Hidden 9 yrs ago Post by null123
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Anything above a fighter in size counts towards the ship coubt unless its a unarmed

You haven't changed my mind on on ground units having no antimatter.

As for the hundreds of civilizations. Hundreds imply well over a 100 which is not what I want. There is still a high number, in the 60s, but the other is to high to handle.
Hidden 9 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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What happened? Did the "precursor civilization" mentioned in the OP systematically murder most of the other races?


Uhm
I had
uh
nothing to do with this
this is entirely still a question
yes
unanswered
unproven to be answered with a yes
very true
'twas certainly not draconians
of course not
Hidden 9 yrs ago Post by Willy Vereb
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Anything above a fighter in size counts towards the ship coubt unless its a unarmed

You haven't changed my mind on on ground units having no antimatter.

As for the hundreds of civilizations. Hundreds imply well over a 100 which is not what I want. There is still a high number, in the 60s, but the other is to high to handle.
You may want to read my post again. Not as if I'd be set to start an argument here but I feel you only skimmed through my post.

An what counts as a fighter? I mean on low end we have the tiny TIE Fighters from SW that are 6-10m in dimensions while there's the Fury starfighter from W40k which is 70 whole meters long.
Many of my escorts would fit for the latter.
Then there's the Xeelee Nightfighter with wings IIRC 2000 meters long. Scale can vary a ton.
Just like the previous discussion about ship classes, the distinction between escorts and fighters seem rather arbitrary.

Granted with the reduced size of White Corps I probably barely even a tenth as many starships than before.256 warships and say 1208 accompanying escorts should be enough. BTW, how many civilizations am I allowed to be in contact with? 20-30? More? 60 appears to be the maximum number of civilizations you wish to consider. But how many alien races that would mean? Many civs unite multiple races and this is why I am asking this. It's important for maintaining the variety within my staff. More alien races means the more diverse and fun my company staff could get.

Speaking of scale this is a constant problem with space NRPs. The galaxy is just too huge.
If you worry about having too many races I beleive the best approach would be to reduce the playground to begin with. Instead of making FTL engines extremely good, make a rule that they are relatively slow. No need to mention hard numbers just say that crossing the galaxy is nearly an impossible venture and focus everything to just a specific part of the galaxy, say a 1000x1000x1000 lightyear section. I know I am not the GM and can't just tell you what to do. It's just an idea of mine. People worry about making things too big while dropping people in the ungodly vastness of the Milky Way Galaxy. Of course things get like that.
What you need is to limit the playing field in accordance to what kind of game you want, IMO.

Anyways, I don't quite mind the ban on antimatter weapons for ground warfare. I don't even remember trying to convince you much besides explaining why I have them. I already thought of a much more amusing idea just now. BTW, are we allowed to mess with neutronic matter (like the stuff found in the center of neutron stars, ungodly dense and just as unstable). If yes, I go with plan B and extend this to starship weapons, too.

On the other hand I didn't hear you commenting much on my quantum forging tech, because I DID try to convince you there:
<Snipped quote by duck55223>IIRC, many of your previous space NRPs had replicators as a nearly standard tech.
What caused the turnaround now? If you are worried I may abuse this like grey goo, instant ship construction or as free factories on infinite loop then there's nothing to be afraid of.
Quantum Forging isn't anything as convenient. True it can allow creating matter out of energy but even in this futuristic world power won't be free, neither truly inexhaustible. Assemblies for vehicles or mining raw materials are still very prevalent.
I don't wish to portray replicators as something which makes economy or industry meaningless.

That being said if even with these restrictions you don't wish to deal with replicators then fine, I'll remove them.
As an alternative is it fine to have "transmuters"? As in devices which can turn one type of matter to another? My replicators are already mostly working by this mechanism because they're such power hogs so this could let me keep my tech while closing off any loopholes.

tl;dr
I was saying to switch replicators to matter transformers which can turn compressed storage of metastable matter to smaller objects. For example it can be used in place of an ammo clip for guns or transform poison into breathable air for environmental suits. Things like that.
Would that be a fine alternative? It erases any fears of me abusing the tech while most of their equipment remain functional.

Also are my Beehive Warheads fine after I clarified a few things with them?
Namely that they don't just instantly expand to cover the area but require to be from sufficient distance away from the target. thi is why enemy fighters can dodge the pellets to begin with.

Hidden 9 yrs ago Post by WilsonTurner
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I'm finally not the one doing really long posts to discuss things with the GM!

Hidden 9 yrs ago Post by Willy Vereb
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I'm finally not the one doing really long posts to discuss things with the GM!

Well, you worded it right. I intend this to be merely a discussion and not an actual argument. I am not confronting Duck but asking if certain things are permitted. That and I tried to give him an idea which would reconcile the low species count with the vastness of space. Basically to host the game in a smaller field.
There would be no physical boundaries preventing you to go elsewhere but given the capabilities of FTL drives (by making them slow and less reliable for longer distances, especially without waypoints) it just wouldn't worth it.
With smaller "playfield" you have less planets and everything would be far less dispensable, AKA every planet counts.

Hidden 9 yrs ago Post by WilsonTurner
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AKA every planet counts.


OOoooh, dang, that's dangerous ground you tread

It's been a staple of the Star Empires NRP series that, while planets are amazeballs and all that, the only thing that makes them worth fighting for is the fact that they are yours, and if someone takes it then they're stomping on your ownership rights. But something actually mattering? That's dangerous ground indeed. Revolutionary, even.
Hidden 9 yrs ago Post by null123
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I was tired and on a phone when I wrote that.

Replicators have never been in a RP I have GMed, because they cause way to much trouble. Matter transformers I could allow, but they need to be very small scale and expensive to use.

As for fighters, I am putting anything above 50 meters in length is a fighter. Lets not go with W40K estimates shall we? That universe is a bit ridiculous as is. I guess I am fine with the Beehive warheads, for now. I am going to say no to neutronic matter.

As for making planets valuable, thats why theres a system limit. Realistically your only going to have two habitable planets for a few systems, with most having one. Population would also be concentrated more on the Capital World and those that were first colonized, thus making a situtaion where loosing a planet may not hurt you, but loosing a core would.

There is going to be a limit of three races per a minor civ, and 5 systems per a minor civ. Putting that out there now, there tech also must be limited.

<Snipped quote by Willy Vereb>

OOoooh, dang, that's dangerous ground you tread

It's been a staple of the Star Empires NRP series that, while planets are amazeballs and all that, the only thing that makes them worth fighting for is the fact that they are yours, and if someone takes it then they're stomping on your ownership rights. But something actually mattering? That's dangerous ground indeed. Revolutionary, even.


This ain't Star Empires.
Hidden 9 yrs ago Post by urukhai
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@duck55223

just dded some more tech (its a different color for picking it out, and wanted to see if it was ok before I posted my NS in the correct tab
Hidden 9 yrs ago Post by null123
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@duck55223

just dded some more tech (its a different color for picking it out, and wanted to see if it was ok before I posted my NS in the correct tab


Its fine, but I need you to limit Dark Weapons and Embrace shielding. As in making them not that common, as they seem to be very powerful. Otherwise ur good.
Hidden 9 yrs ago Post by WilsonTurner
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@duck55223
Do large walkers or heavier ground units need to be specifically mentioned?
If so, I'll go ahead and add them in.

I also sent what would be my first post- any response?
Hidden 9 yrs ago Post by urukhai
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@duck55223

Alright cool! Is one or two dark cannons (alongside a few scaled up pi cannons) per ship above a certain classification, with the smallest of said classification being built around their cannons like the memories are around d their main gun alright, or more limited than that?an
Hidden 9 yrs ago 9 yrs ago Post by Willy Vereb
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I was tired and on a phone when I wrote that.
I suspected something similar. don't worry about that, it's fine.
I just felt it'd be better if you give it another look.
Pardon me if my reaction felt negative.

Replicators have never been in a RP I have GMed, because they cause way to much trouble. Matter transformers I could allow, but they need to be very small scale and expensive to use.
Really?
I am pretty sure Stardust to Stardust had them in both incarnations. I admit I haven't participated in most of your games so my claim was kinda lacking in support.

As for fighters, I am putting anything above 50 meters in length is a fighter. Lets not go with W40K estimates shall we? That universe is a bit ridiculous as is. I guess I am fine with the Beehive warheads, for now. I am going to say no to neutronic matter.
Well, I feel that 50m would be a bit too large if you really don't want to get to W40k side of things.
How about the high en being just slightly larger than a real world fighter?
Granted, this may disqualify quite a few bomber and space gunship concepts even though they tend to be the heavier hitting alternatives to space fighters.
So yeah, perhaps you're right with the 50m cap.
On the other hand that pretty much makes my lightest Escort ships into space fighters, see:

This is an escort ship as it was designed to move together with warships and provide them support. On the other hand they're well within your parameters for fighter size.
Granted my largest escorts are 80+ meters long and basically are pocket warships.

As for making planets valuable, thats why theres a system limit. Realistically your only going to have two habitable planets for a few systems, with most having one. Population would also be concentrated more on the Capital World and those that were first colonized, thus making a situtaion where loosing a planet may not hurt you, but loosing a core would.
I feel it differently.
While limiting empire sizes are fine the fact there's just way too much space that are inexplicably are completely empty is an issue. I don't want super densely packed systems where every habitable planet has the ownership flag of some civilization.
But this feels like the opposite end of it.

There is going to be a limit of three races per a minor civ, and 5 systems per a minor civ. Putting that out there now, there tech also must be limited.

Okay that's helpful. So assuming 20-30 civs that means circa 60-90 species at best. Alright, that's enough fun, I guess.
Assuming 3 systems as the average that also gives me similar number of star systems to visit. I think I won't get bored with that for a long time.


Hidden 9 yrs ago Post by null123
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@Willy Vereb
20m length, 20m width, and 5m height. Thats after increasing the size of the droid gunship from Star Wars, which I find is one of the bigger in star wars. I think that height limit should suit us.

@WilsonTurner
School and other-related things have kept me from reviewing it. You do not need to mention every unit, only major super-ships(like the Children's City Ships), so long as you stick to weapons and such mentioned in your app, feel free to design mechs and other vehicles as you need.

@urukhai
I was thinking have 6-1 on capital ships, depending on their size, with smaller ships having only one and then only if there built around that. I will also allow you to have up to 15 on city ships, since there going to be much more massive then even a large capital ship.
Hidden 9 yrs ago Post by Queen Raidne
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Updated my sheet a bit; still not done, yet.
Hidden 9 yrs ago Post by Willy Vereb
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@Willy Vereb
20m length, 20m width, and 5m height. Thats after increasing the size of the droid gunship from Star Wars, which I find is one of the bigger in star wars. I think that height limit should suit us.
That doesn't work at all. Even something as typical as a modern F-15 is larger than that.
In all honesty I am not sure if you even need to set down hard limits for fighters. Just tell people what you consider that and what you don't.
Although technically i am not sure what separates my light corvettes from gunships. It's only the amount of armor and associated crew that is really different. The weight is just the simple product of super-dense materials being super-heavy. Otherwise the ship would onl weight some hundreds of tons.

Hidden 9 yrs ago Post by WilsonTurner
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@duck55223
And what of my first post?
You asked me write one up, and I did and sent it to you. Is it going to be a first post or were you just trying to waste some of my time?
Hidden 9 yrs ago Post by Sep
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Interested in making a sheet.... but was this not already a thing?
Hidden 9 yrs ago Post by WilsonTurner
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@Sep
This has been a thing over and over and over again. It starts; we all build up to Pinnacle empires and nations, and then it dies. Then we reboot. And reboot. And reboot. And reboot. The cycle can take anywhere from a few weeks to several months.
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@WilsonTurner Not sure if I wanna throw in my hat if that's the case then... TBH I know I've went to join before but never have as when I'm about to throw my nation up someone throws one up with a similar base :L
Hidden 9 yrs ago Post by WilsonTurner
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@Sep
We've never had a long-term, consistent Star-Empires series (Since the original and the first two or three reboots were Star Empires by KeyGuy on the MCForum) because:
A) A very key person dropped out (Such as the Nouvellians whom everyone was involved with, and no one was as involved with anyone else)
B) We all got to Galactic Superpowers and wars were a war of numbers, for example, thirteen bloody trillion ships with superdarkmatter guns versus fourteen bloody trillion ships with supermagicshields, or one solar-system-sized ship versus everyone else, etc
C) We all got tired of each other because it was the same BS, and lost interest

Hopefully we'll be more political, but idk.
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