Posted: 2006-03-07 09:49pm
Ask that in game. 

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Erm, OK.Spyder wrote:Ask that in game.
I still feel they're a tad too small, the Gaians just never struck me as the type to automate that much.Spyder wrote:-snip-
Exept that this being an STGOD, we all know tha the shadowy organization is real and the "silly superstition" is not that silly. The unfortunate murdering of a Concord Captain and his CO, as well as the creepy thing you posted at the beggining of this thread pretty much confirms it."All roads lead to Antiga" comes from the myth that Antiga is home to some bizzare shadowey power that brought the sector together . . . conspiracy nuts also use it to try to convince people that their local governments have been taken over and cultists have been known to prey to the mysterious benefactors as a sort of deity. Most shrug it off as a silly superstition.
If worst comes to worst, I may be able to dump excess population into space to create a potentially dangerous cloud of Pfhorsicles around each major planet.MRDOD wrote:"It was once said that the Khar are very bad at faking friendship.
That is untrue. Ask yourself why they are unsucessfully faking amicability."
--Sun Tzu, c.AD2101
I can't take too much credit for the Parliamentary Empire. What I'm posting has been ripped almost wholesale from China Mieville's excellent novels: Perdido Street Station, The Scar, and Iron Council. The Parliamentary Empire is merely a projection of what his city-state of New Crobuzon would look in a millenia. Most of the ideas and technologies I use are ripped or modified from his own imagination. Crisis Energy, The Torque, Probability mining, Communicatrices, metaclockwork, most of the alien races, even the Fat Sun political party. Only a handful of the elements you see are my own inventions (though the modern political scheming, the Teshite cold war, modern Imperial government organization, and the characters involved are all my own invention- as are the warships and Marines of the Imperial Navy. There's also a couple things I've dreamed up which you haven't seen yet, such as the Houriim, which a're mostly original- but over all, this STGOD nation is one of my least original.Also, kudos to you for making a deep and interesting civilization without resorting to writing a six-page disertation on them (like I wound-up doing with the Republic).
Ship designs are all done in paint, I've just been taking old pictures of turn-of-the century steel warships and using the design elements to put together space warships. It's a lot of fun, and it's not too hard.My compliments to Thirdfain on his very well made ship designs. Not only are they prettyful, the actual design makes plenty of logical sense for a space craft.
Ol' Pablo has a way of showing up when he is least expected and wanted, and just mucking everything up. Oh, memories...Pablo Sanchez showed-up in the original thread, posted his OOB in the OOB Thread, took a disliking to the Collective in the Diplomacy Thread, and then dissapeared. Are we going to see the third Grand flexing its muscles any time soon? I'm guessing he doesn't feel there is anything important for the Freehold to do at the moment.
That's interesting information, maybe I'll take a look at Mieville's work in the future. However, I was aware that Crobuzon isn't terribly original (you mentioned it before). What I was commending you on, is mostly your ability to give detailed descriptions and establish rich narrative with so few words.Thirdfain wrote:-snip Thirdfain clarifying things about his nation-
That Cruiser is measures just over 1.5 miles. Isn't that a tad too big for a 10-point ship?Here's a size comparison between the Pax Crobuzona superdreadnought Battlehsip and the Tarmuth Protected Cruiser: -snip picture-
Looking forward to it...Ol' Pablo has a way of showing up when he is least expected and wanted, and just mucking everything up.
To be honest, I want to cut back on the total size of the capital ships as well. I'm sort of under the impression this is a moderate to low-tech game, essentiall at Star Trek levels. I made the comparison based on point cost- the PC costs 12 times as much as a Tarmuth, and if you take into account all three dimensions, the PC in that pic is about 12 times the size of the little cruiser. I invision the Tarmuth class as being in the area of half a mile long.That Cruiser is measures just over 1.5 miles. Isn't that a tad too big for a 10-point ship?
I figured as much, I would have had a slight advantage if I launched everything, but the fight would have been expensive regardless of the victor in both for the ship and in the long term.Thirdfain wrote: 6. Oh, and Spyder? That ended more or less precisely how it was hoping it would end.
That would put the Pax Crobuzona in the near two mile range, 1.8 miles to be exact. My general impression is that the powers here are smaller than Trek, but have higher tech level, or at least can deal out more punishment with their weaponry. This is not that implausible, the Culture is many times smaller than the Empire, but it would easily beat it in combat.Thirdfain wrote:To be honest, I want to cut back on the total size of the capital ships as well. I'm sort of under the impression this is a moderate to low-tech game, essentiall at Star Trek levels. I made the comparison based on point cost- the PC costs 12 times as much as a Tarmuth, and if you take into account all three dimensions, the PC in that pic is about 12 times the size of the little cruiser. I invision the Tarmuth class as being in the area of half a mile long.
Has there even been one of those? If you want Star Wars scale people would have be spending points on warship squadrons as opposed to individual ships. And that's if you're talking about thousands of worlds in the game map, not millions like the actual Star Wars universe.BTW, I'd point out that in a Star Wars scale STGOD, 1.5 miles is about the right length for a light cruiser. Recall that a destroyer-class vessel is in the area of a mile long...
You would have won (or, more likely, forced me to sacrifice the destroyer to get the Basilaerus out of there.) The lack of fighter cover for my scouting forces is turning out to be a serious problem.Spyder wrote:I figured as much, I would have had a slight advantage if I launched everything, but the fight would have been expensive regardless of the victor in both for the ship and in the long term.Thirdfain wrote: 6. Oh, and Spyder? That ended more or less precisely how it was hoping it would end.
The Artemis' mission was recon, in which it was successful.
STGODs 2 and 5 were set in a universe of Star Wars scale, albeit with significantly lower population densities. We dealt in hundreds of worlds to make things easier.Has there even been one of those? If you want Star Wars scale people would have be spending points on warship squadrons as opposed to individual ships. And that's if you're talking about thousands of worlds in the game map, not millions like the actual Star Wars universe.
Says you. Bigger ships make for larger targets.Dahak wrote:In the older STGOD, it was the points that mattered. SIzes were just a topping... The ranges were huge for a given class of ship. I think we shouldn't start equalising lenghts here... We have the points values to consider, size just doesn't matter
When you are fighting at ranges measured in the tens or hundreds of thousands of kilometers, or further, in formations tens of thousands of kilometers in size, a 1-mile long ship is about as hard to hit as a 2-mile long ship.Says you. Bigger ships make for larger targets.
That's a trade off that has to be made. However, I'm willing to be lazy and say that it all has been factored into the points cost, so a 100-m frigate and a 1 km frigate of equivalent point cost will fare roughly the same.Thirdfain wrote:When you are fighting at ranges measured in the tens or hundreds of thousands of kilometers, or further, in formations tens of thousands of kilometers in size, a 1-mile long ship is about as hard to hit as a 2-mile long ship.Says you. Bigger ships make for larger targets.
Also, smaller vessels are more vulnerable to damage, being more compact, they are more likely to take a hit to a critical system, or to have collateral damage be a problem.
I'd like some sort of consistency in the sizes of ships. It doesn't have to be perfectly uniform, but it would be nice if we don't have multi-kilometer cruisers being beaten around by half-mile-long battleships.Dahak wrote:In the older STGOD, it was the points that mattered. SIzes were just a topping... The ranges were huge for a given class of ship. I think we shouldn't start equalising lenghts here... We have the points values to consider, size just doesn't matter
The points system only goes so far. All it's meant to do is give us a vague idea of the battle prowess of a particular ship. What we want to prevent is someone picking a particular attribute, let's say speed, and then not properly account for it. For example, in an older STGOD you might see "The Megadoom class Speed Destroyer zipped around the Carthonian dreadnaught and pelted it with plasma fire, destroying it before it could get a shot off."Adrian Laguna wrote:
Incidentally, I was wondering if the way the points are distributed in a ship are taken into account? For example, a battle-cruiser and armoured cruiser might be worth the same amount of points. However, one sacrifices protection for speed, while the other does the opposite. This is important to consider, along with the tactics being employed by each side, if we are to avoid things like "18 pts = 18 pts, both ships are crippled badly," and, "73 pts vs. 68, I win."
Nope, strategic and tactical competence is reliant on the competence of the actual player. If you make your ship do something dumb, point values may not matter. Think of the points as merely a representation of available resources and the tactics being simply how the player makes use of the resources he has.Stormin wrote:And the competence of the crew/commanders and the tactics used.
Spyder wrote:Nope, strategic and tactical competence is reliant on the competence of the actual player. If you make your ship do something dumb, point values may not matter. Think of the points as merely a representation of available resources and the tactics being simply how the player makes use of the resources he has.
That doesn't happen automatically. If someone attacks one of your ships and you respond with a post that simply says "return fire" and nothing else, it will be assumed that your ship is standing still while returning fire. When you describe the battle you do actually have to specify what your ships are doing.Stormin wrote:
A trained and competent crew and commander would be more efficient at a higher cost in training and selection. The gains in efficiency would be part of any ships or groups overall point value.
I was not talking about deployment or overall strategic/tactical manuvering.
Edit: The tactical manuvering I spoke of would be standard evasive or other manuvers that are considered to simply be happening without specific mentioning being given to them. Ships manuver to reduce incoming damage and increase delivered firepower, this is a given assumption except in cases where someones combat method involves standing still and being able to absorb incoming fire.