I found time!
Added to the pad!
Added to the pad!
@WilsonTurnerAlright, I wanted to make a long post about strategies and tactics but it may come off a little insulting.
The long story cut short is that your intentions and proposed rules don't match.
Writing engaging battles is up to the player and their pool of creativity. Weapons and tech limitations almost don't matter.
Same with numbers, I personally can effectively write with any number of ships.
Though because of the influence of LotGH, I prefer playing with large fleets, using formations, flanking an all the other fun tactics you can just barely taste with only a few dozen ships.
There are tons of other issues I can talk about but really there are way too many directions I can approach this thing and it'd only turn into a tl;dr mess.
Let's just say your ideas are based on Hollywood and other popular media instead of level thinking.
If you want to avoid the insane messes space NRPs apparently come down to then you don't need rules, you need action.
When somebody gets lazy and engages in a war of numbers and doesn't even think about where or how these come from, warn him.
It's an effective method, even if admittedly management-intensive.
<Snipped quote by WilsonTurner>That's a misunderstandment of the scale here.
Shall I list how many fighters and ships we produce right now with boorish modern day technology and industry which doesn't involve all the delicious ways to get resources in abdunance?
The setting of most Space NRPs is very much an utopia compared to what we have now.
It's an issue if people get overboard but the cold fact of warfare is that practically everything is repalceable.
It'd hit the nation/civilization's economy and I'd love if players RP that but in effect replacing hundreds of ships in years, months or even days (depending on tech assumptions) is a cold fact with the scale we are all working at.
Even a single-planet civilization is pretty damn huge and can afford plenty of resource or industrial capacity.
Again, it seems to come back to using rules when it should be the responsibility of the GM.
EDIT:
Alright, so a few hard numbers.
- You have a civilization with billions of people.
- You live on a dirt ball with roughly 6 zettatons of mass.
- Assuming the solar system as average you have roughly 4 yottatons of matter to gather, not counting the Sun itself
- You have easy access to devices which generate at least megatons of energy (over thousands of times more than what the entire modern world produces altogether).
- You have ships that are efficient enough and have enough fuel to use these megatons/second or PW range reactors non-stop
- You have ships that not just capable of reaching any of the planets in your star system which each but even travel to other systems.
So yeah, what is really stopping you? I'm not even considering the various tech niceties like matter replicators.
This is more or less the utopia we want and you wonder that civilizations can handle loses in battle?
<Snipped quote by Kimiyosis>
My point exactly.
I'd rather have people play cautiously because each ship is costly to replace, and leaves up greater risk, rather than just have people throw everything at a problem and just replace all lost without a sweat.
@Willy Vereb
Okno.
But I get what you mean- I'd just rather have something that makes it more... tactical. Opening fire with a hodgepodge of everything isn't as effective. A mass driver would be better used first, since it can do more damage to shields faster and better than a laser, but is more likely to miss. Missiles might be better for hitting areas where the armor has been stripped away by a series of lasers, so that it can do more damage, or you can load special armor-penetrating missiles, or something to take out shields.
I'm basing this off of the rather balanced mechanics of both FTL: Faster Than Light, and from World of Warships, because it's more than words. FTL from Fractured Space.
I'm having the kind of thing that this_does_this_better. That way, for example, my Cirrus lightships would have reduced effectiveness against heavily shielded targets- which are likely to high priority targets. It's as much for me as it is for others. Take, for example, the warping/teleporting/jumping of Fractured Space. You can activate at any time, though the cooldown is significant compared to how fast combat progresses. And in Fractured Space, you have to get away and out of range to jump somewhere without taking extra heavy damage. Even the heaviest ship in the game can be quickly destroyed when it activates its jump drive.
FTL would have to be overall, quicker, but during combat, a few minutes' charge could be like hours, and plenty of time to be destroyed.
Combat has always been a problem, because while relying on everyone to just be a good roleplayer, people, including mean, do get a little too competitive. It doesn't turn out to be "what will sound better," it turns out to be, "Who will win."
Putting SOME rules down for that kind of thing means that there is a bit more to go on than just people's word and rough estimation of what should happen.
Dozens of ships rather than thousands is what I want, because I don't want these supermassive nations with hundreds of planets and massive fleets. I'd rather have it so that most systems may have one or two smaller ships, and simply call for help. That way actual strategy takes place, rather than
"I seen an enemy! Ready the 10,000 ship defense fleet!"
"We're attacking! Bringing in another 100,000 ships as reinforcements to the original 50,000!"
"Shit! They have more! Call for reinforcements! Bringing in 150,000 extra ships!"
"Oh dear! They have more ships! Call in for more help from our allies!"
"Crap! They brought in another 200,000 ships from one of their allies! Call for help from OUR allies!"
"Crap! They brought in 150,000 more ships! Quickly, rush them! Our strategic and tactical expertise is no match for them!"
"Crap! They're rushing straight into our guns! Fire everything, blow everything up, call for more reinforcements!"
"Crap! They brought in more ships, call in for more ships, have them all rush in!"
Which is, to be honest, how most battles go.
@Kimiyosis lets try to get this Collab done in the next 1 or 2 dayish or so- we might have to cut it a bit short. I'll be popping onto the mibbit every other hour or so, but probably won't be able to write much until after work.
We may have to cut it a bit short. Now that I'm starting to get back into the swing of things, I may just have to propel us forward with a GM post to reconsolidate everything- I mean, most of us are fighting, Trapp's crashing to the planet surface, and I also want us to get some planetary combat in- where each MAS's size class will play more of a difference, etc.