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Tanasha
Captain

PostPosted: Sun Sep 05, 2004 1:22 pm


V.H. Griffin Chan
I like the one Indrid made...simple and looks quite like a militray ID...the one you made Waterdragonmaiden, still needs some fixes...well... we have to remove the Gaia or add the word goverment under it... and instead of the house img we can add the insignia of each force


I was thinking in terms similar to a driver's license - ever taken a good look at one of those?

They have tiny wavy lines in the background, and complex patterns that are just noticable over the background. They're designed to not just look good, they're designed to be a real PITA for forgers.

My suggestions:

Appearance: High-school IDs are designed to be cheap, not a relatively reliable means of legal identification Have some simple transparant wavy lines(Sine curves, maybe with a little shearing) running parallel down the card on one layer that's applied to the whole image. Have the background be on it's own layer, and tint the layer for whatever section they're with.

Non-obvious data: I'd favor a magnetic strip if it weren't for the number of EMPs Gaia suffers. Givin the level of technology we're using, an flexible optical chip would be feasable.

V.H. Griffin Chan
BTW I was thinking.... about the senate, it will be better if the members of teh senate doesnt control any of the branches of the GG as individuals, the senate must control the branches as a whole, I mean for example, Tanasha is a member of the senate and comander of the ASDF, but with all of the functions of that charge somebody else must take care fo the ASDF forces as their comander, that will let Tanasha free to fullfil her role as a senator,


I disagree. Yes, commanders are not capable of being a senator and a commander, however I feel a better option would be to allow the commanders to delegate thier seat in the senate to a subordinate. This would insure that the commanders are free to command, and that the millitary's intrests are represented properly (Which a commander may not be capable of doing).

V.H. Griffin Chan
the same for the other branches, anyone who want to be a senate must not have another role, that way no senator would have more power than the others...well thats the idea that came up on my mind lately I dont know what you think about it


That's fine for other senators, but things in the millitary are based on rank. If the millitary gets X seats, then X people will be selected from thier ranks to fill those seats. For them it's not a position of power as they represent a top-down system, it's just another part of thier job that they follow orders on.
PostPosted: Sun Sep 05, 2004 1:29 pm


Looking over, I like the idea of metalic cards - Hard to break, capable of storing more information, and forging becomes significantly harder. Costs more, and may not be worth it for civies, but it's a nice idea.

Tanasha
Captain


Hikaru Dragonheart

PostPosted: Sun Sep 05, 2004 3:42 pm


Well, I'll see what else I can come up with. I dunno, since people liked the circles, i decided to continue with it. Though, if it's a card, i'll see what I can do 3nodding

EDIT: So not to spam...i'll just edit this post blaugh

Anything specific you would like to be included in the sig??? >.o
PostPosted: Sun Sep 05, 2004 4:43 pm


hay i changed the id card here see if you like it i only made one jest for an exsampole

User Image - Blocked by "Display Image" Settings. Click to show.

whenth


Hikaru Dragonheart

PostPosted: Sun Sep 05, 2004 7:11 pm


Due to the busy day I had.... I only made ONE copy of this sig >.o i'll edit and post the other ones when i finish them


User Image - Blocked by "Display Image" Settings. Click to show.
Gaian Mobile Suit Team

User Image - Blocked by "Display Image" Settings. Click to show.
Aero Space Defence Force

User Image - Blocked by "Display Image" Settings. Click to show.
Gaian Army

User Image - Blocked by "Display Image" Settings. Click to show.
Gaian Navy (Still unsure)

User Image - Blocked by "Display Image" Settings. Click to show.
Non-Millitary Government

User Image - Blocked by "Display Image" Settings. Click to show.
Civilian

enjoy o.o
PostPosted: Sun Sep 05, 2004 10:13 pm


I like our insignia.. Though instead of having photoshop make the circle, how about drawing the circle by hand then scanning it? that would probably get rid of the octangleness of it.

Indrid Cold


Tutsumi

PostPosted: Mon Sep 06, 2004 10:43 am


Bleh...a sig popped into my mind. I have photoshop and I know how to use it but it uses too much memory on my comp so I could of only used MS Paint, sorry for the mislines. Also, I was rushing when I made it. Concider this I.D. as a rough copy.

User Image

Edit: God, I feel lame whenever I see that...
PostPosted: Mon Sep 06, 2004 5:26 pm


Hikaru Yui
User Image - Blocked by "Display Image" Settings. Click to show.
Gaian Army


I like this one a lot, as well as the modification posted by waterdragoonmaiden. The trapezoidal color bars break up the 'squareness' rather beautifully. and I like the stamped metal look on the Name and Title/Rank. Very nice touch. The embedded coins are also very nicely done, it makes me want to reach out, poke my finger through the back so the coin pops out, and then push the coin back in. whee They're very clean, and very eyecatching.

waterdragoonmaiden's alteration adds the coin logo at the bottom corner, which I also like. It reaffirms the words 'Gaian Army' nicely, and even evokes the idea of a bolt or a screw. I don't know about the placement of Rank, and the player pic though, and I don't know if the pic is even necessary.

Tanasha, the anti-counterfeit measures you're talking about are fun, but by their nature, extremely hard to replicate in Photoshop. I'd leave the final decision up to Hikaru Yui.

Hikaru, regarding the last sig image, very nice and very cleanly done...but what's that one for? O.o

Ai Leen
Crew

Dapper Gaian

3,100 Points
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Ai Leen
Crew

Dapper Gaian

3,100 Points
  • Wall Street 200
  • Dressed Up 200
  • Gaian 50
PostPosted: Mon Sep 06, 2004 5:34 pm


I'd like to move forward with the duties of each branch of the Gaian Government. An 'Obvious Role' situation should make it clear which branch should respond to a given situation. If each faction's leader could sum up what they believe their unit should be used for, as well as the strengths and weaknesses of their unit, it would be very useful.
PostPosted: Mon Sep 06, 2004 7:26 pm


A.L._Eileen

Hikaru, regarding the last sig image, very nice and very cleanly done...but what's that one for? O.o


Well following what Tanasha said about the sigs being cards, I thought i'd try another more card-like one.

If u mean by what org. belongs to, it's the GMT

EDIT: I edited the post to include the sigs for the other guilds ^^

Hikaru Dragonheart


Disestablishmentarianism

PostPosted: Mon Sep 06, 2004 8:55 pm


1. i vote for the more card-like idea.

2. we need an executive officer here. one to do stuff and get stuff done. not be the boss, just try to bring this together and in the right direction. who wants to be it?
PostPosted: Tue Sep 07, 2004 4:57 pm


Well if were having it in place that if your in one guild you cannot be in teh senate I cannot be it. My duties are to the GMT before the GG.

(I tried to make this as realistic as possible)
Strengths and weakness's of the GMT are as follows:
Main ability: A support group to be used in any type of covert/large scale war.

Stregnths:
1. Highly versitile, able to be in the most extreme of conditions whether it be space, desert, depths of the sea.
2. Heavy fire power; your basic giant robot weapons heh, as well as a few extra's from the series for the higher ranking officers. (nuclear capabilities optional)
3. heavily armored; each basic unit has a luna-titanium alloy which can withstand most barrages by tanks and gunfire. There was even one created in the anime that could withstand an atomic blast.
4. 1 MS equals the strength of about 2 battle ships.
5. Can fight either at long range or hand-to-hand
6. Can act as shield for ground troops(ms wall concept by Hikaru)
7. Can be used to back up convoy's in enemy territory
8. With long energy life, a piolet could stay on recon for up to a month in the most extreame of conditions under minimal life-support. Scoping out an enemy strong hold or what have you.

Weakness's:
1. High maintenance; our budget would be rather large and therefore would really need to pinch every penny
2. Slow reaction; as with any mobile suits, unless carried to the scene by way of carrier or what have you, our reaction time is quite slow, average running speed of an ms being that of about a little more then 100mph
3. High fatality rate; big=clumsy, there is a high risk that buildings will crumble and people will get stepped on being that of enemy, our own troops, or civilians when an MS is on the scene.
4. Intense Training; no normal jet piolet could work an ms without rigorous training or else Kaboom!
5. Small Group: If we are attacked in a swarm we probably won't have enough units to defend with.
6. Slow Repair: a result of slow reaction and budget costs.

Indrid Cold


Tanasha
Captain

PostPosted: Tue Sep 07, 2004 7:11 pm


Indrid Cold
Well if were having it in place that if your in one guild you cannot be in teh senate I cannot be it. My duties are to the GMT before the GG.


You forgot that your duties to the people come first. If the GG or GMT becomes corrupt, it's your duty to step in to help the people. The same goes for the other branches, and especially millitias.

Indrid Cold
(I tried to make this as realistic as possible)
Strengths and weakness's of the GMT are as follows:
Main ability: A support group to be used in any type of covert/large scale war.

Stregnths:
1. Highly versitile, able to be in the most extreme of conditions whether it be space, desert, depths of the sea.


Weakness: But not from one to the other at will. This factors into slowness and cost later.

If a mech is used primarily on the ground, then the seals tend to be neglected by the techs as they're not needed - as long as they keep inside and outside air seperate at a 1:1+/-.1 ratio they are more than sufficient for the job. However, for space or underwater use, the seals have to withstand a 1:0 or 1:100+ ratio, which requires FAR more effort and cost to maintain. If the techs install quallity seals and don't replace them when they fall below space/seaworthy levels, then they can save a tremendous amount of cash, with the 'only' downside being that the mech needs to have all the seals inspected/replaced if it's going to leave normal pressure. (This is only an example - there's also heat dissipation, thruster/jumpjet issues, ect..)

Indrid Cold
2. Heavy fire power; your basic giant robot weapons heh, as well as a few extra's from the series for the higher ranking officers. (nuclear capabilities optional)


No nukes. Especially not a force that exists primarily for defense. All high-end weapons need to be kept to sub-surgical levels. Expect primarily urban combat, with the occasional battle occuring in relative proximity to a urban area. (Oh, and anything from Gundam Wing is verbotten. No psychic mechs, armada-vaporising weapons, etc...)

You're going to tank fine, don't worry. 3nodding

Indrid Cold
3. heavily armored; each basic unit has a luna-titanium alloy which can withstand most barrages by tanks and gunfire. There was even one created in the anime that could withstand an atomic blast.


Allowable, but the momentum from the blast would still send you flying and goop the pilot inside the suit. Assuming hit that wouldn't send the suit flying, it would be heavily slagged and take a lot of repair work (Nukes are hotter than the sun - The materials do not exist to forge something with that high a melting point.) Constant fire will wear you down, if for no other reason than to weed-out the pilots who think "stand, fire, fire" is a workable tactic.

Indrid Cold
4. 1 MS equals the strength of about 2 battle ships.


What kind? Nautical? Modern tech? What size ratio?

Indrid Cold
5. Can fight either at long range or hand-to-hand


This is an area where the MS has a huge advantage over the rest of the GG mechs - better joints and more fluid infrastructure that allow a greater freedom of movement and the ability to fight in a style that's not "rotate torso, smack enemy with arm"

Indrid Cold
6. Can act as shield for ground troops(ms wall concept by Hikaru)


As long as they don't use splash attacks. Napalm bad.

Indrid Cold
7. Can be used to back up convoy's in enemy territory


It's only a strength if another unit couldn't do the same job. Infantry would be fine for that.

Indrid Cold
8. With long energy life, a piolet could stay on recon for up to a month in the most extreame of conditions under minimal life-support. Scoping out an enemy strong hold or what have you.


They have water/O2 reclamation on-board? o.0

Indrid Cold
Weakness's:
1. High maintenance; our budget would be rather large and therefore would really need to pinch every penny


See the point about seals above.

Indrid Cold
2. Slow reaction; as with any mobile suits, unless carried to the scene by way of carrier or what have you, our reaction time is quite slow, average running speed of an ms being that of about a little more then 100mph


Mechs tend to be much slower than that - stripped down mechs designed for pure speed crank-out about 90mph. I mean, measure the step distance and calculate the steps per second. The "average" mech tops-out at about 40-50 mph sans thrusters.

Indrid Cold
3. High fatality rate; big=clumsy, there is a high risk that buildings will crumble and people will get stepped on being that of enemy, our own troops, or civilians when an MS is on the scene.


The term is "Casualty", and since they'd most likely be our guys there would be an investigation and probably a big blemish on the pilot's record at least. Containment and evacuation is your friend.

Indrid Cold
4. Intense Training; no normal jet piolet could work an ms without rigorous training or else Kaboom!


No MS pilot could work a jet without rigorous training or else Kaboom! They're entirely different skill sets. (I must say tho... If you screw-up in an MS then the thing falls-over and smacks into the ground. If you screw-up in a plane, the same thing happens at mach 1.)

Indrid Cold
5. Small Group: If we are attacked in a swarm we probably won't have enough units to defend with.


But you could probably hold-off until some backup arrived.

Indrid Cold
6. Slow Repair: a result of slow reaction and budget costs.
PostPosted: Tue Sep 07, 2004 8:16 pm


Tanasha
Indrid Cold
Well if were having it in place that if your in one guild you cannot be in teh senate I cannot be it. My duties are to the GMT before the GG.


You forgot that your duties to the people come first. If the GG or GMT becomes corrupt, it's your duty to step in to help the people. The same goes for the other branches, and especially millitias.

Indrid Cold
(I tried to make this as realistic as possible)
Strengths and weakness's of the GMT are as follows:
Main ability: A support group to be used in any type of covert/large scale war.

Stregnths:
1. Highly versitile, able to be in the most extreme of conditions whether it be space, desert, depths of the sea.


Weakness: But not from one to the other at will. This factors into slowness and cost later.

If a mech is used primarily on the ground, then the seals tend to be neglected by the techs as they're not needed - as long as they keep inside and outside air seperate at a 1:1+/-.1 ratio they are more than sufficient for the job. However, for space or underwater use, the seals have to withstand a 1:0 or 1:100+ ratio, which requires FAR more effort and cost to maintain. If the techs install quallity seals and don't replace them when they fall below space/seaworthy levels, then they can save a tremendous amount of cash, with the 'only' downside being that the mech needs to have all the seals inspected/replaced if it's going to leave normal pressure. (This is only an example - there's also heat dissipation, thruster/jumpjet issues, ect..)

Indrid Cold
2. Heavy fire power; your basic giant robot weapons heh, as well as a few extra's from the series for the higher ranking officers. (nuclear capabilities optional)


No nukes. Especially not a force that exists primarily for defense. All high-end weapons need to be kept to sub-surgical levels. Expect primarily urban combat, with the occasional battle occuring in relative proximity to a urban area. (Oh, and anything from Gundam Wing is verbotten. No psychic mechs, armada-vaporising weapons, etc...)

You're going to tank fine, don't worry. 3nodding

Indrid Cold
3. heavily armored; each basic unit has a luna-titanium alloy which can withstand most barrages by tanks and gunfire. There was even one created in the anime that could withstand an atomic blast.


Allowable, but the momentum from the blast would still send you flying and goop the pilot inside the suit. Assuming hit that wouldn't send the suit flying, it would be heavily slagged and take a lot of repair work (Nukes are hotter than the sun - The materials do not exist to forge something with that high a melting point.) Constant fire will wear you down, if for no other reason than to weed-out the pilots who think "stand, fire, fire" is a workable tactic.

Indrid Cold
4. 1 MS equals the strength of about 2 battle ships.


What kind? Nautical? Modern tech? What size ratio?

Indrid Cold
5. Can fight either at long range or hand-to-hand


This is an area where the MS has a huge advantage over the rest of the GG mechs - better joints and more fluid infrastructure that allow a greater freedom of movement and the ability to fight in a style that's not "rotate torso, smack enemy with arm"

Indrid Cold
6. Can act as shield for ground troops(ms wall concept by Hikaru)


As long as they don't use splash attacks. Napalm bad.

Indrid Cold
7. Can be used to back up convoy's in enemy territory


It's only a strength if another unit couldn't do the same job. Infantry would be fine for that.

Indrid Cold
8. With long energy life, a piolet could stay on recon for up to a month in the most extreame of conditions under minimal life-support. Scoping out an enemy strong hold or what have you.


They have water/O2 reclamation on-board? o.0

Indrid Cold
Weakness's:
1. High maintenance; our budget would be rather large and therefore would really need to pinch every penny


See the point about seals above.

Indrid Cold
2. Slow reaction; as with any mobile suits, unless carried to the scene by way of carrier or what have you, our reaction time is quite slow, average running speed of an ms being that of about a little more then 100mph


Mechs tend to be much slower than that - stripped down mechs designed for pure speed crank-out about 90mph. I mean, measure the step distance and calculate the steps per second. The "average" mech tops-out at about 40-50 mph sans thrusters.

Indrid Cold
3. High fatality rate; big=clumsy, there is a high risk that buildings will crumble and people will get stepped on being that of enemy, our own troops, or civilians when an MS is on the scene.


The term is "Casualty", and since they'd most likely be our guys there would be an investigation and probably a big blemish on the pilot's record at least. Containment and evacuation is your friend.

Indrid Cold
4. Intense Training; no normal jet piolet could work an ms without rigorous training or else Kaboom!


No MS pilot could work a jet without rigorous training or else Kaboom! They're entirely different skill sets. (I must say tho... If you screw-up in an MS then the thing falls-over and smacks into the ground. If you screw-up in a plane, the same thing happens at mach 1.)

Indrid Cold
5. Small Group: If we are attacked in a swarm we probably won't have enough units to defend with.


But you could probably hold-off until some backup arrived.

Indrid Cold
6. Slow Repair: a result of slow reaction and budget costs.


1st point: Agreed with Tanasha. Also, I do not think that they would pull an officer from his/her specialized duties. Or else why would he/she be in the ranks anyways?

2nd point: Knowing that the 'mobile suit' technology cannot really be determined by 'modern' technology (since we dont have the tech to build a fully operational gundam. Sure there's the lifesize model in the Gundam Museum in Japan, but that thing can only move around a bit, let alone use a machinegun) the restrictions are...a bit high IMO on this one.
According to the G-Units the MS units are able to change their bodies to adapt to the basic different conditions (space, desert, water, or air) without much time delayed. Of course, only two of these 'g-units' (u can also say 'gundam' for they are made of gundanium alloy) were ever made. Normal mobile suits cannot do this. Gundams could most likely do this, but as Tanasha already noted. It'll cost ya o.o; (hence the reason why only two were build)

3rd point: as far as i know, i dun think MS can even carry any bombs. Those will slow the MS down and we wont want that.

>.> lil pet peeve here. The ZERO system from GWing is NOT psychic. Hmn...how do I explain this? oh well. maybe when i'm in the mood to write an essay on the ZERO system i'll explain. :3 the only psychic thing in the whole Gundam series would be the Newtypes (correct me if i'm wrong o.o)

4th point: agreed

5th point: It's based on the show...i'll do some research and tell u the battleship type later :3

6th point: XD smack~ *cough* i mean...yea..

7th point: the only way for a MS to do a 'splash' attack would be to shower the enemy with missiles o.o I dun even know if that counts. (I can't believe u used that idea Indrid XD! MS wall~)

8th point: thats what water bottles are for! XD (personally, i dunno...)

9th point: nothing to say ^^

10th point: even a ground mech has boosters. I forgot to mention this to indrid. yes, the running alone would be slow, but boost them up and they could prolly win a race trophy :3

11th point: *hugs evacuation* friend~ X3

12th point: i'd usually think that MS pilots would have at least SOME training in most of the millitary weapons. Oh well.
rigorous training could also ally to the pilot enhancing systems some pilots can use. (some are death causing training in fact) Just a little note

13th point: nothing to say X3

14th point: same as above

Hikaru Dragonheart


Disestablishmentarianism

PostPosted: Tue Sep 07, 2004 8:58 pm


Indrid Cold
Well if were having it in place that if your in one guild you cannot be in teh senate I cannot be it. My duties are to the GMT before the GG.

(I tried to make this as realistic as possible)
Strengths and weakness's of the GMT are as follows:
Main ability: A support group to be used in any type of covert/large scale war.

Stregnths:
1. Highly versitile, able to be in the most extreme of conditions whether it be space, desert, depths of the sea.
2. Heavy fire power; your basic giant robot weapons heh, as well as a few extra's from the series for the higher ranking officers. (nuclear capabilities optional)
3. heavily armored; each basic unit has a luna-titanium alloy which can withstand most barrages by tanks and gunfire. There was even one created in the anime that could withstand an atomic blast.
4. 1 MS equals the strength of about 2 battle ships.
5. Can fight either at long range or hand-to-hand
6. Can act as shield for ground troops(ms wall concept by Hikaru)
7. Can be used to back up convoy's in enemy territory
8. With long energy life, a piolet could stay on recon for up to a month in the most extreame of conditions under minimal life-support. Scoping out an enemy strong hold or what have you.

Weakness's:
1. High maintenance; our budget would be rather large and therefore would really need to pinch every penny
2. Slow reaction; as with any mobile suits, unless carried to the scene by way of carrier or what have you, our reaction time is quite slow, average running speed of an ms being that of about a little more then 100mph
3. High fatality rate; big=clumsy, there is a high risk that buildings will crumble and people will get stepped on being that of enemy, our own troops, or civilians when an MS is on the scene.
4. Intense Training; no normal jet piolet could work an ms without rigorous training or else Kaboom!
5. Small Group: If we are attacked in a swarm we probably won't have enough units to defend with.
6. Slow Repair: a result of slow reaction and budget costs.

3. how thick be the armor? a few saboted rounds from an main battle tank will work wonders...and i'm not touching the anime thingy, don't get me started.
4. battleship sights the MS running, 20 miles inland. after a quick, simple calculation, it sends 3 16-inch shells to intercept it. BOOM. 16-inch shells will knock you MS flat on its arse and mess up any lightly armored parts. the concusive wave would travel into any crack or creviace. anything but armor (optics, sensors, weapons, etc.) would be screwed over.
8. its not to hard to notice a giant robot. send some marines, have 'em set up an nice sized OP, then helo resupply at a rondevous (however spelt) point.
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Ring, Ring! Housekeeping!

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