CronoDroid

Joined 23 February 2005
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"Better to reign in hell than serve in heaven." --Paradise Lost, John Milton

Crono /Proper Noun/ Crono, the name of the main character of Chrono Trigger. Derived from the English Chrono, derived from the Latin Chronos, meaning 'relating to time'.

Droid /Noun/ Droid, shortened form of Android, meaning 'Man-Machine', derived from the Greek prefix Andr- and the suffix -eides, meaning 'Man' and 'alike'.

CronoDroid /Proper Noun/ The arse-kicking, nametaking, heartbreaking Time Robot with only one goal; Save the world, kill many bad guys and get all the women. If I tried to change that, the warranty becomes void.


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Me

Hello, I am CronoDroid, or Crono the Droid (A alternate-universe version of me died in an accident see, and they put my conciousness inside the body of an android). Alright, for anyone who is doubtful about my origins I am in 10K, MHS. I attend Melbourne High School, Year 10 (2005). Actually now Year 11 (2006).

My Interests

Books, movies, computer games and writing. I'm particularly interested in the Noir and Sci-Fi genres.

My Awards

For putting up 17 chapters of summary for Harry Potter and the Half-Blood Prince:

 

A Tireless Barnstar!!!



For my summaries on the Half-Blood Prince:

 

A Diligence Barnstar




I play what I consider to be the best online game out there: Allegiance. The ULTIMATE combination of RTS and Space Shooter, there just is nothing else that compares. I played Civ IV, great game, but went back to Allegiance. I even got addicted to The Sims 2, but went back to Allegiance.

Be warned, however, that some members of the community are...how do I say...ARSEHOLES, but if you start playing Allegiance and say "I saw this on Wikipedia", I'll be more than happy to help you (I can hold my own in the game, if you were wondering). Not only that, but the game has a steeeeep learning curve. If you have no patience to watch, play and learn, it's not the game for you. However, once you escape out of the newbie stage (denoted by a ever increasing number next to your callsign), you're almost guranteed to stay playing the game for months, if not years.

You see, Allegiance has something for everyone. Not the fastest of hands, but a sharp mind and a willingness to learn? Well, sounds like you'll continually be 'whored' (see my Allegiance Glossary) by the skilled dogfighters but spend enough time watching the commanders do their thing, reading the material in the Advanced Command School forum and just playing the game and you'll eventually be ready to command.

Quick twitch reflexes? Good ballistic judgement? If you have those then dogfighting might just be your forte. Killing each other works in a slightly different manner than in most other online games...bunny hopping doesn't work in space, unfortunately. In the vast distances of space, the fight begins. In Allegiance you can fly a large number of spacecraft, each with it's own purpose and design. No single spacecraft you see in game is useless, each have their use, no matter how obscure (Okay, Observers may be an exception). The main action for new players (and most players, for that matter) happen in four different ships; Scouts, Fighters, Stealth Fighters and Interceptors.

Scouts

Scouts are the most versatile, useful and important ship in the game, however many players shy away from it because of the perception that it lacks combat capability. Not so, a veteran in a scout is more dangerous that a average player in a fighter. The idea is for the fighter not to get close enough to tear you apart. A skilled scout pilot will drop proximity minefields all around and continually drive back through them, forcing the fighter to follow through the mines. If you are good enough, you can literally trap the enemy in a field of mines so he or she is unable to move in fear of suffering immense damage. That is when you flee, or if you have loaded enough missiles, lob Dumbfires at the poor sod and then mop up the rest with your main gun. If you choose to run, which most do (often scouts would not be equipped to do combat), pursuers are not safe. Many commonly make the mistake of following behind the scout, and then turning on the boosters to catch up. Well, the scout merely has to drop mines and if the pusuer cannot dodge or see them in time, they'll plow right through and be destroyed. The faster you go through mines, the more damage they do.

But the real reason to use scouts is because of their MULTITUDE of functions, no ship is more important than the scout. Scouts are used, initially, to find wormholes, or alephs as they are called in Allegiance which gives access to different sectors. Scouts are also used to drop probes in enemy or empty sectors. Probes are what make or break offences and defences. They act as Early Warning Systems, offering information on enemy movements. This information is used to defend the assets of your team, say a bombing run is heading towards an outpost of yours. If you spot the bomber three sectors away, guess how much time you have to prepare a defence? When that bomber dives through the aleph, is he in for a suprise...

Lastly on scouts, they are used in offensive operations, bombing and Heavy Troop Transporting. This is because they mount a gun called ER Nanite...it slowly fires a slow moving blue ring that repairs hull damage. Bomb runs rarely suceed without nanite carrying scouts, in which role they are reffered to as 'nans'.

Interceptors

Ahhhhhhhhhhhhhhhhh, mah fay-VOURE-RITE!! Especially Iron Coalition Heavy Interceptors, the hitbox, gunmounts, Damage, Range and Ammo bonus all combine to create one mean mutha-fucka combat ship. But for all of you who had no idea what I just said, here is MY information on interceptors...

Interceptors are designed to INTERCEPT enemy offensive attacks, they are a very powerful close range combat ship, carrying

MOAR ON ALLEG LATER.

My Userboxes

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