Hidden 9 yrs ago Post by Terminal
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The universe is ending.

It had always been mere speculation, but in the end, reality proved to be a False Vacuum. Either by chance or due to the machinations of some unknown force, multiple nucleating wavefronts of true vacuum were generated within the Virgo Supercluster.

These bubbles of spacetime, after expanding to swallow entire galaxies, began to expand faster than light as the rest of the universe began to implode upon the new expansive regions. As a result, the entirety of your civilization was engulfed in the true vacuum in an instant, without warning.

By some unforeseen miracle, all life and reality as it is known fail to cease. You have found yourself displaced in an entirely new universe. Theories abound as to how such is possible, but no firm answers are forthcoming.

Of more immediate concern is that the ultimate ecological disaster did not affect you alone. Other nations, other sovereign powers and forces, were displaced as well. Your nation, regardless of its previous existence, now finds itself isolated in an entirely unfamiliar geopolitical landscape.

New alliances will be forged. New hatreds will be kindled. The great minds were wrong. In this new universe, the capacity for a joyous existence remains. The paradigm of life, intelligence, and impetus go on.


888888888888


So hey, since everyone has declared Stellevia to be dead, I figured I would try and nab the next Space NRP slot.

The premise is simple. Every nation in play has been displaced from the false vacuum universe and finds themselves in an entirely new universe at a random coordinate location. This involves a bit of weirdness, since every civilization has been displaced in a cookie-cutter fashion - every planet and star that was a part of each respective power remained in the same place respective to each other, but every other star and celestial body in the universe was thrown to a new spot. Amongst other things, this means there are no galaxies or star clusters in the new universe - everything is just floating around in an unorganized jumble right now. The True Vacuum universe is therefore rife with rogue planets, surprise singularities, supernova remnants, massive gamma bubble fields, and more. Lots of room for esoteric space adventures in other words.

This is soft science fiction, incidentally. No hard science required (although if you want it feel free to indulge).

A gamut of basic rulings in advance since these things always inevitably crop up:

As a special feature, as everyone submits nations I will create a map of Anomalies throughout surrounding space (in the manner mentioned above).

This is just an basic overview to see if there's any interest. If I can get at least five interested parties to participate, I'll immediately begin work on an official OOC, nation sheets, an introduction, and a more formalized listing of setting descriptions/rules.

Thoughts, comments, interest?
Hidden 9 yrs ago Post by Sigma
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Looks pretty interesting, count me in :)
Hidden 9 yrs ago Post by TheSovereignGrave
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Well, I'm interested in this. I've been wanting to get into another NRP for a bit now.
Hidden 9 yrs ago Post by Skylar
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Interested. And the ground rules laid down should avoid some of the usual pitfalls sci-fi NRP's tend to run into. Very interested.
Hidden 9 yrs ago Post by FacePunch
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I've been looking for a space NRP. Count me in.
Hidden 9 yrs ago Post by EveryMemeAKing
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Interested.
Hidden 9 yrs ago Post by Terminal
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I count five interested parties. Perfect.

I'll have an OOC up sometime tomorrow, likely early to late afternoon.
Hidden 9 yrs ago 9 yrs ago Post by Eschatologist
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Oh man this looks fresh to death like a bird in a zip-lock bag. I interested.
Hidden 9 yrs ago Post by Willy Vereb
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My only issue with these rules is that they are a bit inflexible but yeah, things like this need to be straightened out.

One issue is that not every FTL travel method works by "jumps". Think of the Warp Drive from Star Trek, for example. It propels the ship in real space on a constant rate and the sensors/crew can observe their surroundings or make course changes the whole time.
Obviously, the most common limiting factor of these to be slower in comparison.
This is no universal rule but dramaturgy wise you can more easily get away with making these "warp engines" slower than you do for jump drives.

Warp-like FTL methods have several differences, including new sets of "ups" and "downs" for its mechanism.
Advantages:
- Activating the "warp drive" is almost negligible in energy cost and, at least when nothing else is in demand, it can be maintained almost idefinitely
- Warp travel steers the vehicle in realspace which means the crew is aware of their surroundings and can make course corrections the whole time
Disadvantages:
- It may be slower (less physics-dodgy method than jump drives and as I said writers can get away with slow warp drives much easier)
- Navigating in realspace means you still need to avoid larger debris and other hazards in your way
- While you can react and make course corrections, at FTL speeds any "turns" you make would usually require tons of space since all those tiny delays in time add up
- Warp engines don't make you disappear from realspace, you only became faster so the enemy may keep targeting you

Warp Drive applications:
- Ships: see above
- Missiles: the warhead travels at FTL speeds practically the whole time so it lacks the weaknesses of the "jumpdrive missile". On the other hand it's in realspace and has all the issues described above.
- Other weapons: You can use something akin to a "warp accelerator" to propel projectiles or even energy beams at superluminal speeds for extended range and perhaps accuracy.
- Communications: you can enhance radiowaves and such to travel faster than light, the so-called subspace comms in Star Trek are like this. Potentially inferior to jumpdrive-derived methods, tho.
- Sensors: You can practically use the same tech to get FTL sensors which will be essential for this NRP anyways. Besides without FTL sensors you would fail to even navigate with a warp drive.
- Computing, electronics: FTL circuits can increase the speed of computers and every electronic system in general.

There are perhaps more but these are the most obvious ones.
Note, you can also get various interesting applications for jump drives but in some areas they're more limited.
For example it's rather difficult to imagine the application of jump drives for sensor technology.
Hidden 9 yrs ago Post by The Grey Warden
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I am interested in a SCI-FI nation roleplay. It's been awhile since I saw one on here.
Hidden 9 yrs ago Post by Willy Vereb
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Ah, there's always one or two space RPs are active.
The problem is that they are nowadays kinda cursed to end fast. Hope some game can finally escape this fate.
Hidden 9 yrs ago Post by Monkeypants
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Haven't seen ya in a while, terminal.

I'll join in too.
Hidden 9 yrs ago Post by ASTA
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-No dyson spheres or similar megastructures.


:(
Hidden 9 yrs ago Post by Terminal
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@Willy Vereb, I am aware of different forms and permutations of FTL. Regardless, the speed limit applies to all of them - including FTL which uses superpositioning as well as discontinuous wave-function fallthrough (which according to common sense would travel from point A to B instantaneously). That said, your stated advantages and disadvantages to using non-jump drives are valid. Different forms of FTL will have their pros and cons, especially when used in naval battles.

OOC going up in a few hours, incidentally. I'll send everyone who expressed interest a PM once it's done.
Hidden 9 yrs ago Post by Willy Vereb
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@Willy Vereb, I am aware of different forms and permutations of FTL. Regardless, the speed limit applies to all of them - including FTL which uses superpositioning as well as discontinuous wave-function fallthrough (which according to common sense would travel from point A to B instantaneously). That said, your stated advantages and disadvantages to using non-jump drives are valid. Different forms of FTL will have their pros and cons, especially when used in naval battles.

OOC going up in a few hours, incidentally. I'll send everyone who expressed interest a PM once it's done.
Well, like I said, I don't particularly have a problem with the spirit of the limitations.
Not sure if they are explicitly needed but I don't mind them either.
The only issue is that you only defined them by the typical "hyperdrive" mechanism.

Travel speed is easy to get around. It only determines how fast you can get from point A to B.
So perhaps the instant jump drive can only make 1400+ lightyear jumps and require 24 hours recharging after each use.
Warp drives and hyperdrives are fine even without this limit.
Just for balance I suspect the warp type should be somewhat slower or something.
Besides, pushing FTL speed caps to their limits would be unwise. It'd eliminate any chance for growth.

Tactical FTL limitation looks too strict at first but the last sentence clarifies things and makes room for the warp drive uses.

FTL weapon limitation sounds nonsense when attempted to be applied to the warp drive derived methods. On the other hand thus the limitation can be ignored out of common sense for these and apply the same for tactical FTL. No unbeatable super FTL weapons.

The new additions, though...they are kinda bad news.
The Dyson Sphere limit is relatively no problem. There are some creative civ ideas where the entire nation lives in a giant ancient space ship.
10km limit is a serious issue, though. You see big ship doesn't equal powerful.
And certain brainy hard sci-fi measures would require rather large constructs.
A number of fun spaceship ideas are also impossible
Then there's also the issue with race who migrate in space colonies.
I get that you don't want people to move around in ships with the size of moons or planets but this is getting overboard.
Generally the majority of these issues can be solved by GM management and the good'ol common sense.
As things are you may be stepping on the creativity of people.
One thing is to prevent OP civs and crazy arms race.
And another to neuter the chance for diverse ideas.
Pardon me if I come off a bit harsh here, that's just the way I am. No offense meant.
My point is only that the way you word things can be problematic for different FTL mechanics.
Also that your latest addition to the limits is well...too limiting.
Granted, I doubt I will be held back by these but I remember dozens of civs that would be pretty much impossible by these, even though they were pretty balanced otherwise.
Hardlines may be better to be replaced by a comprehensive view.
A race having thousands of ships with the size of the Moon is definitely OP. If they can replace any vessel in real time their industry is beyond insane.
A civilization living on a wandering moon-sized colonyship which made by ancient technology they no longer know or perhaps even understand is a whole other deal.

Hidden 9 yrs ago Post by Terminal
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The new additions, though...they are kinda bad news.


There are no new additions. The original post has remained unmodified since it was posted 15 hours ago.

10km limit is a serious issue, though. You see big ship doesn't equal powerful.


Speaking as a person who prefers to utilize cruisers, I agree. However, this is a specific point of contention that inevitably crops up in Space NRPs. To list just a few examples,

In AaMS, one poster had ships which averaged between ten and two hundred kilometers in length, another had no ships larger than seven hundred meters, a third used ships ranging from thirty meters to over fifty kilometers. In IA one poster had a number of vessels described as 'destroyers' that were more than twelve kilometers long while another had 'dreadnoughts' which were no larger than two. In WoSS one person actually wanted a ship that was five hundred kilometers in diameter, when everyone else was using ships and structures smaller than seven kilometers. In WatS, ships varied in size between posters to the point where people both on the upper and lower end of the spectrum were complaining about each other. In IW, a small relatively new regional power with primitive technology possessed an armada of fifty-kilometer long warships while a longstanding, centuries-old quadrant superpower 'had difficulties' manufacturing warships larger than eight kilometers. I could go on.

The fact of the matter is that, if I do not come out with a ruling here and now, absolutely nobody will be able to agree on the same basic parameters for ship sizes. Since I don't want to unnecessarily force everyone into using a rigid classification system, I just defined an upper limit. Feel free to freely designate your own classifications of ships and their dimensions, up to the ten kilometer ceiling.

The number is perhaps selected arbitrarily, and pending discussion I might be amenable to changing it. However, I am of a mind that a hard ceiling is necessary in this matter. I am also open to permitting the occasional exception to the rule, but this would be on a per-case basis.
Hidden 9 yrs ago Post by Monkeypants
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I'm assuming that if it were worked out and for story purposes, a vessel of beyond 10km would be accepted but the decision to put a limit on size like that is acceptable to me.

Also, ftl speed limit regardless of type is also acceptable. Not everyone here is that well versed in science and I for one am not going to go to wiki to look up different properties yall throw out when I could be writing a story.

All in all, happy to see a new RP starting up!
Hidden 9 yrs ago Post by Nilesapa
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I have interest since I made a app for stellevia before it died.

Here's the app from Stellevia:



I may edit the app to better fit the setting.

Anyways, time to strike up a debate:

FTL weaponry is stupidly impractical despite being possible in this universe. Mainly since FTL bombing is a total waste of a warp drive. Why have a one-use warp bomb when you can just warp in a spaceship loaded with WMDs that are just as effective? Not to mention a spaceship can adjust to situations way more effectively than some dumb missile.
Hidden 9 yrs ago Post by Terminal
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I'm assuming that if it were worked out and for story purposes, a vessel of beyond 10km would be accepted but the decision to put a limit on size like that is acceptable to me.


Correct. The current boundary is there as a general rule, but I am open to the occasional exception as long as there is good reasoning and intent behind it.

As a general notice, the OOC will be up within the hour.
Hidden 9 yrs ago Post by Willy Vereb
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@TerminalPer case basis allowances to the rules sounds like a good solution.
As for sizes, they kinda also represent the industrial power of a nation.
So a more primitive nation should have inferior industry thus:
A.) Even though the 12-mile ships are classified as destroyers, they aren't nearly as numerous as the common ships of the other
B.) There are other technical details which makes the creation of larger ships difficult, maintaining a stable field for FTL travel, for example.

Such discrepancies will be occurring regularly within the RP. There's no way to completely mend them aside from invasive intervention from the GM, which isn't really advisable.
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