Hidden 9 yrs ago 9 yrs ago Post by SgtEasy
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SgtEasy S'algood bro

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YES!!!


Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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@AmongHeroes and @SgtEasy are both accepted. Yours names will shortly be added to the OP and the map updated with your positions.

@Willy Vereb, while the space creature thing might normally be considered an anomaly, I'm afraid it's far too localized in nature. Our little cube of space has a volume of more than five-hundred and twelve trillion lightyears, and our nations have bigger things to fry and then eat. Anomalies, for the purposes of the RP, should be large enough to be noteworthy to everyone in the region.

@Apollo26, feel perfectly free to do so.
Well, you may need to watch more Star Trek and popular sci-fi in general.
Weird space creatures with abstract biology (if ou can even call it as such) and capabilities that match or even surpass starships are relatively common.

As for the area, I thought about it being their territory for hunting.
Otherwise because we talk about creatures that can move (and perhaps may even capable of FTL) you can't really put down their location.

Some examples:
http://en.memory-alpha.wikia.com/wiki/Space_amoeba
http://en.memory-alpha.wikia.com/wiki/Dikironium_cloud_creature
These are the ones I remember at the time.
There's at least several kinds of unnamed creatures in Trek that were at first thought to be just stars, nebulae and such.
I can tell you that with sufficient amount of creativity (read: madness), it's quite easy to make space creatures a force to be reckoned with.

EDIT: Also I found a convenient calculator for distance:
http://www.calculatorsoup.com/calculators/geometry-solids/distance-two-points.php
Just set the first coordinates to 0,0,0 and then measure the difference between each coordinate of your target.
AmongHeroes is for example X=133, Y=67, Z=200 away from me.
According to the calculator that equals the 3D distance of 249.35 pixels AKA 24,935 lightyears.
IIRC that means I won't meet him unless I travel straight towards that civilization for over two weeks straight, assuming top tier FTL speed.
Hidden 9 yrs ago 9 yrs ago Post by Terminal
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<Snipped quote by Terminal>Well, you may need to watch more Star Trek and popular sci-fi in general.
Weird space creatures with abstract biology (if ou can even call it as such) and capabilities that match or even surpass starships are relatively common.

As for the area, I thought about it being their territory for hunting.
Otherwise because we talk about creatures that can move (and perhaps may even capable of FTL) you can't really put down their location.


I was really bummed when they killed off the Crystalline Entity.

Fascinating as that was to the Federation though, and as dangerous as it was, the fact of the matter is that it was a footnote to a massive interstellar nation. You can include any number of such creatures as ambient background details (True Vacuum Shenanigans ho), localized events and dynamic incidents (it might keep popping in to say hello whenever you meet with Nation X or it might be harassing your border outposts) and within your own nation's territory, but they are not going to get actual map-space dedicated to them. Sorry.

In essence, 'Map Anomalies' is a category reserved exclusively for big wacky energy vortexes and similar anomalies of that nature. Think the Nexus for example (although I think we can agree that was definitely not canon).

EDIT:

Yep, that calculation is correct. Good to see people are interpreting the map correctly.
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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<Snipped quote by Willy Vereb>

I was really bummed when they killed off the Crystalline Entity.

Fascinating as that was to the Federation though, and as dangerous as it was, the fact of the matter is that it was a footnote to a massive interstellar nation. You can include any number of such creatures as ambient background details (True Vacuum Shenanigans ho), localized events and dynamic incidents (it might keep popping in to say hello whenever you meet with Nation X or it might be harassing your border outposts) and within your own nation's territory, but they are not going to get actual map-space dedicated to them. Sorry.

In essence, 'Map Anomalies' is a category reserved exclusively for big wacky energy vortexes and similar anomalies of that nature. Think the Nexus for example (although I think we can agree that was definitely not canon).

EDIT:

Yep, that calculation is correct. Good to see people are interpreting the map correctly.
I see.
To be honest, given the actual scale of things here the map objects are just plain HUGE.
In some cases I can understand this but the neutron star anomaly and supernovae are apparently spreading for tens of thousands of lightyears here.
Not even Star Trek was so wacky with these things (although the reboot movies introduced an antimatter supernova which had chain reaction BS where everything it consumed added further fuel for it to propagate --- apparently).

I get that otherwise they'd be almost undetectable but I suggest scaling them down a little and show their actual territory with a point or circe within the graphic.
Alternatively we can drop the color code for our nations and just stick arrows between the point of our location and our player names.
With that you can use colored dots for magnetars and supernova remnants.
This also gives you the chance to place far more of these anomalies on the map.
Hidden 9 yrs ago Post by Terminal
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<Snipped quote by Terminal>I see.
To be honest, given the actual scale of things here the map objects are just plain HUGE.
In some cases I can understand this but the neutron star anomaly and supernovae are apparently spreading for tens of thousands of lightyears here.
Not even Star Trek was so wacky with these things (although the reboot movies introduced an antimatter supernova which had chain reaction BS where everything it consumed added further fuel for it to propagate --- apparently).

I get that otherwise they'd be almost undetectable but I suggest scaling them down a little and show their actual territory with a point or circe within the graphic.


The Supernova Remnants and the Magnetars could probably stand to be smaller, yes. I'll see about trying to find replacement imagery for them, or else alter the preexisting images to a more appropriate size.
Hidden 9 yrs ago Post by Willy Vereb
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<Snipped quote by Willy Vereb>

The Supernova Remnants and the Magnetars could probably stand to be smaller, yes. I'll see about trying to find replacement imagery for them, or else alter the preexisting images to a more appropriate size.
Alternatively you can try my other idea.
The colors would be for small anomalies (green = magnetar and yellow = nova remnant, for example).
Meanwhile you use white for player locations draw an arrow or something between their name and the point of their territory.
Alternatively you just put the names close enough that it's obvious where they belong.

Another idea could be the use of white/grey dots for nation locations + names but while you keep a third/fourth map with nothing but the players with color codes. Just to erase any sorts of ambiguity.

Hidden 9 yrs ago Post by TheSovereignGrave
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Or maybe anomalies could be one shape on the map (maybe triangles or something) and color-coded based on what they are. Just a thought.
Hidden 9 yrs ago Post by Terminal
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<Snipped quote by Terminal>Alternatively you can try my other idea.
The colors would be for small anomalies (green = magnetar and yellow = nova remnant, for example).
Meanwhile you use white for player locations draw an arrow or something between their name and the point of their territory.
Alternatively you just put the names close enough that it's obvious where they belong.

Another idea could be the use of white/grey dots for nation locations + names but while you keep a third/fourth map with nothing but the players with color codes. Just to erase any sorts of ambiguity.


The idea of the map is to give a complete reference, so anomalies and nations should be included together. While I considered your possibilities, I'm pretty sure I can resize everything neatly just from some basic image manipulation in the last minute or so. The anomalies should look and feel much smaller, and allow for placement of many more, without having to recolor every poster name - which would make them harder to distinguish for each other. I may resort to that if the anomalies prove to be unmanageable otherwise, but currently it's just not necessary. Thank you for the input regardless.
Hidden 9 yrs ago 9 yrs ago Post by Durandal
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Here's my mostly-finished nation.

The Unity of C'ran



















Technology: The Unity is a nation of machine and flesh, the two concepts having long ago melded into a new concept of life, one that seeks to reach the perfection of transcendence. As such, many of their technologies mimic and supplement biological functions while others are purely robotic in nature. Time and gravity manipulation is a common feature within the Unity, accomplished through the use of non-baryonic substances (dark matter and energy) to create areas of gravitational compression or expansion, which in turn is utilized to accelerate or decelerate time within a certain area. No true shielding technology exists within the Unity, instead relying on the Non-Baryonic Field Emitters' faint interactions with particles and "hard-light" structures' natural strength to survive enemy attacks.


Military Structure: There exists three distinct parts to the military of the Unity of C'ran, although each is inextricably connected to the other. First is the Unity Military, what would be considered a "normal force" in early-21st century Earth terms. Composed entirely of Sakari and Grecians, the UM is tasked with protecting the inner territories of the Unity and providing peace keeping and police actions in any areas they are required to do so. Maintaining their own fleets and terrestrial forces, the UM is by far the smallest of the three branches and often relies on the assistance of the other two branches to conduct large operations. UM units are divided into thirty naval complements, thirty terrestrial complements, and twenty combined complements, each with approximately 250,000 active personnel. The primary non-military function is civil service.

Largest and most complex of the parts of the military is the Combined Pacification/Reactionary Force. Drones, Sakari, and Grecians all mingle in this branch, the biological members maintaining a healthy respect for their robotic, and often highly effective, counterparts. Most often, CP/RF units are seen patrolling the outer and middle areas of Unity space, the primary bulwark against any possible outside invaders. In addition, it is these many that maintain vigil over systems marked as future points of expansion for the Unity and are tasked with reacting swiftly and often brutally to interlopers, although no such situation has ever occurred before due to the lack of other interstellar civilizations in the pre-Collapse galaxy inhabited by the Sakari. Divided into five-hundred combined-arms divisions, the various groups frequently merge and separate, leaving no true super-organization to the CRPF.

The final branch of the military forces of the Unity of C'ran, although legally separate, is the Fifth Battalion of Observance. Composed entirely of Drones and no more than two dozen Grecians, termed Eidolons by their brethren, the Observance rarely sees action in any form, although the extremely rare actions where they have been deployed are regarded as outstanding successes, as near to perfect as can be achieved.

Hidden 9 yrs ago Post by Willy Vereb
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@TerminalBtW, do you plan introducing some NPC races?
Or can we invent some minor NPCs on our own?
Given what my "nation" is, it'd be quite essential for me to establish trade relations with as many sentient races as possible.
Hidden 9 yrs ago Post by Terminal
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@TerminalBtW, do you plan introducing some NPC races?
Or can we invent some minor NPCs on our own?
Given what my "nation" is, it'd be quite essential for me to establish trade relations with as many sentient races as possible.


By all means, feel free to invent as many NPC species as you like. It is encouraged, however, that these are not factions of the same influence and standing of poster nations.

Working on revising the map now.

@Durandal, it looks mostly acceptable, but I'm going to have to ask you to dial down the Predation Generators. The pocket dimension bit is fine, and so is the wireless transmission of energy, and so is the generation and harvesting of energy from singularities - Neutron Stars however, are quite a bit beyond the ability of any of our factions to synthesize and then contain. Modify the generators and I'll approve your application.
Hidden 9 yrs ago Post by Unfortunately
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"Planet-states", anyone?
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Hidden 9 yrs ago 9 yrs ago Post by Durandal
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@Durandal, it looks mostly acceptable, but I'm going to have to ask you to dial down the Predation Generators. The pocket dimension bit is fine, and so is the wireless transmission of energy, and so is the generation and harvesting of energy from singularities - Neutron Stars however, are quite a bit beyond the ability of any of our factions to synthesize and then contain. Modify the generators and I'll approve your application.


Will do. I had a feeling it would be a bit much. Any other problems? Will be adding history in bits.
Hidden 9 yrs ago 9 yrs ago Post by Durandal
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Edit: Coordinates incorrect, ignore
Hidden 9 yrs ago Post by Terminal
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@Durandal has been approved and added to the OP, as well as to the map.

All anomalies have been shrunk down to more realistic relative sizes. The Gamma Bubbles were also shrunk, despite the fact that they were already several orders of magnitude smaller than they should have been. In order to fill some more space, two more Supernova Remnants, one more Magnetar, and one more Gamma Bubble were added to the map.

Suggestions for anomalies of a similar nature welcome.
Hidden 9 yrs ago 9 yrs ago Post by The Grey Warden
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My nation is no where near done as most of it is just summarized posts. But, do you care to check it? I know there is going to be grammar mistakes and whatever; but, I want to be such that I am doing it right.

It's somewhere in page two.

EDIT: Just to make it easier for you, I have added a link to it.
Hidden 9 yrs ago Post by Willy Vereb
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@TerminalLooks far better now.
As for anomalies I think wormholes and some of the more pecicular black holes are obligatory.
Also how about notifying the location of NPC races by numbers?
So say number 23 is the Derp Empire and you can look these up in the glossary/legend.
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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On a side note, here is everyone's approximate 3d coordinates, a possible error of one or two pixels per coordinate. Some people are a bit farther from others so have fun with semi-long expeditions.

Oh, a shortlist on at least the player nation coordinates is indeed helpful.
May be even added to the OP if @Terminal agrees.

EDIT: The map is supposedly 800x800 pixels.
Why is everyone below 200 pixels in coordinates here?
Even if you divide it to plus and minus the coordinates at the extremes should be in the 300s (like in Keyguy's case).
No idea why I haven't realized this sooner.
Hidden 9 yrs ago 9 yrs ago Post by Terminal
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<Snipped quote by Durandal>Oh, a shortlist on at least the player nation coordinates is indeed helpful.
May be even added to the OP if @Terminal agrees.


Coordinates being listed in the OP is a fantastic idea. I'll even go ahead and try to pull the coordinates for the anomalies as well.

In regards to anomalies: Adding wormholes would be a pretty good way to fill space, since you have two anomalies per wormhole (two entry/exit points), and should help nations move around between strategic locations more quickly. Makes great sense to add a few. Any suggestions for specific interaction properties with other peculiar singularities?

As for NPC factions: I'll probably identify them as similar little blips to the main nations, but they'll all be uniformly dark gray and likely be numbered as you suggested (with an NPC designation slapped on just to be thorough).

EDIT: The 200s thing does seem fairly weird. There are two possibilities that occur to me.

1. I use a random integer generator to generate three random numbers between 1 and 800, which are used to determine the X,Y,Z coordinates. In the interest of nudging everyone closer together, I automatically rerolled any results that were less than 10 in two or more coordinates. This has only happened once (I plan on doing the same for future rolls as well), but if I hadn't tossed that roll out we would have at least one nation way up at the top along the Y axis.

2. The generator I'm using does not generate truly random numbers, but uses pseudorandom number generation. It is almost, but not quite, truly mathematically random. This is more obvious when you have a small-to-medium sample size, where serial generation trends are more apparent - this kind of error usually 'evens out' as sample sizes increase.
Hidden 9 yrs ago 9 yrs ago Post by Durandal
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<Snipped quote by Durandal>Oh, a shortlist on at least the player nation coordinates is indeed helpful.
May be even added to the OP if @Terminal agrees.

EDIT: The map is supposedly 800x800 pixels.
Why is everyone below 200 pixels in coordinates here?
Even if you divide it to plus and minus the coordinates at the extremes should be in the 300s (like in Keyguy's case).
No idea why I haven't realized this sooner.


Might be because of how my screen is set up or the way I measured it. Disregard my coordinates, then. Don't know why it ended up like that. My apologies.
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