STGOD2k6 Discussion Thread

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Spyder
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Post by Spyder »

I'm fairly sure this is the most current.

http://spyderizer.orcon.net.nz/stgodmapnew.png

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Post by Beowulf »

SirNitram wrote:
Matt Huang wrote:Hrr? Just because mass-conversion devices are probably similar in function to transporters doesn't mean that it's a glorified one-way Trek transporter. I expect there to be no problems that require modulating the phase variance. Simply aim, a stream of whiteish light hits the target, then it all pulls back to the light source and the asteroid is turned into energy stored inside a (relatively) low-capacity ZPM.
First off, as I had previous said, straight mass-energy conversion is wildly out of line with the tech level here. Need I point out I'm the moderator, and I'd know this kind of thing? We've seen enough abuse of mass-energy conversion tech for one lifetime of STGOD's, thank you.
It is wildly out of line for this STGOD. Trust me, I've done half the abuses of it. The closest thing you'll come to it requires exotic fuels to do so, and most likely antimatter.

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Post by Thirdfain »

What does the nasty little spider have planned? What has it got in it's pocketses? Is it a glimmervoid in it's pocketses?
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Post by Spyder »

Let's see, just going through my checklist here, now what do I need next...
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Post by Lancer »

Hmmn, would Asgard-style transporters be out of line as well?
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Post by Spyder »

I'm willing to allow teleportation as long as it can't be used to kidnap, invade, or send a bombs.

HL style teleport is ideal, anything interplanetary however would be limited to one at a time.

A full teleportation network that'll let you shift whatever you want from planet to planet within your own space (like Hekarte's stargate network) require mentioning in your OOB and would cost a regional power about 330 points (the costings for this kind of thing are still being worked out).
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Post by Dahak »

Spyder wrote:I'm willing to allow teleportation as long as it can't be used to kidnap, invade, or send a bombs.

HL style teleport is ideal, anything interplanetary however would be limited to one at a time.

A full teleportation network that'll let you shift whatever you want from planet to planet within your own space (like Hekarte's stargate network) require mentioning in your OOB and would cost a regional power about 330 points (the costings for this kind of thing are still being worked out).
Well, I have had my personal teleportation in it from the start. And invested points in it...
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Post by Lancer »

Spyder wrote:I'm willing to allow teleportation as long as it can't be used to kidnap, invade, or send a bombs.

HL style teleport is ideal, anything interplanetary however would be limited to one at a time.

A full teleportation network that'll let you shift whatever you want from planet to planet within your own space (like Hekarte's stargate network) require mentioning in your OOB and would cost a regional power about 330 points (the costings for this kind of thing are still being worked out).
Err, what if the teleporters can be used as Necron-style gauss weapons?
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Post by Spyder »

Matt Huang wrote:
Err, what if the teleporters can be used as Necron-style gauss weapons?
Then no, no offensive teleporter tech.
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Post by Lancer »

So, we're suck with more of the Ancient ring-transporters (or Atlantis' turbolift-style transporters)?
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Post by Dahak »

Matt Huang wrote:So, we're suck with more of the Ancient ring-transporters (or Atlantis' turbolift-style transporters)?
No. Whatever your teleportation mechanism or whatnot is, you can use it to move stuff around, or your people. But you just can't use it as a weapon (for whatever reason fits with the teleportation thingamajig).
Though I guess you could use it as a sort-of hyper missile moving system, just that it would still have to get through shields (again, for whatever reason).
And I guess mass-teleporatation of an whole army into unknown enemy territory for a surprise attack is out of the question, too (even though you might move that army around your own country, but not into the unknown...)
Least that's my 2 cents.
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Post by Lancer »

Err, allow me to clarify.

By "Asgard-style", I mean a mechanism which does not require teleporters on both the sending and recieving end. It can also be used to just dematerialize targets like a weapon, with no inherent superiority over conventional weapons.

By "Ancient-style", I mean a mechanism which is limited to having transporter devices on both the sending and recieving ends (such as the "turbolift" style enclosures on Atlantis, or the classic ring-devices).

Both methods, of course, would be limited in range, at best a device on a planet would be able to ring over to a station or ship in orbit.
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Post by SirNitram »

I'm inclined to rule in favor of the Atlantis Turbolift Style for the majority, maximum range being to whatever the Standard Orbital Range is.(IE, your ship has to get into orbit to send you to the ground)

Man, I way overpaid for my teleporters. Aw well. I can drive Bolos through them.
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Post by Spyder »

I basically went empire size divided by twelve, you're a 6k empire and spent 500 on your stargates if I'm not mistaking? I'm not married to such workings, we could just make 500 the cost.

Alternatively we could just opt for the simple solution, say everyone can have some form of transporter tech for free and just make it so that it's up to you whether or not you want to connect your system to anyone else.

...I wish I'd thought of that when we were arguing about that in the other thread.
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Post by Stormin »

For a paid-for inter-system teleport system, what would be required to block it?
Something to prevent someone from porting in unlimited reenforcements during a battle.
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Post by Spyder »

You'd need to establish ground superriority, secure the planet and the receiver, deactivate or blow it up, then move on.

Only possible if you could field enough ground forces to totally overwhelm anything they could throw at you.

At least that's a scenario I envisage. I don't want to see "I put 500 points worth of cap ships in orbit and blow up your gates!" Gates will be obscured and possibly have backups. Full surface bombardment after establishing space superriority would work though, although the planet wouldn't really be worth defending after that.
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Post by Spyder »

I broke my own rule about text backgrounds. I cheated by making the grid lighter. Hopefully this won't come back to bite me in the arse when I try to align it to the master grid.

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Post by Dahak »

For my teleportation, I went for "classical" teleportation by means of magic.
As limitation, they only can teleport to locations they can clearly envision/scan/see in their mind.
So it's no problem in the home space, between planets (but with mostly "dedicated emergence zones"). But to teleport into unknown territory, they'd be able to clearly see it. Which will not be possible without some investigation and stuff.
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Post by Thirdfain »

You'd need to establish ground superriority, secure the planet and the receiver, deactivate or blow it up, then move on.

Only possible if you could field enough ground forces to totally overwhelm anything they could throw at you.

At least that's a scenario I envisage. I don't want to see "I put 500 points worth of cap ships in orbit and blow up your gates!" Gates will be obscured and possibly have backups. Full surface bombardment after establishing space superriority would work though, although the planet wouldn't really be worth defending after that.
Wait a minute. How hard would it be to find this device? To move in massed quantities of ground troops, it'd need to be pretty big. Also, wouldn't you be able to find out pretty soon,once combat was met, which general part of the planet the enemy's steady stream of reinforcements and supplies were coming from? You'd certainly require a general bombardment of the suspected area, but I'd imagine just from tracking enemy troop movements you could narrow it down to the right province or whatever of the planet where the gate is located.
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Post by Duckie »

Why teleportation at all? The Khar would undoubtably raise several theological issues resulting from teleportation of matter, before also bragging, probably incorrectly, that their FTL and FTL Comms systems are so good that teleportation is hardly much faster.

Of course, all of you slave races can play with your little magic tricks as much as you want. It doesn't delay the inevitable. :wink:
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Post by Glimmervoid »

MRDOD wrote:Why teleportation at all? The Khar would undoubtably raise several theological issues resulting from teleportation of matter, before also bragging, probably incorrectly, that their FTL and FTL Comms systems are so good that teleportation is hardly much faster.

Of course, all of you slave races can play with your little magic tricks as much as you want. It doesn't delay the inevitable. :wink:
Agreed, magic by definition is wrong. You can not learn from it, or truly understand it there for it is not of silver.
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Post by Thirdfain »

Glimmervoid wrote:
Agreed, magic by definition is wrong. You can not learn from it, or truly understand it there for it is not of silver.
I'm sure you'll soon learn differently.
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Post by Lancer »

Glimmervoid wrote:
MRDOD wrote:Why teleportation at all? The Khar would undoubtably raise several theological issues resulting from teleportation of matter, before also bragging, probably incorrectly, that their FTL and FTL Comms systems are so good that teleportation is hardly much faster.

Of course, all of you slave races can play with your little magic tricks as much as you want. It doesn't delay the inevitable. :wink:
Agreed, magic by definition is wrong. You can not learn from it, or truly understand it there for it is not of silver.
Any technology sufficently advanced is indistinguishable from magic. Of course from the Avalonian point of view, any technology that they do not view as primitive, and even some that they do, would be seen as magic by many of the less developed species.
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Post by Thirdfain »

Matt Huang wrote:
Any technology sufficently advanced is indistinguishable from magic. Of course from the Avalonian point of view, any technology that they do not view as primitive, and even some that they do, would be seen as magic by many of the less developed species.
"Less Developed..." pshawww!
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Post by Glimmervoid »

Thirdfain wrote:
Glimmervoid wrote:
Agreed, magic by definition is wrong. You can not learn from it, or truly understand it there for it is not of silver.
I'm sure you'll soon learn differently.
You are forgetting the mobile phone of Doomtm :D .
Or in any event maybe your people will see the error of they ways once they meet the people of the silver flame.
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