STGOD 4 OOC Thread

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Post by Captain tycho »

Rogue 9 wrote:
Captain tycho wrote:
Rogue 9 wrote: Can you say Covenant Hunters? :roll: :P
That's exaclty what I was thinking. Hooray for ripoffs! :D
Don't make me play a ripoff of the UNSC. :P
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Post by Thirdfain »


Anyone wanna slaughter a bunch of 10 foot tall fundies with railguns and power armor?
10 fet or six, it's all the same when the orbital bombardment begins.
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Post by Alyrium Denryle »

Hmm... storm of Vengeance... this should be lots of fun. Especially because we managed to prove around 5 thousand years ago that Gods were just powerful mages. Just wait until combat mages start hurling mords disjunction and greater duispelling... and epic dispelling
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Post by Rogue 9 »

Captain tycho wrote:
Rogue 9 wrote:
Captain tycho wrote: That's exaclty what I was thinking. Hooray for ripoffs! :D
Don't make me play a ripoff of the UNSC. :P
'Today is a glorious victory for God. Our Paladins have pumped a few trillion railgun bolts into Rogue 9, leaving him a few random bits of atomic matter.'
One acronym for you: SMAC. :P Don't talk to me about railguns, boy. :twisted:
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Post by Captain tycho »

Well, I'm not gonna attempt to post rebuttals here anymore. Lets do that 'ingame.' :P :twisted:
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Post by Thirdfain »

Does anyone think a pregame diplomacy thread is necessary?
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Post by Thirdfain »

Oh, and I think it should be noted by all- This is not about powergaming. Giving oneself certain advantages and disadvantages makes for a more interesting game, but be sure not to go overboard. 10-foot warriors do not garauntee victory on the ground (not even close!), no more than an Ouster Hajr fleet can defeat a numerically superior enemy in a broadside duel. Checks and balances are what it is all about- Tycho, your nation of religious fanatics has the advantage of having cowed, loyal citizens and a powerful supernatural ground force, but there will be corresponding dissadvantages- for instance, worlds you conquer will almost certainly rebel against your ruthless religious rule.
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Post by Captain tycho »

Of course. I know that any planet I conquer will rebel. Thats why I shall begin from the inside, slowly working my fundamentalist tentacles around the juicy corporate brains of any nation I meet and carefully manupulating him via subversive speech. Then, when my fleet *does* come, everyone will cheer me for liberating them from the 'godless heathens.' :wink:
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Post by Alyrium Denryle »

I think a Diplomacy thread would be rather fun. If only to let us blow some steam
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Post by Dahak »

My Advantages would be very, very good fighters. Gravity control to a high degree, and computer technology.
Disadvantages would include that they suck ass in anything involving normal ground warfare, very dependent on their computers, and criminally arrogant :)
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Post by Jaded Masses »

Can I have slow FTL, but have the ability to travel instantaneously between my colonies via a form of stargate like thing, further more be able to bring one of these with me and establish a gate in any system? (I just have to get there first).
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Post by Darksider »

Um alyrium?

Main character mages that can frag capships?

I smell bullshit.....
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Post by Alyrium Denryle »

I refer to the members of the executive council. They are cloistered and you only ever know who one of them is.

They can take on a capitalship, and have a chance at winning, depends on how they do it. They may not be able to slug it out with the ship spells vs. broadside(they simply arent durable enough, they are only human), but they have multi-megaton spells at their disposal and are orders of magnitude older than the standard combat mages.

It isnt liek I will use them in combat any more than the empire of vampires wil use their king in combat.
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Post by lazerus »

The Jardanian Confederacy:

History and Culture:
The result of a malfunctioning colinization ship launched hundreds of years ago, the Jardanian Confederacy is entierly human.

When the ship crahsed landed on Jardan, the colinists found themselves in conflict with the much more primitive native inhabitants. Although the natives never posed a major millitary threat, the fact that they colinists were in a constat state of war with a speices that refused to negoatate with them has had a major impact on their Culture.

The Jardanians are an extremely millitaristic, authoritarian, and xenophobic culture. Civil rights are almost non-existat, and the goverment is omnipresent. The goverments stance can best be summed up with two phrases "Conquer or be conquered" and "Individuals can be sacrificed for the good of the whole."

The goverment itself is a well organized millitary Junta, with the highest member of the millitary acting as the exitive branch and supreme dicatator of the goverment. Dispite what could be regarded has horrible human rights abuses and a strong fear/hatrid of alien powers, the people are mostly loyal, partly due to a capable proproganda ministry.

Technology:
The Jardanian's have, interestingly enough, never devloped a self-contained FTL drive. Their planet-to-planet transportation as well as ship movement is acomplished by wormhole generating devices, much like a stargate (There are much much larger versions of this used to transport ships). When the Jardanian's need to reach a planet or station without a gate, they can approximate and open a wormhole without another gate of the far end. But these wormholes are extremely inaccurate and somewhat unstable.

While the Jardanians non-milliary technology is lacking, their millitary technology is quite advanced. Their sheilds and weapons show significant improvements over the compeition, and their crowing glory are a set of advanced targeting sensors that can see through all but the most advacing cloaking devices.

The Navy:
5 "HellBringer" class heavy orbital bombardment crusers. (large warship)
10 "JUMP" class Drednaughts. (large warship)
5 "Falcon" class battle-carriers. (large warship)
5 "Longsword" class deep strike crusers. (large warship) (equipped with cloaking device.)

25 Heavy Crusers (minor warship)
25 Light Carriers (minor warship)
20 Heavy Minelayers (minor warship)
5 "Ghost" class deep strike minelayers. (minor warship) (equipped with cloaking device.)

300 frigets
200 Corvettes
100 Troop Transports
Last edited by lazerus on 2004-04-09 06:53pm, edited 1 time in total.
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Post by Thirdfain »

Lazerus, your navy is drastically undersized. My own power has roughly 500 vessels of Frigate and Destroyer size, and nearly 50 cruiser sized vessels.
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Post by lazerus »

How can there be?

There was a limit of 25 large warships, 75 minor, 500 escorts, and unless you count a Destroyer sized vessel as an escort.........
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Post by Alyrium Denryle »

yeah.. they are escorts...
Fighters are negligable in fleet sizes.
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Post by Thirdfain »

Yeah, man. Destroyers and frigates ARE escorts.

Sizes are as follows:

Capital
Dreadnoughts, Battleships, Fleet Carriers, Battlecruisers

Cruiser
Heavy cruisers, Cruisers, Light Cruisers

Escort
Destroyers, Frigates, Corvettes
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Post by lazerus »

oh, i'll edit that........
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Post by Thirdfain »

NP. I see you are new to the STGODs. I advise looking at some of the other OOBs and basing what you write at least partially on them.
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Post by lazerus »

What is the "Diaspora"?
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Post by Dahak »

btw, anything inside the <<...>> brackets is nothing spoken, just datavised, so you mere mortals don't know it ever happened at all :)
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Post by lazerus »

I know.......did I respond to somthing like that by mistake?

Oops if I did.
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Post by Rogue 9 »

About the ship limit: Do defensive space stations, orbital gun platforms and such, count against it?
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I think this is the way it works

Post by Marcao »

Rogue 9 wrote:About the ship limit: Do defensive space stations, orbital gun platforms and such, count against it?
I don't think so, although defenses should be reasonable. If a particular nation has amazing defenses, then I think most people assume their navy and such is crap. Or those numerous defenses are paper-thin in comparison to others less so numerous.
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