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Apr 5th, 2017
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  1. Ships/tanks/guns/planes as girls potential cyoa.
  2.  
  3. Commander
  4. Controls up to 5 girls.
  5.  
  6. Navy
  7. Decrease cost for different hull classes. Required drawback, If a girl sinks, she'll become an enemy. Big hulls are ship looking.
  8. Tank
  9. Cheaper vehicle options up to medium, personality traits and pets. Big hulls are fairy driven auxilary parts.
  10. Infantry.
  11. One girl is a squad, controlling up to 4 copies, squads are now platoons. Personality can be shared by the same girl. Cheaper job and room options. Your transport will double as a rescue squad that saves the wiped out squads. Need a whole squad to man a mech.
  12. AirSpace.
  13. Airfoce related stuff and base/costume options are cheaper. Expensive room options.
  14.  
  15. Army branch
  16. Can be different and combined with commander's branch. Navy commander in land army will have land battleships, Tank with infantry will give you power armor.
  17. One weapon per girl is taken for free. 1+ item slot per armor class.
  18. Inbuilt - take 1 item per armor class for free. So, a scout gun girl can have an inbuilt vest, grenades, or a swordmaster, medium can have all three.
  19.  
  20. Ships
  21. Weapons, armor and gadgets float around the girl, regardless of their size. Take an extra item per hull class. No inbuilt.
  22. Tanks
  23. Everything up to medium is connected to the girl via a symbiotic slime. Combining personality and pet options to get girls with animal traits is possible. No inbuilt.
  24. Infantry
  25. Gadgets are inbuilt. Can take the same girl 5 times. Diminishing returns on some options. Can capture map nodes.
  26. Airforce
  27. Weapons and armor up to medium are a part of the uniform, costumes have inbuilt slots.
  28.  
  29. Roles
  30. Vanguard - high evasion (Examples are destroyers/light tanks/SMGs/fighters)
  31. Assault - tough armor (cruiser/heavy tank/shotgun/gunship)
  32. Officer - easier map navigation (cruiser/apc/handgun/heli)
  33. Fire support - Attack once before battle starts (battleships/carriers/artillery/rifles/machineguns/bombers)
  34.  
  35. Hulls/armor
  36. Single turret only
  37. Scout (jeeps, vest, light helicopter/biplane)
  38. Light (patrol boat, apc/tanks/artillery, exoarmor, combat heli/fighter)
  39. Multi turreted
  40. Medium (Destroyers, Heavy tanks/artillery, power armor, gunships/bombers)
  41. Heavy (Cruisers/submarines, heavy gunships, mechs.)
  42. S.hvy (Battleships/carriers, orbitals)
  43. A Dreadnaught/Heavy Carrier, replaces your base. Can take only one.
  44.  
  45. Weapons
  46. Scout Light weapons, grenades
  47. Light Propelled cannons, small missiles, heavy machineguns/autocannons
  48. Medium Cannons, MIRVs/cruise missiles, light energy, bombs
  49. Heavy Several combined mediums
  50. S.hvy Everything from a railgun, to itano circus, to a doomlaser
  51. Dread Your hangar can hold heavy vehicles
  52.  
  53. Gadgets
  54. Propulsion
  55. Wheels/tracks/propellers/hover/jets/on foot(free)
  56. Defense
  57. Shields - Air girls get it for no point cost
  58. Vanguard Shield - Instead of being 2nd hp bar, blocks the first several attacks.
  59. Ablative
  60. Stealth
  61. Point Defense
  62. False targets
  63. Swordmaster - deflect shells, or bend beams with a melee attack.
  64. Offense
  65. Rangefinder
  66. AutoReloader
  67. Extra weapon
  68. Armed Crew
  69. Salvo fire - charges then fires all weapons with a buff
  70. R-ram it in - melee attacks without a melee weapon
  71. Support
  72. More crew
  73. Mechanic Crew
  74. Map
  75. Extra ammo
  76. Extra food
  77. Hangar - up to medium vehicles
  78. Critical Shield - Negates 99% damage in a battle if hp is critical. Doesn't use a slot for Ships.
  79. Salvage - Vehicle parts have evacuation module, saving the girl at the cost of losing them. Doesn't use a slot for Tank/Air girls.
  80. Autoretreat holosuite - The girl retreats if injured. Recharges with repair. Doesn't use a slot for Gun girls.
  81.  
  82. Crew are not people, but fairies that double as pets for smaller hulls. They run around with wrenches, personal weapons, reload heavy weapons, pilot carrier vehicles, etc. The vehicles they pilot are about half as big as human ones.
  83. Only base staff/companions are people.
  84.  
  85. Jobs/costumes Jobs can be used instead of companions, or add points for base/personality, but require costumes
  86. -
  87. Personality traits.
  88. -
  89. Companions
  90. Base staff
  91. -
  92. Combat
  93. -
  94. Transport
  95. -
  96. Base
  97. Buildings
  98. Living
  99. Repair
  100. Construction
  101. Mission launch
  102. Guard towers
  103. Hvy. guard towers
  104.  
  105. Setting
  106. Kancolle are about invasion from another planet that used the sunk ships as a template for their forces, because sea bottom offers stealth, while ship girls are reverse engineered from their forces. Really powerful, but if you overextend and a ship girl sinks, that's it. Even entire bases can be bosses.
  107.  
  108. Tank girls are just girls that symbiotically connect with vehicle parts through a goo. That goo was used by the invaders to turn all animals into enemy tanks, with their leaders being the invaders themselves. Bosses are not much stronger than your tank girls, but you better have somebody who can deal with swarms of minions.
  109.  
  110. Gun girls are almost human androids that fight the army of drones/captured androids belonging to a PMC that went skynet. Their humanity allows your company to avoid the PR disaster of using drones, so treat them well. Bosses are officers in charge of their armies/bases. Better have a strong base defence as they'll come in force. Attacking needs transport options as infantry can quickly run of ammo/food.
  111.  
  112. Plane girls are the first defense layer of the planet reverse engineered from enemies. Bosses are space/air/land based. Bombs are useful.
  113.  
  114. Events/Drawbacks
  115. -
  116.  
  117. Bosses
  118. -
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