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Perhaps you were one of the few of the first generation pilots that managed to keep your humanity through out the early days of the war, where you watched those succumb to madness that came with the neccessary sacrifice of augmentation. The skill curve for your kind of pilots might have just been a vertical line where the suits back then were purely prototypes and the technology we have today pales in comparison to what exists today. The difference is your skill and experience count for more than just the dated tech you field - perhaps its modified to keep up beyond its factory defaults or added with additional supportive components to ensure your edge accompanied along with your exceptional ego. Careful though - you have pushed and been pushed and who knows that you are just the barest of a milimeter of going over into combat induced insanity as that was the price for the first generation - how much of your is left and how little of it they left you with after the first generation was superseeded by the second, third and fourth generation and finally fifth.
Second generation pilots were where mistakes were learnt and pushing the envelope was less of a focus to get just anyone who had the talent to pilot. While augmented all the same - precautions were made and while the first often were unstable and a nature of their own. You - were supposed to superseed them, the only issue was with the development of technologieis your skill curve wasnt as steep and while you survived the early edges of the war. You still had the demons that pursued the first generation. Mental illness from induced and excessive combat stress along with a dependancy on the very medication that kept you from turning and biting the hand that kept you compliant. Issue is, when you bit the hand you often ended up taking with it the arm in a dangerous unexpected way. Perhaps thats why they still call you as a gen two the ones that have often lost their humanity inexchange for pure killer instinct.
Generation threes - finally the time where the chemical pumped and augmeted was explored and deemed unsatisfactory to have pilots addicted to stimulants and cybernetics and for once the augmetics were explored with the biometic methods of inducing growths along with minor augmetics to ensure full 1:1 mental connectivity to the gear. While you didnt have the horrific mental snaps, the prone to psychopathic tendancies such as Gen 2s. You were something else - a different breed cut from a blueprint built upon bones of those that failed. The draw backs realised was that Gen3s possessed a natural sixth sense in combat but eventually were dependant on their own preferred styles of combat and prone to disobeying orders from those who didnt care for their own wellbeing or had no established connection with. Generation 3s burned bright burned hot but if it wasnt the cancer that caught you in the later years the instability due to biogenic mutations meant that the complications eventually renderred them unfit for life. Time was always an enemy that even the most prestiegous pilot couldnt run from.
Generation four - lesson learnt and further progress was made. But the generation fours while they excelled in combat from techniques learnt from the remaining three generations - four needed to progress or show advancement without the rapid burn out from pilots or degeneration in some cases with generation twos and remaining gen 1 pilots. Leaps and strides were made to correct the drawbacks of generations 1 through to three, however this often saw them as instead not mass produced but mass standardised mixture of augmentation combined with some of the less invasive biometics enhancements with a proven method and board oversight. Generation fours skill curve was considerably lower than the previous three - milestones made with weapon tracking, reducing g force exposure and stability both mentally and physically. Like everything there is a price - often gen four pilots lacked the flare and often came across either lacking in some personality or unable to form relationships. But worst of all due to the disconnect and need for connection struggled to deal with mental trauma from combat and the bond with their own machine. Meaning often to the point of obsessive and some often with the replacement struggled to reconnect with replacement or upgraded combat suites. Gen fours while numerous than their previous generations sufferred higher attrition rates during the middle parts of the years. The apparent loss of some of their humanity and preference to their own machines was a contributing factor.
Lastly Generation five. With the perfected augmentation process - and lower skill curve to mastering their gear. Generation five pilots didnt have it nearly as a bad as the first, addiction and psychosis of the second generation or the rapid burn bright and rapid burn out of the third nor the obsessive and mass production augmentation process of the fourth. Gen five was a fine tuning, mistakes corrected and with precision micro surgeries combined with standardised but now fully reviewed processes along with hard data from combat sorties. The cybernetic augmentation process was replaced with genetic and nanite introduction - enhancning reflex times the ability to induce tachyspychia a phenominon found in all four previous generations accompanied with improved enhancements to combat systems and tracking. The latest flaw now as the war reaches into its third decade and the 1:1 move connectivity should have given this generation all the tools to exceed their former generations. The trade off with a lower skill curve were bad habits and lack of seasoned trainers. There were fewer generation 1 pilots, generation 2, and four were still around. Some generation threes were able to have their instabilities addressed and cancers prevented. Often reffered to as "Young Bloods," by the later generations - its the lack of real applied skills and the arrogance that can cause the drawbacks of Generation five, at a point whether its a point in their career or trigger from age, stress - some have discovered that they can no longer learn new skills than those induced by Learn By Wire sims during training. Whether its observation - even doing it, most discover this later on that learning new skills at a certain point is almost impossible without skill soft learn by wire.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Great Conflict and progression of War:
Often it was always the old and powerful that started these wars for their own gains, warframes designed for speed, surgical insertion of large heavy mobile platforms. Whether it was range and stealth, positioning or a predicted ambush. Even hunter killer units down to field operations with supported infantry and heavy weapon platforms. While the frames were a mixture of close air support, ground support and while they had the speed and finesse with the progression of weapons technology there was a wide variety of roles and the manufacturing found it an incredible business in itself in handling the pilots of the warmachine and often contracted out to the various factions along with paid boards, bounties and income. There were factions that were "rebels" against organisations. There were cold heavy weight corporations that had the mass funding to provide and buy - but this war was more profitable to outsource.
After almost thirty years of near constant conflict - between two large industrial super heavy weights a third unexpectedly struck indiscriminatly triggering staggering losses of irrecoverable assets and large scale production loss. One of these was a unit known as Crimson Night - a crimson bipedal unit accompanied by eight others that moved with exceptional skill - speed and unit conhesion that those who were sent and failed deemed that either they were networked or there was something else entirely. Even recovered combat data hinted that these were pilots that had access to near experimental cutting edge gear and while these didnt often kill a defeated pilot, that first eight began to increase in number and with it their movement to take back a world now ruled by corporations. But the bounties often increased to the point where there was always enough interest and bodies to join and undertake becoming something more.
The war originally over thirty years as mixture of proxy wars over various world cities, resources and now - as the planets own defences now under the growing faction of Argent Dawn is proving to be more than just a rebel force but a growing movement. There are places still untouched by either side, but the world bears the scars of deserts, melted wrecks from the firestorms and the now paid forces, armoured and mechanised to push occupation with no sign of ceasing.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Where do I come into this:
Depending on your generation of pIlot - you are contracted to be apart of a counter team to hunt and dismantle the Crimson Night. Your handler assures you that you have the chops, the money is great which means you can get serious pay for the various missions. However the struggle comes from how you get along with your team - you might be the best of what you know from various corporations you served under before - but this - is a never ending gravy train of money and best of all. There are legends on either side and with that, imagine the prestiege you would carry by exceeding and perhaps defeating them. Maybe its the thrill of a new combat environment, the aspirations of accomplishment or money. In the end you are bound by contract to your handler and a pilot without a handler is often a stray - no funding and well on the way to dying and seldom do stray pilots if blacklisted ever find themselves owned. Perhaps this is your last chance at promised work - earning yourself back from the dark of being useless.
The catch now is how to get down to the surface without being killed onsite by the orbital defences planned there.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Inspirations:
Armoured Core - but it doesnt have to be that. While speed is a wonderful thing - you do need your hard hitters and those also that can take hits and throw hands.
If you are looking for fast paced combat, a splash of terror and progressive roadmap for the direction of a story let me know.
Second generation pilots were where mistakes were learnt and pushing the envelope was less of a focus to get just anyone who had the talent to pilot. While augmented all the same - precautions were made and while the first often were unstable and a nature of their own. You - were supposed to superseed them, the only issue was with the development of technologieis your skill curve wasnt as steep and while you survived the early edges of the war. You still had the demons that pursued the first generation. Mental illness from induced and excessive combat stress along with a dependancy on the very medication that kept you from turning and biting the hand that kept you compliant. Issue is, when you bit the hand you often ended up taking with it the arm in a dangerous unexpected way. Perhaps thats why they still call you as a gen two the ones that have often lost their humanity inexchange for pure killer instinct.
Generation threes - finally the time where the chemical pumped and augmeted was explored and deemed unsatisfactory to have pilots addicted to stimulants and cybernetics and for once the augmetics were explored with the biometic methods of inducing growths along with minor augmetics to ensure full 1:1 mental connectivity to the gear. While you didnt have the horrific mental snaps, the prone to psychopathic tendancies such as Gen 2s. You were something else - a different breed cut from a blueprint built upon bones of those that failed. The draw backs realised was that Gen3s possessed a natural sixth sense in combat but eventually were dependant on their own preferred styles of combat and prone to disobeying orders from those who didnt care for their own wellbeing or had no established connection with. Generation 3s burned bright burned hot but if it wasnt the cancer that caught you in the later years the instability due to biogenic mutations meant that the complications eventually renderred them unfit for life. Time was always an enemy that even the most prestiegous pilot couldnt run from.
Generation four - lesson learnt and further progress was made. But the generation fours while they excelled in combat from techniques learnt from the remaining three generations - four needed to progress or show advancement without the rapid burn out from pilots or degeneration in some cases with generation twos and remaining gen 1 pilots. Leaps and strides were made to correct the drawbacks of generations 1 through to three, however this often saw them as instead not mass produced but mass standardised mixture of augmentation combined with some of the less invasive biometics enhancements with a proven method and board oversight. Generation fours skill curve was considerably lower than the previous three - milestones made with weapon tracking, reducing g force exposure and stability both mentally and physically. Like everything there is a price - often gen four pilots lacked the flare and often came across either lacking in some personality or unable to form relationships. But worst of all due to the disconnect and need for connection struggled to deal with mental trauma from combat and the bond with their own machine. Meaning often to the point of obsessive and some often with the replacement struggled to reconnect with replacement or upgraded combat suites. Gen fours while numerous than their previous generations sufferred higher attrition rates during the middle parts of the years. The apparent loss of some of their humanity and preference to their own machines was a contributing factor.
Lastly Generation five. With the perfected augmentation process - and lower skill curve to mastering their gear. Generation five pilots didnt have it nearly as a bad as the first, addiction and psychosis of the second generation or the rapid burn bright and rapid burn out of the third nor the obsessive and mass production augmentation process of the fourth. Gen five was a fine tuning, mistakes corrected and with precision micro surgeries combined with standardised but now fully reviewed processes along with hard data from combat sorties. The cybernetic augmentation process was replaced with genetic and nanite introduction - enhancning reflex times the ability to induce tachyspychia a phenominon found in all four previous generations accompanied with improved enhancements to combat systems and tracking. The latest flaw now as the war reaches into its third decade and the 1:1 move connectivity should have given this generation all the tools to exceed their former generations. The trade off with a lower skill curve were bad habits and lack of seasoned trainers. There were fewer generation 1 pilots, generation 2, and four were still around. Some generation threes were able to have their instabilities addressed and cancers prevented. Often reffered to as "Young Bloods," by the later generations - its the lack of real applied skills and the arrogance that can cause the drawbacks of Generation five, at a point whether its a point in their career or trigger from age, stress - some have discovered that they can no longer learn new skills than those induced by Learn By Wire sims during training. Whether its observation - even doing it, most discover this later on that learning new skills at a certain point is almost impossible without skill soft learn by wire.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Great Conflict and progression of War:
Often it was always the old and powerful that started these wars for their own gains, warframes designed for speed, surgical insertion of large heavy mobile platforms. Whether it was range and stealth, positioning or a predicted ambush. Even hunter killer units down to field operations with supported infantry and heavy weapon platforms. While the frames were a mixture of close air support, ground support and while they had the speed and finesse with the progression of weapons technology there was a wide variety of roles and the manufacturing found it an incredible business in itself in handling the pilots of the warmachine and often contracted out to the various factions along with paid boards, bounties and income. There were factions that were "rebels" against organisations. There were cold heavy weight corporations that had the mass funding to provide and buy - but this war was more profitable to outsource.
After almost thirty years of near constant conflict - between two large industrial super heavy weights a third unexpectedly struck indiscriminatly triggering staggering losses of irrecoverable assets and large scale production loss. One of these was a unit known as Crimson Night - a crimson bipedal unit accompanied by eight others that moved with exceptional skill - speed and unit conhesion that those who were sent and failed deemed that either they were networked or there was something else entirely. Even recovered combat data hinted that these were pilots that had access to near experimental cutting edge gear and while these didnt often kill a defeated pilot, that first eight began to increase in number and with it their movement to take back a world now ruled by corporations. But the bounties often increased to the point where there was always enough interest and bodies to join and undertake becoming something more.
The war originally over thirty years as mixture of proxy wars over various world cities, resources and now - as the planets own defences now under the growing faction of Argent Dawn is proving to be more than just a rebel force but a growing movement. There are places still untouched by either side, but the world bears the scars of deserts, melted wrecks from the firestorms and the now paid forces, armoured and mechanised to push occupation with no sign of ceasing.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Where do I come into this:
Depending on your generation of pIlot - you are contracted to be apart of a counter team to hunt and dismantle the Crimson Night. Your handler assures you that you have the chops, the money is great which means you can get serious pay for the various missions. However the struggle comes from how you get along with your team - you might be the best of what you know from various corporations you served under before - but this - is a never ending gravy train of money and best of all. There are legends on either side and with that, imagine the prestiege you would carry by exceeding and perhaps defeating them. Maybe its the thrill of a new combat environment, the aspirations of accomplishment or money. In the end you are bound by contract to your handler and a pilot without a handler is often a stray - no funding and well on the way to dying and seldom do stray pilots if blacklisted ever find themselves owned. Perhaps this is your last chance at promised work - earning yourself back from the dark of being useless.
The catch now is how to get down to the surface without being killed onsite by the orbital defences planned there.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Inspirations:
Armoured Core - but it doesnt have to be that. While speed is a wonderful thing - you do need your hard hitters and those also that can take hits and throw hands.
If you are looking for fast paced combat, a splash of terror and progressive roadmap for the direction of a story let me know.
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