STGOD 2K5 OOC Thread

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Post by Dahak »

Hm, I might just throw away some hundred thousand people for the good of science while I wait for Marcao :)
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Post by Ace Pace »

Sorry guys, kinda holding on Rogue posting ;)
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Post by White Haven »

Editted OOB slightly to fix the scale on my landing craft, gunships, and carriers. When I wrote this, I was not thinking of escorts as SD-scale, and the numbers reflected that.
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Post by InnocentBystander »

Marcao, any chance you might have a post for me? :)
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Post by Dahak »

InnocentBystander wrote:Marcao, any chance you might have a post for me? :)
You're not the only one waiting for him to do a mail drop :mrgreen:
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Post by InnocentBystander »

Rar! Well he's off the hook tonight, we are going to Blackrock spire again, as I recall - wouldn't want to miss out on those fancy rogue gloves twice now would we? :lol:
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Post by Cabwi Desco »

Hey all i'm new person to an STGOD but i have read through the previous STGODS and would like to get in on this. any chance for me to get in without being wiped out in the first?

Im looking to play a regional power. The 13 Republics and their Allied Nations Navy.
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Post by General Zod »

Cabwi Desco wrote:Hey all i'm new person to an STGOD but i have read through the previous STGODS and would like to get in on this. any chance for me to get in without being wiped out in the first?

Im looking to play a regional power. The 13 Republics and their Allied Nations Navy.
you have to make an OOB and post it in the OOB thread first, iirc. also might want to talk to thirdfain.
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Post by White Haven »

Heh. Guess the Sixth won't be attending the Thirteen summit anytime soon, not when the ship they've been using to ferry diplomatic personnel around is a full-fledged battlecruiser. :)
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Post by Thirdfain »

Cawbi, you can not post in the game thread until you've posted an OOB.
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Post by Cabwi Desco »

ahh well i did its just not exactly finished. Count me out for now untill then.
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Post by Thirdfain »

Fair enough. I'd recommend reading other's OOBs for a guide on how you yourself should prepare, also, you'll be coming in as a Minor power, so check the OOB thread's opening post for what that entails for your fleet size.
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Post by Cabwi Desco »

there i posted a version 1.0 of my OOB can i post now?
irishmick79 wrote:Gun Bunnies should, under no circumstances, be given access to the force.
The South may rise again, but the North will just kick their asses... again.
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Post by Thirdfain »

Sure, but I'll point out that superweapon platforms make notoriously poor warships, as even a massive starship has trouble generating the power both to crack a planet *and* run a decent shield bank. I'd recommend shying away from the "Single Uber Dreadnought" concept. You've got 15 capital ship slots, for battleships, Dreadnoughts, Superdreadnoughts, and superweapon platforms- I'd recommend spreading them out a bit.

You'll also need to quantify the relative power of your cruisers. You don't give point values for your craft, which is a problem.
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Post by Thirdfain »

Oh, yeah, and not allowing armed vessels into your territory? Probably a poor choice, because every trading company worth it's salt escorts it's freighters. You'll lose a lot of business when you tell the corporations their cover can't follow them all the way in. Moreover, you'll be a minor power. What if one of the Grands or Majors is transiting a battlecruiser squadron near your power on some errand or another?
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Post by White Haven »

Cabwi, try to keep the chatter out of the OOB thread, please. It gets cluttered enough with all the uberposts we toss up there. :)
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Post by Cabwi Desco »

Thirdfain wrote:Oh, yeah, and not allowing armed vessels into your territory? Probably a poor choice, because every trading company worth it's salt escorts it's freighters. You'll lose a lot of business when you tell the corporations their cover can't follow them all the way in. Moreover, you'll be a minor power. What if one of the Grands or Majors is transiting a battlecruiser squadron near your power on some errand or another?
General Order 77 allows armed warships to enter if they drop weapons and shields, the ANN will give them protection with a escort group, a corvette for something as small as a freighter upto 20 for something as large as a B-ship.

General Order 77-B all shiping companies are allowed to cover their convoys with a maximum of 2 heavy fighters or 3 mediums or 4 lights. Freighters are allowed to have full shields up pending a cargo scan. All vessels of other types can only have shields up to 25% power

One last thing If an allied ship is heading through one of the most ardent anti pirate systems what do they need weapons up for?

Shipping comparies will want to come to the 13 with the profit margins allowed by the Repbublican Economy.
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Post by Cabwi Desco »

Thirdfain wrote:Sure, but I'll point out that superweapon platforms make notoriously poor warships, as even a massive starship has trouble generating the power both to crack a planet *and* run a decent shield bank. I'd recommend shying away from the "Single Uber Dreadnought" concept. You've got 15 capital ship slots, for battleships, Dreadnoughts, Superdreadnoughts, and superweapon platforms- I'd recommend spreading them out a bit.

You'll also need to quantify the relative power of your cruisers. You don't give point values for your craft, which is a problem.
The triumph (which is what i assume you are speaking of) spends most of its time simply sitting in orbit around the capital of Morevonia. the superlaser is mostly just vaporization of the surface, not planet cracking(thats TWO-thirds destruct mine is ONE-third). its just my Wank ship and i happen to love the little thing. i have schematics if you want 'em for the size comparison chart.

point values. i did see those but i need some clarification.
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Post by Thirdfain »

Cabwi Desco wrote: The triumph (which is what i assume you are speaking of) spends most of its time simply sitting in orbit around the capital of Morevonia.
Whoo.

[/quote] the superlaser is mostly just vaporization of the surface, not planet cracking(thats TWO-thirds destruct mine is ONE-third). its just my Wank ship and i happen to love the little thing. i have schematics if you want 'em for the size comparison chart.

Surface Vaping is as powerful as STGOD2k5 superlasers get, in any case. It's been centuries since anyone built anything like the Death Star. The point stands.
point values. i did see those but i need some clarification.
They are a way of quantifying the relative power of one of your vessels. For instance, you have 30 cruiser points to toss around. You could spend them on 30 light cruisers, or perhaps 10 light cruisers worth 1 pt a piece and 5 armored cruisers worth 2 points apiece, and 4 light carriers worth 2.5 points a piece.
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Post by Beowulf »

Cabwi Desco wrote:
Thirdfain wrote:Oh, yeah, and not allowing armed vessels into your territory? Probably a poor choice, because every trading company worth it's salt escorts it's freighters. You'll lose a lot of business when you tell the corporations their cover can't follow them all the way in. Moreover, you'll be a minor power. What if one of the Grands or Majors is transiting a battlecruiser squadron near your power on some errand or another?
General Order 77 allows armed warships to enter if they drop weapons and shields, the ANN will give them protection with a escort group, a corvette for something as small as a freighter upto 20 for something as large as a B-ship.

General Order 77-B all shiping companies are allowed to cover their convoys with a maximum of 2 heavy fighters or 3 mediums or 4 lights. Freighters are allowed to have full shields up pending a cargo scan. All vessels of other types can only have shields up to 25% power

One last thing If an allied ship is heading through one of the most ardent anti pirate systems what do they need weapons up for?

Shipping comparies will want to come to the 13 with the profit margins allowed by the Repbublican Economy.
The minimum that most powers have for convoy protection is a corvette. That would be somewhere around 10 times what you're allowing for escorts, and is quite a bit less power than I run on mine. And that's state military escorts. Companies typically have a corvette or two along for the ride. There are many different powers which have a capitalist economy, yours isn't especially attractive.

Point values:
Each ship has a point value which is relative to a "standard" ship. Each size power gets a certain amount of points to spend in each size. More points per ship gives a not quite linear increase in power. An ISD would be worth somewhere around 4 escort points, IIRC.
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Post by Cabwi Desco »

oh oh OH! thats what it is then...

alright. ill try one last time for the superlaser. the Triumph itself took a quarter of an Age to build (an age in the 13 is 100 terran years) and the superlaser another quarter age.

ahh and the ship navies thing makes sense now i thought that was a maximum number of ships not ship values! I shall fix mine then and add a few new vessels. Thanks.
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Post by Thirdfain »

Cabwi Desco wrote: alright. ill try one last time for the superlaser. the Triumph itself took a quarter of an Age to build (an age in the 13 is 100 terran years) and the superlaser another quarter age.
Hardly matters when it's fully built at game start. You have enough capship points to field a nasty superdreadnought and a planet-smacker. They just can't be combined in one hull.
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Post by Cabwi Desco »

right so if i get rid of the superlaser can i keep the ship at least?
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Post by Cabwi Desco »

oh and could i get a judges ruling on my point values? i need to know of any discrepancies to fix.
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Post by Beowulf »

Frigates are escorts. And they're smaller than destroyers. Calling something larger than a cruiser a frigate will only serve to confuse people. You probably want to better differentiate the two escort classes you do have. Ditto with the two cruiser pointed classes you have. As it is, they have the same point value, with the only differences being a change in weapons numbers, and length. Oh, and quantity over quality only works to a limit. An 8 point vessel is not twice as strong as a 4 point vessel, and a .1 point vessel is less than half as strong as a .2 point vessel.
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