STGOD 2K5 OOC Thread
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Hm, I might just throw away some hundred thousand people for the good of science while I wait for Marcao
Great Dolphin Conspiracy - Chatter box
"Implications: we have been intercepted deliberately by a means unknown, for a purpose unknown, and transferred to a place unknown by a form of intelligence unknown. Apart from the unknown, everything is obvious." ZORAC
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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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You're not the only one waiting for him to do a mail dropInnocentBystander wrote:Marcao, any chance you might have a post for me?
Great Dolphin Conspiracy - Chatter box
"Implications: we have been intercepted deliberately by a means unknown, for a purpose unknown, and transferred to a place unknown by a form of intelligence unknown. Apart from the unknown, everything is obvious." ZORAC
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- Cabwi Desco
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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.
Im looking to play a regional power. The 13 Republics and their Allied Nations Navy.
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you have to make an OOB and post it in the OOB thread first, iirc. also might want to talk to thirdfain.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.
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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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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.
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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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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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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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.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-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 South may rise again, but the North will just kick their asses... again.irishmick79 wrote:Gun Bunnies should, under no circumstances, be given access to the force.
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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.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.
point values. i did see those but i need some clarification.
The South may rise again, but the North will just kick their asses... again.irishmick79 wrote:Gun Bunnies should, under no circumstances, be given access to the force.
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Whoo.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.
[/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.
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.
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.
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.Cabwi Desco wrote: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.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-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.
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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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.
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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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.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.
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- Cabwi Desco
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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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"There's a word for bias you can't see: Yours." -- William Saletan
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