might be interesting...
The galaxy is at war. With whom? Itself.
The ancient Star Empire has fallen, and the galaxy has now been thrown into a dark age of ignorance, fear, and hate.
Monuments have been toppled, knowledge forever lost, grand fleets destroyed entire worlds caught in the crossfire between rival bickering nobles.
1,000 years of darkness. Until at last, the Eternal War has ended, simply because there was noone left to fight.
The period of recovery was long and atrocious, until at last one cluster of colonies regained interstellar spaceflight, an oasis of civilization in a sea of barbarianism. You are that cluster. A few million survivors of a empire once measured in quadrillions. Born in the ruins of a long dead empire, the path you chose to the future will be decided by the remains of the past.
After falling so far from grace, the only way to go now is up.
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Concept: A micro-nation game set in a post-apocalyptic sci-fi setting. The galaxy-spanning Golden Star Empire has collapsed and it is now the galactic dark ages. You are the remaining political powers in one of the star clusters of the galaxy, and it is up to you to ensure your people's survival.
Starships are RARE and EXTREMELY HARD TO PRODUCE in this universe, with cruisers or larger craft tenfold more complex. A nation able to reliably build new frigates would be a major superpower, not just because of the ships but because of the industry, skill, infrastructure, knowledge, and personnel required for the task. Far more likely however is that every nation will turn to salvaging old hulks of starships for hulls or spare parts for the mainstay of their fleets. Every ship is precious, down to the last transport hauler. Some planets will be worth less than a single destroyer.
Scientific knowledge and resources is in extremely short supply. Most R&D programs the colonial nations set up will be trying to reverse-engineer Star Empire tech or reactivate ancient systems. Research is equal parts archeology as it is science. Technology produced by the colonies is low-tech by sci-fi terms and very basic, but Star Empire tech ranges from low-tech but impossibly rugged, up to hyper-advanced nanotech. Technology of infinite potential, if you can unlock it. (Empire was really big about intrusive DRM)
Warfare will be limited, owing to the number of available ships. Tactics and individual ship-handling is more important than big strategic maneuvers. Every ship counts, and no ship is a number. Ground warfare is similarly limited, owing to limited space to carry soldiers.
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Intent: A small-scale sci fi nation game where every ship matters, and every choice can have a consequence in the future. No making up names or whipping starships out of nowhere. Keep things consistent.
This is a low-level sci-fi game, so no building Deathstars (although there are some littered here and there), no super-beam weapons, no supersoldiers, no replicators, no magical sensors, except what you can scavenge from old ruins and try reverse-engineering.
So really, its a more personal sci-fi nation game. Instead of managing star empires a hundred planets wide, your focusing on one or two core worlds, and a dozen some tiny colonies. Every ship counts, every hero matters, and no planet is just a number.
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Sound interesting, anyone?
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Nations | Free Agent?(Y/N) | Allied with? | Hostility(Diplomatic/Cautious/Aggressive/Merchant) | Nation Status?(Healthy/Moderate/Weakened/Destroyed) | Tech Level(Advanced/High/Moderate/Primitive/That can fly?)
Livonian Empire(Durandal) | Y | N/A | Diplomatic | Healthy | Advanced
Nilam Commonwealth(Cambyses) | Y | N/A | Cautious | Healthy | High
Kophori Systems Union(Toellner) | Y | N/A | Merchant | Healthy | High
The Drow States(Legion X51) | Y | N/A | Cautious | Healthy | High
Free Worlds Coalition(RacoonJones) | Y | N/A | Diplomatic | Healthy | Moderate
Draconian Imperium(GrievousKhan) | Y | N/A | Diplomatic | Healthy | High
The Nerai Remnancy(Shimmerene) | Y | N/A | Cautious | Weakened | Advanced
The Hosteen Union(Vahir) | Y | N/A | Cautious | Healthy | Primitive
The Sciranti Collective(MelonHead) | Y | N/A | Cautious | Healthy | Primitive
The T'Tiri(Meeky) | Y | N/A | Diplomatic | Healthy | Moderate
The Kov Republic(Attila) | Y | N/A | Cautious | Healthy | Moderate
K’so Q’th Alliance(Kaizen) | Y | N/A | Cautious | Healthy | Moderate
Aurolian Federation(Sigma) | Y | N/A | Cautious | Healthy | Moderate
Vharruck Empire(Raptorman) | Y | N/A | Aggressive | Healthy | High
Last edited by Trent01; 02-16-2013 at 06:23 PM.
might be interesting...
Check out my Interest Checks!
I think that I would rather recollect a life misspent on fragile things than spent avoiding moral debt.
God creates dinosaurs,God destroys dinosaurs,God creates man,Man destroys God,Man creates dinosaurs,Dinosaurs eat man,Woman inherits the earth!~Jurassic Park, the Movie
Sweet, okay, a few more ideas and concepts:
Most types of starships will be counted individually and uniquely. Each with their own traits and flaws, and possibly short history. Still trying to decide how to determine combat power. Besides named transports and warships, you also have a supply of generic light freighters and gunboats organized in squadrons for minor duties and background events. Named transports, destroyers, frigates, corvettes, and cruisers should be major assets in your arsenal.
Question to the players: how detailed would you be willing to go for each ship you possess? (Shouldn't have more than 10 named ships to begin with)
Heavy Frigate Victus
Weapons: 2 laser macrobatteries (dorsal)
Captain: Daniel Hawthorne
Trait: Elite Crew- The crew of the Victus are a close-kit elite force from captain to lowest deck hand, constantly training new recruits and well in tune with their ship. While the Victus doesn't carry any advanced or ancient systems, its crew are adaptable and hardened, and would die to the last man rather than break.
Flaw: Martial Pride- The Victus is a notably aggressive craft and crew, and will often break formation when faced with enemies and charge head-on into battle. They also have a noted tradition of bucking authority if placed in any role but front-line fighter.
Weapons: 2 prow torpedo tubes (loadout: 20 plasma torpedos), 1 autocannon battery
Captain: Elit Tempo
Trait: Augmented retro-thrusters- Even for a fast destroyer, Tempest stands out for her mobility. With an extra array of high-powered retrothrusters, Tempest can pull off impressive maneuvers at high speed or hard burn accelerations.
Flaw: High maintenance- Between complex engine systems, the highly-stressed torpedo mechanisms, and a small crew, Tempest has no shortage of engineering problems on a daily basis. This keeps it tethered to supply depots and unsuitable for extended battles.
Transport Capitalism's Vanguard
Weapons: 1 autocannon battery
Captain: Daniel Conway
Trait: Reliable- CV is an almost impossibly reliable transport. Every system is built to simple but extremely rugged standards, to the point where the plasma drives can be maintained by only a semi-skilled engineer. Even under fire, CV is very difficult to disable due to redundant systems. While the simplicity means it lacks flash or flexibility in role, it can do its job of cargo hauling well enough, no matter the circumstances.
Flaw: Poor morale- between cramped quarters, poor-quality life support systems, and a mostly conscript crew, the CV's discipline doesn't hold up well under pressure, be it combat or tense trade situations.
I'm up for this.
I'd honestly rather leave that kind of detail up to the personal player. Since ships are rare in this, they are very important, and I'm sure that most people would detail their fleets in their posts.
This could be interesting. I'll be keeping an eye on this
Very intrested, I would glady put that level of detail into this.
Okay, sweet. I think thats enough interest to start this game up then. Going to start number-crunching immediately.
In the meantime, put up your colony concepts and take a crack at ship profiling until I come up with a hard NS format. Doesn't have to be Human, the Golden Star Empire did span the entire galaxy afterall.
Hierarchy of starships. (15 points to spend)
Transport- Large cargo hauling starships. Fragile and weakly gunned compared to warships, they are a necessary cog in an interstellar nation in hauling bulk cargoes beyond sublight haulers and to exploit outpost colonies. 1 pt. (Receive 1 free)
Corvette- Hybrid destroyer/frigates. Simple, basic, but rugged and easy to produce and maintain even with only minor civilian shipyards. Fragile though. 1 pt.
Destroyer- Glass cannons. Typically armed with heavy prow-facing weaponry like torpedo tubes or heavy beam cannons at expense to armor. Dedicated ship-killers. 2 pts.
Frigate- All rounder starships. Versatile and typically able to fulfill multiple roles within a fleet with a good mix of armor, weapons, troop-barracks, and engines. Demands significant shipbuilding skill though, and industrial support. 3 pts.
Heavy Frigate- Heavily armored and armed frigates, slower but meant for stand-up fights at expense to their flexibility. 3 pts.
Light Cruiser- First form of capital craft available, they are like frigates in being all-rounder craft, simply scaled up much greater. They are at the extreme limit of colonial shipbuilding capability however, and "construction" is far more likely refitting an existing hull and engine. But they can carry small amounts of capital-grade weapon batteries. 8 pts.
Cruiser- Powerful capital craft, carrying mighty broadsides of weaponry, legions of soldiers in their holds, armor and shields that can fight squadrons toe to toe, a cruiser is nothing less than a flagship symbol of power made manifest. They are far beyond the capability of the colonies to build, and can only be obtained through salvage and intensive refitting. (None available at start of game, can only obtain through RP)
Last edited by Trent01; 02-06-2013 at 08:59 AM.
Interested. Got two questions, though:
We receive one for free in the beginning or we receive one free transport ship for every one we pick now?Transport- Large cargo hauling starships. Fragile and weakly gunned compared to warships, they are a necessary cog in an interstellar nation in hauling bulk cargoes beyond sublight haulers and to exploit outpost colonies. 1 pt. (Receive 1 free)
Also not sure about the age/life span of ships in this one. Is it feasible to have a ship that, though patched up again and again like everything else, is from before the war? Or has everything been built during the conflict?