Re: An SDNW Proposal
Posted: 2010-04-24 04:05pm
What they lose in armour strength, maximum weapon strength, stability, visibility profile and durability they gain back in coolness.
Get your fill of sci-fi, science, and mockery of stupid ideas
http://stardestroyer.dyndns-home.com/
Mostly because I intended it to be the new incarnation of SDN World. "SDN World in SPAAAAAAAAAAACE" was my thought.Starglider wrote:I find it amusing that the only way to start a new sci-fi STGOD is to brand it as an SDNWORLD product.
I'd like to play but there is no way I am going to have the time for it.
Comments welcome! And I'll probably change the numbers up before we get started.Loose Confederation of the Turtle wrote: Government: Confederation consists of a single house parliament; most city-states are constitutional monarchies.
Economy: Inter-sector economy is only moderate, as each sector is generally self-sufficient. Tourism is a notable industry. Raw Materials is a major export, and there are some worlds/sectors that are easing immigration restrictions, trying to encourage scientific, economic and technological progress.
Species: 80% The Race, 7% human, 13% other
Religions: No official, confederation sponsored religions, though some of the city-states have their own official religion.
Languages: The Race's tongue, Standard English.
Currency: Mark (or MK for the lazy). Standard SI prefixes are used for fractions or multiples of this.
Technology: Lags somewhat behind the galactic average, as with small city states scientific work ends up being compartmentalized. Also, given the Race's penchant for safety, that has tempered the rate of scientific progress, though the humans in the populations have been pushing the Race along so that they're not hopelessly slow. The tardiness in technology is made up for somewhat in the use of extra-redundant systems, so the ships can take rather more punishment before failing.
Foreign policy: Neutral, with rather intolerant views of criminal activity (out of the Race's uptightness), though many humans are engaged in less-than-legitimate activities.
Sectors: Assume a dice roll of 21 (I'm a pessimistic person)
1 Core sector
4 Midrange sector
5 Colony sectors
The Core sector inherits the Warp Gate and Hyperspace Junction that would have been granted to the Home sector had I had one.
Population: ~ 220 billion inhabitants
Total GDP: 39 kilo-marks.
Military:
Navy:
Note that due to the state of the politics of the Loose Confederation of the Turtle, the government cannot come up with the political drive needed to fund the creation of anything bigger than a Heavy ship. Nor are these numbers going to make sense, ship-ratio-wise, because I haven't taken that into account (yet).
40 Heavy warships
200 Medium warships
300 Light warships
400 UltraLight warships
100 Yachts
1,000 Gunboats
2,000 Fighters
500 Hyperlight Shuttles
1,000 Shuttles
Dirt-Eaters (I mean Army):
1,000,000 Elites with elite equipment
7,500,000 Regulars with regular equipment
12,500,000 Conscripts with base-line equipment
Brief History: After the humans developed warp drive and put The Race's ego in its place simply by displaying their technological prowess, many factions arose in the Race, each with their own ideas on what should be done. The political infighting got ugly (relative to the Race's usual politics) and came to a head in 2038 when a tactical nuke was used on the Race's Imperial Palace, killing all inside, completely eliminating the entire hereditary royal population, and effectively beheading the government. Outright civil war ensued, raging for a decade across all the planets the Race inhabited. In the end, most planets formed new governments inheriting characteristics from both Race and Human governmental procedure.
Not sure what you mean here, given I gave shipyard capacities in cash figures per unit time, like your list of ship designsSteve wrote:Though the capacities might simply be expressed in cash figures to reflect the logical yard capacity of an interstellar state for its actual productivity and needs.
From the setting idea I came up with:Darkevilme wrote:How we handling interception of fleets?
Is it possible to force a ship out of hyperspace?
Or are you limited to engaging ships only when they choose to drop to sublight?
Latter and there's no such thing as borders.
So i suggest we come up with a workable solution for interception.
Extra NCPs for foregoing a Home Sector?Steve wrote:Hrm. An interesting writeup, and the willing refusal to forgo a Home Sector is interesting. Though perhaps... misguided.
I was trying to make the planets fit the story, not the story fit the planets. That, and my playstyle: I generally don't have the balls or the interest to go off on the jingoistic military path, and so I developed an empire to suit that.Steve wrote:Hrm. An interesting writeup, and the willing refusal to forgo a Home Sector is interesting. Though perhaps... misguided.
Would be nice, but I'm not going to beg for it.Teleros wrote: Extra NCPs for foregoing a Home Sector?
Oh, man, that takes me back to the original threads for SDN World 1, with the League of Unaligned Nations and the International Sea Commerce Agency. I still have the budgeting spreadsheets sitting in my Google Docs folder...Teleros wrote: Dave - if the LCotT needs friendly businessmen, the Altacar Empire will be happy to oblige. Which reminds me, I think I'm going to work on putting a few ideas for an international body or two down onto paper pixels. I'm thinking of a free trade organisation to start with, although ATM it looks like the only benefits to trading are for espionage purposes
.
Majority of the Members of the Foreign Policy Committee of the 134th Session of the Parliament of the Loose Confederation of the Turtle wrote: The Majority of the Members of the Foreign Policy Committee of the 134th Session of the Parliament of the Loose Confederation of the Turtle are interested in the Altacar Empire's proposal, but would like to wait until after galactic spatial positioning and ruleset finalization is complete.
Yeah maybe, the bigger problem is that a lot of the ship design and build specifications were based on the particulars of that setup (it was a 22 planet, 17 system power) where my longevity in the ASVS STGOD allowed me to basically get away with a slightly larger power because it was presumed I wouldn't abuse it (and I didn't, the first and only war we fought I managed to lose one of my key outworld systems). If I did import them I'd probably need to re-work things.Steve wrote:Adapt it into some esoteric religion that popped up?CmdrWilkens wrote:I'm so absolutely tempted to see if I could actually import my faction from the old ASVS STGOD Mk 2. The big issue is the whole worship of Sauron and the cult of Wilkens that goes along with it may be a tad more difficult to manage.
Spyder wrote:Keep initial ship counts low. Say 400 or so. You can expand your war
machine to be competitive with the other older powers depending on how
active you are and how long you stick around. Expansion is pretty much at
your discresion but if I see a new order of magnitude on your fleet count
with each post then there'd better be some good justification![]()
Tech level.
When the STGOD2 started it was meant to be around ST:Enterprise level
tech but that's not entirely feasible given that we had to artificially
adjust the speed to make galactic travel possible and I don't think
anyone's really stuck to Enterprise tech either,
I'm just advocating for my super-minimalist system because I think it will let those who want to flesh out their forces more (e.g. ME) to do so without hindering those who just want to say "I have 200 Battleships." Obviously the more minimalist the system the more likely it is that someone would run afoul of the "don't be a douche" rule which means more mod work but I don't care if you have no time to sleepSteve wrote:I dunno, I'm not doing much more than what was done for SDNW2's starting rules (basically replacing the pre-made power tiers with a nation-generation system) and the naval unit purchase system is pretty flexible since you can spend whatever you want for a specific ship class by unit, the cost just says what it is in terms of size.
It's pretty mobile as far as gigantic space stations go, but nothing next to a normal ship. It takes it a couple of months to go between systems and normally a year or more to cross a system (i.e to reach Earth from Pluto, whatever).Steve wrote:Hrm.loomer wrote: The Mari are one of the alien races in the Outlands. They lost their world a couple of millenia ago and took to the skies in a large 'mothership' fleet of sorts. Most of them settled worlds far, far away or were destroyed, and only one still roams the Outlands. It's only lightly armed and is genuinely more of a home and factory than a warship - same with its attendant vessels. Homes, factories, farms.
*ponders*
How "mobile" is this Worldship? Is it more of a massive space habitat?
So it's hyper-capable?loomer wrote:It's pretty mobile as far as gigantic space stations go, but nothing next to a normal ship. It takes it a couple of months to go between systems and normally a year or more to cross a system (i.e to reach Earth from Pluto, whatever).Steve wrote:Hrm.loomer wrote: The Mari are one of the alien races in the Outlands. They lost their world a couple of millenia ago and took to the skies in a large 'mothership' fleet of sorts. Most of them settled worlds far, far away or were destroyed, and only one still roams the Outlands. It's only lightly armed and is genuinely more of a home and factory than a warship - same with its attendant vessels. Homes, factories, farms.
*ponders*
How "mobile" is this Worldship? Is it more of a massive space habitat?
Why not just say they have an old Heim drive attached then, which can only manage about 4-10c?loomer wrote:Yeah, but to a lower degree than just about any other vessel out there. Like 4C max.
The Ascendancy
The Ascendancy came about three hundred years ago after a bloody civil war led to the dissolution of its predecessor, a depressingly corrupt republic of sorts called the Cluj Hegemony. Founded by a naval officer of unusual ambition, the Ascendancy has maintained a strong naval tradition ever since its founding. The population is generally happy, though many immigrants from more democratic regions of space find the web of hereditary privelieges afforded the nation's aristocrats a bitter pill. The Ascendancy's native humans make up most of the aforementioned aristocracy, while the insectoid Formics operate under their own little-understood system.
Government:
Constitutional Monarchy; the Lady (or Lord) Ascendant controls military and foreign policy, with domestic issues being the province of the Parliament. The Parliament is composed of the House of Lords and the House of Commons; the Commons' decisions can be vetoed by the Lords, but the Commons has control over most government funding. Sector and sub-sector governments operate on much the same principle, with an aristocrat being advised and checked by a council of elected commoners.
Religion:
There is no state religion, but many ethnic Ascendants adhere to the worship of an abstract concept of safety and security called the Darkness, which evolved on the capital world of Firmament.
Racial Makeup:
70% Humans, 25% Formics, 5% Other
Languages:
Ascendancy English; a form of English that differs from the Galactic Standard only in minor ways, such as substituting an 'f' for the 'ph' in the word phonetic. Formics share a limited hive-mind, and converse using a combination of this and a language of clicks. Other inhabitants may speak other languages, but English and the Formic click-tongue are the only official ones.
Currency:
Ascendant Mark, nicknamed the rose noble due to the Firmament rose on one side of the ten-mark coin and the portrait of a Lord or Lady Ascendant on the other.
Economy:
The Ascendancy mainly imports raw materials to feed its factories. These could be extracted locally, but it is often cheaper to buy abroad rather than locate and mine resource-bearing areas on planets or asteroids.
Technology:
As befits a nation built by a naval officer, Ascendant technology often has a very low safety margin for a modern state. This is not to say that Ascendant goods are inherently dangerous, but certain levels of common sense are expected of the consumer - for example, self-heating beverage cups do not carry a warning that their contents will likely be hot after being heated.
Sectors:
24 NCPs - The dice were feeling happy with me.
1 Home Sector (Firmament Sector) Has a Hyperspace Junction and a Warp Gate
2 Core Sector (Sleighbell Sector, Isabella Sector) 11 NCP; Sleighbell has a Hyperspace Junction
3 Midrange Sector (Zephyr Sector, New Oslo Sector, Lorica Sector) 10 NCP; Lorica has a Warp Gate
3 Colony Sector (Vizigot Sector, Domain Sector, Forge Sector) 3 NCP
280 Billion Citizens
56,000 Marks GDP
Military:
Ascendant Navy - The most prestigious service (and close to the most prestigious career, period, thanks to the nation's naval tradition), the AN performs such varied duties as spacelane patrol, pirate suppression, deep-space rescue, and gunboat diplomacy. Though in this case, 'superdreadnought diplomacy' may be more accurate, as the AN is extremely well funded.
8 Ultraheavy Hulls 4,000 Marks
12 Superheavy Hulls - 3,000 Marks
72 Heavy Hulls - 9,000 Marks
216 Medium Hulls 15,120 Marks
Capital Hulls = 31,120 Marks
300 Light Hulls - 12,000 Marks
400 Ultralight Hulls - 6,000 Marks
Subcapital Hulls = 18,000 Marks
AN Total = 49,120 Marks
Ascendant Army - Much less prestigious and only a fraction as well supplied as the Navy, the Ascendant Army is still a professional force with a reasonable success rate in its operations.
12,000,000 Elite Troops with Elite Kit - 720 Marks
44,000,000 Regular Troops with Elite Kit - 440 Marks
Troop Strength = 56,000,000; 1,160 Marks
80 Medium Hull Transports - 5,600 Marks
Lift Capacity = 7,000,000 Troops
AA Total = 6,760 Marks
Total Expenditure = 49,120 + 6,760; 55,880 Marks
Darkevilme wrote:Would it be a good idea to invest in Hypermissiles?
That is missiles with hyper drives.
ATTN: STEVE: I am vindicated.Darkevilme wrote:Would it be a good idea to invest in Hypermissiles?
That is missiles with hyper drives.
In that someone else asked and had to be told no?Ryan Thunder wrote:ATTN: STEVE: I am vindicated.Darkevilme wrote:Would it be a good idea to invest in Hypermissiles?
That is missiles with hyper drives.
That's so nice of you, Wilkens.CmdrWilkens wrote:I'm just advocating for my super-minimalist system because I think it will let those who want to flesh out their forces more (e.g. ME) to do so without hindering those who just want to say "I have 200 Battleships." Obviously the more minimalist the system the more likely it is that someone would run afoul of the "don't be a douche" rule which means more mod work but I don't care if you have no time to sleepSteve wrote:I dunno, I'm not doing much more than what was done for SDNW2's starting rules (basically replacing the pre-made power tiers with a nation-generation system) and the naval unit purchase system is pretty flexible since you can spend whatever you want for a specific ship class by unit, the cost just says what it is in terms of size.
Here's an easy solution: treat them like any other armored unit. Unless you want personal mechs, in which case I'd say make 'em elite or whatever.Setzer wrote:What about mecha? If players want them, how do we balance it gameplay wise?