STGOD 2K5 OOC Thread

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Post by Captain tycho »

Man, how long have I been on hiatus?
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Post by InnocentBystander »

Wasn't the new map supposed to include a hyperlane between Stuart Corp. and Blue Pointe?
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Post by Ace Pace »

Crayz9000 wrote:OK, I've (finally) done a quick update of the STGOD map. If any information is outdated or missing, please let me know. I'm going to be working probably all day tomorrow so tomorrow evening is the earliest I can fix anything.

Summer 2005 STGOD Map
Do you have a PNG version of that? its really blurry.


OT: If Rogue 9 reads this, PLEASE just post that negotiation agreement?
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Post by Beowulf »

A few Comments on the newest guy's OOB:

NO FUCKING LITTLE DOCTORS!

Virtually everyone has access to turbolaser technology.

Virtually everyone has hypershielding. The only thing that hyperdrives on missiles will do is make them harder to intercept.
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Post by Hawkwings »

I have limitations for the Doctor thought up... I'm not gonna go blasting planets anytime soon.

Turbolasers, well, I just think that 300 MAC guns on a 3 km ship isn't all that realistic myself, and these aren't the huge heavy TL batteries on star destroyers.

As for the hyperdrive comments, my main form of FTL isn't hyperspace...
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Post by SirNitram »

Hawkwings wrote:I have limitations for the Doctor thought up... I'm not gonna go blasting planets anytime soon.
No.

Alternately, you can have it, but guess what happens when everyone else sees one of the weapons which obliterated ninety percent of civilization a few hundred years ago.
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Post by Hawkwings »

makes for a more interesting story eh?

really though, if there's some sort of rule against this, go ahead and point me to it, and I'll take it off. Or you could ask me to take it out and I probably will. I'd have to think up a main weapon though...
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Post by Marcao »

Heya:

I am going to throw in my two cents on this whole little doctor matter. I am one of the mods, and my first impression is to go with Nitrams and Beowulf's gut instinct. These weapons are a bit out of the scope of the game as it stands now and frankly like nitram suggests they are going to be more trouble than they are worth. You may be a wonderful player, but this is your first SDN STGOD. I would suggest that you drop the weapon system and come up with something else. If you decide to keep it, assuming that Pablo (the other mod for the STGOD) and myself don't decide to just overrule you and demand that you remove it, you will likely end up with a bangbus on your hands the moment your weapon capability gets out. :(
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Post by Hawkwings »

OK then, looks like it's time for a new main gun.
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Post by SirNitram »

Hawkwings wrote:makes for a more interesting story eh?

really though, if there's some sort of rule against this, go ahead and point me to it, and I'll take it off. Or you could ask me to take it out and I probably will. I'd have to think up a main weapon though...
The rules are done on the fly. However, the MDD was a gamebreaker in the original STGOD, which was a much higher level of power than this. As one of the players from that game, you will find I have a certain level of understanding as to why. It's introduction was disruptive to the game then, and it was highly controlled by a veteran player.
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Post by InnocentBystander »

We are basically back in the stone age, compared to the orignal STGOD. Insant Win technology is a thing of the past, the subject of stories spoken by old men on earth. If you ever start along these lines: "you know... if I did this, I could win effortlessly!", stop, take a deep breath, and abort the idea. It'll make for superior gameplay.


Speaking of gameplay... we should try it sometime! :lol:
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Post by Hawkwings »

you know, if I refuse to play... I don't loose effortlessly!
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Post by Thirdfain »

Pretty good job on the Fleets for both of em.

Folks, with the sudden influx of new powers, what do you all feel about an end to the hiatus, and a start up of the game 6 months since our last post? I'd be more than happy to get this game into full swing once more with a large and exciting news post :)
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Post by White Haven »

I'm game. That gets my fleets up to their new OOBs anyway, as that about finishes off the build cycle for the game-start empires. This is good, as I accidentally erased my old battle squadron rosters. :)

I'll see what I can do to kick things into gear myself, I've got something waiting in the wings that'll at least get posting up. :)
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Post by Thirdfain »

Hawkwings wrote:you know, if I refuse to play... I don't loose effortlessly!
Calm down, bro. He's just saying, if you want to win, you'll be best set doing it with politics and strategy rather than saying "I've got a superweapon, you are dead."

For example, strike at multiple enemy systems at once, drawing the main mass of the enemy fleet away to intercept a feint while your main mass takes out one of their smaller garrisons.

Oh, and some combat pointers and game rules:

Hypermissiles: These weapons are common, most powers use them in a variety of ways, and as such, all ships are assumed to have hypersheilds. Hypershields generally come in 2 types- Broadband and Frequency Agile. Frequency Agile hypershields can only cover a couple layers of hyperspace at a time, so they change constantly to intercept incoming missiles. This form is found on cheaper cruisers and most escorts. Broadband shields cover all hyperspace angles, and need to be battered down with sustained fire to be defeated.

Missiles: Missiles are, by and large, long range weapons for dueling with the enemy from amny AU away at ranges where lightspeed weapons are useless. They tend to do less damage overall than short-range weapons, and can be inrtercepted by point defence, ECM, and even properly equipped fighters. Hypermissiles and STL missiles are usually mixed in volleys timed to hit at the same time, so as to force enemy computers to both track STL targets as well as moniter hyperspace and change shield bands.

Interdictors: All nations are automatically assumed to have a handful of hyperspace interdictor platforms, which are of limited use against hypershields, but are effective at holding capital ships. Unless you pay starship points for them, they are little more than converted freighters and will die rapidly in a fight.

Planetary Bombardment: A single destroyer can render an unshielded world uninhabitable in a matter of an hour or so. A large fleet can burn a world to the crust in a matter of minutes or seconds. Shielded worlds, on the other hand, are much harder to take out. It can take hours, even days, for a fleet to burn through the shields of a major world. Only major systems are assumed to have the shields, having a large number of worlds shielded requires capital points. It should be noted that small breaches can be opened in planet shields with concentrated bombardment in only a matter of hours or, for large fleets, minutes- but it is only enough to allow a quick volley of re-entry vehicles through, and the enemy will know where they are coming from and will likely be prepared.

Orbital Support Fire: Bombing targets on a planet's surface to take out enemy troop concentrations is very possible, but if you don't want to bomb indiscriminately, you need spotters- otherwise, advanced camoflage and ECM can spoof your attacks. This makes it hard to take a world intact- cities in particular- without landing troops and being prepared for a scrap.

Combat Ranges: Space combat takes place at very long distances, and a "tight formation" might have it's ships many thousands of kilometers apart from one another. Missiles reach out over AU distances, and gun combat often takes place at ranges where the human eye can not make out the enemy.

Superweapons: Superlasers, planet-cracker missiles, and the like, do exist. Technology has weakened in the days since the Cataclysm, though, and superdreadnought-sized platforms are necessary just to mount a light superlaser barely capable of demolishing a planetary shield. A superweapon platform costs as many capship points as a superdreadnought, but, because it must power it's collossal weapon, is lightly shielded and armed for it's size. Such a weapon, however, can make taking a fortified planet a great deal easier.

Hypelanes: The Cataclysm made most old hyper-routes useless or dangerous, fouled with the ruins of dead stars, the black hole remnants of distortion missile warheads, and ancient robotic killing machines which would make a modern dreadnought wall-of-battle piss itself. This makes travel harder than it used to be. One can cross the galaxy in a matter of hours if one follows the major hyperlanes (see map,) but travelling, especially for large fleets, outside of those lanes can make trips take many hours, even days or weeks.

Planetary Defenses: Unless you pay capship points, don't expect massive planetary defense gun networks or fighter squadrons. A capital world, if unpaid for, might have 12 cruiser points worth of defense guns. It should be noted that capital points spent on defenses go further in terms or armament and shielding than those spent on warships, but the static nature of standard defenses render them vulnerable to such dastardly tactics as c-fractional kinetic bombardment from beyond the system's ecliptic.

Black Ops: Funding rebellions, assassinating leaders, hiring privateers, dispatching agents, all these are possible. Assassination attempts on nationleaders, however, are very unlikely to succeed unless the target is away from the protections of his private vessels and palaces. This of course depends on the cleverness of the assassin and the target, or at least the players behind them. Black Ops on worlds which have only recently been conquered are far more likely to succeed, and are a popular method of slowing the expansion of the more potent empires.

Ah, that should more or less cover it... I'm not a mod, so Marcao or Pablo might want to correct me on one thing or another.
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Post by Glimmervoid »

White Haven wrote:I'm game. That gets my fleets up to their new OOBs anyway, as that about finishes off the build cycle for the game-start empires. This is good, as I accidentally erased my old battle squadron rosters. :)

I'll see what I can do to kick things into gear myself, I've got something waiting in the wings that'll at least get posting up. :)
I am game to start but I am still confused about building ships.
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Post by Ace Pace »

Basicly, set out a build order at the same time as everybody else, wait for someone to set off a "building completed" post, then join in. Worked for me :P of course, if any mods have a 'proper' way of doing it, I'll be glad to know.
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Post by Glimmervoid »

Ace Pace wrote:Basicly, set out a build order at the same time as everybody else, wait for someone to set off a "building completed" post, then join in. Worked for me :P of course, if any mods have a 'proper' way of doing it, I'll be glad to know.
But how much can u build at the same time.

Also since my empire is smaller than most minor empires what should I start with in terms of space forces (I am more interested in have a realistically sized military than being able to crush stuff).
Last edited by Glimmervoid on 2005-05-23 03:04pm, edited 1 time in total.
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Post by Thirdfain »

Code:
Cap Cru Esc
Minimal
Minor .75 1.5 12.5
Regional 1.5 3.5 25
Major 2.25 5 37.5
Grand 3 6.5 50

Normal
Minor 1.5 4 25
Regional 3 7 50
Major 4.5 10 75
Grand 6 13 100

Buildup
Minor 3 8 50
Regional 6 14 100
Major 9 20 150
Grand 12 26 200

Wartime
Minor 4.5 12 75
Regional 9 21 150
Major 12.5 30 225
Grand 18 39 300

Emergency
Minor 6 16 100
Regional 12 28 200
Major 18 40 300
Grand 24 52 400
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Post by Glimmervoid »

Is that per year? Also how dose time work.
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Post by Nephtys »

Glimmervoid wrote:Is that per year? Also how dose time work.
Time passes I suppose when people feel that it should pass. As a whole, like our last slew of new builds was just off the bat whatever. We took a break, the galaxy was calming down (except for where I happened to be... :roll: ), and so we decided that why not. +6 Months.
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Post by Glimmervoid »

Also dose that chart mean I could build

0.75 points of battle ships and 1.5 points of cruisers and 12.5 points of escorts.

Or dose it mean

0.75 points of battle ships or 1.5 points of cruisers or 12.5 points of escorts.
Last edited by Glimmervoid on 2005-05-23 03:23pm, edited 1 time in total.
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Post by SirNitram »

And.
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Post by Glimmervoid »

I have this class hear. But I really don’t like the name “close fight battleship” can any one think of a better name.

"BS Mark M-31
Close fight battle ship.
1 capital ship points.

Uses high powered plasma weapons to saturate shields at close range,
over loading them and then destroying the vessels. This class was used
to great affect during the invasion of pirate prince X'sal were 2 M-31
bombarded and crippled the flagship of the prince him self. "
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Post by Thirdfain »

"Monitor" works OK... or just "Battleship."

BTW, the commonly accepted letter-code for a battleship is "BB."
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