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    US Defense Force General Events and Publications Branch Wars 2022 - The War to End All Wars

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    Branch Wars 2022 - The War to End All Wars
    LighthouseOne
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    19 Jun 22, 07:54 AM (Last modified: 19 Jun 22, 08:36 AM by LighthouseOne.) Watch4Me, .diplodocus., IonDABeast and 9 others liked this post.
    #1
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    To: All USDF Personnel
    From: The Office of Public Affairs
    Subj: The Fall of the National Security Council


    It’s 2022, USDF has survived many battles; the fall of Flash, the rise of Unity, and the war against the British Army. After many months of turmoil, Habbo has stabilized and the USDF is calm. Headquarters are booming, activity is the highest it’s been in months, and the atmosphere is fresh and resilient. Finally, all is well for the USDF. The National Security Council has decided to take a much needed vacation for a week to a beautiful tropical island. After all, their efforts in maintaining the USDF fully operational through countless setbacks have earned them some well deserved rest and relaxation. A week never seems like enough, and after many piña coladas (the CJCS’s favourit drink!), it was time to return to the USDF - in good time, Admiral Watch4Me forgot his sunscreen and was starting to feel the burn. All ready for the flight, they boarded their newest private jet donated by Brigader General sugarnoah of the Air Force. They were on route… almost home when…

    Out of nowhere, not expected by meteorologists, a lightning storm hits! The pilots’ field of vision is quite literally clouded by the dark thunder clouds, loud booms make the cockpit and cabin vibrate as if the jet were to fall apart in mid air. The pilot assures the NSC they have nothing to worry about, these jets were made to sustain harsh combat and could surely sustain an unexpected lightning storm. And yet, lightning strikes, first hitting the cockpit - a hit that was felt along the entire jet as the lights flickered until they remained off. The pilot signals for an emergency landing. Another lightning strike! This time, it hits the engine of the jet and engulfs the entire right wing into flames. Pressure is dropping, oxygen is wearing thin, Admiral Watch4Me is out of aloe vera, the pilot is out of time. Secretary of Defense xStarlight11 prepares an emergency radio message:

    Mayday, Mayday. AF Flight 125 crash landing. Take care of …

    There is a loud rumble, the sound of explosions, and the radio signal dies. There were no survivors.

    The radio message reached the Office of Public Affairs of the USDF and broadcasted all over the public radio, news outlets, hitting what remains of the Office of the CJCS. With no leader, no access to room control, and the lurking chaos bound to erupt at any moment, the Branch Chiefs decide to take over and attempt to keep the USDF running seeing as each of them have their own room controls, their own funds, and their own Branch to follow them through thick and thin. The 4 Branch Chiefs, Major General Kerfuffle, Admiral Underterminated, Brigadier General sugarnoah, and General IonDABeast come together to save the military. They begin by re-establishing headquarters under a shared room control so that they can equally tend to and monitor the USDF. They decide to run the USDF mostly interdependently but with the agreement that each Chief shall continue to support their Branch. With such turmoil and sorrow, the 4 Chiefs also decide to rebrand to give a new and refreshed feel to the USDF and to rid themselves of the horrors of times past:

    Major General Kerfuffle rebranded his personnel as the Army Rangers,
    Admiral Underterminated rebranded personnel as the Navy Seals,
    Brigadier General sugarnoah rebranded his personnel to the Air Force Falcons,
    And General IonDABeast rebranded his personnel to the Marines Devil Dogs.

    The meeting was adjourned with a unified stance between the 4 of them, to keep the USDF operating, but most importantly, to show personnel that no matter what happens, long live the USDF.

    Things are going well, weeks have passed since the unfortunate incident - no one talks about it. Morale has increased, activity is on the rise yet again, and the Branch Chiefs have been able to maintain unity and teamwork. They have managed to maintain their Branches effectively and bear a strong face in times of struggle. However, trouble begins to brew as Brigadier General sugarnoah makes attempts to assert himself as leader of the Branch Chiefs. His strategy is subtle, he begins by implanting his ideas into the minds of the other Chiefs so that, come meeting time, they’ve proposed ideas and mechanisms he’s already thought of. At first, not much thought is given to this, afterall, ideas for the progression of the USDF are always welcome. As time goes on, tensions brew more drastically as funds between the 4 Chiefs wear thin and Brigadier General sugarnoah attempts to assert himself and his Branch, becoming more prominent. Admiral Underterminated gets word from his vice that someone has been paying Navy personnel to jump ship over to Air Force. At first, he thinks nothing of it - after all, they’ve all graciously maintained a unified stance. But upon seeing Navy numbers continue to dwindle and Air Force growing ever larger, he plans a sting. Admiral Underterminated goes undercover as an NCO and meets another personnel in hopes to find out the culprit of the transfer offers. A personnel approaches… to his shock, it is none other than.. General IonDABeast! How could this be? The Lieutenant General offers undercover Admiral Underterminated a passage to Air Force for the price of 100c. Outraged, The VIce Admiral reveals himself and demands answers. Why Air Force? Why 100c? What is the meaning of all this? He gathers the Chiefs for an emergency meeting.

    The tension in the room could be cut with a knife. Admiral Underterminated peers over at Brigadier General sugarnoah and General IonDABeast, looks that could kill. Before any words could be exchanged, Brigadier General sugarnoah asserts his dominance over the Chiefs as the newest and youngest serving member of the USDF. He reveals that he secretly opened an Air Force HQ and has been working with General IonDABeast to steal Navy members. In exchange, he turned a hefty profit. All this time, the two have secretly been working together to take over the USDF. But in a shocking turn of events, Major General Kerfuffle reveals that Brigadier General sugarnoah has offered him a similar deal: Steal Marines personnel for Army in exchange for undying loyalty and manpower in the upcoming war. General IonDABeast, gutted, demands that Brigadier General sugarnoah close his HQ and halt all operations and deals. Admiral Underterminated agrees, “this isn’t what unity is about! Have we lost our minds?” He pleads. All this time, Brigadier General sugarnoah has been playing puppet master, pulling the strings of every Branch, with the exception of Navy. General IonDABeast, in tears, demands an answer. Why now?

    The 4 Branch Chiefs have never been in greater conflict, funds are wearing thin, personnel are bouncing between branches, stability has been lost, and now Brigadier General sugarnoah has made a run for Secretary of Defense. Admiral Underterminated interjects, claiming the USDF will never survive torn apart. Brigadier General sugarnoah paints a clear picture: the USDF has been in turmoil since NSC died. Morale has dwindled as personnel began to realize that it was only a matter of time before the equilibrium created would be lost yet again. He had realized that the clock was ticking before a difficult decision was made to close down one of the Branches so that the USDF could thrive again. Rather than simply waiting for the inevitable, he took action. But since the word is out, he wants to have fun with it. Brigadier General sugarnoah proposes a solution: the 4 Branches will wage war against one another and the best Branches will continue on in service of the USDF. The loser will shut down. General IonDABeast pleads but then folds. He claims that if Brigadier General sugarnoah wishes to take over Marines, he’ll have to kill him.

    Everyone now has a new purpose: fighting for their branch to stay alive.

    Ret. General Aneha
    Under Secretary of Defense for Policy

    Major LighthouseOne
    Assistant Secretary of Defense for Public Affairs

    Major misteromorg
    Military Deputy Assistant Secretary of Defense for Communications



    LighthouseOne
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    19 Jun 22, 08:33 AM (Last modified: 26 Jun 22, 09:04 AM by misteromorg.)
    #2
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    Quick Links
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    Credits
    • Branch Wars Logo & Branch Logos - @Desenho
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    • Ceremony Room - @misteromorg @.diplodocus. @LighthouseOne @KraziiKendii
    • Lobby - @:MariaMint: @Combined-Union
    • Football - @Merilon
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    • Freeze - @GTECH6
    • Base Wars - @Toxic_silver2x
    • Other Games Room - @tim058
    • Ceremony Script & Stoyline - @.diplodocus.
    • Trackers - @misteromorg

    LighthouseOne
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    01 Jul 22, 03:07 PM
    #3

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    There are plenty of games hosted and held throughout Branch Wars. Read below to find out which you'd like to participate in, and we hope to see you all enjoying yourself out there!



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    Base Wars is a fun, team-bonding, wired game. 1 round is good to hold 8 people (4 teams of 2 people per team) and each team needs to make sure the other levers are flicked.

    Each team has an 'attacker' and 'defender'. The role of the attacker is to flick the other levers (from the other teams) and the defender needs to make sure their lever is not flicked.

    The game starts by having the host open all gates (via wired). The goal to win the game is to have all levers flicked on of the other teams (so 3 levers). If the team made correct decisions they have 1 attacker and 1 defender making it harder for the teams to get to the lever. The players need to get onto the rollers to the other side. The wired checks in what team you are and if you flicked a lever you will be teleported back to your team and get a colored tile. First with 3 colored tiles wins the game! If you slide off a roller you will be teleported as well to your team.




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    Capture the Flag is a team oriented and skill based game. The objective of the game is to capture the opposing team’s flag and bring it back to your own team’s base while also keeping the other team from getting your flag. There will be (number) rounds to this game, each round consisting of (number) minutes. To win the round, simply get the flag from the opposing team and bring it back to your territory.

    The game consists of 2 teams of 4 players. Each player will have a duty assigned to them by their team (attack or defense). Teams will start on their respective sides and although getting to the opposing side looks easy, don’t be fooled. There are MANY ways to get sent to jail in this game:

    - Standing out of your chair before the game begins
    - Standing on tiles for too long/sitting for too long (dark brown tiles cannot be stood on)
    - Stepping on the red tiles
    - Getting trapped between seats (For this, two players must be sitting at the top and bottom seat while you’re in the middle).


    Doing any of these things will get you teleported straight to jail where you are temporarily out of the game. To get out of jail, any player must go down to the bottom of the playing area and flick the switch. Once the switch gets flicked and the fire in jail goes off, the first player to click and stand on the middle tile gets teleported back into the game with their team.

    In order to win the game, once you have the opposing team’s flag you must make it back to your side of the field and sit on your starting chairs where a message will pop up stating that your team’s color has won. You must watch the timer at the bottom as well as that helps you see how much longer you have for the round.(each tile is (number) minutes. So if the ball has gone up one tile that means (number) minutes has gone by)




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    Danger Zone is an incredibly polarising game on Habbo, with a very passionate fanbase. At any given time you can find 4 or 5 danger zone rooms popular on the navigator, proving its popularity throughout Habbo. For this game, there will be two branches participating per event, two teams of 6. Teams will start sitting 3 people on each side of the rows of seats, that way there can be no accusations of bias towards OPA command.

    The goal of Danger Zone is to be the person who sits on the winner’s seat once the timer ticks down to zero. This is the trickiest bit, as you must avoid several balls whilst travelling to the winner’s seat. Once the game starts, there will be only one ball. As the game progresses, however, more and more balls are added and you eventually end up trying to dodge 5-6 balls. Typically there is a time limit of 3 minutes per round.

    There are several tips and tricks to winning Danger Zone. Some people say it’s best to sit still and move as little as possible, others say you should scamper around like a rat. In my experience both of these strategies work, but there are a few general tips that every player should look utilize whilst playing.

    Tip 1: If you see two balls coming at you from both sides, RUN!
    Tip 2: Constantly be aware of the timer, it is not your friend!
    Tip 3: Know when to switch rows, it can save your life




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    Habbo Football is a game of high skill and dedication, the goal of this game is to have scored more point by the end of the match, the duration of a football match is 10 min divided in 5 minutes half. Each team should be composed of 5 players

    There are different positions that can be filled when playing for a team:
    - Goalkeeper: In front of the goal net.
    - Center Forward: Behind the ball and midline.
    - Left Wing Attack: Left side of Center Forward.
    - Right Wing Attack: Right side of Center Forward.
    - Defensive Midfielder: Behind the Center Forward.


    There are a bunch of movements as well that can be done such as:
    - Kick-off: first kick of the match
    - Penalties: when there is a fault inside the goalkeepers box
    - Throw-in: when the ball leaves through any of the sides
    - Free kick: when there is a fault outside the goalkeepers box
    - Corner kick: when the ball leaves at either end of the pitch
    - Goal kick: similar that the corner but taken by the same team that is playing in that end of the pitch.




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    Freeze is a team-based competition that requires utmost communication and coordination. The game will consist of 5 players in each team for every round. The team setup can be changed every round to ensure that more people have a chance of playing and to replace those who disconnect. Before the actual game starts, teams will line up at gates according to their respective teams and will proceed to the game floor. They will be seated at their respective team areas while listening to instructions and rules being handed out. Each round will go for 3 minutes. To win the game, a team must win the best out of three rounds.

    At the start of the game, teams are confined to their areas surrounded by ice blocks - or ‘freeze’ blocks. They will need to hit these blocks with snowballs to remove them from the way and make space for their team.

    To throw a snowball, double click the tile you’re on or the tiles surrounding you. Doing so will launch a snowball mid-air, and will drop down and spread across a certain radius from where it drops. If it hits a player when it lands, that player will be frozen for a few seconds and will be unable to move. They will also have a deduction of 1 health point and the other team will receive a point. If you freeze a player from the opposite team, your team will be given 1 point. If you freeze a player from your team, a point will be deducted from your team. All players will have 3 lives at the beginning of the game. If you get frozen three times and lose all your lives, you are eliminated from the game and will be teleported out of the game area.

    However, when the freeze blocks around you are shattered by snowballs, some will reveal a power-up that can be consumed to help you play better. One of these power-ups can give you an additional life. There are more power-ups that can vary from temporary invulnerability, wider snowball radius, and much more. Picking up power-ups can greatly escort you to a win.

    In short, continue to freeze players from the opposite team while avoiding freezing yourself. When a snowball is thrown, it will spread to the front, back, and sideways tiles of where it lands. In some cases, when a diagonal snowball power-up is consumed, throwing a snowball will have a diagonal spread radius. Picking up a diagonal snowball power-up is one of the most useful power-ups in the game, as it can catch an enemy off guard.

    The game ends when there is only 1 team left in the field, and they will be declared the winner. If the timer runs out, the team that is still alive with the most points wins. If the game results in a tie, an overtime game will be held where another game will be hosted for both teams.





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    There will be many other games held throughout Branch Wars. Whether you know it or not, you may be participating in a game! Read below to see the different types of games that will be held throughout the month!

    Population Wars is a statistics based competition wherein the host will be providing a schedule (dates) of when rounds will happen. On the day itself, a 10 minute prior notice will be randomly posted. Everyone will then have 10 minutes to get to HQ and the winner will be determined through the branch personnel count in HQ. Screenshot of the whole :chooser list exactly that time will be taken and the results will be announced, for transparency. The branch with the most personnel in HQ wins the point.

    Danger Pod is a luck based game wherein the host will be picking a different colour of pod each round, which will be considered dangerous or ‘danger pod’. Once a danger pod has been selected, the host will place a banzai tile in the game area and let the players walk on it, they will then be randomly teleported to the pods. Players who get teleported on the chosen danger pod are eliminated and will automatically be teleported out of the game. The host will be choosing a new colour for the next round and this process will repeat until there is only one player remaining, which will be the winner of the game.

    Higher or Lower is a luck based game, wherein the game area will be split into two sections, one section is for the ‘higher’ and the other one is for the ‘lower’. The game starts with the host rolling the dice, the players will then try to predict what they think the next number will be, if it is higher or lower and will choose a side by walking to the designated tile once they have decided. Once everyone’s in, the host will lock the game area and roll the dice. The side who predicted correctly gets to remain while the losing side will be asked to exit the game. The host will be letting the remaining players predict again based on the new number and this process will repeat until there is only one player ramining, which will be the winner of the game.








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