Post by Inferno Rodan on Apr 7, 2012 0:14:18 GMT -5
The Hub is the center of the UCA. A massive facility taking up many hundreds of square miles, it is the only continuously inhabited area of the planet. Monsters, as well as the humans and aliens associated with them, spend the majority of their time here. No occupant can leave the Hub at any time other than to go into battle, and even then they can only do so by using one of the numerous teleporter pads scattered around the facility.
Each monster has their own designated living quarters, which are specifically tailored to keep them as comfortable and happy as possible. A basic unit has one square mile of floor space with a ceiling approximately 600 meters high, though the exact size and dimensions can vary somewhat depending on individual monsters’ needs. All units are equipped with a teleporter pad and a regeneration tank, both of which are usually located toward the front. Most units have a doorway at the front, which is sealed with a force field. In the cases of monsters whose primary means of travel is flight, their quarters also have a force field ceiling. For monsters that are allowed to freely leave their quarters, these force fields will automatically turn off and on when they enter and leave. It should be noted that, under no circumstances whatsoever can any monster break out of their quarters if they are confined, and no monster can enter another monster’s quarters without authorization. The quarters are completely indestructible and inescapable. This includes through the use of abilities that would normally allow monsters to escape without actually breaking out, such as teleportation or the ability to phase through solid matter. Monsters with the ability to teleport will still be able to do so around the Hub (assuming they are allowed to leave their quarters in the first place), but will find themselves unable to teleport through any wall. The same goes for monsters that can phase through solid matter.
Piloted machines don’t have living quarters, for obvious reasons, and instead are stored in one of the handful of mech hangars throughout the Hub. These mech hangars are simple rectangular buildings about a mile long, 200 meters high, and about 600 meters wide on the outside. Inside they are much narrower, with only about 300 meters between the walls (the extra space between the outer and inner walls is used for manufacturing parts and ammunition). The couple dozen machines housed within each hangar stand back-first against the two long side walls.
Sentient machines and cyborgs are handled on a case-by-case basis, with some getting living quarters and some being housed in the mech hangars, depending upon whichever is more appropriate.
Humans and aliens are provided with personally tailored living quarters just like monsters, though obviously much smaller at about the size of a small apartment.
Living quarters are grouped into what could best be described as gigantic dormitory buildings. These buildings each contain around forty monster living quarters, as well as a small section for human and alien living quarters. The exact layout varies from building to building, but living quarters are always arranged in a single level around huge hallways.
The next step up is “blocks.” Blocks are a few dozen square miles in size, and generally consist of one or two dormitory buildings, a lounge, and a huge plaza area. The lounges are huge, primarily glass buildings which monsters can hang out in should they not feel like being outside. They also double as cafeterias, where monsters can get food and drink. Several monitors are scattered around inside which display the various battles that are going on at the moment. Overall, they’re rather like sports bars. Of course humans and aliens have access to these lounges as well, with several open levels along the walls designated for them. Here they can get perfect reproductions of their native foods and drinks. Smaller monitors are located in these areas for them to watch matches on as well. The plazas are completely open areas which monsters can use to hang around and mingle with each other. The layout of the plazas varies somewhat, with some being completely paved while others have grassy areas. Some have huge fountains in their center. Like the lounges, all plazas have multiple monitors scattered around to display battles which are currently taking place.
Scattered around the Hub are a few “reception areas.” These buildings are somewhat smaller than the other structures found throughout the facility, and are where new arrivals appear when they are initially teleported to the planet.
It should be noted that fighting is strictly prohibited within the Hub. Because monsters are constantly monitored, concealed weapons will reveal and target them at the first sign of trouble (though they won’t fire unless the situation threatens to escalate). More often than not, these weapons intervene before the first blow is even made from the monsters.
Each monster has their own designated living quarters, which are specifically tailored to keep them as comfortable and happy as possible. A basic unit has one square mile of floor space with a ceiling approximately 600 meters high, though the exact size and dimensions can vary somewhat depending on individual monsters’ needs. All units are equipped with a teleporter pad and a regeneration tank, both of which are usually located toward the front. Most units have a doorway at the front, which is sealed with a force field. In the cases of monsters whose primary means of travel is flight, their quarters also have a force field ceiling. For monsters that are allowed to freely leave their quarters, these force fields will automatically turn off and on when they enter and leave. It should be noted that, under no circumstances whatsoever can any monster break out of their quarters if they are confined, and no monster can enter another monster’s quarters without authorization. The quarters are completely indestructible and inescapable. This includes through the use of abilities that would normally allow monsters to escape without actually breaking out, such as teleportation or the ability to phase through solid matter. Monsters with the ability to teleport will still be able to do so around the Hub (assuming they are allowed to leave their quarters in the first place), but will find themselves unable to teleport through any wall. The same goes for monsters that can phase through solid matter.
Piloted machines don’t have living quarters, for obvious reasons, and instead are stored in one of the handful of mech hangars throughout the Hub. These mech hangars are simple rectangular buildings about a mile long, 200 meters high, and about 600 meters wide on the outside. Inside they are much narrower, with only about 300 meters between the walls (the extra space between the outer and inner walls is used for manufacturing parts and ammunition). The couple dozen machines housed within each hangar stand back-first against the two long side walls.
Sentient machines and cyborgs are handled on a case-by-case basis, with some getting living quarters and some being housed in the mech hangars, depending upon whichever is more appropriate.
Humans and aliens are provided with personally tailored living quarters just like monsters, though obviously much smaller at about the size of a small apartment.
Living quarters are grouped into what could best be described as gigantic dormitory buildings. These buildings each contain around forty monster living quarters, as well as a small section for human and alien living quarters. The exact layout varies from building to building, but living quarters are always arranged in a single level around huge hallways.
The next step up is “blocks.” Blocks are a few dozen square miles in size, and generally consist of one or two dormitory buildings, a lounge, and a huge plaza area. The lounges are huge, primarily glass buildings which monsters can hang out in should they not feel like being outside. They also double as cafeterias, where monsters can get food and drink. Several monitors are scattered around inside which display the various battles that are going on at the moment. Overall, they’re rather like sports bars. Of course humans and aliens have access to these lounges as well, with several open levels along the walls designated for them. Here they can get perfect reproductions of their native foods and drinks. Smaller monitors are located in these areas for them to watch matches on as well. The plazas are completely open areas which monsters can use to hang around and mingle with each other. The layout of the plazas varies somewhat, with some being completely paved while others have grassy areas. Some have huge fountains in their center. Like the lounges, all plazas have multiple monitors scattered around to display battles which are currently taking place.
Scattered around the Hub are a few “reception areas.” These buildings are somewhat smaller than the other structures found throughout the facility, and are where new arrivals appear when they are initially teleported to the planet.
It should be noted that fighting is strictly prohibited within the Hub. Because monsters are constantly monitored, concealed weapons will reveal and target them at the first sign of trouble (though they won’t fire unless the situation threatens to escalate). More often than not, these weapons intervene before the first blow is even made from the monsters.