ignoring any stats and such~ But feel free to post them if others wanna see them. Last, obviously... Option 2. If there's a choice that isn't 'kill them', we don't kill them!

Offline Deeox2

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #7 on: May 29, 2016, 12:05:09 am »
Hmm... Well, as I usually play as a girl in RPGs... and I usually play as a gay girl in RPGs.... I think my vote for that particular option is pretty obvious...

Man, these choices are like, really similar though. I mean, that's one way to ensure proper dialogue down the road but... ya know... Anyway, I'd go Option 2. Hopefully these particular three escape pods don't end up being filled with people that kill ya later...

Offline Jynx

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #8 on: May 29, 2016, 12:08:46 am »
Option 4, of course.

I'd ask someone to take them as prisoner, but apparently that's not an option.
Blast! Let us deprive the enemy of more resources!

Offline Arraxis

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #9 on: May 29, 2016, 12:10:58 am »
I do like the idea of conveying intent, though :D. One vote for an all-female cast - I'll update this when I get back from a family thing. Remember to vote, because Voting is Mandatory~! :P

Offline WeAreTheMeta

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #10 on: May 29, 2016, 12:16:22 am »
More than participating in that thing, I want to buy the game now O_O

Arra, stop making me buy things! (that particular one is pretty cheap, but still!)

Elvis Strunk [Aug 10, 2016, 12:40:11 am]:   Meta is eternally a loli~
Arraxis [Sep 23, 2016, 11:37:43 pm]:   Love you too Meta

Offline Megillot

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #11 on: May 29, 2016, 05:48:54 am »
I would like to keep character genders random for more diversity.

Escape pods choice: option 5. Death to empire.

Offline Gamerjunkie

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #12 on: May 29, 2016, 05:52:20 am »
You know what, I think I'll participate in this.

Option 2.

If we kill disabled foes, how will the rebels gain support with monsters like us fighting for them?
rellimkram [Apr 03, 2016, 06:06:12 pm]:   Hyperspace Yuri Delivery: Service so fast we ship it before it's ever ordered
rellimkram [May 05, 2016, 03:42:02 pm]: I'm not sure if you're wanting Lola to tamper with school projectors to show porn during class, or if you want Lola to actually make porn during class
Elvis Strunk [Apr 03, 2017, 04:31:33 pm]: "You're under arrest... but we're not confiscating any of your stuff, guarding you in any fashion, or trying to actually prevent you from leaving." Elvis Strunk [Apr 03, 2017, 04:31:44 pm]: "We're good at copping."

Offline Merne23

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #13 on: May 29, 2016, 05:55:58 am »
In the interest of staying with the thread, I'll contribute. Though I've played the prologue of this game so many times...
Very displeased that there's a cost to the full version.

Anyhow, I enjoy Option 2. It shows that we as a person respect other lives, even enemy lives, but that we uphold our duty as a soldier when called for.
Option 1 is far too "white knight" honor-bound warrior for me to really empathize with.
Option 3 is more of a survivalist or opportunist's view of combat, which I could get behind if we were simply trying to "win" the "game." But then, if you don't conserve your ammunition in combat enough to spend it on these simple targets, you've got bigger issues.
Option 4 is sensible, if heartless. Three enemy pilots that will learn from their losses and come back stronger, perhaps in greater machines, perhaps to kill us. A gamble at best, letting an enemy have a resource at least.
Option 5 is shortsighted. If your only goal is to wipe out the enemy, then when does the fighting truly end? You'll simply continue killing and killing. Maybe the enemy, maybe your friends, maybe yourself.

So yeah. Option 2.

woolyshambler [Aug16, 2015, 10:13PM]: ah Merne, they should give you the RP guru badge. [Aug24, 2016, 07:54 pm]:   WeAreTheMeta believes one day Merne went to the sea. From that day on the sea has been salty. Gamerjunkie [Jan04, 2017, 12:09 am]: So wait. Are... are you masturbating right in front of Sylvia? Deeox2 [Feb26, 2017, 02:03am]: SO WE GET ON ANOTHER BOAT AND FUCK OFF TO ANTARCTICA. Revontulet [Apr07, 2017, 06:30am]: gotta seize the day like a tentacle monster Beemu seizes a busty Hein

Offline Arraxis

Re: Hyperspace Plays: Mecha Ace - Heroes of the Vedrian War
« Reply #14 on: May 29, 2016, 07:48:40 am »
1. Killing helpless foes would be dishonorable. I let them go.
2. I'm a soldier, not a murderer. I don't want to kill anyone I don't have to.
3. Killing them would waste ammunition I could need later. I let them go.
4. I cannot afford to let three experienced enemy pilots live.
5. Why should I let those impie bastards live? I kill them all!


______________

You lower your machine's weapon as you watch the three Imperial pilots escape to the safety of their fleet's defensive fire. The past five years of war between Earth and her colonies have been a traumatizing experience for humanity's collective psyche. You have seen those men and women whose good hearts had been broken by the slaughter, those who could wreak death and destruction without a second thought simply because they no longer saw it as something monstrous.

The escape pods of your vanquished opponents disappear off the edge of your sensor display. You breathe a sigh. You are glad that you are not one of them.

---

A voice brings you out of your pensive mood and into the here and now. "Are you just going to let them get away like that, boss?"

The window on your commscreen displays the image of a black-haired, hungry-looking young man with aristocratic features and skin the color of milk tea, his brow furrowed in frustration: Ensign Feridoun Asadi, your wingman, possessed of undoubted talent and the instincts of a natural hunter, but vicious - far too vicious for his own good.

You look your wingman in the eye.

"It doesn't matter if they're enemies or not, Asadi. Killing helpless men and women isn't war—it's murder."

Asadi gives a sigh of resignation, as if he were your commanding officer instead of the other way around.

"I'll have to take your word for it


1. "…sir."
2. "…ma'am."


____________

This will be determining the gender of the player, as you might surmise. Mostly just an aesthetic choice, really.

Stats:
Spoiler
  Warrior: 30% Diplomat: 70%   
  Deliberation: 30% Passion: 70%   
  Confirmed Kills: 63
  Reputation: 50

The above were previously balanced at 50% each, but our choice swung things over a bit. I'll keep these spoilered assuming this is even something that people are interested in seeing.