I don't have the best track record with RPs I GM, either. Let's hope for the best. As for your request, the Dominion would have a hard time trusting a faction that doesn't at least tell their home planet. They need to be contact with the leadership and set up an embassy, afterall. Being in the Dominion is a privelige they grant, as they express. You can have territories you hide, though but if the Dominion gets wind of it that won't make them too happy. Otherwise the rest is acceptable. Also keep in mind that the game is just a bunch of battles. Rest is done by intermission like narration. Nobody really going to attack yor homeworld unless you allow it (and that still requires the Dominion doing badly in war). Generally successful attacks on homeworlds would often mean the faction's gradual collapse. of corse there are ways to save but generally only do this if you want a chance to exit the game. Alternatively just do it for excitement. But yeah, generally it's up to you to allow attacks on yor faction's worlds. If you don't want that we can try finding somebody else. So you shouldn't worry about this.
Pfft. If someone thinks they can single-handedly take on an alliance of multiple nations- whom are already accustomed to fighting everyone- then they are fools. Besides the fact of everyone in the Stellar Dominion are no doubt wanting to kill the mutual enemies and then turn on each other, the others are all experienced and ready for attacks, ready to conquer. A Slaver Empire isn't named that for nothin', after all. 80 eggs a month? That's slow as hell when you consider that other nations might have cloning, drones, massive populations, etc.
Perhaps we have so many Battle Points per battle, but we have so many TOTAL, and we gain so many each 'turn', like each battle, and whatever doesn't die filters back in as Battlepoints. That way heavy losses of insignificance could have a bit of an impact, while even a single loss of a Dreadnought may be a terrible blow. That way it's not endless fighting, if it's just an even-matched back-and-forth.
Queens don't start laying eggs until they are 10 and she's 11. Don't worry. The average Queen lays an eggs every 12 minutes, for 150 years or more of their life. Her Mother lays eggs at one every 9 minutes while awake, one every 13 minutes while asleep, so she'll probably have a similar egg rate. At 12 minutes, that's 120 per day, most of which will go into battle.
@Willy Vereb I can tell you where my system is, as can every other Daughter, but the location of the homeworld isn't mine to give. To tell you without permission from the world's owners, the matriarchs, would violate our first sacred law by putting them at risk. In human terms, making me tell you would be like making a devout Jew eat a ham sandwich.
I don't have the best track record with RPs I GM, either. Let's hope for the best. As for your request, the Dominion would have a hard time trusting a faction that doesn't at least tell their home planet. They need to be contact with the leadership and set up an embassy, afterall. Being in the Dominion is a privelige they grant, as they express. You can have territories you hide, though but if the Dominion gets wind of it that won't make them too happy. Otherwise the rest is acceptable. Also keep in mind that the game is just a bunch of battles. Rest is done by intermission like narration. Nobody really going to attack yor homeworld unless you allow it (and that still requires the Dominion doing badly in war). Generally successful attacks on homeworlds would often mean the faction's gradual collapse. of corse there are ways to save but generally only do this if you want a chance to exit the game. Alternatively just do it for excitement. But yeah, generally it's up to you to allow attacks on yor faction's worlds. If you don't want that we can try finding somebody else. So you shouldn't worry about this.
The Stellar Dominion is made up of nations that have less-than-honorable intentions for everyone but them, and they're simply teamed up because the do-gooder democratic and happy nations bound together to stand in our path. The Dominion won't be a permanent alliance, and it never will be- it'd be very, very likely that embassies would be set up, but only that nation's ships would be allowed to ferry foreigners in and out of those systems. It's very, very likely that every member of the Stellar Dominion is spying as much as on each other as they are on the enemy. At this point, it'd be very likely that the ones who sit up top on the Dominion are commonly known to think everyone below them, but no one would argue- yet- for favor of getting assistance against enemies.
The Stellar Dominion is made up of nations that have less-than-honorable intentions for everyone but them, and they're simply teamed up because the do-gooder democratic and happy nations bound together to stand in our path. The Dominion won't be a permanent alliance, and it never will be- it'd be very, very likely that embassies would be set up, but only that nation's ships would be allowed to ferry foreigners in and out of those systems. It's very, very likely that every member of the Stellar Dominion is spying as much as on each other as they are on the enemy. At this point, it'd be very likely that the ones who sit up top on the Dominion are commonly known to think everyone below them, but no one would argue- yet- for favor of getting assistance against enemies.
where did you get this? Most factions rallied under the Dominion's flag because of the Prometheans' power. Either for the advantages and matching aims or because they just didn't wish to be conquered. If you turn against the Dominion then you'd be sieged by dozens of factions hoping to get your territories before the Promethean fleet comes. Besides Prometheans own enough territory and have sufficient military to crush any of their vassals. Or at least their intelligence reports say so. Vassals is a good word here. Basically Prometheans are the king while most player races are counts or barons. Probably with considerably more autonomy in your cases, though. The Dominion was made before the FPA and it'll survive even after they crush the enemy.
It's like a league of villians. We're all more likely to try to kill each other than to work together, had we/they had not been in the Dominion.
Put everyone together into a meeting room and there would be a great deal of back-deal negotiation, secret alliances and all that. It'd be very likely if a group of them rose up to attack the Prometheans, and the others might not be inclined to side with either one, because if the rebellious group fails, that's more power for them and territory that can be grabbed, and less opposition later, but if the Prometheans fall, then that means that there would be a great deal of territory being divided up and taken, and a galactic power out of the way for everyone else to rise.
It's already been pointed out that the Queens of Kelki or whoever are already plotting for future domination of the Dominion, and the Hocklyns are a Slaver Empire- anyone not under their influence is a bit of an insult. They'd eventually get around to betrayal, as well. Anyone who believed in equal rights wouldn't be likely to join the Dominion, either, so the ones calling for peace and permanent alliances are not likely to be common.
Come on, even the Prometheans would likely be trying to raise tensions among their little underlings, because the weaker they are, fighting against each other all the time, the easier it will be to bring them down and set them up as little slaves later, though they'll try to get it just right, so that they're slowly wearing each other away, without trust, but they're also busy helping to fight against the FPA. When the FPA falls, then the Prometheans would be able to completely take over, because everyone'd be too divided and untrusting to ever band together against you. You pretty much said that your people see everyone to be too inferior and all that, so it'd make sense.
Btw, this is why I don't often get along with people. I get excited/convinced by something and I don't let it go.
It's like a league of villians. We're all more likely to try to kill each other than to work together, had we/they had not been in the Dominion.
Put everyone together into a meeting room and there would be a great deal of back-deal negotiation, secret alliances and all that. It'd be very likely if a group of them rose up to attack the Prometheans, and the others might not be inclined to side with either one, because if the rebellious group fails, that's more power for them and territory that can be grabbed, and less opposition later, but if the Prometheans fall, then that means that there would be a great deal of territory being divided up and taken, and a galactic power out of the way for everyone else to rise.
It's already been pointed out that the Queens of Kelki or whoever are already plotting for future domination of the Dominion, and the Hocklyns are a Slaver Empire- anyone not under their influence is a bit of an insult. They'd eventually get around to betrayal, as well. Anyone who believed in equal rights wouldn't be likely to join the Dominion, either, so the ones calling for peace and permanent alliances are not likely to be common. Come on, even the Prometheans would likely be trying to raise tensions among their little underlings, because the weaker they are, fighting against each other all the time, the easier it will be to bring them down and set them up as little slaves later, though they'll try to get it just right, so that they're slowly wearing each other away, without trust, but they're also busy helping to fight against the FPA. When the FPA falls, then the Prometheans would be able to completely take over, because everyone'd be too divided and untrusting to ever band together against you. You pretty much said that your people see everyone to be too inferior and all that, so it'd make sense.
Btw, this is why I don't often get along with people. I get excited/convinced by something and I don't let it go.
I am well aware of this but for the time being the Promethean are too powerful that anyone turning against them is an issue. Like I said they are pretty schrewd diplomats and do manipulate the other factions. They don't really hate backdoor deals and more like they hate being left out. And of course the Prometheans plan to eventually betray their vassals and turn them into their slaves. The other factions arw just currently more convenient as allises than spending their power to enslave them. I don't object this part. What I object is your naive idea that the Dominion would collapse without the war. Or that the Promethean would get upstaged in their own game.
I realized that my missiles didn't have a drive system listed so I added one.
"Their missiles are driven by Kinetic energy transfer technology, when moves kinetic energy from one object, in this case the ship, to another object, in this case the missile. The more kinetic energy the object giving energy has, however, the faster the energy can be transferred. Fighter missiles generally travel at 0.8c and Hive missiles generally travel at 0.9c."
I may use this for tech development later, ex: traps that lock you in place, but don't work against Non-Newtonian drives.
Also, does the Dominion only have Dreadnaughts and Capital ships? That's the only two that are listed.
Also, does the Dominion only have Dreadnaughts and Capital ships? That's the only two that are listed.
No, but what I have is a broken comp off to repairs. Until then I can't really make longwinded posts which includes editing my already XL size profile.
Saying it's naive for the Prometheans to be outclassed or for the big alliance of Slave Empires and self-centered nations against the FPA is like saying that no one can beat me in stealthy combat, because I made the Cirruses.
A) Prometheans are not likely to be the first to do manipulation, nor the last. B) There may be others that are specifically skilled in manipulation C) Manipulation is not as dire for the Prometheans, and likely not to be taken as seriously since they'd consider everyone else below them, unable to match them, while everyone else will be trying very hard to do so. The members would have much more cause and desperation to manipulate, while you do not. That is why the idea of the Prometheans being 'outclassed in their own game' is NOT naive.
A) The Dominion is made up of power-hungry nations being blocked by the FPA. Not of a bunch of bad people saying "let's be bad together." Maybe on the surface, but they'll all be waiting to attack on anyone. B) The Dominion is focused around the Prometheans, as you so say, and so many of the nations will not like that. Many will want to be the top dog, and many will make alliances- regardless if they crumble or not- to ensure the weakening of your power. Ambition and distrust will hinder a true alliance C) The Dominion is ripe with internal conflicts- it wouldn't be surprising for skirmishes between Dominion members to be on the news at least once a week. One person says this area's mine, and the other says no, it's mine, and then it gets heated and they have a small clash before withdrawing and ceding their claim, or promising to return to secure it, etc. I would most likely have some skirmishes with the Hive over there if they end up close to me. I might run if I lose a Dreadnought- they might run if their swarm was torn apart before they could reach me. It depends. And that's why the idea of the Dominion falling without the war- the opposition- is not naive.
The Dominon is a bunch of power-hungry, ambitious nations who want everyone around them to be slaves, if they are not their own. Put them together and you have a pot boiling with oil, slowly rising, just waiting to start spilling into the fire and ignite.
<Snipped quote by TheUnknowable>No, but what I have is a broken comp off to repairs. Until then I can't really make longwinded posts which includes editing my already XL size profile.
Ok, that make sense.
Saying it's naive for the Prometheans to be outclassed or for the big alliance of Slave Empires and self-centered nations against the FPA is like saying that no one can beat me in stealthy combat, because I made the Cirruses.
A) Prometheans are not likely to be the first to do manipulation, nor the last. B) There may be others that are specifically skilled in manipulation C) Manipulation is not as dire for the Prometheans, and likely not to be taken as seriously since they'd consider everyone else below them, unable to match them, while everyone else will be trying very hard to do so. The members would have much more cause and desperation to manipulate, while you do not. That is why the idea of the Prometheans being 'outclassed in their own game' is NOT naive.
A) The Dominion is made up of power-hungry nations being blocked by the FPA. Not of a bunch of bad people saying "let's be bad together." Maybe on the surface, but they'll all be waiting to attack on anyone. B) The Dominion is focused around the Prometheans, as you so say, and so many of the nations will not like that. Many will want to be the top dog, and many will make alliances- regardless if they crumble or not- to ensure the weakening of your power. Ambition and distrust will hinder a true alliance C) The Dominion is ripe with internal conflicts- it wouldn't be surprising for skirmishes between Dominion members to be on the news at least once a week. One person says this area's mine, and the other says no, it's mine, and then it gets heated and they have a small clash before withdrawing and ceding their claim, or promising to return to secure it, etc. I would most likely have some skirmishes with the Hive over there if they end up close to me. I might run if I lose a Dreadnought- they might run if their swarm was torn apart before they could reach me. It depends. And that's why the idea of the Dominion falling without the war- the opposition- is not naive.
The Dominon is a bunch of power-hungry, ambitious nations who want everyone around them to be slaves, if they are not their own. Put them together and you have a pot boiling with oil, slowly rising, just waiting to start spilling into the fire and ignite.
The second B: How did you know my plan? I'm going to make sweetheart trade deals with Dominion slave worlds, and, when they inevitably betray me, offer female leaders a position as a Vassal in my Empire. Vassal lord to me is better than slave leader, and they'll like me more, so most should take the offer as long as the battle doesn't go too far in the Dominion's favor.
@WilsonTurnerYour very first error here that you assume everyone in the Dominion is evil. Pretty far from the truth. Majority became theDominion's vassals because that was either beneficial to the or they had no choice. These factions have little if any need against the FPA, they assist the Promethean because that's written as their obligation within their "contract". That and in spite of the Prometheans arrogance and , they have a solid system. Most civilizations under them may even live better than before. So a somewhat mutual gain based system combined with the fear of the Prometheans power are already ensuring the Dominion is stable. Of course there are factions with their own agendas but you'd be just a few droplets in a big pond. Other manipulative and ambitious factions may even ridicule you for this. The Dominion is already a convenient system for you. A manipulative nation can get far more by using "peaceful" methods. Worming your way into the Promwtheans' best graces.
Your idea is naive because you assume the vassals would uniformly rebel against a system most of them likes or at worst neutral about. Ironically you can be called naive because you think every single vassal is ambitious, scheming and evil. Your idea that the Dominion would crumble by internal wars goes under the assumption allof them are like you. That's .a fairly .common error to do, actually.
I had an idea for a FPA group, the Anarchic Trade Alliance, that uses re-purposed civilian tech and mercenaries. They would rufuse to "conquer" other systems, sending military into enemy territory only if it's primarily defensive. Two groups would be a bit difficult to handle, though. I may switch sides, making at different race for it, or, if you will allow it, I'll run one or two minor groups that aren't full sized allies (get half battle points or, in the case of the ATA only joins in strikes on enemy military targets and defensive battles.)
Seeing as how SgtEasy has yet to finish, I'll move the Callax Hive to the FPA and come up with some fluff to fit while retaining the core concept. Edits will come later, though.
Faction Overview Shortly after Earth first sent ships to other worlds, likely crewed by humans, though the data from back then isn't exactly clear, a shortlived natural wormhole was found in a nearby system. Many ships went through it, traveling thousands of lightyears away. There they eventually spread out to many worlds, though most worlds never formed formal governments. A few years ago a ship from the UFTS came into their territory and opened up new trade routes. When they came under attack by a member of the Stellar Dominion, though, two factions decided to form a mutual defense agreement with the other FPA societies for the duration of the alien aggression against them. These two factions were the Interstellar Trade Consortium (ITC) and Sunrise Security Services (SSS).
Species: The line between Humans (an evolved sapient race), Transgenics (Nonsapient beings made sapient via genetic manipulation), and AI (machine-based sapient beings) is quite blurred. This has lead to a low birth rate, as finding a genetically compatible mate is somewhat difficult. All people are free to use genetic manipulation and cybernetic enhancement on themselves if they wish, which has lead to species becoming a somewhat meaningless term.
Technology Overview Most technology is designed for civilian use, so their systems may seem strange to those that study military technology. They have learn to use it quite effectively in battle, as there is always a criminal threat, especially on the fringes of their territory. Because of the prevalence of AI computer technology is quite advanced. Ships are driven by Electronic Drives, Kinetic energy transfer devices, and mass dampening fields. This allows them to accelerate, decelerate, and alter course very quickly.
Spacecraft Overview
Name: Asteroid Miner Dimensions: 20mx40mx100m Crew: 12 Battle Points:
Mining Beam Count: 2 (how many of these you have on the ship) Power: 40 Description: Standard particle beam, for cutting asteroids up and hauling them.
Point-Defenses Count: 12 Power: 10 Description: Low-energy pulse lasers to intercept asteroids and space debris.
Quantum Refiner Beam Count: 1 Power: 30 Description: Removes a specific element from the target coordinates via quantum relocation, leaving behind every other element. The beam supplies the energy to break chemical bonds.
Other/Special
Hull armor is designed to withstand strong asteroid impacts and hard radiation. Shields are standard plasma based screens and protect against non-concentrated energy like solar flare bursts better than concentrated energy.
General Description A standard asteroid miner. They're quite common in mining systems.
Infrared Boring laser Count: 2 (one forward and one back) Power: 50 Description: An infrared Laser, used to bore through planet crusts to get to valuable mineral near the core.
Point-Defenses Count: 12 Power: 10 Description: Low-energy pulse lasers to intercept missiles and unarmored ships asteroids and space debris
Other/Special
The hull is designed to absorb heat, turning it into electricity. Routinely operates in the cores of planets. Shields are only meant to protect it from asteroids, space debris, and solar flares, so they aren't as powerful as the shields of many ships.
General Description Used to mine the cores of planets for the valuable minerals within. Designed to withstand the temperature of the core for several days if need be, so they are highly resistant to energy based weapons.
EMP Burster Count: 1 Power: 30 Description: Generates an EMP which disrupts shields, technology, and other space-based lifeforms.
ECM Field Count: 1 Power: 40 Description: A continuous Electronic countermeasure which disrupts nearby sensors, target locks, technology, and space-based lifeforms.
Other/Special
Can feed on many different forms of energy, and use this to defend themselves when attacked, rendering the attacker powerless. Their shell absorbs and dissipates energy as well, and they can heal in a matter of minutes if injured, though the shell may take longer to heal.
General Description Korushte are sapient spacefaring lifeforms. They joined the ATA's battle as essentially a mercenary force, in order to get raw materials (food) and energy from their allies and the enemy.
Cryo Missle Count: 400 (20 tubes x 20 reloads) Power: 40 Description: Cryotech was originally designed to convert ambient heat into electricity in order to cool hot planets. They were mostly abandoned when the ground around the Cryotech generators started freezing things to near absolute zero. The SSS decided to use the technology as a tactical weapon, freezing the hull of ships in battle.
Electro-absorption missle Count: 400 (20 tubes x 20 reloads) Power: 40 Description: Based on the Korushte ability to feed on energy, it draws on the energy of the ship it's attached to and uses the energy it gains to emit a dampening field similar to theirs.
Point-Defenses Count: 50 Power: 10 Description: Low-energy pulse lasers to intercept missiles and unarmored ships.
Ion cannon Count: 1 Power: 70 Description: Disrupts shields and destroys electrical systems with a mass of ionized particles.
Neuro-combat drones Count: 60 Description: Pilots sit in chairs which link their mind to a drone. This gives them quicker responce time that a pilot based fighter. The connection is made via a broad-spectrum transmission which is designed to resist jamming.
Other/Special
Uses Corona shielding, which was designed for probes being sent into the sun. The SSS altered it to work on concentrated plasma and particle radiation as well. The ships hull is designed to withstand the pressure within a gas giant, and uses ablative armor which is cooled by the same cryotech as the cryo-missles the ship uses.
General Description A ship built for escorting valuable shipments through dangerous territory, these ships are generally the flagships of escort fleets, though fleets have been known to contain multiple Defence carriers in very dangerous situations.
Controlled by the mind of a pilot on the carrier, these ships are designed for response time, speed, and maneuverability. If needed, they can be AI controlled.
General Description A small remote controlled Drone.
Particle Cannon Count: 1 Power: 40 Description: A standard particle accelerator cannon.
Point-Defenses Count: 12 Power: 10 Description: Low-energy pulse lasers to intercept missiles and unarmored ships.
Ion Cannon Count: 1 Power: 50 Description: A mass of Ions disrupt enemy shields and damage electronic systems.
Other/Special
Uses the same shield and defence technology as the SSS Defence Carriers, but a less powerful model.
General Description A standard escort ship.
Known Fleets Leave this section blank for now. For each battle you'd be creating a fleet where you can use set number of "battle points" to buy your ships. This is a way to ensure balance.
A few years ago a ship from the UFTS came into their territory and opened up new trade routes. When they came under attack by a member of the Stellar Dominion, though, two factions decided to form a mutual defense agreement with the other FPA societies for the duration of the alien aggression against them. These two factions were the Interstellar Trade Consortium (ITC) and Sunrise Security Services (SSS).
I saw this and thought "Ermahgerd dish iz sho gud"
I saw this and thought "Ermahgerd dish iz sho gud"
WE SHOULD WRITE A HISTORY OF THE TWO FACTIONS
IT WOULD BE TOTALLY USELESS BUT SO COOL
The ITC and SSS have existed for a long time, hundreds of years at least. The ITC sends ships into remote systems to mine rare materials, and the SSS protects shipping convoys and mining colonies from pirates. Any other ideas?