STGOD 4 OOC Thread (part 2)

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Post by consequences »

Rogue 9 wrote:
Bugsby wrote:RE tacjumps, what are the rules about these? You cant do an automove anywhere anytime without consequences, that should be a given. So what is the damage?

I'd say decreased shield power and weapons fire for about a minute before and after the jump as power is being rediverted. Or something like that. Thoughts?

edit: 666 posts! :twisted: :twisted:
For you energy weapon pukes, sure. :twisted:
There's also the slight problem of outrunning your decoys, giving off a massive 'here I am' signal, and losing ship-based guidance on any missiles that you had in flight at the time you made the jump.
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Post by Pablo Sanchez »

Bugsby wrote:RE tacjumps, what are the rules about these? You cant do an automove anywhere anytime without consequences, that should be a given. So what is the damage?

I'd say decreased shield power and weapons fire for about a minute before and after the jump as power is being rediverted. Or something like that. Thoughts?
I would probably say that tac-jumping is just damn near impossible to do accurately because navigational rigs are only designed to calculate FTL hops of at least several light minutes. My ships could probably do it best because my crews have centuries of drill, training, on top of being superhuman in most other aspects (other navies augment their people technologically, that stuff would only slow my boys down :)) Do it by intuition and reflexes, you know. Not that I'm going to actually do it.

It should also take power to spool up for a jump, which has to come from somewhere else. Shields, weapons, sublight engines... life support?
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Post by frigidmagi »

Thank God for life suits. On that note the UP cannot Tac Jump, we had to give that up to make space for missles and decoys and etc...
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Post by Hotfoot »

Pablo Sanchez wrote:
Bugsby wrote:RE tacjumps, what are the rules about these? You cant do an automove anywhere anytime without consequences, that should be a given. So what is the damage?

I'd say decreased shield power and weapons fire for about a minute before and after the jump as power is being rediverted. Or something like that. Thoughts?
I would probably say that tac-jumping is just damn near impossible to do accurately because navigational rigs are only designed to calculate FTL hops of at least several light minutes. My ships could probably do it best because my crews have centuries of drill, training, on top of being superhuman in most other aspects (other navies augment their people technologically, that stuff would only slow my boys down :)) Do it by intuition and reflexes, you know. Not that I'm going to actually do it.

It should also take power to spool up for a jump, which has to come from somewhere else. Shields, weapons, sublight engines... life support?
Bah, who needs life support!?

Oh...wait, yeah...

Um...vacsuits? :D
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Post by Rogue 9 »

Pablo Sanchez wrote:
Bugsby wrote:RE tacjumps, what are the rules about these? You cant do an automove anywhere anytime without consequences, that should be a given. So what is the damage?

I'd say decreased shield power and weapons fire for about a minute before and after the jump as power is being rediverted. Or something like that. Thoughts?
I would probably say that tac-jumping is just damn near impossible to do accurately because navigational rigs are only designed to calculate FTL hops of at least several light minutes. My ships could probably do it best because my crews have centuries of drill, training, on top of being superhuman in most other aspects (other navies augment their people technologically, that stuff would only slow my boys down :)) Do it by intuition and reflexes, you know. Not that I'm going to actually do it.

It should also take power to spool up for a jump, which has to come from somewhere else. Shields, weapons, sublight engines... life support?
Wouldn't that just be your vampires, which I wouldn't think would be performing normal crew functions?
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Post by SirNitram »

The Etern CAN perform tacjumps, as our navigators are basically brains in bowls.
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Post by Rogue 9 »

Tycho, what did you send to the UP to support Darksider?
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Post by Thirdfain »

The Ousters can as well based on the Kincaid drive's dymanics, but we realise that a ship just dropping from Kincaid is a sitting duck- jumping into gun range will get you 2-3 volleys into your face as you try to launch decoys and work out where you enemy is...

Wee use it for escape and long-range repositioning.
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Post by Marcao »

I don't like the idea that some nations can perform tac jumps and others cannot for whatever reasons. I would prefer it if we all can do it, or we all cannot. Less problems down the line with that arrangement.
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Post by Stormbringer »

I say we just don't allow them period. Too easy to abuse.
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Post by Thirdfain »

I think we can all do them, but be willing to face the dire consequences of making yourself an easy target.

Hell, if we can't do tac jumps, my Kincaid drives suck, as they have worrse strategic speed for no advantage, and I'll be forced to request an increase in Ouster shielding and firepower.
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Post by Pablo Sanchez »

Rogue 9 wrote:Wouldn't that just be your vampires, which I wouldn't think would be performing normal crew functions?
You're right, vampire officers don't perform normal crew functions, they appear only on vessels of cruiser weight and up and they only do command. The remainder of my crews are dhampir half-breeds, who are also ageless (but, having separate souls, aren't such babies about dying) and tend to be rather more than human in capacity.

Also, my guys have a lot of hours of training and experience. For an extreme example, the honorable Admiral-Marquis Belisario de Valencia, started his career at the helm of a spelljammer during the flight from the Arcane Empire some 10,000 years ago. Technology has of course advanced since then, and he's done his best to keep up.
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Post by Rogue 9 »

Or you could run with your massive numerical and industrial advantage...
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Post by Pablo Sanchez »

Marcao wrote:I don't like the idea that some nations can perform tac jumps and others cannot for whatever reasons. I would prefer it if we all can do it, or we all cannot. Less problems down the line with that arrangement.
Oh, everyone can do it. But nobody can do it and expect to gain a significant advantage from it.
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Post by Thirdfain »

Or you could run with your massive numerical and industrial advantage...
Check again. I have 27 capships compared to 30 for the UP, and that's with me having twice the resourrce base. My vessels are moderate-high quality rather than quantity vessels.
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Post by frigidmagi »

Of course my cap ships are spread out has we can see in the current battle.
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Post by Rogue 9 »

My vessels are moderate-high quality rather than quantity vessels.
Translation: They've already got an advantage in shielding and firepower. Okay.
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Post by Thirdfain »

Translation: They've already got an advantage in shielding and firepower. Okay.
And a disadvantage in strategic deployment speed, for which I traded easy, fast-to-use tactical jumps.

Of course, the problems with tacjumping remain, and I'll get my ass kicked if I try to hop in on someone going TACJUMP WAVE MOTION YOU DIE LOLOLOL!
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Post by Thirdfain »

... MURAZOR!

Les fight a little, ok?
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Post by Rogue 9 »

At the current rate, we'll be able to scramble reinforcements to fight you before he gets his rear in gear. *Grumble*
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Post by Thirdfain »

Heh. If you can rastle up the reinforcements.
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Post by Hotfoot »

A few questions about Early Warning networks.

As I understand it, Early Warning networks and system defenses are designed such that reinforcements should arrive at least partway into a battle to try and defend against invading enemy ships. However, the numbers being thrown around make such measures little more than totally worthless.

Consider: an early warning net only goes out about 20 minutes. According to the numbers being tossed around earlier (for which I personally would like some justification for, rather than gut feelings), it takes hours to traverse within one's own nation. I have yet to see a battle in this STGOD which seems to last more than ten or twenty minutes in game.

Right now, national reinforcements are useless, as raiding fleets can get in, smash an entire system before reinforcements arrive, and then leave to annihilate again another day, with minimal losses on their own end.

I understand the desire to keep the game from becoming "my whole fleet against your whole fleet because I had time to get everyone into position", but there should be some sort of dynamic involved that is a workable mesh of these two extremes.
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Post by Rogue 9 »

Oh, and yes, First Fleet can make it to the battle zone in the Oro system long before the battle is over.

The map.

Note that the Oro system and Nashtar are just a lightyear apart, perhaps a bit more.

While we're at it, since these haven't been posted since page 25, here's the other map as well.
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Post by Dahak »

Would a short jump from a systems edge to a planet's orbit be allowed? Without much precision, though
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Post by Rogue 9 »

I've jumped from planetary areas to the Oort cloud on a few occasions, most recently while getting the hell out of Tortuga, so I don't see why you couldn't do the reverse.
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