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Zyner's Game Maker Application


Zyner

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Name:

TRO 104th Wolfpack Squad Leader Commander Comet
TRO Jedi Sage Master Roy

SteamID:

STEAM_0:1:41910840

How long have you Played on the Server [Hours]:

About 900+ hours in IFN, about 200+ on Synergy. Been playing since February.

From 1-10, what would you rate your knowledge of the Clone Wars?:

7

my knowledge is mostly on the movies but I've learned a lot of lore through the server itself.

How good are your Communication and Leadership Skills?:

I believe myself to have solid communication & leadership skills, if I have an objective in mind I will do all possible to achieve it and take my time with each person involved to make sure we are all on the same page. I'm currently a Commander in the 104th as well as applying for Battalion Commander. My skills include having worked with most available groups in the server, being that I've seen how things are ran in Naval, Jedi, Clones and Event-Specific groups. Taking each of them and seeing how they work I can analyze new groups and find methods to work with them.

As far as Leadership goes, I am a Commander in my Battalion and previously was a Manager in the Consular Order.

Communication wise, I always push for everyone to bring up their opinions on what is being decided and fully discuss our choices until we can all agree on a decision.

Do you understand that if you are Inactive, you will be removed from the program?:

Yes

Give us an Event Idea that you would like to Produce:

Grievous' Clone Army

An emergency signal is sent from Kamino over to the Venator, on Comms deck a message is played over the computer for Naval to watch. Deathwatch attack Kamino as all that is visible on the screen is death, until a Deathwatch walks to the computer and begins to download data for Cloning procedures. Whatever their mission, they've succeed and now hold the knowledge of how to create their own clones. No way to track them is found and we are left with nothing but the suspicion of what they may be up to.

Later on, a distress beacon is received by the Venator, an incoming ship wishes to dock for safety. The voice cracks due to poor signal but it sounds ever so familiar. The message plays: "Help! I've escaped and they're chasing me! Please, I beg you!", Naval decides to open up the Hangar with proper security in case those that are chasing him, or he himself, are hostiles. As the ship lands, the pod opens and out comes - Darth Maul. He continues pleading, as the Trooper surround him and demand he stands down he states "I am not who you think I am! You must believe me!". As confusion stirs, he is shown with no Lightsaber, no hostility and even speaking in a tone that differs from Maul. Here, it is the choice of the Troopers/Naval on what to do, whether to believe him or not; regardless he will most likely be taken to IR for interrogation.

As this occurs, a massive armada of CIS ships moves in and surrounds the Venator. It is General Grievous with an astounding number of his forces, clearly meaning business. "Republic, you have something that belongs to me. I want it back. I have you surrounded and can wipe out your entire Venator in an instance, do not test me. Send him in a pod onto my ship and we'll part ways, for not. Refusal is to warrant your demise." Tension continues to fill. First a possible Darth Maul clone and next Grievous with a massive army demanding for Maul without a hostile show of force.

If Republic chooses to give up Clone Maul:

"You don't understand! He doesn't need me, he has so many of him! I'm the one that got away, please! He fears my discovery and will kill me once he gets me!"

Once in Grievous' possession, they will depart for the meantime. All goes quiet again. Sometime later, another ship arrives and it is the real Darth Maul seeking vengeance on Obi Wan, again, but as he arrives on the ship it is noticed that he has his legs again and at his prime potential again proving to be a menacing foe. Savage Opress follows behind him. Should Obi Wan be on the ship, Maul will seek him and duel him as Opress protects their duel by setting a perimeter around them and attack any that interfere. It is a duel of honor in the ways of rivalry, a One on One. As the battle ensues, Darth Maul's legs begin to fail and deteriorate. Opress grabs him and they begin to flee to an escape ship, sending in Droids to clear a path. [If they don't escape, they're pretty much sent to prison, when interrogated about the clone they know nothing but that Grievous offered Maul a second chance at being complete again. They don't know how he did it.]

Once the Droids are cleared, Maul & Opress have escaped, it is clear now that Grievous used the Deathwatch to steal Cloning procedures in order to make a clone of Darth Maul and surgically give him back his legs but it was a failure as the clone Maul deteriorates over time. The ship now at peace again, all wonder what Grievous' next time with this technology is.

If Republic chooses to protect Clone Maul:

Grievous begins a full on attack and sends in his Army, with the goal of taking the clone Maul back. As the fight continues, the real Darth Maul & Opress show up, demanding to know what Grievous is up to and what is taking so long on his project. It is clear that the clone Maul is a fake and through being told about the real Maul he learns of the Force and shows skill in it. A lightsaber may be given to him to defend himself, otherwise he will use the Force. Once Darth Maul or Opress find him, they are alerted by his use of the Force and ask Grievous about it. Turns out, Grievous offered Maul a second chance by creating a clone of him in exchange for his DNA, assuring him that it would be only physical. Maul realizes that Grievous' plan was to create a clone army of him and becomes furious, in an opportunity of mutual interests Maul & Opres fight along the Republic to take down Grievous. War rages on in the ship as Grievous begins to flee, realizing he has been exposed. Maul & Opress call in their ship as they know Grievous is fleeing just by his actions. A large scale attack on the ship gives them way for their escape.

The clone Maul, if still alive, thanks the Republic for aiding him as he begins deteriorating. He is not sadden by his sudden demise but rather glad he encountered the Republic and learned what it was like to be cared for as opposed to being tortured through his entire existence by Grievous.

[Defcon 6 would be called but no DB]
Time passes by, the Republic communicating on what their next move should be now that they know Grievous is attempting to create a clone army of Mauls. The power flickers, the lights go dark. The Venator scans lifeforms moving into the MHB. As lights come back, a group of Maul clones encircle Grievous and his Magna Guards, he managed to sneak in by forcing the Nosegate open as the Mauls used their combined Force powers to momentarily shut down the engines as they were masking their ship's signal. Their sabers out, using the collection of Grievous, troopers begin to engage and realize it is of no use as a force shield surrounds them. Grievous laughs as he shows what the next step in is conquest is. The Mauls leap forward and war rages on. One by one, the Mauls will perish or deteriorate. The Magna Guards keeping Grievous safe from too much harm as Droids jump onto the ship. Ultimately, Grievous acknowledges his project is not finalize, the clones perish due to their inhumane creation or the Dark Side of The Force succumbing them to torment. Once again, he flees as Droids make way for him.

Bane's Relic

Naval introduces the clones to an upgrade in the Citadel, a new hologram technology that allows for the projection of known foes for training. While testing, the engines fail and reset, but the Venator announces that the data of the technology has transferred engines and is now attached to the lights system, allowing holograms to be projected through the ship. One of them being a Cad Bane hologram. They pose no threat as the sim is offline, they simply walk around. Naval decides against resetting the engines again to fix the issue as it may create more as well as leaving them defenseless, decide to leave as it is for now.

Shortly, an incoming ship asks for entry onto the Venator. A Gungan pleads for asylum as he has fled from his birthplace after an unknown enemy killed most of his people. In his hands, he carries an ancient Lightsaber hilt he says has been in his family's possession for ages. He refuses to let go of it as it means a lot to him but cooperates otherwise. As he is escorted to where Naval see fit, such as Medbay for a check up or IR for interrogations, troopers remain on High Alert until someone notices a second ship docked outside the Venator. Granted permission to investigate, they find a dead Gungan instead and initially believe he died as he fled but quickly notice blaster marks on the walls - he was killed on flight which means someone else was piloting.

Cad Bane, take advantage of noticing his own hologram simply walking around the ship takes a stroll right through MHB as he searches for the Gungan. He moves swiftly, knowing it's a matter of time before he is caught. While being inconspicuous to clones, he would take change to sneak up behind some and snap their necks as he searches the ship, picking up a comms device from the clone to listen in on if they reveal the location of the Gungan. Once found, he sends a signal to Deathwatch Bounty Hunters to make a jump into Hyperspace to his location, so when they arrive they already know where to go even if they are found.

Eventually, clones will realize that there is a hostile on ship in the meantime and even possibly make note of there being two Cad Bane clones. Naval confirming there was only one, it is made aware Cad Bane is on the ship. Fighting alongside the Deathwatch, they attempt their best to find the Gungan and retrieve the saber. Should they be successful, they will flee with their bounty accomplished. If not, Deathwatch will perish and Cad Bane will attempt to escape on their ship or be detained and sent to prison.

Curious Covenant

While the Venator flies across space, it scans a nearby planet that had a confirmed colony but now results show no life present. Battalions are deployed during daytime to investigate, finding ruins of a previous city but no sign of any living person. A few troopers during their search encounter a set of seemingly fabricated structures, as they touch them it stings them sharply, minor pain but they choose to brush it off.

Back on the ship, the troopers that interacted with the formations begin to grow tired, sick. Some decide to rest while others go to the medbay for a check up. As time passes by, their condition worsens as the pain increases. After a scan is ran, it shows an alien life form growing inside of them. As Medics attempt emergency surgery, their bodies begin to rip open as Headcrabs burst out and attack any in the area, some crawling into the vents and laying eggs all around the ship. Chaos ensues as the monsters begin pouring out of the vents as Medics frantically work on a vaccine against the impregnation procedures of these things. Once finally made, the gas spreads through the ship killing all the eggs and still crawling Headcrabs.

Naval decides we need to deploy again, search for more information on these beings. They conclude that perhaps we only encountered eggs as no sign of present hostiles were found, that maybe the perished or migrated long ago. It is night time, but time is of the essence as we deploy. Once planet side, something doesn't feel right, objects have moved around a bit and there's a distinct scent and warmth in the air that differed from the morning. As Troopers search, bugs begins to swarm them, Antlions crawl down from within the crevices in the mountain walls or burrow out from underground, their numbers seem limitless as the Troopers fight for their lives. As the battle rages on, Antlion Guards charge in and prove to be menacing foes to the Troopers as they are vastly outnumbered.

An attempt to spread the previously created gas may be made, but the musk of the creatures doesn't allow for the gas to penetrate as it hovers in the air. The fight is pointless, the Troopers are pushed back to the point of needing EVAC before they perish like the city they stand on. This fight cannot be won if fought on the ground, LAATs begin to deploy down to EVAC the troopers as the Venator begins to arm its weapons to level the city and rid the bugs from existence. After this is concluded, it is take note that they sleep during the day and come out during the night and the planet is watched for a few cycles until all of their lifeforms are taken care of.

Vacation Wookies

A fairly straightforward PassiveRP event, a group of traveling Wookies encounter the Venator and ask for permission to land, stating they are simply travelers and wish to take this moment to get acquainted with the Republic's military force as they are allies. This will be purely player driven and the event jobs will get to improve situations, such as attempt to join a Battalion, learn ENG training, or simply get a tour of the ship. Things may escalate as everyone improvises but the Wookies will never show hostility. It is possible for an Event to take place and the Wookies take part in it and continue their stay on the ship afterwards or mourn their loss if any perish.

Mind Games

During a previous event with a Sith job, I'll ask the Game Maker to throw in a minor detail where a Sith uses a Mind Trick on a Trooper. This will lead into a one life event where the Trooper turns hostile and silently assassinates others as he does his best to act normal. Slowly, the death toll would rise and Naval would demand the search of hostiles on ship to no avail as the Trooper continues without being caught. [I've yet to work out the details where before the Event it's announced that Floors 2 & 3 will be the Event area, where Floor 1 will have all entrances to Floor 2 locked (Elevator & IR Stairs) so those that re spawn in bunks stay on floor one) or to have an NPC sim going for those that die]. It is the job of the Troopers to figure out what is going on as their numbers diminish, the mind controlled Trooper taking his time to kill without being seen and hiding in plain sight.

If caught, he would turn fully hostile towards everyone until he was shot at in which case the sever wound would snap him out of the mind trick and collapse onto the floor. Whilst detained in the medbay, he would state he remembers nothing but the encounter he had with the Sith and it is concluded he was mind tricked.

Edited by Zyner
  • Agree 1
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+1 as these are good event ideas, but I would suggest watching the entire 2008 series to fully grasp every little aspect as it really helps with immersion. Down to specific weaponry and hostile event job tactics and the general mannerisms of event job characters, but that does indeed come down to how good at roleplaying your event jobs are. I also suggest a good full memorization of the gamemaker rules, due to a small comment yesterday when I was doing an event as Cad Bane, and you proceeded to say the name "Wounded Cad Bane" was not an appropriate name for the lore job. Even though I had put the prefix because the LAAT I had escaped from had just exploded due to clone blaster fire.  

  • Agree 1

First and Last Jaing Skirata

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