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Post by Carlos on Sept 27, 2011 23:44:23 GMT -6
I mentioned it to Hector the other day. Since I've been itching to write something with an emphasis on space naval combat and not just MS combat. Since Gundam tends to downplay the abilities of ships. I want to do an RP in a similar fashion to the first Galactic Gods RP.
My ideas about what I want to do.
-Everyone prices their own ships. Weapons components should be priced as well to try to maintain a sense of balance from one ship to another.
-As another mechanic to the game. Ships that operate outside of a friendly territory have to pay a Supply Fee. Something like 10% of the total cost of the ship. And it doubles if your supply line is attacked.
-Pay would be a combination of paycheck and territory worth. With trade routes between planets as part of it.
-I would like the FTL in the RP to be in the same style as Babylon 5. Opening jump points into hyper space. Combat in hyper space would be a no no as it is too volatile and most weapons don't work there.
-I was thinking we should start with 3 or 4 ship designs to start. With a research center giving you an allotment of research points. That you then use to purchase designs. So a fighter wouldn't take as many as a battleship.
-I was also thinking we could have a dice based system for discovering outside of the "Known" universe. So that you can discover more planets. Construct new jump gates and colonize.
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Post by Evan on Sept 28, 2011 13:57:12 GMT -6
If I have time to play actually I'd be interested in participating.
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Post by Carlos on Sept 28, 2011 14:38:32 GMT -6
Great!
The only thing I'm not sure about it. Is the tech. In the first Galactic gods RP, we had a rampant variance in tech. Such as plasma weapons that can enter the atmosphere and flatten an entire city, while other people were using a more down to earth version, yet the pricing was still rather close.
But I don't want to impede someone's creativity. We could try to start on a similar tech. Or perhaps just an agreed upon level of science. OR we could just wing it and hope for the best.
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Vorbote
Full Member
Vorbote von Ver?nderung
Bis ins Unendliche. Bis zum Erbrechen
Posts: 368
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Post by Vorbote on Sept 28, 2011 23:10:14 GMT -6
Not my thing, but it sounds like a good idea.
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Hectator
Active Member
Pathologically High-Spirited
Never forget. Your NT hero threw a cripple off a mountain.
Posts: 547
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Post by Hectator on Sept 29, 2011 6:32:25 GMT -6
Well you already know I'm in for this. Though I'm curious about a few things:
1.) How is the ground combat portion of capturing planets going to be handled? Is it just going to be with a single undersize defense force for an entire planet like the first GG? Because that seems a little underwhelming IMO. I'm not suggesting making a huge deal where you have to fight city to city, though it might make things more interesting for those of us who like ground combat if each continent/geographic region of a planet had its own defense force. I'd even suggest if people are really that turned off by land warfare (or the reverse is true) they find someone to pair off so factions can handle both space and terrestrial warfare equally.
2.) Is there going to be mecha again? Because while I'm fine with them being in the RP, I'd hope there's some way to emphasize to people that a MS proxy is *not* going to be able to dominate a battlefield where even things like tanks and aircraft/spacecraft (or even infantry possibly) can use plasma weapons, guided missiles and the like, nor are they going to be able to one-hit-kill ships like in Gundam. That seemed to be an issue with the first GG RP, was that people (not going to drop names but you know who you are) expected ships to be as vulnerable as in UC Gundam, and for their "not-MS" to be able to fill the roll of all other space and ground units with no drawbacks.
3.) It really would be nice if we had some kind of "galactic standard" for tech that we could all base our own factions' tech around. Any ideas? Maybe a precursor-type race that laid the groundwork for all space-age tech from energy weapons to FTL travel, but that eventually overstretched its empire and is now wiped out or something. Each race would have certain aspects of their overall tech (reverse-engineered or whatnot, mixed with their own preexisting technology) but be missing others, overall allowing tech to 'balance' between factions. They could also be the ones who made the initial "first contact" between humans and aliens (and maybe other PC races too?).
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Post by Carlos on Sept 29, 2011 13:51:51 GMT -6
1st note. Yeah I would like the conquest of planets to be far more involved. Especially if we have the random solar system discovery thing. I think it should depend. Like if you find a world with low tech people. Probably wouldn't take much.
Perhaps just some different objectives to capture. Like Capital, Military HQ, and maybe industrial center.
2nd note. Well I want to emphasize more on ship to ship. I'm ok with mechs being in the game. But with probably a higher cost associated to them.
3rd note. I really like the tech in B5. And having read up on it a bit. It could serve as a solid base of tech. If people want to be different, we could probably work around what they want.
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Post by Carlos on Sept 29, 2011 22:43:23 GMT -6
Need some feedback. Did a nice little write up for exploration and about hyperspace. As well as the system for discovering planets. But the system feels really bulky and kinda convoluted.
Space Exploration
Space exploration involves the use of jump technology to open a jump point into hyperspace. Hyperspace is a sub-space realm. Traveling through hyperspace equals to a much greater distance upon entering normal space. This allows ships to travel incredible distances.
Conditions in hyperspace however are not the same as normal space. Hyperspace is incredibly difficult to navigate because of radiation levels and a magnetic distortions. Because of these factors craft that travel through hyperspace have to be sturdy and armored enough to survive the harsh conditions. Navigation is incredibly difficult, visibility is low and there is no distinguishable sense of direction, that is why Hyperspace Beacons are used. Each beacon is devoted only to generating a powerful signal to guide ships. This is how hyperspace is mapped.
Ships dedicated to exploring the unknown regions of space have to accommodate several hyperspace beacons within their holds. Deploying them as metaphoric trail of bread crumbs to find their way back to known space. Combine this with the need for long duration accommodations, these ship are required to be large.
Solar System discovery system. For each exploration vessel that is out exploring, roll 1D6. A 1 or 6 you've discovered something.
Roll a 1D6 to determine what you've found. 1-Nebula with no planetary bodies 2-Solar system with 1 dead planet, 1 gas planet, massive asteroid belt. 3-Dead star system 4-solar system with 1 Ice planet, Planet too close to the sun, 1 dead planet. 5-Solar System with 1 planet with moderate living conditions, an ice planet, and 1 dead planet. 6-Solar system with 1 planet with strong living condition, and 2 Gas planets.
On the one hand there is a lot of variety. On the other it looks bulky and sounds a bit more complex then it needs to be. But I want a variety in the planets. And there'd probably be a third step involving rolling to see if there are any civilizations and what their tech is.
As complex as it sounds. I also don't want to it be the same exact experience for every person. Where everyone finds the same cookie cutter planet, which of course would be ridiculous.
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Post by Carlos on Oct 1, 2011 11:14:01 GMT -6
If Pitman or Evan reads this. I need a new category for the RP. I can't make one. Just call it Galactic Civilizations.
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Post by Evan on Oct 2, 2011 12:00:04 GMT -6
If Pitman or Evan reads this. I need a new category for the RP. I can't make one. Just call it Galactic Civilizations. I'll get on it right now, and then I'll read through the other posts and probably have something to say.
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Post by Carlos on Oct 2, 2011 12:21:08 GMT -6
Thank you very much!
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Post by Evan on Oct 2, 2011 12:47:26 GMT -6
Space exploration involves the use of jump technology to open a jump point into hyperspace. Here's my problem with an open in/out of hyperspace: Technically, any ship equipped to travel in hyperspace can enter at any location and likewise exit at any location. This means an ambitious player could "warp in" a fleet right into a planet's atmosphere. Or a nuke into the ground just under your feet. Maybe I'm misunderstanding what your idea is but if you weren't thinking it already, I'd suggest set gateways in and out of hyperspace that maintain connections. This would keep an open "doorway" in hyperspace there for people to find, which could create some interesting dynamics. 1. Gates that could be blockaded for defense or protected to create faster trade routes. Likewise, gates could be raided by pirates or captured by enemies to ward off reinforcements or to disrupt those same trade routes. 2. Exploration of hyperspace, which could lead to discovering hidden gates or similar things back into normal space or even other, wild places. 3. Stuff I'm probably not even thinking about. Semantics, but hyperspace is "above" space, subspace is "below". The distinction is kind of useless though unless game-wise it makes a difference. A few things: 1. Would each thing you find - including nebulae, ice/hell worlds, etc. - have a value? Or would that take another roll to determine? 2. I'm assuming dead stars/planets would be barren and useless? 3. I feel like there could be a better way to randomize the kind of planets you find. I'd have to think about it. Also: I think ground combat should be more involved. The idea of having two or three cities would help. I like the idea of being able to spread your infrastructure on worlds, building additional cities, making them more customized. And then city types... Like you mentioned, industrial centers, military centers, etc. Personally, I do not want to see "mobile suits". But smaller land-based "mech" sort of things would probably be fine. No point having MS flying around in space though - they'd just get rocked by any ship anyway. Standardized tech would be helpful but I'm not sure what the best way to go about it would be. Something I'll also have think about.
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Post by Carlos on Oct 2, 2011 14:39:49 GMT -6
The hyperspace and jump points I'm referring to are the ones used in Babylon 5. And jumping out of hyperspace without some kind of guide beacon is inaccurate. Only the advanced races can do it. In particular the Minbari would open jump points right in the middle of Earthforce battle-groups, which would rip them to shreds.
I don't recall if they ever tried to open a jump point within a planet's atmosphere. I wonder if that might not put some strain on the stability of the jump point.
Jump gates tend to be used by pretty much anyone. And they can be blockaded, destroyed, or captured. They would be essential to trade routes between star systems. They can be shutdown, but they take days to power back up.
In the RP Jump Engines will probably have a standard cost and size for everyone to start. They'll share the common weakness of inaccurate, requiring time to recharge after opening a jump point, and limited in how many other ships they can allow to slip through.
For the various worlds. I was thinking even if they're dead worlds, like mars, they would still have material resources. Even Ice worlds could have value as a source of fresh water or other gases. Same with Gas planets, you can harvest the gases there. This'll all of course just translate into money for the sake of keeping things simple.
Not sure about nebula.
As for mechs. They can have gundam style of mechs. But in terms of moving parts and raw material. That's just a waste. A fighter can do it better and cheaper. So it's fine, but people better not expect it to be the revolutionary machine that gundam plays it out to be. More like, sure a versatile machine for use in space or on the ground, but costly and sub-par to fighters with better cost ratios. Also no minovsky particles to hide behind. So ship Anti-air isn't the random hail of fire it is in Gundam.
To standardize tech, we could always just have a list of tech, with descriptions of it's limitations and strengths.
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Post by Carlos on Oct 3, 2011 19:49:45 GMT -6
How should I organize the boards? Quadrants? Not sure if it should be by each solar system or something..
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Post by Evan on Oct 5, 2011 23:12:01 GMT -6
Not sure how the boards should be organized. If you're planning on these "discovered" systems to remain as potentially important locations, it'd be tough to be adding new boards/sub-boards all the time.
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Post by Carlos on Oct 11, 2011 12:29:50 GMT -6
My hard drive went up last night. Probably won't have a comp till thursday, if I'm lucky.
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