Avatar of King Solterra
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    1. King Solterra 6 yrs ago
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I might be interested in this. Hopefully it will get off the ground... I've had to many nation Rp's die on me early on.


Exactly the reason why Keyguy, I, and Wilson got together to discuss this and make one. Problem with a lot of NRP's is too many unknowns are left out, especially in fighting statistics, which causes arguments or personal problems. Not to say those were bad GM's or bad roleplays. It's just the difference of starting with a battleship, and starting with a rowboat and turning it into a battleship. We started at the beginning and ventured into new branches, fixing and reinforcing any holes we discovered. My quantity rule and tech system will make sure everything is understandable, and on the off chance there is an unknown in a battle, the non-participants call a vote of who won and then the results are figured by GM's
@ClocktowerEchos Very soon, like said you can start so you have something to toss your ideas on just ignore some parts.

Unfortunately right now I need a shower and get ready for a 5 hour drive back home. Expect the NS in at least... 10 hours or so. That's long I know, but ugh, 5 hour drive
@Alfhedil Short version: Majors have twice or more the population on one planet compared to Minors (Minors have similar to a small Earth). Majors have 4 fleets, Minors start with 1. Majors get a max of 5 and Minors get a max of 3 because of population.

Pop. can grow as you settle more planets and grow
I recommend all ignore the NS for now. It's mostly complete, but NONE of the information is posted. You can, however, fill out most elsewhere or post it here WITH ignoring technology, population, and Nation Numbers
<snip>


Majors are the GM's

Hmmm. I may be interested, but would like a more concise explanation as to just how much of a gap there is between the Major/Minor nations, both technologically and militarily.


FTL is the highest tech for everyone. Sublight isn't very different. Depending on the nations choice of weapons, each weapon will have a very slightly effectiveness against another type i.e. Railguns and lasers uneffected by environmental shields, but plasma is nulled out.

I'm typing up more information in our PM's, but for right now we have a simple system. Keyguy wasn't supposed to post the NS but I can tell you the system. It's simple because anything anyone does falls into the rule and still defines the battle result.

Majors get 2 Standard, and 1 Superior tech. Minors get 1 Substandard, 1 Standard, and 1 Superior. Sort of balance, which still gives the fact a Minor can't take on a Major alone, can fight a Minor but the fight nulls itself out, unless they have more ships or an ally.

The Minors will have a fleet, which I have yet to edit the CS for, and @Keyguyperson posted it without it being ready :P at most, Majors have 4 fleets, but as said, if anyone gets attacked, the Celestal Empire comes to their defense.

Majors create ships slightly faster, but that's because they will start out with one more shipyard than Minors (at the start) one ship per shipyard at a time, unless you create a ring shipyard or something. Each planet/colony can build a shipyard, and we're letting you make a custom System with a rule system on the main page, not here.

Celestial Empire is the only humans, if someone wants to make a minor nation of rogue humans, you won't get any support, seen as rebels, and fought (not sought out). If you want to act as an underling colony, you swear full allegiance to Celestial Empire.

P. S. - we have a 'bonus' tech, which we haven't fully made a list for (you can submit), it's tech level is experimental always, which is somewhere between Substandard and standard, but increasing or stripping other areas will increase its effectiveness (increasing power generation, less guns or armor, makes stealth last longer and be better) . Bonus isn't really used in combat much, since to create nonstandard ships take longer because they aren't designed for mass production. And using one ship to stealth around a fleet to take out a command ship doesn't ensure victory. Your bonus tech can almost be anything, depending what it is will determine its benefits, stealth van serve other missions.

Example of fighting using my quantity rule system and tech system. Two Minors have 10 ships each. Nation A has electronic/energy shields and railgun weaponry, Nation B has environmental shields and plasma weapons. They both have advantages over each other, but if Nation B had laser weapons, Nation A will be able to kill the other slightly faster, so they may survive the fight, with around 2 ships. Armor will rarely have bonuses, depending on which kind, mostly it'll have more or less armor, which plays roles in atmospheric conditions (more armor, means more weight, means more thrusting power, means less power to weapons and shields, unless a new design is made to increase such things, meaning nonstandard, taking longer)
Everyone makes ships at about 4-5 posts. Depending on labor force, that may be longer or shorter
Co-GM Charlie checking in..
Also, yes, we didn't plan on what to put where :b


I said this was the interest check. Ctrl+F int check in our message. I'll rush on info tomorrow...
Co-GM Beta reporting in. Keyguy I edited one line, so just recopy the whole code and repaste.

Edit: WAIT THIS ISN'T INTEREST CHECK. KEYGUY DAMMIT. That post is Interest Check Grade it's not the full roleplay grade post. :| The fuck er yer doin Keyguy y u do dis.

@Keyguyperson@Keyguyperson@Keyguyperson@Keyguyperson
"I will fuck those Drej up."


@Keyguyperson

"Who are you?"

Keyguy, you have work, and I've done 90% of the work for you, get on it :|
I feel relatively safe
GET THIS FREAKING PORTAL OUT OF THE COP CAR IT'S SUCKING ME IN IT DOES NOT FEEL GOOD
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