STGOD: A Dead Art?

GEC: Discuss gaming, computers and electronics and venture into the bizarre world of STGODs.

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Post by Crossroads Inc. »

Its going to be interesting, If I play as the races and Empiers from my Fiction, I'll be playing an alliance of different Races, spanning 15 planets...

Is something liek that allowed to begin with?
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Post by Thirdfain »

Pretty much whatever you'd like.
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Post by Noble Ire »

I've always wanted to try one of these; count me in. It'll be good to play an online RPG in which at least some people are interested in consistently keeping up with the game, not to mention simply getting it off of the ground.
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Post by Beowulf »

One of the bits about stirring up shit is not doing it yourself, but rather making a third party do it (or seem to do it anyway).
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Post by HSRTG »

I'm interested. I have no experience, but I've read a couple OOB threads and lurked around the IC threads.
rhoenix wrote:Even with the issues raised, I'd still be interested in trying. I know that as a new player I'm effectively prey, but I'd still like to see.
If it starts, we can join up in a new player's alliance. Just to make sure the hyper powers at least feel the speed bump as they run roughshod over us.
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Post by Thirdfain »

I'd like to start on an even basis for all players; alliances should be based on political and social convenience, not how new the players are :P

So, there wouldn't be any hyperpowers- all nations would start equal. Thoughts?
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Post by SirNitram »

Thirdfain wrote:I'd like to start on an even basis for all players; alliances should be based on political and social convenience, not how new the players are :P

So, there wouldn't be any hyperpowers- all nations would start equal. Thoughts?
No reason newbies shouldn't band together temporarily. Beating up on an experienced player because he made a mistake is one thing, but pouncing on a newbie is too much like all turning and firing on a guy at a Paranoia game for forgetting it's 'Friend Computer' because it's his first time.
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Post by Beowulf »

InnocentBystander wrote:2k5 was STGOD2 some years into the future, wasn't it? It was the Starwars tech era game with that HUGE absurd super-empire that was a full half the galaxy's might, and full of people who didn't play and half of them wanted to have super wanked out ships (as I recall...)
It was STGOD 2 some years in the future. As I recall, I suicided at the end of STGOD 2...

I think the highly gradated scheme isn't going to work so well though. It generated a bit of resentment from those that weren't given top spots. Giving new players slightly smaller powers might not be a bad idea though.
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Post by Tasoth »

Cyberpunk v3.0 actually has a system for making giant corporations with concrete assets as far as personnel and facilities go. Even different levels of quality for them. Hell, burning empires is set up to have two sides go back and forth in various phases with armies and on a personal level. Those might be good for the system. Unless I'm posting in a STGOD thread that's already begun.
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Post by Crossroads Inc. »

I wonder, id this one of those things where it doesn't matter (much) what a satrship looks like, but rather what points we put into it?
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Post by Thirdfain »

Crossroads Inc. wrote:I wonder, id this one of those things where it doesn't matter (much) what a satrship looks like, but rather what points we put into it?
Oh, absolutely. Your ships can be operated by coal-fired engines or sails or war drives or whatever, they can be made of steel or magic wood or green cheese. It'd be very silly to actually have optimal ship designs and such.
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Post by Crossroads Inc. »

Exxxxcceliant...
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Post by Thirdfain »

Tasoth wrote:Cyberpunk v3.0 actually has a system for making giant corporations with concrete assets as far as personnel and facilities go. Even different levels of quality for them. Hell, burning empires is set up to have two sides go back and forth in various phases with armies and on a personal level. Those might be good for the system. Unless I'm posting in a STGOD thread that's already begun.
No, no... no STGOD has begun yet. However, adopting strict RPG rules does not feel right to this guy :(
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Post by Hotfoot »

Thirdfain wrote:
Tasoth wrote:Cyberpunk v3.0 actually has a system for making giant corporations with concrete assets as far as personnel and facilities go. Even different levels of quality for them. Hell, burning empires is set up to have two sides go back and forth in various phases with armies and on a personal level. Those might be good for the system. Unless I'm posting in a STGOD thread that's already begun.
No, no... no STGOD has begun yet. However, adopting strict RPG rules does not feel right to this guy :(
Not all RPG rules are huge, strict affairs. I can name a half dozen games that have very loose "rules". The format used in CPv3 is loose enough that one could easily use it to quickly detail an OOB with minimal fuss, though I don't think it would be ideal for basing an entire game on, because it is in fact too loosely defined and detailed.
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Post by Darksider »

Personally, I would like to return to the STGOD 4 universe.

IIRC, thirdfain and I had some unfinished buisness regarding me sending agents to blow shit up on one of his planets.
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Post by Stormbringer »

Thirdfain wrote:
Crossroads Inc. wrote:I wonder, id this one of those things where it doesn't matter (much) what a satrship looks like, but rather what points we put into it?
Oh, absolutely. Your ships can be operated by coal-fired engines or sails or war drives or whatever, they can be made of steel or magic wood or green cheese. It'd be very silly to actually have optimal ship designs and such.
To some extent. If you're space based defense consist of lining up monkeys in space suits and having them fling feces at your oncoming enemies, don't expect people to take it seriously how ever many points you spend on it. As a note, people shouldn't get too anal retentive about things. But if you start describing ships, drawing pictures, producing detailed stats then you and the other players will be abiding by the description.

So if you're going to create that stuff, it might not hurt to have it make a modicum of sense after all.
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Post by rhoenix »

Alright, so far, it makes sense.

New Player Question Alert: How are the "points" distributed or determined at the start?
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Post by SirNitram »

Where would someone find the CPv3 rules spoken of? Any large book chains that would carry it? The local RPG stores have all failed. If there's an open source link, I would be grateful.
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Post by Hotfoot »

SirNitram wrote:Where would someone find the CPv3 rules spoken of? Any large book chains that would carry it? The local RPG stores have all failed. If there's an open source link, I would be grateful.
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I also sell them at various conventions I go to when I am acting in my official capacity as a Chrome Beret. If you had told me you were interested, I would have brought some to Marcon.

If you give me a moment, I can give you a screen example of the sheets in question to show you what they look like.
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Post by Beowulf »

rhoenix wrote:Alright, so far, it makes sense.

New Player Question Alert: How are the "points" distributed or determined at the start?
The number of points is decided at the beginning, and the player decides how to allocate his points (bunch of giant ships, swarm of FACs, or anything in between)
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Post by rhoenix »

Beowulf wrote:The number of points is decided at the beginning, and the player decides how to allocate his points (bunch of giant ships, swarm of FACs, or anything in between)
Alright - thank you, Beowulf.

Do the point costs for allocation per unit change from STGOD to STGOD, or have they always remained static? In either case, my next question would be "...and where could I see such a point allocation list?"
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Post by Thirdfain »

Well, I guess I'll post some sample OOB's from STGOD's past, then.

Spyder's Minmatar OOB from STGOD4:
Minmatar Fleet

Minmatar warships were never significantly more powerful then anyone else in the sector, what they did possess was a refinement in construction that ensured that they were well built, easy to maintain and reliable vessels. Perfect for the back-door auctions that were taking place outside the view of the Minmatar public. Corrupt politicians ensured that the military received a significant budget to ensure that missing vessels could be easily replaced, this was mainly to ensure that supply would keep up with demand. One thing some of the less corrupt politicians did manage to pass was increased security and oversite on management of military assets. This didn't solve the problem of warships going to auction but it did manage to slow it down, resulting in a significant stockpile of warships in a secure undisclosed location. Rumours spread around the naval academy that trained crews might actually be assigned to ships other then those in the Minmatar defence forces.

Things have changed...

UPDATE:

With the corruption effectively brought to a halt Minmatar's fleet is now its own. New ships are being constructed no longer for auctions but for the defense of Minmatar's land, tradelanes and allies. Cash injections from UTO corporations have gone towards increasing the output of the Minmatar shipyards to meet the growing demand for UTO trade lane protection.

[MFJ] Juggernaut (2)

Olympus Mons (2)

The Olympus Mons is the largest ship class in the Minmatar fleet, is well armed, carries fighters as well as thousands of soldiers if need be. Advertised as the ultimate weapon of war, the reality is that the Olympus Mons is simply a product of government bureaucracy, a runaway military budget and a political ego of biblical proportions. Its enormous mass makes it slow and cumbersome and an easy target for long range missile attacks. One thing in its favour however is that it does carry a lot of ordinance. There are currently only two ships in existence. The MFJ Olympus Mons itself and the MFJ Everest. Recent upgrades to both Olympus Mons class ships allow it to house the new improved Xeron class fighters. There have also been some improvements to the point defense systems to reduce damage taken from missile attacks.


[MFD] Dreadnought (8)

Akaton (5)
At only half the size of the Olympus Mons, the Akaton still retains three quarters the engine capacity giving it more speed and maneuverability at sublight speeds. Is reasonably well armed and fighter capable. Designed to work as part of a larger battle group.

Sakhmet (3)

The Sakmet isn't as fast as the Akaton and has a smaller fighter bay, the trade off is that its more heavily armed, posesses some limited stealth capabilities and has an improved FTL system allowing it to quickly engage FTL. The Sakhmet was designed with solo operations and hit and run attacks in mind.



[MFB] Battleship (16)

Vanguard (5)

General purpose battleship, well armed, similar speed to the Akaton. Usually found with a carrier escort.

Nemesis (4)

A battleship that appears to have merged itself with a carrier. The Nemesis isn't quite as well armed as the Vanguard but makes up for it with fighter bays.

Hyperion (2)

Another product of the Minmatar government's marketing department. Effectively a Vanguard with an Akaton power plant. They're faster then the Vanguard with better FTL drives but most of the power they produce is routed into systems necessary to prevent the reactor from going critical. Has limited CIWS and can carry a moderate amount of ordinance. Only two of these vessels were ever created.

Vendetta (5)

One of the Minmatar's more practical creations. Practical as far as genocide goes. The Vendetta battleship has one purpose; lauch strategic bombs at enemy planets and try not to get spotted on the way. They can also be fitted with strategic anti-fleet bombs that can be used against enemy fleet formations.


[MFC] Cruiser (65)

Ronin (15)

The Minmatar's fast attack cruiser. Moderately armed CIWS, posesses multiple front missile batteries. One of the fastest ships in the Minmatar fleet.

Argos (20)

Slower then the Ronin, the Argos is more of a general purpose escort.

Panther (30)

The Panther is a good cruiser with a decent amount of firepower for its size. Makes a good reconnaissance ship when acting on its own or as part of a larger taskforce. Also posesses some stealth capabilities.


[MFCR] Carrier (35)

Osiris (super carrier) (35)

Lightly armed with CIWS and usually escorted by other vessels. Carries a large number of various fighters and small craft.


[SF] Fighters (numerous)

[SF-X/a802] Xeron (Multi-purpose fighter)

A very fast and very capable fighter. The Xeron has a fully modular weapons interface allowing it to carry any kind of fighter class weapon in the Minmatar arsenal. Together with its incredible speed allow it to fulfill almost any role between bomber and interceptor. The TIC system (Total Inertia Control) allows the pilot to alter direction of travel while retaining consistant inertia throughout low angle turns offer unprecidented maneuverability while the three stage gravity acceleration system offers an unprecidented increase in speed. The Xeron is also atmosphere capable, provided that it is fitted with the appropriate module.

[SF-X/a609] Axar (Interceptor)

An older class interceptor. Reasonably fast but slowly being replaced by Xeron fighters with the interceptor weapons configuration. Many Axars are still in service and have been retrofitted with improved engines and the newer Xeron power plants.

[SF-X608] Griffon (Space Superiority fighter)

Another older fighter being phased out and replaced by the Xeron. Most Griffons are usually stationed at planets or stations as a defense force.

[SF-X/b703] Gemini (Bomber)


While the Xeron can act as a capable bomber, the Gemini still retain an advantage in that they can carry a lot more ordinance and have thicker armour.


Other (240)

Frigates (80)

Destroyers (60)

Escort Craft (100)
Beowulf's People's Republic of Corneria OOB, from STGOD2
The ships

72 Troy-class DN
40 Artemis-class CA
120 Indominatable-class CA
72 Yarmuk-class CV
600 Aegis-class DD
300 Rokuro-class FF

1 NSS commandship
6 Harrington-class mobile command bases

Innummerable fleet tenders, resupply ships, laundry ships, etc.

Fleet org:
1st & 3rd fleets:
12 Troy
20 Artemis
12 Yarmuk
80 Aegis
30 Rokuro

4-7th fleets:
12 Troy
20 Indominatable
12 Yarmuk
80 Aegis
30 Rokuro

2nd fleet:
40 Indominatable
120 Aegis
120 Rokuro

Ship details:
Troy-class
Fairly powerful battleships. They have hefty energy batteries in addition to their massive missile salvos. Typically operate in packs, spread out, to keep the immense radiation of their shields from impiging on the shields of their sisters. All usually have command spaces, with the second or later in command of the fleet on it.

Artemis-class
Like the Troy class, usually operates in a pack of it's sisters. The exception is that 4 in a fleet usually work as leaders for roughly 20 of the destroyers in the fleet.

Indominatable-class
Similar to the Artemis class, but older. Being replaced when a flight of 20 Artemis is finished construction, at which point the Indominatables in the fleet get replaced in a block.

Yarmuk-class
The sole carrier design in the PRC navy. Roughly the same size as the Indominatable class, in fact, based upon the same hull. Next class to be replaced. Fighters are a rather deprecated idea in the PLN due to the excellent point defense. Almost always operates with a small group of frigates only.

Aegis-class
Work horse of the PRC navy. Operates singly or in groups. Considered to have a wonderful balance between number and firepower. Occassionally used for escort duties.

Rokuro-class
Usually used as patrol ship or a scout. Lightly armed, but fast, and relatively heavily shielded. Fairly small magazines, and heavier energy armament than is typical of PRC ships. Often used for customs details, and for escort.

NSS
officially, No Such Ship exists. It houses most of the PRC's high yield/special weapons deterrant. It also houses the ansible hub that allows most of the PLN's ships to communicate with each other. Location is a highly classified secret, and never is approached by the regular ships of the PLN.

Harrington-class
These mobile bases are usually used to defend new annexed world against outside agression. They are some of the single largest structures built, and are amongst the most heavily shielded. They include massive ammo storage bays, along with large fuel tanks, to easily resupply nearby ships. Also included in the design are several bays where damaged ships can be repaired or cannabilzed. They, like many of the worlds of the PRC, are defended primarily by Tsukiru orbital defense satelites.
My Ouster OOB from STGOD4.
The Hajr:

The Hajr is the most organized force ever created by the Elysian unbound. It has offices and representatives in every major cluster. It is not a government- Besides the Giudice’s duties of providing fair courts, the Ousters have always been quite anarchistic. The Hajr is, on the other hand, an incredibly powerful force in Ouster politics- the manifestation of the ideals of manifest destiny which permeat Ouster culture. They are, in some respects, the organized force necessary to ensure the disorganized propogation of Ouster life.

Hajr Military technology:

The Ouster military philosophy emphasizes speed and the attack. Ouster vessels are shielded, but their shield technology is derived from century-old Durandelian equipment, and is 15-20% less effective than the standard in Known Space. Making up for this is the extreme skill at which Ousters can pilot their vessels and the incredible manufacturing abilities of Ouster society. It takes only a couple of months for an uninhabited system to become a major Ouster construction site, producing dozens of Strike Cruisers, Cataphracts, and Attack Carriers.

Military Technology

Wave Motion Cannon Wave Motion Cannon are instantaneous-propagation beam weapons. They can't reach missile range, but are still quite effective at middle distances. Wave Motion Cannon are huge weapons, usually mounted in spinal mounts. They do excellent damage.

HEL Lance High-energy laser lances are still popular as secondary weapons, providing broadside armament. They are easy to aim and can scale from massive spinal mount weapons to fighter-mounted devices.

M/AM Cannon M/AM cannon are powerful short-range bolt weapons which use controlled realspace/hyperspace pockets to hurl bolts of seething antimatter at targets. Propogation is sublight, and the containment fields break down rapidly, but at short ranges the weapon is devastating against armor; though almost useless against shields.

Kincaid Torpedoes Essentially a miniature Kincaid device with attached warheads and engines, the Hajr Kincaid Torpedo is a FTL realspace weapon, both maneuverable and powerful. Kincaid torpedos are large, and the field generated by their engine activation limit vessels to firing small volleys.

Kincaid Drive Hajr vessels travel through FTL via Kincaid Device- a realspace FTL engine which provides excellent acceleration and versatility in dropping in and out of FTL, at the expense of top FTL speed- Top Ouster FTL is 10% slower than galactic standard, though they can reach maximum FTL speed very rapidly.

Shields Derived from ancient Durandalian designs, the shielding used on Ouster craft is 15-20% less effective than the Galactic standard.

ECM, Sensors Ouster ECM, sensors, and point defense are all better than standard by a small margin.

Interdictors Ousters use standard, two-state interdictor devices mounted on modified freighters, with a total of four interdictors being assigned to each War Cluster.

Hajr warships:


Non-Combat Support:


4 “Mother Void” –class Fleet Tenders
(Mother Void, Glorious Return, Bounty of the Stars, Divinity of Purpose)
Dimenstions: 15 km long, 4x3.5 km in cross-section
Powerplant:
12 Capital Fusion plants
Armament:
15 Capital HEL Lances
8 Torpedo Tubes
600 PD clusters
Description:
The "Mother Void" class is a noncombat vessel. It is a mobile resupply base, military command center, and cargo ship. It mounts enough armament to defend itself from a raiding squadron, but little more. A Mother Void rapidly becomes the center of a Military Cluster, with dozens of machine shops, docking bays, and shipyards strapped on.



Capital:

9 “Destiny of Man”-class Cataphracts
(Destiny of Man, The Dominance of Primates, Mankind Ascendant, Heart of Iron, Unbreakable Resolve, Pinnacle of Evolution, Manifest Destiny, Diaspora's Harbinger, Heroic Sacrifice)
Dimensions: 4 km long, 800x1000 meters in cross-section.
Powerplant:
3 Capital Fusion plants
2 Medium Fusion plants
Armament:
2x2 Capital Wave Motion Cannon (Turreted, each turret supplied by a small fusion plant)
32x1 Capital HEL Lances (broadside weapons, half can be brought to bear on any single target)
6x1 Capital M/AM cannon (3 can be brought to any broadside, with 4 capable fo firing dead aft and 6 capable of firing dead forewards.)
8 Kincaid Torpedo tubes (2 rpm per tube, highly maneuverable torpedoes can all be aimed at a single target.
4 Supercapital Spinal Lasers (Forewards fire only, very high power)
120 PD pods
Description: The “Destiny of Man” class of warships is the largest in the Hajr fleet. It is very heavily armed, and is the only vessel in the fleet to carry Wave Motion Cannon in turrets. It has truly devastating forwards arc weaponry- with it’s WMC turrets fixed forwards and it’s four super-capital spinal mount lasers, it can match and defeat the broadside of any modern Dreadnought. Its broadsides of capital lasers are potent enough to rapidly shatter cruisers, but are somewhat lighter than the broadsides of enemy Dreadnoughts. The “Destiny of Man” is very fast for a ship of her size, and is designed to charge an enemy formation, smashing it to pieces and opening up holes that lighter craft and fighter strikes can exploit. She can survive for a while in a broadside duel with an enemy capital ship, but will eventually lose due to her Ouster shields and weaker broadside armament- but few vessels can withstand her forwards firepower for long.

18 “Elysium Ascendant”-class Attack Carriers
(Elysium Ascendant, Hornet’s Nest, Bringer of Progress, Darwin’s Truth, Sublime Victory, Inevitable Ascendance, Soldier's Duty, Red Queen, Swift Predator, Slayer of Weaklings, Crimson Fang, Progress Through Conflict, Child of Chaos, Heroic Conflict, Force of Nature, Mankind Empancipated, Pride of Candaris, Undisputable Truth)
Dimensions: 3.0 km long, 875x800 meters in cross-section
Powerplant:
3 Capital fusion plants
Armament:
2 Capital Wave Motion Cannon (spinal mount)
20x1 Capital HEL Lances
5x1 M/AM cannon
2 Torpedo Tubes
100 PD pods
Strike Wing:
10 gunships
50 heavy bombers
50 fast bombers
100 interceptors
Description:
The Elysium Ascendant model is a hybrid vessel, a battleship-sized craft with moderate armament and decent fighter capacity. Attack Carriers are capable of surviving, and dealing damage, in a line of battle, while sending precision fighter strikes at the enemy.

Cruisers

2 "Unwavering Loyalty"-class Raiding Carriers
Dimensions: 1.4 km long, 400x300 meters in cross-section
Powerplant:
1 Capital Fusion Plant
Armament:
1 Spinal Laser Lance
2 Torpedo Tubes
6 Heavy HEL Lances (broadside)
2 M/AM Cannon
30 PD clusters
Strike Wing:
20 interceptors
10 fast bombers
5 heavy bombers
2 gunships
Description:
The Unwavering Loyalty-class Raiding Carrier is a cruiser-sized warship designed to provide a mobile fighter base to independent Cruiser raiding squadrons. Her shielding is far from excellent, but her armament is decent, her strike wing is solid, and her maneuverability and speed is almost unmatched. Like the Killfrenzy line, her sensor suites were purpose-built to include arcane components.

30 "Brief Life Burns Brightly"-class Strike Cruisers
Dimensions: 1.5 km long, 375x250 meters in cross-section
Powerplant:
1 Capital Fusion Plant
Armament:
1 Capital Wave motion cannon (spinal)
2 Spinal Laser Lances
3 M/AM cannon
12 Heavy HEL Lances (broadside)
2 Torpedo Tubes
30 PD clusters
Description:
The Brief Life Burns Brightly class is fast and very well armed, it's forewards arc weapons capable of inflicting incredible damage even at medium range. It is a major threat to capital ships in short range combat. It is also the largest cruiser employed by the Ousters.

50 "Expansion of Civilization"-class Strike Cruisers
Dimensions: 1250 meters long, 255x250 meters in cross-section
Powerplant:
1 Capital Fusion Plant
Armament:
1 Capital Wave motion cannon (spinal)
1 Spinal laser lance
2 M/AM cannon
18 Heavy HEL Lances (broadside)
2 Torpedo Tubes
25 PD clusters
Description: More heavily shielded than the Brief Life Burns Brightly, the "Expansion of Civilization" class is also more lightly armed than it's larger brother. It is easy to mass produce, and mounts a fearsome forward battery.

Escorts

Standard frigate frame is about 500 meters in length, 125/100 meters cross-section.

250 "Vampire"-class Torpedo Frigates (1 capital torpedo tube, light conventional armament)
200 "Knife"-class Raiding Frigate (moderate conventional armament, fast.)
200 "Tarsis"-class Escort Frigates (heavy point defenses)
4 "Killfrenzy"-class Escort Frigate (Pattern Beta, advanced escort design, emphasis on heavier guns optimized for heavier PD targets. )
These are all shortened versions of OOBs, OOBs usually start with a race/nation description, like this one, from Pablo Sanchez's Pan-Slavic Republic from STGOD.
Pan-Slavic Republic
History:
At the beginning of the 21st century, Eastern Europe was weak and divided. After the end of communism, it's economy was shattered. It began the march to recovery. The rise of the Monacoran Empire actually accelerated their rise, and the peace and unit of the Empire caused the once divided Slavs to become one. Language and culture homogenized, until eventually the old nations were all but forgotten.

Then came the disintegration of the Monacoran Empire. Today, there is confusion and disagreement about how this took place. But, regardless of the truth, what is certain is that the emergent Slavic nation, the Russian Empire, was the first to fully consolidate, and was for some time the most dominant. For centuries, the Russian Empire was the most powerful nation on Earth, using this position to secure large stretches of the Solar system. But it's power soon declined, as it failed to expand beyond the system in time to catch the most valuable properties.

Then, too, did the Second Romanov dynasty undergo the classic dynastic cycle. The Czars became abusive and arbitrary, and their seat of power became unstable with dissent. In 2780, the people of the Russian Empire rose up and overthrew their monarch. The result was the Pan-Slavic Republic, an aggressively democratic nation. It is still somewhat unsteady and is less powerful that the Russian Empire once was, but it remains potent.

Territories

Earth

All Europe east of the 1919 border of Poland, European Russia, the Balkans (southern border described by the southern borders of Romania, Serbia, and Montenegro), Siberia. Central Asia and Caucasus as protectorates.
Capitals
Moscow (national)
Warsaw, Omsk, Belgrade (regional)
Population: ~1 billion

Solar Colonies

Moon, martian, and Jovian colonies amounting to ~520 million persons (Solar Administration Zone 1)
Saturnine, Uranian, and Neptuniun colonies amounting to ~350 million persons
(Solar Administration Zone 2)
Miscellaneous Scattered Lagrange-Point and orbital colonies amounting to ~200 million persons.
(Space Station Administration)


Interstellar Colonies

Greater Republic System (formerly Tsaritsyn)
New Kiev
New Krakow
Total population of ~450 million, well developed in all respects

Steppe System
Irkutsk
Yenisei
Total Population of ~120 million, medium development

Taiga System
Administrative District 1
Total Population of ~25 million, mining system (notes: no habitable planets but significant mineral wealth)

Outpost System
Potemkin Naval Base (most distant settlement of PSR)
Total Population of ~150,000, all military personnel

Political Notes:
The PSR is naturally hostile to all reactionary and especially monarchist governments. At the same time, large numbers of former aristocrats remain in sympathetic nations and constantly agitate for renewed invasions. The PSR is a staunch supporter of democracy and will not often hesitate to come to the aid of a weak democratic power--if they can get away with it.
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Under capitalism, man exploits man. Under communism, it's just the opposite.
John Kenneth Galbraith (1908 - )
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Beowulf
The Patrician
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Post by Beowulf »

rhoenix wrote:
Beowulf wrote:The number of points is decided at the beginning, and the player decides how to allocate his points (bunch of giant ships, swarm of FACs, or anything in between)
Alright - thank you, Beowulf.

Do the point costs for allocation per unit change from STGOD to STGOD, or have they always remained static? In either case, my next question would be "...and where could I see such a point allocation list?"
Changed every time. Check the OOC threads, or the OOB threads.
"preemptive killing of cops might not be such a bad idea from a personal saftey[sic] standpoint..." --Keevan Colton
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A-Wing_Slash
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Posts: 376
Joined: 2005-09-20 09:22pm

Post by A-Wing_Slash »

I am definately up for doing this, seeing how much I enjoyed Steam and Steel while it lasted. My one thought is that it might not be good to set a new STGOD in a previous universe, seeing as there will be a large influx of new players and it would be better to start with a clean slate. But anything is clearly better than nothing, so if its set in STGOD 4 or whatever people have said, I'm fine with that.
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Thirdfain
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Post by Thirdfain »

Seeing as there's a lot of new players, I support starting a new universe as well. No reason not to go for a clean slate if most of the old players won't be coming back anyways...
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Under capitalism, man exploits man. Under communism, it's just the opposite.
John Kenneth Galbraith (1908 - )
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