Steve - have you seen my questions re troop transports, carriers etc?
Dark Hellion wrote:Again, you are operating from a humanocentric viewpoint.
Who cares? Really? I answered how you could get your little squadrons of networked ships to work under the rules.
You can of course represent this by simply buying it as a bigger vessel but it looks a bit disingenuous.
Or, as this is supposed to be RP-dominated, pay a lower cost up-front but have a monthly upkeep cost to represent the loss of crewmen (crewbugs?) etc. It'd be your decision though, and the mods would presumably have oversight if it got a bit too problematic.
But we can keep going and it gets worse...
...
And it will continue...
Two options for this:
1. Don't. You're not being forced to play.
2. Do, and accept the consequences in the game.
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?
How about you decide when you buy them? "I'm getting £3 worth of Elite-geared Elites for Generic Planet III. The 50,000 is split equally into 10,000-strong divisions for tundra, underwater, temperate, jungle, and desert warfare. If you invade, you can expect to fight them in their element; each 10,000-strong division is thus worth £0.6 of ground forces."
Another thing:
is anyone going to actually make this complicated race?
Here you again show humanocentricism
We're human, we're intending to play an RP with a little rules to set things up. What you're proposing is that Steve basically write up a new Warhammer 40,000 rulebook, or a Civ 4 mod or something. Unless of course you want to

.
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.
The hull sizes are more like guidelines I believe. Eg Steve's examples earlier have several Medium-hulled ships that cost different amounts. There are no attack / defence stats in play except for fighters, and carriers / fighters are the most complicated parts of the naval rules. And if you can't handle "£100 carrier with £45 of fighters, which are equal to £90 for the purposes of attacking"... well.
Norade wrote: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?
The only real issue I can see is that if they live on their own Culture Orbitals it implies one hell of an industrial base & some impressive material technologies. I was thinking about having a Culture Orbital as one world too, but it being found & colonised rather than actually built by the Altacar Empire.
Hence the asteroid thing I mentioned, they can come but when we heat dump our rocks back to ambient using lasers they're have trouble picking us out from lifeless rocks.
How likely do you think it is that a species which is interacting & trading with others will manage to keep the fact that it lives on asteroids not planets secret like that?
Dark Hellion wrote:I also think, given that we probably have a reasonable in game suspicion that all factions are of general tech parity (regardless of method and source) that any society can assume and work out for themselves the difficulty of planetary bombardment as an actual war strategy. Whether the target is defended by ABM systems and anti-laser nanotech in the atmosphere, "bugs live really deep underground", or the gestalt psychic effect of a million kittens cuteness preventing the gunners from targeting, utilizing orbital strikes to destroy population or industrial centers is a grueling siege. You give up strategic maneuverability and invest copious amounts of energy and munitions to do so. Even discounting cultural taboo, you need to weigh whether it is wise to do so.
Going back to the earliest thoughts about this, Steve was talking about there being very few inhabitable worlds - so dropping rocks on them will, if nothing else, deny that world's living space to you.
Norade wrote:True but living in rocks that you move around and mine means that I'm more likely to chuck a ton of them at somebody to win a war than waste effort on sending things of value. It doesn't matter how good your defenses are when a swarm of rocks that were given a slight nudge are sent at an enemies home system for less cost than it takes to build the defenses to counter them. I mean the engine wash from our ships is enough to wipe out life on a planet so those that cling to them can have alliances all they want, when all it takes is for one ship to slip through balance goes out the window compared to those that aren't target able by that tactic.
Then just allow FTL sensors (in the case of relativistic missiles) and you'll need a hell of a lot of straight-line-trajectory rocks to get past any defenders (I'm also assuming the rocks are launched from either the same system or have hyperdrives slapped on them and launched from yours). The earlier the rocks are intercepted the easier it is to just nudge them out of the way for example.
Now... yes, if I want to slag your planets then I certainly will drop rocks on them, but only once I've achieved space superiority in the system in question... which means sending warships in to clear the way.
As DH says, I very much doubt our engines can do that kind of damage. We're playing with the UFP or B5 Earth Alliance, not the Culture.
One final thing for Steve... so far the rules talk about "sectors" being the key geographical... entity, I suppose. However, most (all?) players are going to be based on planets and other things that orbit stars... so how does that work out with the sector idea? Is a sector a single star system, or can it contain multiple star systems, and if so, how does travel between those star systems work (particularly important when we're talking about invasions)?