STGOD 4 OOC Thread (part 2)

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Murazor
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Post by Murazor »

Thirdfain wrote::shock:

Oh wow, I just found what you had traded off for your ability to have all these cool additions to your warships. You can't detect Known Space FTL drives. WTF is going on here?::
Sensors: Their sensors are slightly better than average and have slightly bigger range. However, currently they don't know how to detect most forms of Hyperspace FTL travel.
I traded stealth because of the GID gravitic field (meaning that only scout frigates have even the faintest hope of hiding from somebody looking for them with the drive active). The gravitic screen is only partially useful against lasers/grasers... and only capital ships carry deflector screens. Metacrystalline armour goes only in carriers, constellations and torpedo frigates. Only my capital ships can use transpace and the others do use warp, which is more or less crap. Finally, my economic power is small and it is going to take years to recover from this war if I do it at all (did you realize that before ordering new ships I decomissioned many of the existing ones to scrap materials or refitted the old ones?).

PS: The hyperspace thing means that they can detect subspace (warp) and realspace drives (yours), but that they can't detect hyperspace (like B5 and Honorverse ones).
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Post by Thirdfain »

My drive works by effecting hyperspace. The telltale for Kincaid drives is the kinetic plume people detect on hyperspace.

In any case, I think my post is equitable.
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Post by Murazor »

Thirdfain wrote:My drive works by effecting hyperspace. The telltale for Kincaid drives is the kinetic plume people detect on hyperspace.

In any case, I think my post is equitable.
I didn't complain about your post, I just clarified about your observations.
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Post by Thirdfain »


I didn't complain about your post, I just clarified about your observations.
I'm merely saying that to sensors that can't see into hyperspace, a vessel under Kincaid isn't particularly easy to detect at long ranges.
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Post by Stormbringer »

Kincaid torps move at what, 6c? That'll cut reaction times down steeply, especially since they accellerate near immediately.

Which is a certain possibility, Interdictors do not as I understand it get any stronger by having multiple ships in the same mode. As such, if you have two interdictors available, the idea of having one in each mode is not a bad idea.
Since it seems the idea is they work by affecting space to the point that FTL drives don't work right, it seems natural to me that they would indeed reinforce each other. At the very least having multiple ships working in concert would make it harded to out distance the field.
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Post by Beowulf »

Marcao wrote:This would mean, that until the Kincaid missiles were fired, the Nasthar would not have direct reason to have their Interdictors in mode 2 unless they were extremely paranoid. Which is a certain possibility, Interdictors do not as I understand it get any stronger by having multiple ships in the same mode. As such, if you have two interdictors available, the idea of having one in each mode is not a bad idea. The Nashtar are at war, and cautiousness should be a definite consideration.
I would think that having two interdictors would mean there's a larger field to work with, making it harder to withdraw. Also, with two interdictors you have redundancy against one of them getting knocked out.
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Post by Agent Fisher »

Fixed a few things in my OOB and added my Orbital defense section.

The mines are based on the mines in the Tobin system in the show SG-1, they are designed to home in on certain ferquencies.
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Post by Beowulf »

100 MT is too large of a yield for a thermonuclear device, the size of a beach ball. You'd need to use antimatter to reach that yield.

Frigates ain't 1.5 km long. That's in the cruiser range. And they wouldn't be larger than a destroyer escort.

You should have more planets that 3.

Your army is still rather small.
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Post by Agent Fisher »

Beowulf wrote:100 MT is too large of a yield for a thermonuclear device, the size of a beach ball. You'd need to use antimatter to reach that yield.

Frigates ain't 1.5 km long. That's in the cruiser range. And they wouldn't be larger than a destroyer escort.

You should have more planets that 3.

Your army is still rather small.
thanks, i was wondering about the 100MT thing.
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Post by Beowulf »

Agent Fisher wrote:thanks, i was wondering about the 100MT thing.
Use more, but smaller. And up the mag capacity too. Direct fire weapons occassionally miss.
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Post by Thirdfain »

Yeah, and Fisher, you have 60 defense platforms each with half the firepower of a Dreadnought. The most well-defended worlds in this game have close defenses worth maybe 2 capships at very best.
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Post by Agent Fisher »

thanks, fixed now how is that
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Post by Agent Fisher »

hopefully now my OOB is acceptable to you all.

and what would be a good way to join the game?


oh and beowulf, the reason my army is small is that my military relies on hit and run tactics
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Post by Thirdfain »

The best thing to do is read the whole Game Thread. You are coming into the game with a small power in the middle of a massive war, in which superpowers are clashing with huge fleets of dreadnoughts. Millions of men and women die for ideology, glory, survival, or power. Having a detailed knowledge of what's going on will help you a lot.

Barring that, read the
History Thread

Which covers up to about 15 pages ago. So, if you want to do the Lite method, read the History, and the last 15 pages.

Then, you can choose your goals and method of joining the game.

Things to remember:

Seperate OOC knowledge and IC knowledge. Many people know my power is pretty nasty, but I haven't let it become common In Character knowledge.

Combat: There's a lot of basic rules for combat, but the main ones are that you NEVER call kills on the enemy, cooperate with the enemy to find what works best, and try to be as reasonable as possible. Take up problems with the Mods (Pablo Sanchez or Marcao) or in the OOC thread.

Mods are in charge. If they say "stop," STOP.

There's other stuff too- Interdictors, planetary shields, missile combat versus gun combat, planetary invasion, orbital bombardment, allowable tech levels, magic... That'll come up.
Last edited by Thirdfain on 2004-09-14 05:59pm, edited 1 time in total.
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Post by Rogue 9 »

So rely on hit and run tactics with a bigger army! You need to stop hanging onto HALO so much; the Marines on HALO used hit-and-run because they were one ship's company against an invasion army, but that doesn't mean that they couldn't or wouldn't use more conventional tactics in greater numbers, nor that they don't have greater numbers.
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Post by Thirdfain »

Yeah, Hit And Run is pretty limited. I mean, your army is smaller than WW2 Germany. You'll want to be able to actually hold territory you take.
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Post by Agent Fisher »

thanks, i didnt reall know how small an army i had.
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Post by Alyrium Denryle »

Thirdfain wrote:Yeah, and Fisher, you have 60 defense platforms each with half the firepower of a Dreadnought. The most well-defended worlds in this game have close defenses worth maybe 2 capships at very best.
That would be about what those defense stations around varathrax woud be in heavy firepower, though, that doesnt take into account the PD
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Post by Thirdfain »

2 capship's worth of heavy firepower is Earth or Pinnacle or Eketrina, not Varathrax.

Oh, and for all you navy combat buffs out there:

Sweet!
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Post by Agent Fisher »

Alyrium Denryle wrote:
Thirdfain wrote:Yeah, and Fisher, you have 60 defense platforms each with half the firepower of a Dreadnought. The most well-defended worlds in this game have close defenses worth maybe 2 capships at very best.
That would be about what those defense stations around varathrax woud be in heavy firepower, though, that doesnt take into account the PD
you just made me very confused
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Post by Alyrium Denryle »

Agent Fisher wrote:
Alyrium Denryle wrote:
Thirdfain wrote:Yeah, and Fisher, you have 60 defense platforms each with half the firepower of a Dreadnought. The most well-defended worlds in this game have close defenses worth maybe 2 capships at very best.
That would be about what those defense stations around varathrax woud be in heavy firepower, though, that doesnt take into account the PD
you just made me very confused
ok, some planets, have defenses. SOme of these defenses, are rather extensive(relativly speaking) and while they cannot destroy a fleet, they are generally lethal enough to deter a fleet from doing a wholesale planetary bombardment, and keep the fleet at arms length until the fleet arrives.

In order to deter a fleet, the planetary defenses must be off sufficient strength to mke them bleed a little bit.
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Post by Straha »

Thirdfain wrote:2 capship's worth of heavy firepower is Earth or Pinnacle or Eketrina, not Varathrax.
Yeah, but the firepower over Earth came from the Battlestations we had positioned up there. Long story short the Monacoran Idea over defense was "They want to take the planet, just like we would, so we throw up enough shielding to prepare ourselves for the invasion on the planet." This has changed now to "Throw up more than enough shielding while we get prepared and the Navy gets its ass in gear."
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Post by Rogue 9 »

*Has a nice, long chuckle*
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Post by Stormbringer »

I'll posting my stuff tonight.
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Post by Agent Fisher »

ok, now answer me this.

Am i perpared enough to join the game, OOB wise
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