STGOD2k6 Discussion Thread

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Glimmervoid
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Post by Glimmervoid »

Nephtys wrote:
Glimmervoid wrote:A rules question this time, can fighters be housed on planets?
I don't see why not. If not planets, I figure every side for the most part has the ability to make an orbital fighter base with minimal difficulty.

Edit: I think an hour travel time across the entire cluster is a tad too fast. Else, we could have reinforcements arrive before a battle is over from across the cluster very easilly. I'd recomment at least a week to cross the whole thing, for the fastest races... Just suggestions for the mods.
The 1 H was for across my empire which has 7 inhabited systems (with some non inhabited once too of cource). Sorry if that was not about my post.
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Post by Spyder »

Glimmervoid wrote:A rules question this time, can fighters be housed on planets?
Yes. Even if they're not atmosphere capable we'll assume that there's some sort of space dock present, bringing atmospheric/non-atmospheric rules into the rule set would be more realistic but I don't feel that any gain from doing that would be worth the hassel.
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Post by Adrian Laguna »

Can we get an idea on what type of firepower we are dealing with here in general? Someone is going to have to bombard a planet eventually. High multi-megaton warheads should be quite common, I think. The Soviets managed a 100MT untested bomb and tested a 50MT bomb. An interstellar civilization should be able to throw around at least in the low hundreds (100-500) of megatons willy-nilly.

I would still like some numbers on travel speeds. It is more pressing than the firepower issue, since we are still doing diplomacy and not shooting each other yet.
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Post by Spyder »

I'm thinking around a week, one side to the other. Travel times are however difficult to enforce as people are going to be travelling around while other people are having conversations. Travelling somewhere of course only takes a few minutes to write up and post while a conversation can take several days to finish. Hell, empires could very well rise and fall in the time it's taking to get this dinner party started.

Incidentally, for that very reason it's often best to try to catch people on AIM or ICQ and write up the discussion post between you. Even if we can just get parts of a conversation compressed to a single post it'll make the process quicker. It should be noted that you should never try to predict responses of characters that aren't yours. Even posting something as simple as "mmm hmm" could be out of character. Get the owner to write the response himself before posting it and don't accept "I'll be happy with whatever you post" because I can guarantee that they won't be.
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Nephtys
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Post by Nephtys »

I'm voting a week for the 'fast' races, assuming direct full throttle. Again, another two cents, but it's more interesting to do things when fleets aren't easilly redeployed. I'm thinking perhaps two or three weeks for other non-emergency purposes? That still allows ships to be recalled within a few days from within one's own territory.

Also. What's the 'general tech range' for this game? Are we talking BSGey 'somewhat more than today', or Trek/Wars 'everything is beyond modern science' kinda deal?
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Post by Adrian Laguna »

I think that "between Star Wars and Star Trek" was suggested by SirNitram. While vague, it is quite clearly "everything beyond modern science".

I don't really care what exactly the firepower averages-out as, so long as I can set planets of fire. It doesn't need to be a complete sterilization, and certainly not a BDZ. However, a determined and prolonged bombardment by a sizable fleet should leave, Earth for example, a burnt wasteland. Major cities turned into radioactive craters, forests reduced to ash and smoke, massive firestorms the size of small countries raging across continents. Come to think of it, this is about the same as the bombardment of Earth the Zentraidi pulled-off. Maybe closer to the Robotech version than the stronger Macross bombardment. Exept with less ships by a few orders of magnitude (they had 5 million, we would have ~100 at the very most).

Well okay, I'm a regional power, not a Major or Grand. However I get the feeling that the overall techlevel is the same. So the diference between Regional and Grand would be kind of like the differnece between the Federation and the Dominion. Same tech-level, but the Dominion is larger than the Feds.
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Post by consequences »

Let's see, things to address:

1. Build times. While each resource production period would be a set length, there should be a differentiation in how long it takes to churn out a fighter group, an escort, a cruiser, a capital hull, or a 200 point monstrosity that someone feels the need for. Maybe something based on the number of points a given hull has, with a lower limit cap to represent the time it takes to build complex systems?

2. Interdictors, existence or lack thereof. In previous times, this has been the only way to attempt to bring someone to decisve battle, as in-system space based infrastructure, even for a capital world, has been deemed not fighting over when the power in question knows that the attackers won't glass their worlds. My tentative suggestion would be for a default hyper limit that has to be escaped before ftl is possible.
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Post by Companion Cube »

I'm thinking MRDOD and myself need to hash out past relations between the Khar and Pfhor. :)
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Post by Duckie »

3rd Impact wrote:I'm thinking MRDOD and myself need to hash out past relations between the Khar and Pfhor. :)
Somehow considering the mutual Khar and Pfhor philosophies on aliens I don't think that would have gone so well for either of our ancestors. :wink:
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Post by Dahak »

MRDOD wrote:
3rd Impact wrote:I'm thinking MRDOD and myself need to hash out past relations between the Khar and Pfhor. :)
Somehow considering the mutual Khar and Pfhor philosophies on aliens I don't think that would have gone so well for either of our ancestors. :wink:
It is safe to assume that you should carry out that discussion well away from us normal aliens :P :D
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Post by DesertFly »

Hey guys, as much as I enjoyed doing my write-ups and controversial OOB, real life concerns are going to force me to bow out of this installment. Good luck and happy hunting for those still remaining.
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Post by Spyder »

Oooh, bits of an exploded space station. Might use that in future.
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Post by DesertFly »

Don't forget the zombies that might just have survived in a pressurized cargo hold. There's also stealth technology on the line. Maybe no working units, but a dedicated enough search could probably scrounge up enough bits and pieces to figure one out.
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Post by Lancer »

Bwahahaha, stealth technology. I dare say that stealth technology is pretty much useless, use of FTL will create a power spike that stealth technology can't hide, and powerful enough active sensors can just burn through the cloak.
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Post by consequences »

Woohoo, undefended populated worlds, my STGOD is looking up!

Now where the hell was Desertfly's empire suppsoed to be anyway, so we know who's gonna make the first move, and who's going to then dogpile them from behind?
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Post by Lancer »

err, he didn't have any worlds. His faction was based entirely out of a 700-some point uberstation of doom.
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Post by consequences »

Matt Huang wrote:err, he didn't have any worlds. His faction was based entirely out of a 700-some point uberstation of doom.
I will now refer you to Dogbert, my dismisser of inconvenient facts, who has prepared the following press release: "Bah" *waves paw*
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Post by Spyder »

We're in a cluster that was at one time populated and then decimated by war. There should be plenty of populated worlds out there.
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Post by Lancer »

Spyder wrote:We're in a cluster that was at one time populated and then decimated by war. There should be plenty of populated worlds out there.
I believe that Consequences is looking for planets with a techbase higher than medieval age to loot and plunder. Swooping down on some backwater agriworld only nets you a few baskets of food, hardly worth the fuel spent getting there.
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Post by Spyder »

That would be a more linear approach.
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Post by Pablo Sanchez »

The typical response to players quitting which we worked out in previous games was "nobody gets anything" because players sometimes have got to leave and that's no reason for somebody to get free goodies. I think that since DesertFly never did anything of historical significance before exiting the game, we can safely pretend he never existed.
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Post by DesertFly »

That was the whole point of having all my agents and fleet destroyed along with the station.
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Post by Spyder »

Pablo Sanchez wrote:The typical response to players quitting which we worked out in previous games was "nobody gets anything" because players sometimes have got to leave and that's no reason for somebody to get free goodies. I think that since DesertFly never did anything of historical significance before exiting the game, we can safely pretend he never existed.
I was just thinking we could use the leftover station chunks as part of a future mini-story, nothing significant to gameplay, just something for a little exposition.
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Post by consequences »

Matt Huang wrote:
Spyder wrote:We're in a cluster that was at one time populated and then decimated by war. There should be plenty of populated worlds out there.
I believe that Consequences is looking for planets with a techbase higher than medieval age to loot and plunder. Swooping down on some backwater agriworld only nets you a few baskets of food, hardly worth the fuel spent getting there.
Also how I was hoping to push the alignment into various factions, all interested in stomping on my head. Because an STGOD's not an STGOD until someone pushes their luck and causes a multi-national coalition to come ino being with the express purpose of punishing the wanker.
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Post by Spyder »

Well the party's officially going, let's get our diplomacy on.
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