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Posted: 2003-08-01 01:03am
by Raxmei
Why don't you just name yourself moderator if you want one so badly, Straha? It's clear you earnestly see the importance of unbiased modship, so I'd trust you to do it even if your character wasn't neutral.
Posted: 2003-08-01 01:08am
by Sea Skimmer
Raxmei wrote:Why don't you just name yourself moderator if you want one so badly, Straha? It's clear you earnestly see the importance of unbiased modship, so I'd trust you to do it even if your character wasn't neutral.
How about someone whose not a self confessed power gamer? Has anyone PM'ed Stravo to ask?
Posted: 2003-08-01 02:02pm
by Straha
Raxmei wrote:Why don't you just name yourself moderator if you want one so badly, Straha? It's clear you earnestly see the importance of unbiased modship, so I'd trust you to do it even if your character wasn't neutral.
Because I'd fucking abuse the power, and I'd want to join in the game so badly that it would ruin the fun. The only way you'll get me taking that job is if no one else wants it, and the game looks like it will fall apart.
Posted: 2003-08-01 02:10pm
by Crayz9000
If anyone wants me to, I can probably do it. I've been in the ASVS STGODs almost since the beginning (I joined ASVS way back in May 2000...) and I'm not particularly interested in joining this STGOD, so I can be unbiased about it.
Posted: 2003-08-01 02:11pm
by Straha
Crayz9000 wrote:If anyone wants me to, I can probably do it. I've been in the ASVS STGODs almost since the beginning (I joined ASVS way back in May 2000...) and I'm not particularly interested in joining this STGOD, so I can be unbiased about it.
I could agree to that, thank you very much
.
Posted: 2003-08-01 07:52pm
by Stormbringer
That'd be fine with my provided you stick around and keep up, Crayz.
So now I guess what do we do for ground rules?
Posted: 2003-08-01 08:24pm
by Crayz9000
Well, might as well work off the old ones. From problems with both the mk.2 ASVS STGOD and this one, I'm tweaking the system so it's scalable.
Space Ground Rules:
Fleet Size
Fleet size is relative to the number of planets in a given empire for support reasons. The maximum ships per member world is 150 (10 capships, 40 escorts and troopships, 100 support ships). Colonies are limited to 75 ships each (5 capships, 20 escorts and troopships, 50 support ships), and outposts may only have 25 each (1 capship, 9 escorts and troopships, 15 support ships).
Capital ships are anything above a destroyer.
Escort ships range from picket ships to corvettes.
Support ships include such things as fleet tenders, fuel barges, etc.
Empire Size
Starting size of all empires is 10 member worlds, 25 colonies, and 100 outposts.
Faster-than-light propulsion
The upper *speed* limit for FTL propulsion is the same as that of Star Trek, which is approximately 2000c. High FTL speeds (close to this limit) can only be maintained for short periods of time, regardless of technology.
Weapon Yield
The cap for strategic devices is 100 megatons. Fleet missile weapons shall not exceed 10 megatons, and all other types of ordnance must be >1 megaton.
Beam weapons must be below 100 terajoules.
Now I just need to figure out space/power formulas to use in limiting fleets to make sure that everyone's on equal footing. Other than that, how's it look?
Posted: 2003-08-01 09:17pm
by Sea Skimmer
I dislike the idea of create yet another technology set, I'd prefer simply to adapt that of Star Wars. But I'll go along with this if others want it.
Posted: 2003-08-01 09:57pm
by Straha
I agree with Sea Skimmer here, also would it be possible to MOdify the Fleet numbers? I'm replaying the Monacoran Empire so I'm going to be having massive Numbers of troop ships, and few cap ships.
Also, question on cloaking is it allowed, and if so how powerful is it?
Posted: 2003-08-01 10:22pm
by Crayz9000
Well, this is just a preliminary set of guidelines. I know that a lot of people want to use different technologies, so all this is doing is setting some limits on the capabilities of them... so you could still use mostly Star Wars stuff, just tone the speed and firepower down to an acceptable level. Maybe use primitive Xim-era hyperdrives or something.
Now the issue of cloaking... Well, I suppose people can have cloaks as long as they're not uberpowerful. There also should be some size limits on what they can be installed on, e.g. no cloaked battleships. Power requirements should also be high, meaning that if you want cloaks you need to sacrifice some firepower.
Now just give me a minute, I'll try and figure out a proportion rule for ships, so you can mix-and-match your navies to fit the support limit.
Posted: 2003-08-01 10:33pm
by Crayz9000
Alright, Straha, I checked the numbers from the preliminary specs. Mind you, doing things proportionally has resulted in a rather sharp increase compared to Stormbringer's initial specs...
Multiplying the maximum numbers per world by the amount of worlds, I come up with:
325 capships
1800 escorts and/or troopships
3750 support ships
5875 total ships
Will that be sufficient?
Posted: 2003-08-01 10:46pm
by Straha
Actually no, I'm going to be having about 900 line Regimental Combat Teams (2.3 Division sized UNits) With about 200 Marine Regiments (Division Sized Units) and 100 Garrision Regiments (Division Sized UNits.)
I'll probably cropout of the Capital ship numbers though, is twenty troopships per cap ship droped an alright Ratio?
Posted: 2003-08-01 11:03pm
by Crayz9000
Well, the actual ratio between capships and escort/troop ships is 13:72, so a rough approximation would be 7 troopships per capship. So if you don't build any capships, you can probably build 2,275 additional troop carriers.
And these empires will probably expand over time, so the larger the empire, the larger the fleet...
Posted: 2003-08-01 11:05pm
by Straha
I will have cap ships, just not many. And they'd all be crap. I'll figure out the exact numbers later.
Posted: 2003-08-01 11:12pm
by Crayz9000
Straha wrote:I will have cap ships, just not many. And they'd all be crap. I'll figure out the exact numbers later.
Well, if your capships are weak enough, you could probably lump them in with escort ships...
Posted: 2003-08-02 12:00am
by Sea Skimmer
Crayz9000 wrote:
Will that be sufficient?
I suppose that's sufficient, though there's going to have to be some form of limit on how fast and or at what cost nations can throw up new colonies and at what stage they begin to classify as one rather then just being a couple tents beside a cargo pod.
Posted: 2003-08-02 08:45pm
by Arthur_Tuxedo
I might think about re-joining. I dropped out of the last one because I lost internet connection for like a month and when I came back trying to figure out what had happened since I was gone was an exercise in futility. I'd create a new empire, though. The last one was schizofrenic and outrageously shitty.
Anyway, I think there should be hard and fast rules for how fast colonization can proceed, and maybe firmer guidelines on ship counts. The way I'd really like to do it is to limit a navies to a total amount of ship size, so you can have lots of smaller ships, a few big ones, or anything in between, but the total size of all the ships in everyones' navies are the same.
Posted: 2003-08-02 08:58pm
by Crayz9000
The reason I don't want absolute limits on navy sizes is because that leads to severe undermilitarization once an empire gets large enough. There will certainly be limits on expansion and colonization, of course; I've seen what Deimos did in the ASVS STGODs and was not impressed.
Posted: 2003-08-02 09:06pm
by Alyrium Denryle
I want my rnation to be rather beam weapon/plasma weapon heavy. So what would an acceptable balance be?
I want to use plasma pulse weapons for point defense, with lasers/some other typpe of beam weapon(or just bigger better plasma weapons in some ships) as heavy ship killers
Missiles I will not really be using if I can help it... Planetary mombardments will be done using pinpoint strikes with beams or mass driver bombardments.
Posted: 2003-08-02 10:53pm
by Crayz9000
Well, I can't remember the ton-joule ratio off the top of my head, but your anti-capship weapons shouldn't exceed the anti-capship missile yield.
Posted: 2003-08-02 10:56pm
by Alyrium Denryle
ok. That is what I was looking for... Thank you.
Posted: 2003-08-03 12:23am
by Stormbringer
I'd like to see higher number of the weaponary. Every one was already over that by quite a lot in the orginal STGOD. Reducing it doesn't make much sense.
Posted: 2003-08-03 12:42am
by Crayz9000
Well, the weapon yield will depend on the tech base everyone agrees to.
Posted: 2003-08-03 06:26pm
by Thirdfain
I'm BACK!
...
As are the Floaters.
I personally would prefer a fairly low base technology level- near-modern weapons and defenses (lasers, nukes, armor,) with FTL and low-level shielding- perhaps the result of cataclysmic wars since the original STGOD1.
Posted: 2003-08-03 07:04pm
by Alyrium Denryle
Thirdfain wrote:I'm BACK!
...
As are the Floaters.
I personally would prefer a fairly low base technology level- near-modern weapons and defenses (lasers, nukes, armor,) with FTL and low-level shielding- perhaps the result of cataclysmic wars since the original STGOD1.
Babylon 5 is what you are describing
I would favor something along those lines.
