An SDNW Proposal

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Re: An SDNW Proposal

Post by CmdrWilkens »

Steve wrote:If things go ideally, Siege, you'd be right. But you'll understand if I don't share your optimism in it.

*sighs*

Anyway, are there any actual objections to the concepts I posted? It's just a guideline to help us mods make decisions should the players have difficulties in deciding fleet battles and such.
I object to everything :D (well I kinda actually do) for the reasons I've listed previously and for sharing an opinion with Seige and Hellion (go figure on that one). The reason STGODs worked in the way back when is that there basically was no rule except for the "don't be a dick" rule and THAT was enforced more commonly as follows:
Player Douche: I send my fleet of 10,000 super-battleships to Planet B, they bombard all the key military installations and land troops to take control, minor casualties and I am in possession of the planet
Player A: Oh really...(aside) Hey Player B and C, I think we should kick his ass
Payer B and C (aside): Yup we should
Player A: My main fleet jumps in to begin engaging you ships
Player Douche: Hah, my super battleships being to pummel you
Player B: My fleet jumps in and uses their unique skills to drop all of your shields
Player C: My fleet jumps in behind your batteline and uses their unique skills to destroy all of your engines
Player A: My fleet and the other fleets proceed to destroy your fleet and issue an ultimatum to your troops on the ground
Player Douche: Wah Wah Wah ...(all the way home)

I get that we should have SOME system for creating a starting force list but I'd much prefer a much more limited form akin to what I posted earlier

Hell you could even go one step simpler:
You get "X" points which you can spend in the following areas:
A: Territory (Infrastructure and Defenses)
B: Economy
C: Population
D: Navy
E: Army

However many points you spend in each category represents its relative strength in total regardless of how you fluff it. Thus if I spend 5 points in territory but claim 20 systems then I have tiny outposts scattered around or if I spent 10 points and claimed 20 systems I'd have a few real well developed systems and better built outposts that can sustain themselves better, if I spend 5 points but only claim 10 systems I'm probably in the same boat as in the 10pt/20 scenario just with fewer planets, etc, etc, etc.

I think the more we allow military, economy, and tech to be story fluff the better things can be. I don't want to look at someone's build order, calculate the cost, compare it to their GDP and get in a rules lawyering game about whether its too much or too little. If they have a 10 point Navy then they have a 10 point Navy regardless of what it is composed of and if I have an 8 point Navy then I have an 8 point Navy. If we meet up I should be at a disadvantage unless circumstances dictate otherwise (I bring allies, have a greater percentage of my forces there, etc) but that should be very easy to decide from a Mod perspective without appealing to rules lawyering.


So again I would propose a stripped down system either the one I proposed way back on Page 6 or the above given VERY stripped down system. In such case none of the rules regarding transport, warp points, etc would apply save that there shoudl be a general rule limiting the overall tech/firepower level to B5/ST-Ent levels and the speed of interstellar travel likewise.
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Re: An SDNW Proposal

Post by Teleros »

Steve wrote:If anyone regards this as too complex and thinks we should just go with a 2D map for simplicity, go ahead and say so now.
I think I'd prefer a 2D map for simplicity's sake, but it wouldn't be a major issue for me.

Hmm, got some questions about carrier / transport rules.

1. Are starship troop carriers (and fighter carriers) assumed to come with enough parasite dropships automatically? Ie if I buy a £100 carrier and have it carry £50 worth of troops / fighters, do I need to then pay separately for the troops' dropships / the actual fighters? Obviously replacement costs are another matter.

2. How does the starting troop transport fleet impact on our regular fleet-building exercises prior to the game? Furthermore, what's to stop me saying that my troop transports are £200 ships which each carry £10 worth of my £10,000 worth of troops... making them in other words at least as good in a stand-up fight as a £150 warship? That's an extra 250 big warships to start the game with. Mod oversight at the very least seems sensible.

3. Are there any advantages to say limiting your starting transport fleet to only 20% of your starting soldiers? It seems odd otherwise that peaceful nations or those with no intention of setting foot on enemy occupied worlds start with such a massive fleet of transports... but what have they invested in otherwise?

4. Let's say my £100 carrier can launch £50 worth of fighters / gunboats etc. It now has an offensive value equal to £100 plus whatever weapons the carrier itself has. Even if this is just an extra £20 or something (ie, 1/5 carrier's cost), scale it up to lots of carriers and it could be an issue. The parasite craft also provide an obvious range advantage, and free up the carrier to do other stuff (like drop rocks on planets whilst the defending fleet is busy, or whatever).

5. Fighter v fighter sounds like a case of MAD to me, unless the odds are greater than 2:1. Is this intended?


A final thought about planetary defences. If I want to build a network of shield generators and anti-starship lasers on one of my planets, can I and should there be a cost penalty involved (eg £2 of planetary defences = £1 worth of starship / fighters)? Construction times could use regular starship build times to keep things simple, but it would allow for more passive defensive buildups that won't worry your neighbours.
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Re: An SDNW Proposal

Post by Fingolfin_Noldor »

Could we.. use a galactic map and ... tear it up etc.?
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Re: An SDNW Proposal

Post by Teleros »

I'd stick to a grid like the one Steve showed TBH. A galactic map to me screams "BIG!", and we're talking about pretty small, ST / B5 kind of powers for this.
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Re: An SDNW Proposal

Post by Fingolfin_Noldor »

Well, I'm somewhat in favour of commanding large number of sectors...
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Re: An SDNW Proposal

Post by Dark Hellion »

Steve wrote:So let's say we don't quantify such. Let's say people can claim any transport capacity they want. Are you going to accept it when some guy proclaims he has a $100 value hull carrying half a billion troops? No? What if it has $1000 value? $2000, or at least a fleet worth that much? Where is the line between "munchkin" and "acceptable"? Because if it's not clarified at game start in the rules this is going to be an argument that will be hashed out whenever someone thinks someone else has too many troops in their ships.
As long as you have a relationship between points type the number of troops becomes meaningless. My 10 points of troops equals your 10 points. If we have a relation between naval points and troop points we can tell how much it takes to transport them. Bam, done.
Steve wrote:Militaries with same general design philosophy? The system as written is crafted to permit multiple ideas. There are no "definite" things set up like specific types of battleships or infantry weapons, it's just a rough quality of kit, quality of troops, and hull size system. A Heavy hull could be a space battleship or it could be a carrier or it could be a heavy cruiser or a system defense ship or whatever someone wants it to be.
The idea that ship design will be based upon mass and Cartesian dimensions and utilized to fulfill the roles of Earth naval vessels is an understandable but human conceit. A species with different society, culture and different senses will probably define its vessels completely differently. A civilization of specialized hive minded insectoids that see primarily in infrared would not be expected to use ships or infantry anything like humanity. They may define ships based on role, power output and crew size instead of mass, role, spatial dimensions. Their infantry/navy may be entirely role based in their competence with an individual soldier/ship being nearly incapable of doing any job outside his own. Their ships may not be designed to function on a one hull basis but in small groups that work together, each ship fulfilling a single role that a system on another civs ship. Would we represent it as numerous smaller hulls, because that is what it is, or should we represent it as a singular large hull because that is how it functions?

You have added a specificity of function to the simple mechanics of ship interaction and as SDN3 should have shown it is actually a very slippery slope. Once interaction starts becoming subdivided in mechanics as opposed to fluff you start needing to further divide it. You start by dividing it into attack and defense but quickly realize a lot of vessels are actually valuable because of their electronics suites. And so we need to add some special category for that and pretty soon people are bitching about springsharp's inability to match metallurgical tech of a specific country.

Trying to make the game into much beyond just points is attempting to put quantitative amounts on what is, in the context of the game, qualitative properties. Additionally rules are always restrictive and since we are attempting to story tell we want as few restrictions as possible.
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Re: An SDNW Proposal

Post by Teleros »

Dark Hellion wrote:Their ships may not be designed to function on a one hull basis but in small groups that work together, each ship fulfilling a single role that a system on another civs ship. Would we represent it as numerous smaller hulls, because that is what it is, or should we represent it as a singular large hull because that is how it functions?
Represent it as a single large hull in terms of effectiveness / cost / production time, but in the fluffy bits represent it as a squadron of ships. Simple.
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Re: An SDNW Proposal

Post by Steve »

CmdrWilkens wrote: I object to everything :D (well I kinda actually do) for the reasons I've listed previously and for sharing an opinion with Seige and Hellion (go figure on that one). The reason STGODs worked in the way back when is that there basically was no rule except for the "don't be a dick" rule and THAT was enforced more commonly as follows:
Player Douche: I send my fleet of 10,000 super-battleships to Planet B, they bombard all the key military installations and land troops to take control, minor casualties and I am in possession of the planet
Player A: Oh really...(aside) Hey Player B and C, I think we should kick his ass
Payer B and C (aside): Yup we should
Player A: My main fleet jumps in to begin engaging you ships
Player Douche: Hah, my super battleships being to pummel you
Player B: My fleet jumps in and uses their unique skills to drop all of your shields
Player C: My fleet jumps in behind your batteline and uses their unique skills to destroy all of your engines
Player A: My fleet and the other fleets proceed to destroy your fleet and issue an ultimatum to your troops on the ground
Player Douche: Wah Wah Wah ...(all the way home)

Why go with all that extra effort when the mod can just smack down Player Douche for being a dickhead? And what do you do if Player Douche has friends and they all start doing the same thing?

You're presuming that the only "douche" cases will be one player alone and a clear-cut example; I find that unlikely. I find it more likely such disputes will be differing players, or even factions, with arguments that they deem fully reasonable.
I get that we should have SOME system for creating a starting force list but I'd much prefer a much more limited form akin to what I posted earlier

Hell you could even go one step simpler:
You get "X" points which you can spend in the following areas:
A: Territory (Infrastructure and Defenses)
B: Economy
C: Population
D: Navy
E: Army

However many points you spend in each category represents its relative strength in total regardless of how you fluff it. Thus if I spend 5 points in territory but claim 20 systems then I have tiny outposts scattered around or if I spent 10 points and claimed 20 systems I'd have a few real well developed systems and better built outposts that can sustain themselves better, if I spend 5 points but only claim 10 systems I'm probably in the same boat as in the 10pt/20 scenario just with fewer planets, etc, etc, etc.
How is that simpler than what I proposed? You get points for making a country. You spend them on sectors or on sector improvements, which determine economy and population.

You then use the resulting Economy value to pick a starting military of any composition you desire, so many points of Navy and so many of Army. Boom, two steps - three counting actually determining starting military, and you're done.

Your system makes numerous categories and spreads them out in the generation process. How is that "simpler"?
I think the more we allow military, economy, and tech to be story fluff the better things can be. I don't want to look at someone's build order, calculate the cost, compare it to their GDP and get in a rules lawyering game about whether its too much or too little.
You wouldn't get into a rules lawyering game. You would let the mods handle it. Y'know, the poor bastards trusted participants whose judgment will keep douchery in check and provide necessary mediation?
If they have a 10 point Navy then they have a 10 point Navy regardless of what it is composed of and if I have an 8 point Navy then I have an 8 point Navy. If we meet up I should be at a disadvantage unless circumstances dictate otherwise (I bring allies, have a greater percentage of my forces there, etc) but that should be very easy to decide from a Mod perspective without appealing to rules lawyering.
And how does that contradict the system where a player picks as big a fleet versus that of his "armies" as he wants and employs them in fleet formations, with overall point values determined by the ships he says are in the fleet? Two fleets meet, their point values are compared, if the players themselves haven't decided on an outcome the mod does.
So again I would propose a stripped down system either the one I proposed way back on Page 6 or the above given VERY stripped down system. In such case none of the rules regarding transport, warp points, etc would apply save that there shoudl be a general rule limiting the overall tech/firepower level to B5/ST-Ent levels and the speed of interstellar travel likewise.
I think the system I wrote up does everything you want to do, but with the advantage that it's already been tinkered with, applied, and balanced, and it uses mechanisms to kill multiple birds with one stone: Territory, "Infrastructure", Economy, and Population all handled by sector purchasing, military size handled by the resulting economy score.
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Re: An SDNW Proposal

Post by CmdrWilkens »

I wanted to hit up this bit first, I'm gonna handle the rest of my response in a second post
Steve wrote:
CmdrWilkens wrote: I get that we should have SOME system for creating a starting force list but I'd much prefer a much more limited form akin to what I posted earlier

Hell you could even go one step simpler:
You get "X" points which you can spend in the following areas:
A: Territory (Infrastructure and Defenses)
B: Economy
C: Population
D: Navy
E: Army

However many points you spend in each category represents its relative strength in total regardless of how you fluff it. Thus if I spend 5 points in territory but claim 20 systems then I have tiny outposts scattered around or if I spent 10 points and claimed 20 systems I'd have a few real well developed systems and better built outposts that can sustain themselves better, if I spend 5 points but only claim 10 systems I'm probably in the same boat as in the 10pt/20 scenario just with fewer planets, etc, etc, etc.
How is that simpler than what I proposed? You get points for making a country. You spend them on sectors or on sector improvements, which determine economy and population.

You then use the resulting Economy value to pick a starting military of any composition you desire, so many points of Navy and so many of Army. Boom, two steps - three counting actually determining starting military, and you're done.

Your system makes numerous categories and spreads them out in the generation process. How is that "simpler"?
The very minimalist system (not the one I linked to) above means that EVERYTHING (production after game start, composition of initial forces, GDP, etc) is fluff. Your system while minimal requires computing the cost of all elements of armed forces and allocating them under your previous scheme then reviewing your economy score to determine potential future purchase and construction options....my system has no number crunching other than making sure A+B+C+D+E<=X. Moreover once you make that initial calculation no other math is required. All actions after game start are story-line dependent and not number dependent.
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Re: An SDNW Proposal

Post by Steve »

CmdrWilkens wrote: The very minimalist system (not the one I linked to) above means that EVERYTHING (production after game start, composition of initial forces, GDP, etc) is fluff. Your system while minimal requires computing the cost of all elements of armed forces and allocating them under your previous scheme then reviewing your economy score to determine potential future purchase and construction options....my system has no number crunching other than making sure A+B+C+D+E<=X. Moreover once you make that initial calculation no other math is required. All actions after game start are story-line dependent and not number dependent.
Uh, what? Yes, you use it as a guideline for your starting forces - as in it tells you how big they are - but after that it's all fluff. The only thing the GDP does after game start is give us mods a guideline for if a player is being a douche about his military production rates.

The only thing different is that my system gives you point values for your starting navy and army. You can make a 15,000/35,000 split Army and Navy out of a 50,000 economy value and just claim whatever you want on what the Army and Navy actually consist of.
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Re: An SDNW Proposal

Post by CmdrWilkens »

Steve wrote:
CmdrWilkens wrote: I object to everything :D (well I kinda actually do) for the reasons I've listed previously and for sharing an opinion with Seige and Hellion (go figure on that one). The reason STGODs worked in the way back when is that there basically was no rule except for the "don't be a dick" rule and THAT was enforced more commonly as follows:

<snip>

Why go with all that extra effort when the mod can just smack down Player Douche for being a dickhead? And what do you do if Player Douche has friends and they all start doing the same thing?

You're presuming that the only "douche" cases will be one player alone and a clear-cut example; I find that unlikely. I find it more likely such disputes will be differing players, or even factions, with arguments that they deem fully reasonable.
A) You COULD always go to the mod but my point is that you don't always even have to
B) If there is a case where factions are collectively arguing over a point then its probably not a douche violation
C) The more rules there are the more basis there is for rules-lawyering
D) The game works best when players are encouraged to use the story to strike back and not the mods...so what if one faction supports their douche, then the other shoudl fight back and then you can write yourself in to a ginormous explosions of death in battle...which is part of what makes STGODing fun. Some of the battles in the old days could start as minor skirmishes but rapidly degenerate in to full fleet brawls where "people" would die by the millions with every post because of the constant one-upsmanship of destroying your "enemy" until everyone was exhausted and limped home.

In other words if you can't smack a douche down without appealing to a mod then either A) He/She is unrepentant in their douchedom and it should be visible or B) you lack the imagination to write a counter-post screwing the douche over for being so.

If they have a 10 point Navy then they have a 10 point Navy regardless of what it is composed of and if I have an 8 point Navy then I have an 8 point Navy. If we meet up I should be at a disadvantage unless circumstances dictate otherwise (I bring allies, have a greater percentage of my forces there, etc) but that should be very easy to decide from a Mod perspective without appealing to rules lawyering.
And how does that contradict the system where a player picks as big a fleet versus that of his "armies" as he wants and employs them in fleet formations, with overall point values determined by the ships he says are in the fleet? Two fleets meet, their point values are compared, if the players themselves haven't decided on an outcome the mod does.
[/quote]

Because your system requires purchasing each individual ship and specifying out the entire contents of the fleet at the ship level...which means more math and more rules lawyering. My system sets overall fleet strength and you can fluff it however you want so that the math load is reduced to, at most, a one step calculation. By making each individual ship worth different amounts and basing both initial buy AND the continuing buy on the cost amount you are imposing an additional load of math that I think is better handled by story fluff.
So again I would propose a stripped down system either the one I proposed way back on Page 6 or the above given VERY stripped down system. In such case none of the rules regarding transport, warp points, etc would apply save that there shoudl be a general rule limiting the overall tech/firepower level to B5/ST-Ent levels and the speed of interstellar travel likewise.
I think the system I wrote up does everything you want to do, but with the advantage that it's already been tinkered with, applied, and balanced, and it uses mechanisms to kill multiple birds with one stone: Territory, "Infrastructure", Economy, and Population all handled by sector purchasing, military size handled by the resulting economy score.
[/quote]

Yet it also requires constant math to calculate economy, military expenditure and ship level combat. Abstracting that all to a single top level stat reduces the math workload and places the emphasis on story-writing a good conflict (military, economic and/or diplomatic)
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Re: An SDNW Proposal

Post by Steve »

CmdrWilkens wrote: A) You COULD always go to the mod but my point is that you don't always even have to
B) If there is a case where factions are collectively arguing over a point then its probably not a douche violation
C) The more rules there are the more basis there is for rules-lawyering
D) The game works best when players are encouraged to use the story to strike back and not the mods...so what if one faction supports their douche, then the other shoudl fight back and then you can write yourself in to a ginormous explosions of death in battle...which is part of what makes STGODing fun. Some of the battles in the old days could start as minor skirmishes but rapidly degenerate in to full fleet brawls where "people" would die by the millions with every post because of the constant one-upsmanship of destroying your "enemy" until everyone was exhausted and limped home.

In other words if you can't smack a douche down without appealing to a mod then either A) He/She is unrepentant in their douchedom and it should be visible or B) you lack the imagination to write a counter-post screwing the douche over for being so.
Or maybe because you don't want to fight a big interstellar war that fucks up storylines you had in mind. Maybe the game will actually work best if people don't have to worry about getting their stuff fucked up by a douche and having to spend time and effort with a clever riposte post or whatever.


Because your system requires purchasing each individual ship and specifying out the entire contents of the fleet at the ship level...which means more math and more rules lawyering.
Rules lawyering in what way? What rules are there to lawyer around? You have X points, you spend them on hulls as you please, and define what your ships are capable of. If you want your entire fleet to consist of a single class of ship of Y point power you do that, or you can have a mixed fleet. People will have to determine the value of their ships anyway to see the relative value of two clashing fleets and it makes life easier on everyone to get that process out of the way and enable direct comparisons.
My system sets overall fleet strength and you can fluff it however you want so that the math load is reduced to, at most, a one step calculation. By making each individual ship worth different amounts and basing both initial buy AND the continuing buy on the cost amount you are imposing an additional load of math that I think is better handled by story fluff.
Continuing buy on cost? What? Do you think I'm going to force people to post formalized construction queues again?

So again I would propose a stripped down system either the one I proposed way back on Page 6 or the above given VERY stripped down system. In such case none of the rules regarding transport, warp points, etc would apply save that there shoudl be a general rule limiting the overall tech/firepower level to B5/ST-Ent levels and the speed of interstellar travel likewise.
The rule I want to apply to the warp gate is a limitation on what can go through, as the only real intention with it is to facilitate interaction as seen in SDNW2.
Yet it also requires constant math to calculate economy, military expenditure and ship level combat. Abstracting that all to a single top level stat reduces the math workload and places the emphasis on story-writing a good conflict (military, economic and/or diplomatic)
It does not. It requires math to construct your game start OrBat, that's it.
Dark Hellion wrote:
The idea that ship design will be based upon mass and Cartesian dimensions and utilized to fulfill the roles of Earth naval vessels is an understandable but human conceit. A species with different society, culture and different senses will probably define its vessels completely differently. A civilization of specialized hive minded insectoids that see primarily in infrared would not be expected to use ships or infantry anything like humanity. They may define ships based on role, power output and crew size instead of mass, role, spatial dimensions.
I don't care how an alien civ might define or classify its ships, because whether they do so by potential power output, crew size, or desired role, all three things will be determined by the hull size. If you need a specific power output for a class, you need ship volume to provide the room for the damned power plants; if it's crew, you need volume for the crew's living quarters and crew support capability. If a role, any specialized equipment needs the room!

And since this is a sci-fi setting that has a certain tech level expectation, you cannot magic up just any size ship to perform a specific function or crew capacity or power output; it will be a specific size.

Therefore the Hull Size system works just as easily for the clever, imaginative writer conceiving of such an "alternate" designation system and, in the process, still gives us the ship's relative value compared to everything else.
Their infantry/navy may be entirely role based in their competence with an individual soldier/ship being nearly incapable of doing any job outside his own.
And the idea of assigning specific quantities and qualities of troops or spaceships with point values to determine relative effectiveness contradicts this how?
Their ships may not be designed to function on a one hull basis but in small groups that work together, each ship fulfilling a single role that a system on another civs ship. Would we represent it as numerous smaller hulls, because that is what it is, or should we represent it as a singular large hull because that is how it functions?
How do you have a single hull but multiple ships? What the fuck are you talking about? Some kind of modular vessel? Star Trek's Prometheus perhaps?

If so, you state that it's a X value hull that can separate into Y number of parts for specific operations. Big god damned deal.
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"No folly is more costly than the folly of intolerant idealism." - Sir Winston L. S. Churchill, Princips Britannia

American Conservatism is about the exercise of personal responsibility without state interference in the lives of the citizenry..... unless, of course, it involves using the bludgeon of state power to suppress things Conservatives do not like.

DONALD J. TRUMP IS A SEDITIOUS TRAITOR AND MUST BE IMPEACHED
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Re: An SDNW Proposal

Post by Steve »

Just to update things, the current ruleset.
Nation Generation

All nations get 20 points + 1d6 for their Nation Creation Points (NCPs) and a Home Sector for their homeworld/capital.

One uses NCPs in the following fashions: Adding more sectors, improving a sector's population, improving a Sector's GDP, or acquiring Hyperspace Junctions or Warp Gates. 1 NCP can improve a sector's population by 15 Billion or the GDP by $3,000. There are four kinds of sectors.

Home Sectors are the heart of an interstellar state. They contain the capital and key industries to the maintenance of an interstellar state's existence. One natural Earth-like Planet and four planets of Near-Earth or Terraformed type, not counting numerous mining colonies, science outposts, and space habitats. This sector is the site of many of a star empire's most prestigious universities, foundations, and businesses, as well as the seat of government and thus the heart of a nation's civil service. One cannot apply extra population or GDP to one's Home Sector. Every Home Sector automatically comes with a Warp Gate and a Hyperspace Junction, both presumed to be in the system of the nation's Capital World unless otherwise noted.

Stats:
Sector Population: 60 Billion
Sector GDP: $14,000
NCP Cost: Free, Limit 1 Per Nation

Core Sectors are long-settled and inhabited areas of space. One natural Earth-like Planet and four planets of Near-Earth or Terraformed type, not counting numerous mining colonies, science outposts, and space habitats.

Stats:
Sector Population: 50 Billion
Sector GDP: $10,000
NCP Cost: 5 Points, Limit 3 Per Nation

Midrange Sectors have been settled for long periods of time but have not reached the population level of a Core Sector due to varying factors, including planets still in the midst of late phase Terraforming and being the homeworld sectors of minority, less-advanced races in a larger empire.

Stats:
Sector Base Population: 30 Billion
Sector Base GDP: $6,000
NCP Cost: 3 Points

Colony Sectors are sparsely populated, a network of unterraformed or early Terraformed planets and mining colonies centered around an Earth-like or Near-Earth planet in the sector. Despite the lack of extra fully Terraformed planets the capacity for population and economic growth in a Colony is higher than any other sector type. Land is cheap, resources are still abundant, and for daring and brave folk there are plenty of ways to make one's fortune in these Sectors. There are no mechanical limits to improving a Colony Sector.

Stats:
Sector Base Population: 10 Billion
Sector Base GDP: $2,000
NCP Cost: 1 Point


NCPs can also be spent upon adding a Warp Gate or a Hyperspace Junction to a sector.

A Warp Gate in a Sector permits it to receive high value trade and permit instantaneous point-to-point transit for key figures or officials, permitting the GDP of the relevant sector to rise by $1,000. A Warp Gate costs 1 NCP.

All Warp Gates will be assigned to one another, in terms of which goes where, upon completion of Nation Creation process.

A Hyperspace Junction is a system where major hyperspace lanes meet and cross one another. Such a system enjoys heightened incomes from the interstellar trade traffic that results, it also serves as a logical fleet base for one's space forces to ensure rapid deployment and enjoys increased defenses to deal with an incursion. The more Junctions a nation has, the more rapidly its ships can deploy around its space. A Junction increases GDP by $2,000 for the sector it is in. Each Junction costs 3 NCP.

Military

The military forces of an interstellar state are divided into two categories: planetary and space. Space forces are the "star navies", with ships for projecting power, protecting trade, and defending one's solar systems and space in general. Planetary forces are generally troops for the occupation and defense of planets, moons, planetoids, and asteroids - some nations may also have special forces devoted solely to the holding or taking of space habitats and other space facilities (As such require specialized tactics and equipment not used on planets) and these could be considered under either header.

One's starting military is determined by total GDP at game start. During the game a player can build whatever they want, though mods reserve the right to inflict negative events on someone clearly overspending.

A player's ratio of space force expenditure to planetary force expenditure is there business. While space fleets are a vital element to an empire's survivability, if its armies are too small it lacks the ability to take, intact, planets and such from other states; it also impacts the state's ability to deal with armed uprisings or successful invasion. And while some might be tempted to take the approach of "order a planet to surrender and nuke it into oblivion if it refuses", the combination of theater defensive shields to protect major cities for a time and planet-based defenses can inflict loss on a fleet attempting such an operation - additionally the rarity of Earth-like planets and the sheer time scale required for Terraforming means that anyone who intentionally wrecks a world that can sustain life is going to severely impact the interstellar food supply system and will generally piss everyone off. "If I can't have it, no one can" falls under the "Don't be a dick" general rule being considered (it is, after all, essential to the "free-form" system working) and will result in pain for the offender.

For Spacecraft, the unit categories will be designated by "Hull size". The names for the sizes are generally for approximation, not required for actual use. THe costs for starships are in a range to reinforce the fact that players decide the actual point value of a unit; the point value picked just says what size hull is the result of that specific value.

Space Forces:

Spacecraft:
Shuttle
Basic Cost: 10 per $1
A small spacecraft hull with atmospheric and sublight space flight capability. Examples would include space-to-planet shuttles. Used primarily for short-range, intra-system transport. Hull type can potentially be armed and shielded for use as raiding, landing, or boarding craft by pirates.

Hyperlight Shuttle
Basic Value: 5 per $1
A Shuttle with a gravito-magnetic drive that permits slight FTL speed capability, up to 53c. It lacks the fuel reserves for interstellar voyage but can be used for intra-system transport in much shorter times than the strictly sub-light Shuttle. Hull type can potentially be armed and shielded for use as raiding, landing, or boarding craft by pirates.

Fighter
Basic Value: 5 for $1
A small spacecraft hull with Shuttle flight capabilities and some armament and defenses. The smallest combat vessel available. Can mount projectile weapons (torpedoes/missile armament) that can damage even the largest starship hull classes but not capable of fighting full-sized spacecraft effectively.

Gunboat
Basic Value: $1
A small spacecraft hull with all flight capabilities, including very-short-ranged interstellar hyperspace trips, though it is not capable of traveling between sectors. Greater combat power than a fighter though it lacks the base manueverability of a fighter hull.

Starships:
Yacht
Basic Value: $3-14
A small starship hull with Shuttle flight capabilities and a small hyperdrive. Capable of short-range hyperspace travel on standard fuel reserves. Private luxury spacecraft or official traveling ships are examples. Can carry ECM and light deflector screens for self-defense but will typically be unarmed. Think of it as a space version of Air Force One.

Ultra Light
Basic Value: $15-39
A very small starship hull that can land on planetary surfaces. A vessel this size will ultimately be very specialized, likely in the role of a border scout, an interceptor vessel, or a light fleet screen.

Light
Value: $40-69
A small starship hull that can land on planetary surfaces. Vessels of this size will be the main fleet screens among other various potential roles that the hull size permits.

Medium
Value: $70-124
A medium starship hull that can land on planetary surfaces. A Medium hulled ship has the capacity to perform cruiser-orientated roles in a star navy.

Heavy
Value: $125-249
A heavy starship hull, incapable of planetary landing. A large starship hull; while it can be fairly well specialized most will likely use it to form the striking power of their battle fleets around.

Superheavy
Value: $250-499
A large starship hull, incapable of planetary landing. At this size you're getting to vessels that will be the heavy hitters of your fleet, if not outright fleet flagships, whether it is supporting massive forces of Fighters and Gunboats or employing massive weapons banks for direct combat, or some combination thereof.

Ultra-Heavy
Value: $500+
A massive starship hull, incapable of planetary landing. Ultra-Heavy hull sizes create behemoth warships that are highly expensive and are thus comparitively rare; they represent the largest possible hull size that modern starship construction can manage.



Carrier Rules:

Any Starship Hull can be configured to carry Fighters and Gunboats. Superheavies can be configured to carry Ultralights and Ultraheavies can carry Ultralights and Lights.

A Hull size's carrying capacity is equivalent to half its cost. For example, a Medium Hull ship of $80 cost can carry $40 worth of craft (that's 200 basic Fighter hulls or 40 basic Gunboats as a max exclusive capacity).

Carriers sacrifice the use of dedicated anti-starship firepower to be capable of carrying spacecraft. As a result, a carrier cannot fight a starship effectively, though it can sustain some damage from one due to its protection and defenses. The "damage cap" of a carrier is about 10% its dollar value: a $100 carrier cannot damage anything better than a $10 craft by itself, it needs its fighters to do so.

Fighters and Gunboats are automatically considered to have a x2 to attack value; a base cost fighter unit of 20 fighters, $4 overall, can inflict damage and defeat a ship at $8 cost. This allows a carrier to be economically viable and practical, but due to their lower defensive value fighters and gunboats are easily destroyed and thus the effectiveness of a force of spacecraft is blunted as it takes losses in a space battle.


System Defenses:

Every planet is presumed to have a planetary militia of some form, be it reservist formations or literal town militias in the Colonies, also things like paramilitary gendarme forces. These forces are nominally not available for war, but rather mobilize and deploy when a planet is faced with invasion.

Much the same way, a planet or solar system's defense forces also control planet-based craft and weapons, including anti-starship artillery, minefields, theater shields, space stations, and orbital defensive weapon platforms. The quality and quantity of these forces varies by kind of Sector: Home Sectors have the best defenses and Colony Sectors have the least.

Even a Home Sector major system's defenses are not impregnable of course; a large enough enemy fleet with sufficient troops can and will seize such systems.
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"No folly is more costly than the folly of intolerant idealism." - Sir Winston L. S. Churchill, Princips Britannia

American Conservatism is about the exercise of personal responsibility without state interference in the lives of the citizenry..... unless, of course, it involves using the bludgeon of state power to suppress things Conservatives do not like.

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Re: An SDNW Proposal

Post by Dark Hellion »

Let us take it a step further than what Wilkens is doing. How about this.

Every player starts with 1000 points of Planets/territory/industry (however they want to fluff it), 1000 points of Navy (N), and 1000 points of Troops (A). We set a game turn at an arbitrary time T.

Industry:
Every T we generate 1 point of Industry (I) for every point of Planets (P). It costs 100 I to buy a point a P, it costs 10 I for a point of N and 5 points I for every point of A. This represents previous investments coming to fruition.

Combat:
1 point N equals 1 point N equals 1 point A equals 1 point A. Navy works in space, Army on planets. Battles are resolved by RP, gentleman's agreement, or last resort mod. Each point of A requires a point of N for transport/escort. 1 point of A can hold 1 point of P and shut off its production. 10 points of N/A can destroy 1 point of P per time T through bombardment/sabotage.

Point Distribution:
Points can either be distributed individually among planets, ships and squads or can be left as lump sums. Thus a fleet can be 300 points N and 100 points A or the individual ships and units it is composed of. In the end it is just points, the rest is fluff. Individual planets can be assigned points or just assign some percentage as belonging to the home system and distribute the rest equally. Same for defensive fleets and armies. Players just assign some percentage at the beginning of the game (or changed at the end of any turn) which is the home system defense forces and equally distributes the rest or they can individually assign it.

Space and Space Travel:
Space is either a 2-D or 3-D (player vote?) Cartesian coordinates system. Distance (D) between two points is equal to the path distance of the path taken. Hyperspace has a velocity (v) for naval vessels, (v') from courier/ambassadorial vessels (v<v'), and travel time (t) is D/v or D/v'. We arbitrarily set t in terms of T's and can easily expand for alternate travel forms.

Boom, simple. All military maneuvers are just 3 numbers (points N, points A, coordinates), territories are 2 numbers (points P, coordinates). Industry and development is 1 number (points P) and simple proportions. Travel is simple geometry and division and happens over easily calculated discrete sections of the total turn time T. All players begin equal (so no whining) but have a host of different paths for expansion. And the total rules takes up less space than the naval ship listing of the other rules set and contains a bit of definition that is not needed but included for completeness sake. These are obviously not perfect but are just off the cuff theoretical rules to show how little is actually minimally needed to model what we want to.
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Re: An SDNW Proposal

Post by Steve »

Um, hello? Free-form? No industrial tracking?

Your system is not simpler than mind or rule-light; you're actually advocating tracking industrial capacities again and such, which is not what's going to happen.
”A Radical is a man with both feet planted firmly in the air.” – Franklin Delano Roosevelt

"No folly is more costly than the folly of intolerant idealism." - Sir Winston L. S. Churchill, Princips Britannia

American Conservatism is about the exercise of personal responsibility without state interference in the lives of the citizenry..... unless, of course, it involves using the bludgeon of state power to suppress things Conservatives do not like.

DONALD J. TRUMP IS A SEDITIOUS TRAITOR AND MUST BE IMPEACHED
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Re: An SDNW Proposal

Post by Simon_Jester »

Hey, Loomer:

Why don't you just model your "capital ships" as large fighter wings that have to stay in close contact because they lack conveniently portable FTL comms? The way that pre-modern armies had to bunch up?
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Re: An SDNW Proposal

Post by Agent Sorchus »

Okay What I am thinking for this back and forth on rules.

Side A wants to compare your growth to your total and side B wants to compare growth to a stat. Meanwhile Side C is calling for more anarchism (you know who you are). IF there was a side D they would be screaming to play already. To me neither A or B are really minimal, and C is going to be a mod headache. Both rely on us worrying about growth, when of the last couple of STGODs have died before it really becomes a factor. SO because I am a dick here is my idea.

At game start you get 20000€ plus 1d6 * 1000€. These values must be represented by territory. One sector cannot have more than a quarter of your value, but other wise you have what you want. IT MUST BE WRITTEN UP. If you want to be half arsed about it refer to Steve's generic sector value table and add it up.

Growth is by a strict 500€ +1d6*100€ per time unit. You place this value in what ever sort of unit you wish, just don't be a douche. We wish things to be similar so do not increase a units value by greater than a quarter from the base unit. (For base units look to Steve's list) Units can be justified however, even simplified down to total value of a Squadron of say Cruisers rather than actually posting a value for each said cruiser. LEAVE A RECORD OF YOUR VALUES PRIOR TO THE UNITS INTRODUCTION.

While this is a lot of dice rolling we do not have to worry about some vague number being violated, and it can be seen as a prompt to write about. Oh noes i rolls a 1. I wonder how I can justify it? Or how does it change my interactions with the other players? The mods could even decide that you don't deserve it (due to good roleplaying) and allow rerolls. If you want to buy against the future you subtract the growth by 150 for the next year and gain a 100 in this year. You can keep doing this until either the mods say fuck off or you are unable to continue (due to rolling to low and coming out negative.)

Finally for troops we say fuck it. Troops in space are just going to be fodder for orbiting space ships. Any fleet of value X (which I am not giving a value yet to) deposits 1 strength 1 army in an invasion. 1 strength one armies can hold territory equal to half of X.

As to FTL, normal routes in deep space allow for a fleet to travel one grid square per virtual day. In bad routes it can take up to ten times longer but is only considered for roleplaying purposes, or in case of douches and war. Gates have to be received, and most ships that are keyed into the network use irreproducible identification. No way for the douches to abuse it mkay? A gate can link into anyother that is known. No random dialing. (While intellectually I like the way that gates and what not can be purchased in Steve's rules, it just doesn't mesh in my mind. C'est la Vie)

To facilitate new players there are rarely discovered super fast and deep hyperspace corridors. If one were to be discovered it could lead to a completely new power(s) being discovered. This is meant to allow new players ways to interact with anyone in even a military manner despite being away from the center of the old player groups. The mods are the only people to grant one of these into existence, on their judgment that a new player needs it.
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Re: An SDNW Proposal

Post by Dark Hellion »

I never stated I didn't want to track industry, I just expressed the opinion for it to be arbitrary. If player A has his 1000 points of P spread across 50 generally Earth-like worlds and colonies, Player B across 5 hive worlds and Player C across 500 industrial colonies they still all produce 1000 I. Why? Fluff. Maybe Player B's hives are heavily industrialized, maybe Player C's government is massively corrupt and inefficient, maybe player A has a higher general level of nationalized industry. Doesn't matter, they produce the same points.

And are you seriously going to complain about the tracking? It is P(total current)- P(occupied) times unity. Since points are transparent OoC, P(occupied) is simple summation. Everything is bought at simple proportions at a discrete time. We hand wave this discrete time with fluff. For points of P it may be that the factories are finally coming into full production mode or a post-terraforming colonization has finally stabilized. For Navy because the ships have finished shake-down cruises, been refitted or removed from storage, for Army because the unit has finally finished training or the production run of new equipment to equip nation guardsmen is done. Doesn't matter. I am not asking for players to plot their P(T), create a Fourier series and integrate over T, they do some addition and one subtraction. The proportions I used can be fiddled with the change the rate of growth very easily as well.

Why don't we look at what players actually need to track under this system. Current total P, the number of enemy A occupying its P, total N, size and coordinate of every deployed N, total A, size and coordinates of all deployed A. So, four plus a variable number dependent upon how widely we have our military forces spread. They do not need to track any qualitative aspects of any deployed units, just points number. It doesn't even really matter if someone goofs up a campaign OoB and the S.S. Teddy Roosevelt manages to teleport half-way across the galaxy, it is just fluff contained under the fleets point total. If you are really worried about how hard it will be, let me just demonstrate:

Code: Select all

The Generic Empires current status (T4)
Total P: 950 (30% Home system)    Occupied P: 150 x1,y3,z4 (Damn you Bland Hegemony!)
Total I: 800 {for completeness sake}
Total N: 1200   Distribution: 
Fleet 1: 200 x1,y4,z8   Fleet 2: 200 x8,y7,z9  Main battle fleet: 500 x6,y11,z9 
Home defense fleet: 250 x1,y3,z4    Anti-piracy patrol: 50 x2,y3,z3
Total A: 1500   Distribution:
Home system defense: 300 x1,y3,z4  National guard: 600 spread through planets evenly
1st Marines: 100 fleet 1   2nd Marines: 100 fleet 2  Stormtroopers: 300 main battle fleet
Anti-bland oppressors: 50 x7,y11,z9  Mediocre Marauders: 50 x-1,y0,z-2
This isn't just a status report, it is actually a nearly totally mechanically and mathematically complete current OoB. All fleet and army compositions, locations, and industrial capacity represented in under 10 lines. It is even very information dense for its terseness. We can see that the newly raised Home system defenders will engage the Bland occupiers unless the Bland fleet pulls them out or provides orbital support. The Generic Empire has 50 points of troops occupying some Bland worlds and a 500 point fleet positioned with 300 points of stormtroopers to attack other Bland worlds. Of course, what is actually happening is all story telling and RP. Why does the Bland Hegemony hate the Generic Empire? What is fleet 1 doing? Is it chasing away a Bland fleet? Is fleet 2 preparing to strike Bland territory? Who's been pirating shit? What are those marauders doing? Helping an ally perhaps? What weaponry do these two civs use? What are their governments like? What kinds of ships do they use? All things completely open to the player to do whatever the hell they want to do with it without any effect on the core mechanical transparency.

The mechanics are utterly transparent mathematically and nearly impossible to cheat at without blatant dishonesty. Every player is on the exact same level with perfect symmetry of rules, so much like chess or poker we have to use psychology and out think our opponents. You can't simply out play them on the rules alone, so you have to be a tricksy hobbit instead. Since their is perfect symmetry and points continuity the fluff can be anything. Player A can have starships powered by the ambient radiation of David Bowie's package from Labyrinth, guns that fire distilled essence of Chuck Norris and shielded by an AT-field fueled by Shinji Ikari clones being chased by Zombie Michael Jackson and his 10 point ship is the same as Player B's anti-matter reactor powered, fusion laser equipped cruiser protected by EM shields and meter thick duratanium armour.
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Re: An SDNW Proposal

Post by Fingolfin_Noldor »

Agent Sorchus wrote:Finally for troops we say fuck it. Troops in space are just going to be fodder for orbiting space ships. Any fleet of value X (which I am not giving a value yet to) deposits 1 strength 1 army in an invasion. 1 strength one armies can hold territory equal to half of X.
Er what? I don't see any problems with the current troop rules whatsoever.

And look people, the first 2 STGOD World games survived by people simply posting up their OOB updates etc. etc. etc. I don't know what is so hard to wrap around that fact. Fuck, there weren't even any rules governing GDP growth. Anyone could toss out a number so long as no one griped about it.
Last edited by Fingolfin_Noldor on 2010-04-30 02:04am, edited 3 times in total.
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Re: An SDNW Proposal

Post by Steve »

Now consider that the system I wrote up doesn't track industry at all, gives players freedom to build what they want (with the caveat that if they go overboard and try to double their starting military every year people will notice), and doesn't require that gobbledygook you wrote up as a "complete status report".

And in case you didn't notice, Hellion, most of the players do not want to track industrial production again in any fashion.

Your system's not up for consideration.

Oh, and for those griping that my system requires you to allocate figures to each ship? How about this?

Badass Empire Space Fleet:

Starting Forces: $30,000

Asskicking Space Armada 1: 100 ships, $10,000
Asskicking Space Armada 2: 100 ships, $10,000
Defensive Fleet 1: 20 ships, $2,500
Defensive Fleet 2: 20 ships, $2,500
Defensive Fleet 3: 20 ships, $2,500
Defensive Fleet 4: 20 ships, $2,500

Boom, you're done. You can decide what's actually in each force without specifying every single individual value.

As for armies?

Badass Imperial Army.

Starting Forces: $22,500

1st Badass Army: 100 Million Men, $5,000
2nd Badass Army: 100 Million Men, $5,000
3rd Badass Army: 100 Million Men, $5,000
4th Badass Army: 100 Million Men, $5,000
Badass Marine Corps: 25 Million Men, $2,500

Done yet again.

How is this not simple?

Launching an Attack? "I'm committing half of 1st Badass Army, $2,500 value, to the invasion of Shitcanistan, with the 2nd Asskicking Armada, value $10,000, protecting it". Then write the story of your attack commencing.

Any more questions?
”A Radical is a man with both feet planted firmly in the air.” – Franklin Delano Roosevelt

"No folly is more costly than the folly of intolerant idealism." - Sir Winston L. S. Churchill, Princips Britannia

American Conservatism is about the exercise of personal responsibility without state interference in the lives of the citizenry..... unless, of course, it involves using the bludgeon of state power to suppress things Conservatives do not like.

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Re: An SDNW Proposal

Post by Setzer »

Really, it seems that any rule modifying at this point will needlessly complicate things. Steve and others want a system that is bare bones in terms of rules so that RPing is the deciding factor. I don't think you need anything more.
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Re: An SDNW Proposal

Post by Norade »

I would have been more active in SDN World 3, but I find that if I get forced out for any length of time more than a day or two I just can't get back into things. As it stands I don't have the time or will to read through the 18 pages of discussion here but I will say this, 'Bring on the next game!'
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Re: An SDNW Proposal

Post by Dark Hellion »

Steve wrote:I don't care how an alien civ might define or classify its ships, because whether they do so by potential power output, crew size, or desired role, all three things will be determined by the hull size. If you need a specific power output for a class, you need ship volume to provide the room for the damned power plants; if it's crew, you need volume for the crew's living quarters and crew support capability. If a role, any specialized equipment needs the room!

And since this is a sci-fi setting that has a certain tech level expectation, you cannot magic up just any size ship to perform a specific function or crew capacity or power output; it will be a specific size.

Therefore the Hull Size system works just as easily for the clever, imaginative writer conceiving of such an "alternate" designation system and, in the process, still gives us the ship's relative value compared to everything else.
Again, you are operating from a humanocentric viewpoint. While physical law will always determine the maximum theoretical possibilities the engineering of a human ship will be done to human tolerances and human ethical standards. Xeno-races have no necessity to share these. A species that is highly resilient compared to humans or one that has extremely low value for its crewmen (say insectoids or robots) can run reactors very "hot", strip out lots of life support and strip out shielding for fission and fusion based weaponry. This could result in power outputs and by relation weaponry output and shield strengths many times what a human vessel of the same size can do. You can of course represent this by simply buying it as a bigger vessel but it looks a bit disingenuous.

But we can keep going and it gets worse. A species that does not need sleep to continue functioning at top shape (robots, cyborgs, insectoids) would have no necessity for crew quarters at all. Even worse what if they are vacuum resistant and internally powered (batteries, chemosynthesis, etc.)? Now they don't need any life support systems or food preparation. What if they have g-tolerances above what the ships engines can produce? Now they don't need artificial gravity or inertial compensation. That opens up a hell of a lot of room to make a ship smaller. On the other hand, what about species from planets with very short days or odd solar patterns and thus weird sleep schedules? They may need to field far larger crews than human ships and thus need far more crew quarters and thus more space. Should they buy a larger hull and have us magic their cruiser equivalent up in power or buy the cruiser and have us Tardis away the extra space?

And it will continue. What about damage control? This is a very important aspect of human ship building, but why do we assume general equivalency among the myriad aliens that could exist. What about our resilient, tech-using bugmen. They don't need air, don't need inertial compensation, need only have pantry areas to store the chemical reagents for their metabolic processes and are ultimately just tools for the hive. Why wouldn't they build a ship that is just a cheap, unshielded "hot" reactor, a large, unshielded fusion cannon, a point-defense system so they can fire as many times as possible and a tissue thin command cabin? They save a bunch of weight and industrial capacity by putting no crew protection on and what does the hive care if the soldiers come home with 6 months to live because of radiation poisoning? They are just going to wash the worst of it off, grind them up and mix them into a few million gallons of slurry and feed it to the next crew. Do we buy the ship based off of its size, how much it costs them to produce or its relative firepower? What about a race of techno-scavengers? They will expectantly have ships that run at far lower efficiency for their hull size but may be more willing to jury rig or overcharge equipment. Should they buy it at its highest theoretical ability and play it down, buy it at its general ability and occasionally get to pull something out of their ass, or split the difference?

And the worst, what about ships run entirely by AIs. They don't need life-support, inertial dampening, food supplies, crew quarters, safety equipment or even any internal compartmentalizing beyond maintenance spaces. The ship can be a block of weapon studded armour with redundant systems out the wazoo. Such a ship will obviously be incredibly powerful for its size compared to one crewed by fleshy beings... and can be built by any faction with the computer technology.
Steve wrote: And the idea of assigning specific quantities and qualities of troops or spaceships with point values to determine relative effectiveness contradicts this how?
We'll use bugmen again because space bugs are so common as to be a cliche. Specialization is for insects and man do these guys specialize. They have jungle bugmarines. In a jungle or wooded area these guys are Rambo, Arnold, and the predator rolled into one but in taiga or tundra they are redshirt popsicles. We have urban warfare bugmarines, underwater bugmarines, boarding action bugmarines, etc. Are these elite units because they are elite in their element? Does buying the elite unit get us a couple of every type? Or do we have to buy a few of each? Do we have to track them as they are transported around? And what if all of the bugs infantry works this way? Do we buy all their infantry as elite (seems to make them not as elite if everyone is) or do we buy them as normal and then have the possibility to ass pull the situational correct unit if we are feeling like pouting?

Or what about troops who have controlled but variable competency? What if Bob wants to have techno-berserkers who dose up on a chemical cocktail of stimulants and mental and physical enhancers when entering heavy combat? Of course when the dose runs out they withdraw hardcore and become near useless. Do we buy these as elite and just assume that the dose lasts in any battle they are going to win or buy them as normals and try to set up upsets with RP?

And what about droids/drones? They are exactly as competent as they are programmed to be and exactly as capable as they are constructed to be. They are also fearless, pitiless, and untiring. Even total retards like the SW "roger roger" droids have abilities and advantages that put them outside the human paradigm of troop classification.

Here you again show humanocentricism, assuming that armies will be composed of warriors who can be separated into tiers based upon training and their kit. But they can just be some caste programmed by electronics or genetics to kill their enemy and protect their home. They could be good at combat because of natural advantages like incredible regenerative abilities (flatworm style not wolverine) or perhaps they upon death unleash a gas that is generally toxic to other species. They may use heavily genetically or cybernetically engineered combatants who make up for lack of training and poor equipment with ferocity and toughness. There are a wide variety of ways that a non-human species could be good at combat that isn't related to their actual training or equipment.
Steve wrote:How do you have a single hull but multiple ships? What the fuck are you talking about? Some kind of modular vessel? Star Trek's Prometheus perhaps?

If so, you state that it's a X value hull that can separate into Y number of parts for specific operations. Big god damned deal.
I was pointing out that species with much greater instinct to cooperate (such as hive minds or empaths) or those possessing far greater than human coordination may utilize groups of ships very differently from how human and generally human-like species would. Singular ships may have functions that are unthinkable to a human engineer or tactician but make perfect sense to the alien species. Our bugs may not have any battleship analogous singular ships in their entire navy. But they may have a combination of four ships that always operate in concert and in concert are of battleship power, capability and survivability. This is perfectly plausible psychologically and (unless we specifically write our physics to disallow this) "realistically" plausible. Should we represent this with a singular battleship hull? Seems ok, but is a bit goofy and it gets goofier if we assume like other specialized insects that individual components of this bug-battleship are also components of other ship analogues. We could buy them as individual ships by dividing the battleship cost between them, but this seems strange if the ships always operate in some synergistic grouping.

In general, I feel that attempting to assign any type of qualitative properties or restrictions to points values is a bad idea. There should be no need to differentiate hull sizes or carriers from non-carriers and no need to make attack and defense their own statistics. Doing so imposes a clear framework of naval hierarchy and usage that is unnecessary and implausible when dealing with the vast variety that alien civilizations could present. Same with military. Just make a $ = a $ and let fluff do the rest. Other than this I am actually quite satisfied with your rules Steve. I just think from past experience that it is far better to get all the bad air about them out before the game starts. Sometimes we see some little loophole we need to fill or an area that can be abused we need to fix. Other times we just get our griping out so we can go into the game with a clear head.

My rules ideas are quashed, I am content with this and I won't dissent and look forward to a fun game with you guys.

But one final thing Steve, you may want to get used to the whole (x,y,z) gobbledegook. I hear it is pretty good at telling where things are in three dimensions. :lol:
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Fingolfin_Noldor
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Re: An SDNW Proposal

Post by Fingolfin_Noldor »

Good Fucking Lord. Do we fucking need to go through every damn minuitiae? Can we just stick to the basics with so and so hull with so many points is capable of such and such? I personally don't give a damn about whether this ship is piloted by monkeys, gorrilas (which in the case of Shroom, they are), or governed by AIs by I think we are getting overboard on the details. Sure the weapons need fine tuning, and shields and what bloody not, but just state what the damn thing is capable of and we can work it out from there.
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Re: An SDNW Proposal

Post by Norade »

One thing I'm going to ask about is what if somebody wants their civilization to live in asteroid belts and orbitals and could care less about habitable worlds? They might think nothing of nuking a world assuming that the majority of their enemies forces are off world, or assume, that the enemy is primitive for not having migrated and nuke them just so they can gather resources easier from that systems smaller bodies. I only ask because I was going to build such a civilization, it would likely be a human off-shoot smaller and weaker from living in near zero-g for generations, they rely mainly on AI for combat and only employ a small command team of humans per ship for traditions sake and so there is no such thing as a war without losses.
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