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Posted: 2004-09-23 01:44pm
by SirNitram
Murazor wrote:SirNitram wrote:Removing star stations intact
Just for clarification, those removed shipyards wouldn't have been intact. They would have suffered damage because of the speed with which the removal was done and they would be in need of some serious repairs before returning to active duty, but even a damaged shipyard is better than an Ouster destroyed shipyard.
They're still in one peice, thus, intact. Again, no. This is grossly unfair to anyone trying to wage an offensive war, if you can simply yank your valuables into hyper in
minutes. If it was done with days or weeks of posted prep time, maybe, but this is utterly unbalancing and ridiculous.
Posted: 2004-09-23 01:44pm
by Hotfoot
If you mean taking damage as in "torn asunder and lost forever in the superstring sargasso of space", I'd be more inclined to agree.
Posted: 2004-09-23 01:56pm
by Thirdfain
"torn asunder and lost forever in the superstring sargasso of space"
How poetic.
Posted: 2004-09-23 04:45pm
by Agent Fisher
added boarding craft to my OOB
Posted: 2004-09-23 05:25pm
by Rogue 9
To note: Good luck actually boarding anything. The point defense in this game is far, far better than what's found in the UNSC or Covenant navies, so UNSC/Covenant boarding tactics are doomed to failure.
Posted: 2004-09-23 05:40pm
by Agent Fisher
Rogue 9 wrote:To note: Good luck actually boarding anything. The point defense in this game is far, far better than what's found in the UNSC or Covenant navies, so UNSC/Covenant boarding tactics are doomed to failure.
yeah i know that.
These are incase i manage to disable a ship.
They are also used as shuttles for moving troops back and forth between ships.
Posted: 2004-09-23 07:04pm
by consequences
1. I also recently retconned my interdictors into existence, figuring that I had six months previously to build them, and the technology was supposed to be universal. If they have to be eliminated from my lineup, no problem, I'd take improved fighter tech ala the deal that Stormbringer is trying for without a qualm, as it actually suits my nation's psychology better.
2. Tycho, do you have any holdings outside the Manticore system?
3. Nitram, does your post mean that both of the remaining formations are attacking Edo with their full strength? Sorry if I'm being dense.
Posted: 2004-09-23 07:07pm
by SirNitram
consequences wrote:3. Nitram, does your post mean that both of the remaining formations are attacking Edo with their full strength? Sorry if I'm being dense.
Yes, it does. Drop the shields fast, crush the source of troops.
Posted: 2004-09-23 07:19pm
by consequences
SirNitram wrote:consequences wrote:3. Nitram, does your post mean that both of the remaining formations are attacking Edo with their full strength? Sorry if I'm being dense.
Yes, it does. Drop the shields fast, crush the source of troops.
Workable. Time to finally post a response.
Do you want me to fight this sans Interdictors, seeing as you are the interested party, and the issue doesn't seem to be completely resolved?
btw, thanks for naming the system *Vietnamese hooker* Me so lazy, me procrastinate long time.

Posted: 2004-09-23 07:24pm
by SirNitram
consequences wrote:SirNitram wrote:consequences wrote:3. Nitram, does your post mean that both of the remaining formations are attacking Edo with their full strength? Sorry if I'm being dense.
Yes, it does. Drop the shields fast, crush the source of troops.
Workable. Time to finally post a response.
Do you want me to fight this sans Interdictors, seeing as you are the interested party, and the issue doesn't seem to be completely resolved?
btw, thanks for naming the system *Vietnamese hooker* Me so lazy, me procrastinate long time.

We'll run this without interdictors, if it's alright. Given that they can't throw a net big enough to catch both detachments, it'd be a little tricky to use them.
Posted: 2004-09-23 07:37pm
by consequences
SirNitram wrote:
We'll run this without interdictors, if it's alright. Given that they can't throw a net big enough to catch both detachments, it'd be a little tricky to use them.
No worries, they are still doing workups in an undislosed location if it turns out that I have them. Although they'd work just fine if I decided to either split my forces, or just smash one fleet and convince the other to go home.
Hmm, choices, choices.
Posted: 2004-09-23 08:14pm
by Captain tycho
consequences wrote:
2. Tycho, do you have any holdings outside the Manticore system?
Just Arkantos, which is very near to my system. (Not more than a dozen LYs away.)
Posted: 2004-09-23 08:30pm
by Stormbringer
Any chance that inside or agruing we'll get back to the game?
Posted: 2004-09-23 08:30pm
by Bugsby
Wait, we have conflicting reports from mods. Pablo says that we need to build interedictors, Marcao says its assumed that everyone has em. Which is it? I need to know so I can edit my OOB as necessary.
Posted: 2004-09-24 01:53am
by Marcao
Murazor wrote:Thirdfain wrote:Let me put it this way. I oppose ANY method in which you are able to evacuate a full third of your military shipyards in 10 minutes, much less two. Capisce? Are you telling me your warships are so poorly designed that they use up huge ammounts of weapons and shielding space to fit transpace portal generators capable of moving shipyards which are many dozens of kilometers in length?
-edit- Clarification: He's not evacuating the personelle from the shipyards. He's removing them intact.
Transpace generators are big and they can open B5 style jump points that can be crossed by whole fleets. Those generated by motherships (which are poorly armed) are the biggest by a long shot, followed by those of dreadnoughts and attack carriers (that need minutes to power their drives) and Constellations (that use almost all their power in opening the portal). Even if the shipyards are supposed to be that big (dozens of km in length?), the operation shouldn't be so complicated considering the concept. It is just openning a big portal in the known path of an orbital estructure that is helping in the maneuver (I suppose that space stations have at least maneuvering thrusters).
Obviously you don't want me to do it and I want to do it. It is unlikely that we will be able to reach an agreement about this, so I suppose that it is up to the mods to decide whether I can do it or not.
Alrightie, here is my two cents on the matter guys. IF Murazor had thrown a handful of posts -before- this point with his intentions of doing this and doing preparation work to that end, I may have been more willing to consider them a fair and honest move. The White Sun had a considerable amount of in game time and real life time to have prepared for such a move, but no hints or indications were given to this that I could see. Furthermore, the idea that one should be able to move one's major assets away from a system, within the span of minutes is highly disruptive to the idea of warfare in the system. The reason why people attack a nation's industry, is that without it, their military capabilities are diminished. If nations can simply at the drop of a hat, take their shipyards and place them "beyond the ural mountains" and safe from harm, It becomes very difficult if not downright impossible for their military capabilities to be diminished. I do not like the idea.
If this move by the White Sun is allowed it sets a nasty precedent, and one that I can see readily exploited by all sides. Since I have little desire to kill combat in this STGOD, I am not of the opinion that the move as written is not fair and balanced. I am sorry Murazor, but your move as far as I am concerned is not valid and would have a chilling effect on present and future fleet actions.
Posted: 2004-09-24 04:22am
by frigidmagi
Folks my recent action has been done for my reasons, some of will have recieved PMs or IM notice. Beyond that I will not discuss it any futher. I am leaving and I don't see myself in any future STGODs at this time. While I may change my mind about playing in another STGOD (don't hold your breath) I am willing to swear by anything you name I won't be returning to this one.
Posted: 2004-09-24 05:04am
by Murazor
Ok. The mods and most other players have given their negative opinion regarding my movement about the shipyards and I will edit the post soon, although I fear that what frigidmagi did will have a negative impact in my play.
Posted: 2004-09-24 05:34am
by Spyder
Well I'm glad I got Alex off Lastport and replaced him with a non-name character before that happened.
Posted: 2004-09-24 07:08am
by Stormbringer
frigidmagi wrote:Folks my recent action has been done for my reasons, some of will have recieved PMs or IM notice. Beyond that I will not discuss it any futher. I am leaving and I don't see myself in any future STGODs at this time. While I may change my mind about playing in another STGOD (don't hold your breath) I am willing to swear by anything you name I won't be returning to this one.
I'm really sorry to see you going. You're one of the players in this game I've most enjoyed playing with and against. I hope you change your mind and rejoin the game sometime.
Any way, take care and feel free to drop me a line any time.
Posted: 2004-09-24 08:12am
by Thirdfain
I believe this is an end of an era, barring a miracle. Frigid, you'll be missed.
Posted: 2004-09-24 09:46am
by Darksider
Man, I'm sorry to see you go.
You're a competent opponent, and have put up quite a skillfull fight against me.
Just know that if you change your mind, i'd welcome you back
Posted: 2004-09-24 11:20am
by Rogue 9
Well damn. Frigid, I understand why you did this, and I know better than to try to talk you out of it, but I wish you didn't feel it necessary. You will be sorely missed.
Barring any objections, I will assume command of Frigid's forces outside the Protectorates. This includes his Fifth Fleet, and might include the Wild Hunt task force as well, depending on whether it was outside or still within the UP at the time. He was going to send it to attack the KSE, but I don't know if they'd left yet.
Posted: 2004-09-24 11:32am
by Bugsby
Rogue 9 wrote:Well damn. Frigid, I understand why you did this, and I know better than to try to talk you out of it, but I wish you didn't feel it necessary. You will be sorely missed.
Barring any objections, I will assume command of Frigid's forces outside the Protectorates. This includes his Fifth Fleet, and might include the Wild Hunt task force as well, depending on whether it was outside or still within the UP at the time. He was going to send it to attack the KSE, but I don't know if they'd left yet.
He didn't post that they left, so they didnt.
Frigid, you will be missed.
Posted: 2004-09-24 12:27pm
by Thirdfain
although I fear that what frigidmagi did will have a negative impact in my play.
Don't worry about the UP, they wouldn't have been able to come to your rescue anyways. Soon enough, we'll talk diplomatically. Just gotta beat you up a little more first

Posted: 2004-09-24 12:56pm
by Stormbringer
Marcao wrote:1. I approve of the idea of the Unification getting a Psilon like deal from the Ny`llorians. Ie, the Unification gets to control 1/3 of the Ny`llorian navy. The precedent was started with the Psilons and I see no reason to change it.
Nyllorians Grand Fleet
Capital Ships
Selim-class Dreadnaught (3)
The Selim class ships are the premier warships of the Imperial Warfleet. Fast and powerful, the Selim-class carry a complement of 25 long-range particle beam cannon bank and dozens of antiprojectile emplacements. They also carry up to 250 long-range torpedoes which pack an enormous punch. Capable of extremely accurate precision strikes against enemy weak points the Selim class complements its shields with jamming technology capable of completely disorienting most projectiles the Nylliorian testers have been able to throw at it. Carry 4,000 marines.
Alexander-class Dreadnaught (5)
The iron fist of the Imperial Warfleet, the Alexander-class ships carry 15 particle beam cannon banks and a complement of antiprojecticle emplacements. They also carry 150 torpedoes. Like all Nyllorian ships the Alexanders feature excellent targeting, scanning, and jamming systems. Carry 3,000 marines.
Tamerlane-class Supercarrier (2)
The Tamerlanes carry only four short-range particle cannon banks, but they still pack a punch. Carrying immense sensor equipment capable of jamming even the superbly designed Nyllorian targetting systems. They are designed to hang back from a battle, jam the enemy and throw their complement of 300 torpedoes and 100 fighter-craft into the battle. Carry 1,000 marines.
-60 A-15's
-30 B-25's
-15 L-5's
Heavy Warships
Belisarius-class Warcruiser (17)
The Belisarius-class ships are the backbone of the fleet. Armed with 8 particle beam cannon banks and 50 torpedoes, the Belisarius ships have light armor and medium shielding but superbly accurate targeting systems. Very manueverable, the ships are strong and versatile. Carry 2,000 marines.
Guiscard-class Light cruiser (8)
Fast, lean, and tough, the Guiscard-class carry 6 beam cannon banks and 80 torpedoes. However, they're extremely fast, and have extremely long targeting-ranges, allowing them (in theory) to attack from beyond sensor range. They also carry the standard antiprojectile defenses. Carry 800-1000 marines.
Escorts
Drake-class Destroyer (33)
The raiders of the Imperial Fleet, the Drakes are armed with only 2 beam cannon banks, but over 100 torpedoes. They are lightly shielded and lightly armored, but incredibly fast and accurate, allowing them to disable key targets and either storm them or leave them for tougher warships. Carry 800 marines.
Maio-class Escort Destroyer (83)
The Maio are formidable light opponents, with 4 beam cannon banks and 25 torpedoes. They keep the peace in Nylliorian space and run routine inspection and enforcement duties, but they represent a considerable reserve force. Carry 400 marines.
Spartacus-class Torpedoboat (50)
The Spartacus ships are assigned to the main fleet as (not surprisingly) torpedo boats. Carrying only a few beam cannons (not even a full bank), they nevertheless can do quite a bit of destruction to the tune of 80 torpedoes.