STGOD: A Dead Art?

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Shinn Langley Soryu
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Post by Shinn Langley Soryu »

Preliminary OOB adjustment is as follows:

Code: Select all

Ships
-----

1 x 'Konata Izumi' prototype (40)

Other
-----

External intelligence upgrade (30 -> 50)
Ground combat upgrade (30 -> 50)
Planetary defence upgrade (215 -> 280)

(145 points total)
The Konata Izumi class is a new type of capital ship meant to be a middle ground between the existing Saber and Haruhi Suzumiya classes, essentually a light carrier with battleship weapons.

I'll wait on actually updating the OOB, though; I might change the point allocations between then and now.
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Post by Crossroads Inc. »

Well, Im going to post what my points are spent on, just to see if there’s anything that’s "Out of line"
150

100points to SuperBattleship
This is the one I've been talking about ever since the game started, so despite its size, its been "almost done" for a while

25points to increased planet defense
Basically each of my Core worlds is betting an extra 5 points of planet defense, something I alluded to a while back

15points to Trathalan Warship/Training Ship.
This is something that, technically, has already existed, but I didn't have points to make. For those that don't know, most Trathalans never step foot off their world... But still many are needed as translators and serve on ships and diplomatic functions. As such a Warship, based on a mix of UISC and Trathalan principles was built to gradually get them accustomed to working on a spaceship.

5points spent on "Large Tradeship"
This is an ongoing project between NGTO members; the ship won't be ready for a while.

The last 5 I have yet to decide on.
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Post by Redleader34 »

Nephtys, are you planing to make clones, in an attempt to infiltrate our societies?
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Post by Crossroads Inc. »

Redleader34 wrote:Nephtys, are you planing to make clones, in an attempt to infiltrate our societies?
If she does im not sure how they would pass Earth society... I am skepticle that her Space Monsters might have much of a concept of how a HUman could behave.
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Post by Noble Ire »

FEA Quarterly Field Production Totals:

Code: Select all

Warships
-----------

10 x 'Leukophil' corvettes (10pts)
2 x 'Basophil' destroyers (6pts)
3 x 'Esinophil' frigates (60pts)
2 x 'Lymphocyte' medium cruisers (36pts)
1 x 'Ossea' carrier (22pts) 

Other
-----------

Activation of thirty-six new Redeemer units (Spec. Forces: 2 -> 5) 
Production of several new armored divisions (Ground Combat: 15 -> 20) 
Expansion of observational drone program (Intel: 25 -> 30)
Reinforcement for several shipyard-bound capital ship hulls (3pts)

Total: 150pts 
Last edited by Noble Ire on 2007-08-21 01:19am, edited 1 time in total.
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Post by Starglider »

Crossroads Inc. wrote:
Redleader34 wrote:Nephtys, are you planing to make clones, in an attempt to infiltrate our societies?
If she does im not sure how they would pass Earth society... I am skepticle that her Space Monsters might have much of a concept of how a HUman could behave.
Maybe she's going to manufacture chemical or biological weapons. That would be in keeping with her organic monster schtick.

Or maybe she just thought it would sound cool.
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Post by rhoenix »

...And the preliminary "Here's how I level up" posts begin!

Well, why not? This actually comes at a perfect time. I can write my thinking-I-had-to-quit-because-I-had-no-time that turned into having enough time to play and plot properly into storyline fluff detail, and then turning it into a dramatic event that's been so far unexplained, called "The Deepening."

So, I've a few questions on that count:

1. I want to give my faction a racial attribute called "Hybrid FTL Communications." Basically, my communication network would run on both a form of telepathy and tachyon pulses (fluff), so jamming must be done on both the tech side and the psionic side to affect my communications to any degree of adversity. It also allows near-instant communications with members across the Galaxy.
How many points would this cost, and would it be allowed?

2. Can I introduce a new ship class?

3. Or revise older ship classes?

4. Can I have a passive bonus to FTL speed (for the same of argument, say have a FTL speed 4x normal) that applies to all ships without counting toward a specific ship class' point total, counting as a racial bonus instead?

Thank you in advance.
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Post by SirNitram »

rhoenix wrote:...And the preliminary "Here's how I level up" posts begin!

Well, why not? This actually comes at a perfect time. I can write my thinking-I-had-to-quit-because-I-had-no-time that turned into having enough time to play and plot properly into storyline fluff detail, and then turning it into a dramatic event that's been so far unexplained, called "The Deepening."

So, I've a few questions on that count:

1. I want to give my faction a racial attribute called "Hybrid FTL Communications." Basically, my communication network would run on both a form of telepathy and tachyon pulses (fluff), so jamming must be done on both the tech side and the psionic side to affect my communications to any degree of adversity. It also allows near-instant communications with members across the Galaxy.
How many points would this cost, and would it be allowed?
The ships in question need points allocated to EW. How much is up to you.
2. Can I introduce a new ship class?
Yes.
3. Or revise older ship classes?
Yes.
4. Can I have a passive bonus to FTL speed (for the same of argument, say have a FTL speed 4x normal) that applies to all ships without counting toward a specific ship class' point total, counting as a racial bonus instead?
No. This was originally going to be present, but there were sufficient complaints that it was dropped.
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Post by Starglider »

rhoenix wrote:(for the same of argument, say have a FTL speed 4x normal)

x4 normal speed? That's a huge advantage. For one thing it cuts the warning time for an attack by 75%. That would be immensely expensive for a single ship (i.e. it would be 90% engine) if it is even possible at all. I seriously doubt the whole +150 points would be enough to equip every ship in your fleet with it.
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Post by rhoenix »

Thank you for answering my questions so quickly. I'd like to clarify one of your answers, to be sure I understand correctly.
SirNitram wrote:The ships in question need points allocated to EW. How much is up to you.
So this must be a ship-based point bonus, and cannot be a global racial attribute? I wished to use this for my Jotun infantry communications as well as ship-based.
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Post by Hotfoot »

rhoenix wrote:Thank you for answering my questions so quickly. I'd like to clarify one of your answers, to be sure I understand correctly.
SirNitram wrote:The ships in question need points allocated to EW. How much is up to you.
So this must be a ship-based point bonus, and cannot be a global racial attribute? I wished to use this for my Jotun infantry communications as well as ship-based.
No global attributes for ships. Period.
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Post by rhoenix »

Very well. Thank you both.

With that in mind, here is my first draft of my upgrades:
Offensive Spying: +7 (7 pts.)
1 Crissaegrim-class dreadnaught carrier (50 points)
6 Valkyrie-class assault ships (60 points)
Ground Combat: +30 (enhanced mitochondrial environmental abilities) (30 pts.)
===
147 points total

New ship class: Valkyrie - Rapid Heavy Assault (10 points)
(5 point base, +2 points EW, +3 points FTL speed, Cloaking Shields)
Weapons Loadout: 4 Heavy Flailguns, 4 Glaser Cannons, 8 MEEN's

Designed for Jotun operatives, the Valkyrie was made to handle a variety of roles well, while excelling in pure rapidity and efficiency.
I had earlier agreed to give 3 points to US Booties.

Also, another question - how exactly is spying used and played?
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Post by Starglider »

I just love ISSUING TERRORIST ULTIMATUMS IN ALL CAPS.

We may be missing a golden opportunity here to detail the exploits of the Polish equivalent of Jack Bauer.
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Post by Darkevilme »

Hypothetical production, first turn/quarter cycle, Chamarans.

x1 Destroyer class cruiser completed as part of routine ship production(26points)

X2 Hunter class frigates completed as part of routine ship production (16 points)

x3 Valka class completed as part of routine ship production (3 points)

Variant design prototypes:

x1 Shikon EW variant (20 points EW) 50 points
x1 Hunter Interdictor variant(6 points of interdictor) 10 points

Planetary defence upgrades, secondary starsystems, 0 to 30 points.

5 Points on NGTO tradeship project

10 points spent on Chamaran early warning network.
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Post by UCBooties »

I've just notified the mods, but I thought I should tell the rest of you as well. Because of medical emergencies and a death in the family I have to drop out for the time being. I know I haven't done much since the beginning but I had a great time and I want to thank you all for making this game so awesome. Best of luck to you all and I hope I can participate more next time around.
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Post by Hotfoot »

UCBooties wrote:I've just notified the mods, but I thought I should tell the rest of you as well. Because of medical emergencies and a death in the family I have to drop out for the time being. I know I haven't done much since the beginning but I had a great time and I want to thank you all for making this game so awesome. Best of luck to you all and I hope I can participate more next time around.
For the record, what this means in game is that his nation will continue in any immediate concerns they are involved in and then become relatively insular NPCs, rejecting their previous alliances for various reasons. Starglider, I'll work with you on this via AIM if you'd like.

That said, as I told UCBooties, real life concerns trump the game, so by all means if you can't continue playing, please don't feel like you have an obligation to do so. Thank you for letting us know what was going on, and again, I wish you the best in getting through this difficult time.
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Post by rhoenix »

This "internal strife" thing looks fun.

Also, UCBooties, I wish you the best. It was fun while it lasted here, but I'm sure there'll be other games.
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Post by Crossroads Inc. »

I hope things go better for your UC and am saddned to see you go.

My one Regret now shall be it seems we may bever see The Atmosk Fielded in Battle :P
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Post by Starglider »

Crossroads Inc. wrote:My one Regret now shall be it seems we may bever see The Atmosk Fielded in Battle :P
If and when the CON finally arrives at Blackmast to stamp out the pirate menace, I'd be up for describing the Kingdom's last desperate attempt at a defence. I doubt they'd be doing anything in the mean time anyway, they will shortly have lost 60% of their fleet.
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Post by consequences »

Right, my concerns as to my first turn of production:

Concern One: Back in the first post or so I made in the in-game thread, I refferred to my power shifting to a total war footing with projected economic failure at the five year mark, as I was expecting the bangbus to at least be on its way by now. This is, of course, totally a mod call on whether it has any game effect whatsoever, whether it takes one or more full production turns to kick in, and what if any, concrete power-gaming benefit is provided.

Concern Two: as the only power to yet make a successful(ish) blatant landgrab, whether or not the two hundred point power I stepped on provides any benefit, and whether or not that takes a full turn or more to kick in, especially with ongoing resistance and the need to rebuild system infrastructure. Again, totally a mod call, and I'll cheerfully play it whichever way it goes.

Concern Three: The 172 points of spaceship debris from the last stand of the Drakolian Fleet that would have been swept up and reprocessed as practical. Yet again once more very much a mod call, and a precedent that probably needs to be set one way or another.

Presuming a vanilla 150 point build:

1 Insidious(10 points)

10 Devil class cruisers(new class, ten point base hull with 2 points of EW tacked on, a Demon base hull with the railgun armament and a lot of the lasers and power generators swapped for missiles, designed to augment Their long-range combat ability. Basically, I realised that I had a total 96 points of dedicated long-range firepower in my fleet, and 130 points of EW, and sought to rectify the situation)

+20 to external intel, with a special emphasis on intelligence and influence in pirate and similar groups.
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Post by consequences »

Starglider wrote:
Crossroads Inc. wrote:My one Regret now shall be it seems we may bever see The Atmosk Fielded in Battle :P
If and when the CON finally arrives at Blackmast to stamp out the pirate menace, I'd be up for describing the Kingdom's last desperate attempt at a defence. I doubt they'd be doing anything in the mean time anyway, they will shortly have lost 60% of their fleet.
Realistically, even if they take a bunch of losses right now, they should be able to hide quietly, as I don't think their home port been localised by anyone yet.
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Post by Starglider »

Consequences, all that sounds fine, but it's only been three months since the game started. Surely the lead time from capturing territory to building ships with it or even using the resources in the production of new ships is longer than a month or two?
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Post by consequences »

Starglider wrote:Consequences, all that sounds fine, but it's only been three months since the game started. Surely the lead time from capturing territory to building ships with it or even using the resources in the production of new ships is longer than a month or two?
I included the option of a time delay in my post. The only place I didn't specifically mention it was in the salvage bit.
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Post by Starglider »

Sorry guys, the intercept geometry Thirdfain is implying is bullshit. I'll let White Haven sort this out, but here's what the situation will actually look like:

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T1 = Time the strike fleets decided to switch targets (League fleet starts slewing a little after the Pirate fleet due to comms delay)
T2 = Pirates and League detect incoming fleet one hour away from Ruda Slaska, while they themselves are minutes away, League decides to run, Pirates follow.
T3 = Strike fleets link up and begin running towards League.
T4 = Defending fleet plots course for nearest intercept (OIP).
OIP = Original Intercept Point
T5 = League fleet swings parallel to course of intercept fleet.
EW = Location of pirate fast sensor ship, ahead of main fleet due to faster drives.
T6 = Chase has been going on for several hours. Pirates detect intercept fleet ahead of them.

There is simply no way you can 'intercept' a fleet that is running away from you at the same speed you are travelling, when they have a one hour head start on you. Strictly there is no way you can intercept such a fleet at all unless they are actually travelling /towards/ you (in the sense of the angle between their trajectory and the line from your original position to their original position being more than 90 degrees; this is basic geometry).

In game terms, if Thirdfain wanted to catch all the enemy ships in one place, he should've launched half an hour later, and they'd all be bottled up in Ruda Slaska (the enemy would be on top of them before they could hyper out). If he'd wanted to save the colony from destruction and prevent the enemy from linking up, he could've launched earlier. For some unknown reason he chose to launch too late to save the colony but too early to trap the enemy. As a result he is going to lose half the system's population and can't catch the fleeing ships in a tail chase. I imagine the next thing that will happen will be the fleeing ships slamming into the interception force - they will desperately try to kill the interdictors before the main fleet arrives, while the Portugese will desperately try to prevent them from doing this.

I personally wanted to go for the 'massive battle in Ruda Slaska' situation. However I generally assume that naval commanders are not grossly stupid and would not chose an option that is patently idiotic, like running on away on a trajectory that allows them to be intercepted. Unfortunately White Haven hasn't been around for me to check, but from his earlier comments I am quite sure he would have adjusted course parallel to the chasing fleet as soon as he noticed them coming after him.
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Post by Imperial Overlord »

Starglider, you've completely forgotten the fact that your ships have already been detected on long range arrays and that our fleets were already moving to block off the flight plans. We do get near real time data on White Haven and UC's maneuvers and can easily adjust our courses and interdiction fields. The fleeing ships find out we are there after they enter their sensor range, after its too late. We have the advantage of multiple, separate fleets maneuvering to cut them off and can do so.

Furthermore, the fleets don't have equal speed. The light elements are the fastest. If they run full out, they abandon the cruisers and the capships. Capships may be nicely shooty, but they don't last too long when massively outnumbered by escorts with cruisers and more capships on the way to help finish them off.
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