[STGOD 2] Nations and Military

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Alyrium Denryle
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Post by Alyrium Denryle »

Um Thirdfain, could you please set a maximum capacity for your shields.

My strongest ship only puts out 1.5 gigatons per min, and you have 3.5 gigatons per min as a damage threshold before your shields start taking damage...
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Post by Sea Skimmer »

Stravo wrote:Are we going to have some galactic accords like a Geneva Convention or a Treaty banning the use of Nukes like in Dune?
Unworkable and mildly insane from a military standpoint.
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Post by Thirdfain »

My mistake, I mistyped. They can now take about 2.5 minutes of fire from a comparable heavy warship, before their shields collapse.

sound goof?
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Post by Pablo Sanchez »

Darksider:
The only way to force a continuing military tradition is to place your ruling class at the head of a repressed and potentially violent majority, a la Sparta. This would unfortunately have the side effect of making your realm very unstable and inflexible.
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Post by Sea Skimmer »

Alyrium Denryle wrote:Um Thirdfain, could you please set a maximum capacity for your shields.

My strongest ship only puts out 1.5 gigatons per min, and you have 3.5 gigatons per min as a damage threshold before your shields start taking damage...
They specific a capacity and reasonable recharge rate. No ship should hve a gigaton time range rechagre, if your do that should change. Overall capacity for a very large capital unit should be single digit gigatons and recharge several hundred megatons per minute.
Last edited by Sea Skimmer on 2003-06-11 11:56pm, edited 1 time in total.
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Post by Pablo Sanchez »

Sea Skimmer wrote:
Stravo wrote:Are we going to have some galactic accords like a Geneva Convention or a Treaty banning the use of Nukes like in Dune?
Unworkable and mildly insane from a military standpoint.
In the last STGOD it made at least some sense when it was applied solely to Earth. In this version we have more territory and population to play around with, so it isn't a real concern.
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Post by Thirdfain »

They specific a capacity and reasonable recharge rate. No ship should hve a gigaton time range rechagre, if your do that should change. Overall capacity for a very large capital unit should be single digit gigatons and recharge several hundred megatons per minute.
My very heavy capital units have a shield threshold of 3.5 gt, and recharge at 300 mt/minute. Sound about right?
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Alyrium Denryle
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Post by Alyrium Denryle »

I would suggest smething banning torture however...because with our horribly painful venom we would never do that to a POW or a civilian, but....agents in our territory...we are not above it....
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Post by Sea Skimmer »

Pablo Sanchez wrote: In the last STGOD it made at least some sense when it was applied solely to Earth. In this version we have more territory and population to play around with, so it isn't a real concern.
But it was never put to the test in conflict. The result of such a limit was and would be to make many fortifications and in this STGOD many of my cities near invincible in action.
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Post by Thirdfain »

I would suggest smething banning torture however...because with our horribly painful venom we would never do that to a POW or a civilian, but....agents in our territory...we are not above it....
Some of the powers appearing so far appear to be, by nature, amoral and machinelike. I sense that such an agreement would not go over well with them.
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Post by Sea Skimmer »

Alyrium Denryle wrote:I would suggest smething banning torture however...because with our horribly painful venom we would never do that to a POW or a civilian, but....agents in our territory...we are not above it....


Wait to you try it on a lower caste Nerubian, giving it a crush of adrenalin which it then uses to aid it in beating you into a pulp using a steel 2x4 it tore out of the wall. :twisted: Then it may or may not drop dead.

As had been said, conventions should wait. However this one stands little chance. To several powers it's complete irrelevant and the rest wouldn't want too. The Federation is quite confident in its methods, both those that leave marks and those that do not.
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Post by Thirdfain »

The TSC's Peacekeepers are not above the crude yet effective psychological and physical methods of... pursuasion. Torture is like sex with animals- you know it goes on, and it might even be legal in your state, but you just don't talk about it in public.
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Alyrium Denryle
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Post by Alyrium Denryle »

Sea Skimmer wrote:
Alyrium Denryle wrote:I would suggest smething banning torture however...because with our horribly painful venom we would never do that to a POW or a civilian, but....agents in our territory...we are not above it....


Wait to you try it on a lower caste Nerubian, giving it a crush of adrenalin which it then uses to aid it in beating you into a pulp using a steel 2x4 it tore out of the wall. :twisted: Then it may or may not drop dead.

As had been said, conventions should wait. However this one stands little chance. To several powers it's complete irrelevant and the rest wouldn't want too. The Federation is quite confident in its methods, both those that leave marks and those that do not.
It would have problems doing that when it's nervous system(accept for the pain receptors) shut down. No nerve transmission=no movement :twisted:

And good luck pulling anything metal out of the treebranch we interrogate prisoners on....
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Post by Sea Skimmer »

Alyrium Denryle wrote:
It would have problems doing that when it's nervous system(accept for the pain receptors) shut down. No nerve transmission=no movement :twisted:
I fail to see the value in such a lethal poison for interrogation; though there is no garneted it would work on Nerubian. In addition you've left the victim unable to answer any questions assuming they don't suffocate. :roll:

Anyway, their carapace is quite hard and the circulatory system is deeply buried so the agent would take some time to be effective. Twenty seconds or so is ample to smash something into pulp. Meanwhile a brain has noticed something is wrong with a minion and sent an infantry battalion to assist it. Course you wouldn't learn much of anything from a low level Nerubian anyway, and capturing a brain or queen isn't a sane job for covert operations.
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Post by Alyrium Denryle »

of course not...
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Alyrium Denryle
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Post by Alyrium Denryle »

I fail to see the value in such a lethal poison for interrogation; though there is no garneted it would work on Nerubian. In addition you've left the victim unable to answer any questions assuming they don't suffocate.
The small dose we would inject for torture would slow down mvement nd make breatng difficult, this would make the subject managable, and increase their fear...as the cytotoxic component eats away at a limb....

A lethal dose kills almost instantly....then digests from the inside out.

*shrugs* Mostly it is used for capturng prey....or at least it was. It is still benificial and has not become weaker.
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Post by Sea Skimmer »

Alyrium Denryle wrote:
The small dose we would inject for torture would slow down mvement nd make breatng difficult, this would make the subject managable, and increase their fear...as the cytotoxic component eats away at a limb....
Okay then, the Nerubian just gets angry while reporting itself unfit for service.
A lethal dose kills almost instantly....then digests from the inside out.
Not very useful for killing your food then?
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Post by Alyrium Denryle »

Okay then, the Nerubian just gets angry while reporting itself unfit for service.
LMAO!
Not very useful for killing your food then?
Actually it is. The venom doesnt destroy what it digests, just breaks it down....much like cytotoxic venoms in rattlesnakes it speeds up the digestive process, allowing us to expend energy doing other things.

Note: The Neurotoxic agent kills the prey, the cytotoxic agent breaks it down...
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Post by Spyder »

Sea Skimmer wrote:
Spyder wrote:The Hive is basically China with an almost completely unrestricted population.
How fast can it actually grow though? The Nerubian have a few billion eggs ready to go for example, and can lay over a couple hundred million eggs per day.
It's not so much a high birth rate as it is a low death rate. As people get older many of them start demanding more and more implants to keep them alive, which can keep them around for a few hundred years or so. Theoretically someone could stay alive indefenately as long as they agree to have a mechanical brain made for them and don't get stabbed or beaten to death. So technically it's not really them anymore but a copy of them but it's the Hive, they don't care. Then there's the reanimation of preserved corpses, but we don't officially count them as part of the population.
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Post by Darksider »

My military forces



New Krytos Star Navy

Heavy capital ships

50 Guardian class cruisers
Armament:

1 heavy fusion cannon
10 light particle beams
1 heavy neutron gun
100 anti-fighter missile launchers
200 Point-Defense lasers
total weapon output: 950MT per min.

Shields: 2 GT, 15 MT per sec. recharge
carrys 12 fighters

20 Stormbringer-class destroyers
4 heavy fusion cannons
10 medium particle beams
2 heavy neutron guns
200 anti-fighter missile launchers
400 PDLs
carrys 12 fighters
Total weapon output: 1GT per min.

shields: 1 GT, 15 MT per sec. recharge

20 Deathwing-class battleships
2 heavy fusion cannons
20 medium particle beams
5 heavy nutron guns
10 light particle beams
150 anti-fighter missile launchers
450 PDLs
total weapon output: 1.5GT per min.

shields: 1.5 GT, 20 MT per sec. recharge

20 Victory-class carriers
20 medium particle beams
15 light particle beams
400 anti-fighter missile launchers
800 PDLs
total weapon output: 900MT per min.

Shields: 2.5 GT, 20 MT per sec. recharge
carrys 260 fighters

20 Krytos-class Dreadnaughts
2 heavy fusion cannons
15 medium particle beams
2 heavy Neutron guns
15 light particle beams
200 anti-fighter launchers
300 PDLs

Shields: 1.9GT, 20 MT per sec.

20 Invincible-class command ships
2 heavy fusion cannons
20 medium particle beams
30 light particle beams
3 heavy nutron guns
10 light particle beams
200 anti-fighter missile launchers
300 PDLs
total weapon output: 1.5 GT per min.

Shields: 3.2GT, 30MT per sec. recharge

150 Commando-class troopships
30 light particle beams
150 anti-fighter missile launchers
1,500 PDLs

Shields: 1.5 GT, 10MT per sec. recharge

Escorts

(If one of the classes i've listed as an escort is really a capship, let me know)

150 Argo-class frigates
1 heavy fusion cannon
10 medium particle beams
20 light particle beams
300 anti-fighter missile launchers
500 PDLs
total weapon output: 500MT per min.

Shields: 900MT, 5MT per sec. recharge

150 Defender-class corvettes
50 light particle beams
200 anti-fighter launchers
600 PDLs
total weapon output: 300MT per min.

Shields: 950MT, 3MT per sec. Recharge

100 Emancipator-class missile frigates
1 ultra-heavy anti ship missile launcher (1.2 GT,1 round every five min.)
5 medium particle beams
10 light particle beams
400 anti-fighter launchers
total weapon output: 150MT per min.

Shields: 900MT, 30MT per sec. recharge.

(inform me if weapon figures are too high or too low)
Last edited by Darksider on 2003-06-15 03:20pm, edited 3 times in total.
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Post by Thirdfain »

New designs:

350 "Hesperia" Class Escort Frigates (FE)
Summary: Designed to act as mobile point-defense platforms, "Hesperia" Escort Frigates mount only very light antiship armament, but mount powerful antifighter batteries. These vessels are well shielded for their size.
Length: 250 meters
Weapons:
12 MFR PD P-Beam batteries (12 megatons/minute)
5 Swarmer Batteries (25 megatons/minute, high anti-fighter accuracy. 5 minute reload time.)
1 Spinal Mount Laser (30 megatons/minute)
Shields: .6 gt, 3 mt/second

350 "Erithea" Class Strike Frigates (FS)
Summary: Anticapship frigate, designed to raid/defend commerce, and to harry and destroy damaged enemy capital ships.
Length: 275 meters
Weapons:
3 MFR PD P-beam batteries (3 megatons/minute)
4 Spinal Mount Lasers (120 megatons/minute) (frontal firing arc ONLY.)
2 Escort Missile Batteries (60 megatons/minute)(5 minute reload time)
Shields: .5 gt, 3 mt/second

200 "Alcyone" Class Destroyers (DD)
Summary: Multipurpose escort warship. Broad usage as a flagship for a patrol taskforce, or as an escort for a Carrier.
Length: 350 meters
Weapons:
2 Spinal Mount Lasers (60 megatons/minute) (frontal firing arc ONLY.)
5 Escort Missile Batteries (150 megatons/minute)(5 minute reload time)
2 Heavy P-Beam Batteries (50 megaton/minute)
2 Heavy Laser Batteries (50 megatons/minute)
5 MFR PD P-Beam Batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: .8 gt, 3 mt/second

55 "Orphne" Class Light Cruisers (CL)
Summary: Missileboat Light Cruiser, fast-moving vessel with excellent shields and potent weaponry, but requires constant resupply. Used as a raider, ill suited for long, drawn out battles.
Length: 550 meters
Weapons:
20 Escort Missile Batteries (600 megatons/minute)(1 minute reload time, ammo for ten volleys.)
2 Heavy P-Beam Batteries (50 megatons/minute)
5 MFR PD P-Beam Batteries (5 megatons/minute)
20 PD Laser batteries (10 megatons/minute)
Shields: 1 gt, 5mt/second

These hae also been added to my OOB thread. Critiques?
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Post by Seggybop »

Raxmei wrote:Naturally I would have some of the best computer and robotics tech, that being what my entire civilization is based on. If Seggybop and everyone else has no objections I call best computer ware and second in mechanical ware (motors and such) to the Guu.
That sounds good. The intelligence and computing of the guu is based on the organisms that they used to be, instead of strong software and computing mechanisms. The computer technology isn't as good as a civilization fully based on AI. The machinery has been concentrated on since the inception of the guu, so that is the very advanced field.
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Post by Sea Skimmer »

Darksider wrote:
(I'll post weapons figures later, but just assume these ships are up to galactic standard and can go toe-to-toe with a ship of their class from other empires)
You will need them before we begin, though right now I can't see that before the middle of next week. Depends on how much goes up on the weekend I guess
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Post by Darksider »

Sea Skimmer wrote:
Darksider wrote:
(I'll post weapons figures later, but just assume these ships are up to galactic standard and can go toe-to-toe with a ship of their class from other empires)
You will need them before we begin, though right now I can't see that before the middle of next week. Depends on how much goes up on the weekend I guess
I'm waiting for a few others to do it, so i don't make my ships really really weak
And this is why you don't watch anything produced by Ronald D. Moore after he had his brain surgically removed and replaced with a bag of elephant semen.-Gramzamber, on why Caprica sucks
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Post by Thirdfain »

there are at least 3 detailed fleet descriptions out so far.
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