STGOD 2K5 OOC Thread

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Pablo Sanchez
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Post by Pablo Sanchez »

frigidmagi wrote:Uhhhmmm.... Uh-Oh? Seriously the Knights Templar is maybe 6-7 generations old. Someone's going to have to explain this to them... Just how strong are Trolls anyways? Militarily I mean.
It varies (wildly) on every level. Like WH40K Orks, troll tactical performance depends on their morale, or rather their stupidity, which can bend and break the fundamental laws of physics. A Star Trek-based troll ship whose crew is especially dumb one day might fly heedlessly through a storm of turbolaser bolts and suffer no damage, because lasers cannot penetrate their navigational deflectors.

On the strategic level they were rather disorganized even in the presence of their king and with him out of the equation their efforts will be mostly desultory, but woe betide him who attracts a large number of them. These days there are a fair shitload of them tooling around empty space, enough to pose a major local threat if something or someone marshals them for an assault.
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Post by InnocentBystander »

Jaded Masses wrote:okay, and the size of a ship doesn't effect the power of its interdiction field? That sucks, but if I am fighting tradition then *throws down hat*
Combat would be pretty sucky if everyone could just warp every two seconds. It's not a bad thing.
Just as a note, chances are that pirate ship isn't making the interdiction field, it's most likely a couple gravity wells mounted on a transport ship, or something.
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Post by General Zod »

Pablo Sanchez wrote:
Darth_Zod wrote:quick question. how well known are the history of the troll hordes, and how common would the knowledge be that they've "returned"? and if it's not all that common would it be possible for my power's intelligence network to find out about it?
Trolls were pretty much a fact of life in the pre-Fall era. Their last great invasion was the Thanksgiving 2000 STGOD, during which they were defeated and their power broken with the death of their king (at the hands of John Hansen, mercenary at large, if I recall correctly). If your nation has a historical record that goes back to the pre-fall times they probably know about trolls in the historical sense.
don't suppose they have any extra-dimensional properties about them? or would they fall under the realm of the standard strange annoying alien critters?
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Post by Crayz9000 »

Pablo Sanchez wrote:Trolls were pretty much a fact of life in the pre-Fall era. Their last great invasion was the Thanksgiving 2000 STGOD, during which they were defeated and their power broken with the death of their king (at the hands of John Hansen, mercenary at large, if I recall correctly). If your nation has a historical record that goes back to the pre-fall times they probably know about trolls in the historical sense.
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Post by Crayz9000 »

Darth_Zod wrote:don't suppose they have any extra-dimensional properties about them? or would they fall under the realm of the standard strange annoying alien critters?
The extra-dimensional properties that the Trolls posess is that they can warp reality to their will, depending on the level of stupidity that they posess. A minor troll is just cannon fodder. An intermediate troll can influence weak-minded troops and warp their minds, as well as treating blaster fire as if it were just sticks and stones. A major troll can warp the minds of even strong-minded troops, and cause general wierdness to reality. Turbolasers suddenly can't penetrate navigational deflectors, warp becomes faster than hyperspace, Galaxy-class shuttles can take Death Star shots, stuff like that.
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Post by General Zod »

Crayz9000 wrote:
Darth_Zod wrote:don't suppose they have any extra-dimensional properties about them? or would they fall under the realm of the standard strange annoying alien critters?
The extra-dimensional properties that the Trolls posess is that they can warp reality to their will, depending on the level of stupidity that they posess. A minor troll is just cannon fodder. An intermediate troll can influence weak-minded troops and warp their minds, as well as treating blaster fire as if it were just sticks and stones. A major troll can warp the minds of even strong-minded troops, and cause general wierdness to reality. Turbolasers suddenly can't penetrate navigational deflectors, warp becomes faster than hyperspace, Galaxy-class shuttles can take Death Star shots, stuff like that.
goody. then i've got someone to declare the an effective jihad on. extradimensional critters = equivalent of a heretic to be burned at the stake. :twisted:
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Post by Rogue 9 »

Finally got that post done. It's highly annoying to get booted off the computer every ten minutes.
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Post by Pablo Sanchez »

Darth_Zod wrote:goody. then i've got someone to declare the an effective jihad on. extradimensional critters = equivalent of a heretic to be burned at the stake. :twisted:
Probably not a good idea, but your choice.
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Post by consequences »

Attracting Trolls massed attantion at this point=very bad, none of us have the numbers or firepower to take on major concentrations of them, especially since they seem to have a new generation of royalty coming into power.

The Shi Combine's standing policy is to kill any encountered encroaching on our territory, and to allow none to escape to draw others of their ilk. We'd really like to be able to declare a jihad, but doing so without the requisite firepower, would be an instance of Troll-like stupidity, and as such is anathema to my people.
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Post by Rogue 9 »

Erm... Alyrium? What the hell kind of pirates are these to necessitate bringing along multiple capital ships, never mind that six point behemoth you've got?
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Post by White Haven »

The ones that are in very, very poor health. They just don't know it yet.
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Post by Rogue 9 »

I'm more worried about my task force being in very poor health here shortly. If they're strong enough to necessitate that kind of force to deal with them, then my group's going to be decimated.

I note a very odd tendency in STGODs to give pirates and commerce raiders implausibly strong forces. New Tortuga in STGOD4, apparently the Black Alliance/Corsair Republic, Stormbringer performing commerce raiding on me with battlecruisers towards the end of STGOD4 (I seem to recall there being enough force there to pose a serious threat to one of my carrier battle groups; the escorting destroyers would die in seconds), and so forth. Capital ships, and ships with enough firepower to need more than a heavy cruiser to safely deal with, are simply bad business for pirates. They're not a military force nor should they be looking to engage one; their intended targets are generally large, slow(er, at least compared to a frigate), and poorly armed. Quite simply, a pirate wouldn't be able to afford fielding a battleship; not only could he not pay for it with the proceeds of the usual commerce raids, but unless it's a remarkably unusual battleship, it's got the firepower to slag a shitload of things, but not the speed to capture a fleeing merchantman without blasting him to slag and defeating the purpose of the attack. It doesn't make any sense, and it's just annoying to have to make pirate hunting a job for a main battle fleet.
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Post by White Haven »

Eh, PC'd corsairs are one thing. NPC'd ones are another, that's why the ones I macked on only had light carriers and cruisers at their heaviest. Then again, Rogue, look at Aly's post. Those ships are, ICly, what he had nearby, not necessarily the best pirate-hunting force. If you need a quick reaction, you send whatever you happen to have in the neighborhood, not whatever would be most appropriate.
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Post by Rogue 9 »

And he has what is presumably the flagship of his fleet on border patrol? He only has one of those things.
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Post by White Haven »

Blimey, Frigid, that's one helluva survey force. Expecting the hyperlane to hit back?
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Post by Rogue 9 »

You learn to expect everything to hit back when you play these for any length of time at all. :P
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Post by frigidmagi »

Blimey, Frigid, that's one helluva survey force. Expecting the hyperlane to hit back?
Well actually Rogue is right. I do expect something to try and make trouble if I give a opening to the mucky mucks.

If it helps think of it has proof of my committent to carring out my end of the deal.
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Post by White Haven »

Well, the First is due to rotate back to BFE-007 anyway :)
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Post by SirNitram »

Rogue 9 wrote:I'm more worried about my task force being in very poor health here shortly. If they're strong enough to necessitate that kind of force to deal with them, then my group's going to be decimated.

I note a very odd tendency in STGODs to give pirates and commerce raiders implausibly strong forces. New Tortuga in STGOD4, apparently the Black Alliance/Corsair Republic, Stormbringer performing commerce raiding on me with battlecruisers towards the end of STGOD4 (I seem to recall there being enough force there to pose a serious threat to one of my carrier battle groups; the escorting destroyers would die in seconds), and so forth. Capital ships, and ships with enough firepower to need more than a heavy cruiser to safely deal with, are simply bad business for pirates. They're not a military force nor should they be looking to engage one; their intended targets are generally large, slow(er, at least compared to a frigate), and poorly armed. Quite simply, a pirate wouldn't be able to afford fielding a battleship; not only could he not pay for it with the proceeds of the usual commerce raids, but unless it's a remarkably unusual battleship, it's got the firepower to slag a shitload of things, but not the speed to capture a fleeing merchantman without blasting him to slag and defeating the purpose of the attack. It doesn't make any sense, and it's just annoying to have to make pirate hunting a job for a main battle fleet.
Oh, it's definately overkill for the little freelance bitches lurking around. But the Corsairs are another matter. Because they do not restrict themselves to raiding shipping. They steal capital ships, entire chunks of cities, and whole supply convoys. And they have a bizarre honour code which means they wind up fielding attacks from fleets. So yes, they gradually began upgunning.
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Post by White Haven »

The Sixth regularly keeps one battle squadron out on antipiracy patrol, plus their regular Commerce Defense Forces, and it was due to rotate a new one out anyway. They just decided to rotate it in the direction to do double-duty. The survery craft around around to help map the route, and more importantly to increase Sixth understanding of how realspace affects the /inside/ of hyperspace, by watching what a lane looks like very closely from within hyperspace itself. Non-conventional hyperdrives are fun like that :)
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Post by Trekdestroyer »

Alright how's this sound:
A couple pilfered Stardestroyers
A few thousand TIES
An SSD
and whoever I dupe into my cause(I can bring in troops at moment's notice)
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Post by Thirdfain »

Alright how's this sound:
A couple pilfered Stardestroyers
A few thousand TIES
An SSD
and whoever I dupe into my cause(I can bring in troops at moment's notice)
Read the OOB thread, chose a power level, and write an OOB a little more comprehensive than what you just posted :wink:
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Post by Alyrium Denryle »

Rogue 9 wrote:Erm... Alyrium? What the hell kind of pirates are these to necessitate bringing along multiple capital ships, never mind that six point behemoth you've got?
IC, it is what we had around. Yes, the flagship is on patrol duty. Militaries exist to be deployed.

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Post by Captain tycho »

*urge..to..kill..weather..rising.* Fucking ice storms left me without power for 3 days. :evil:
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Captain tycho wrote:*urge..to..kill..weather..rising.* Fucking ice storms left me without power for 3 days. :evil:
Urge to fix tycho's internet... RISING.

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