Richter
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Posts: 1,870
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Bleh...
Jun 5, 2013 20:00:38 GMT -6
Post by Richter on Jun 5, 2013 20:00:38 GMT -6
I didn't say it'd drown them but they'd have to walk through that shit, since it would probably be too cramp in most passageways to swim. The kelp here have a lot of appendages on a human to pull and drag themselves through it with, and any armor they bring to protect themselves would make their movements even clumsier. This not even counting weaponry in there. Conventional ammo is trash out to 10ish yards underwater, lasers and plasma would be a crapshot....think gauss would work and that was what I was thinking their own tech would work on.
But I blame xcom terror from the deep convincing me that shit would work underwater, I'll have to do more work later. Should be fun as hell I'm hoping...if boarding happens here at all? I know Evan wanted GG to be more realistic about that sort of deal. We doing the same thing here? I dont want to make space fighters and shit if that doesn't fit the theme.
Edit: How long ago has humanity had an empire? Long enough they could have fought a couple border wars with the planties and had enough time pass to forget about it? Because depending on that I'll pick a direction to take this in. Either way they'll likely end up poking at the fringes of human space with a few expeditionary fleets that will be how everyone else ends up finding out about them.
Sounds more plausible than someone else running into their planets, I imagine with the politics everyone is more focused on their own house than what's on the frontiers.
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Bleh...
Jun 6, 2013 11:12:43 GMT -6
Post by Carlos on Jun 6, 2013 11:12:43 GMT -6
Well I think me and pitman worked out something like 500 years. I wasn't really big on specific dates. But he insisted. You'll want to ask him about that.
It's not likely that the Empire would forget a potential alien aggressor. But pre-empire colonists is a different story.
Well it's possible the Empire would stumble upon them. There are four Exploration Fleets. Though they spend quite a bit of time cataloging minerals, gases, setting up beacons, and even jump gates for non-jump capable civilian craft. So it's possible that they just hadn't gotten around to your area of space.
As for the boarding parties. That's something that I think would be possible if you used some kind of breaching pod. That could maneuver to a ship and use like a plasma cutter to get in. Otherwise the ship would have to be sitting still for a boarding party to get in.
It kinda depends on the people that are RPing the battle out. They could just easily overload the reactor. Pitman did that.
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Richter
Veteran Member
Posts: 1,870
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Bleh...
Jun 6, 2013 22:58:28 GMT -6
Post by Richter on Jun 6, 2013 22:58:28 GMT -6
I see. I wasn't sure what to think since the Super Network thread mentioned a war between the Emperor and a number of enemies, so I wasn't sure if "The Empire" was something that just always existed like in 40k, if it was something newer, or what. I don't think there's really a time line for this...or I didn't see it if so? The point was more I wanted them to know about humanity at least a bit on their own, primarily because they'd likely not be able to speak any human tongue innately, or vice versa. So, with that, they could have some kind of translation equipment made ready before first contact. Of course they wouldn't know much about them beyond 'they exist and are a powerful unknown' and the general rough basics, so more second-third contact than first. I don't really want to diminish the effect of how odd they'll be comparatively either by having them well cataloged is the problem...does what I'm going for make sense?
As for boarding well its an idea, obviously I didn't mean pulling up alongside them so much as to ask how "hard scifi" the setting was in term of if short range boarding/interceptor craft would be a thing as opposed to sniping each other from fuckshit distances away. Personally I prefer the former, delicious space dogfights ala Galactica and the like.
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Bleh...
Jun 7, 2013 13:30:35 GMT -6
Post by Carlos on Jun 7, 2013 13:30:35 GMT -6
Well the fighting is over long distances. But there are weapons designed for closer encounters. So it's really up to each person whether they decide to close in or stay max distance. And I think a breaching pod is totally legit. Just it can get shot down just like anything else.
As for your idea. I think I get what you're saying. I think.. o.O;
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Richter
Veteran Member
Posts: 1,870
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Bleh...
Jun 11, 2013 1:52:58 GMT -6
Post by Richter on Jun 11, 2013 1:52:58 GMT -6
Well I'll keep thinking and working on it all. Not really liking how it's turning out...But I'm a pretty critical writer, I suppose. Maybe I'll dig my skype shit back up so I can talk to you lot about it, being that meebo apparently died and like hell I'm going to download AIM...not that I remember my login details for it either. Regardless I won't mind critique when I get it put up, shouldn't be too long.
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Bleh...
Jun 11, 2013 23:05:48 GMT -6
Post by Pitman on Jun 11, 2013 23:05:48 GMT -6
Well so you know skype thingy is Rmhspitguy@live.com for me if you need contact.
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Richter
Veteran Member
Posts: 1,870
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Bleh...
Jun 19, 2013 3:14:10 GMT -6
Post by Richter on Jun 19, 2013 3:14:10 GMT -6
Well I'm officially in now, just need to work on an intro then. I'll be starting on the west since Pitman told me that region was pretty calm compared to all the nonsense on the eastern side of the board. Which sounds good to me.
I showed all that stuff to pit ahead of time, how's said profile look to you carlos/anyone else still here?
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Bleh...
Jun 19, 2013 12:47:28 GMT -6
Post by Carlos on Jun 19, 2013 12:47:28 GMT -6
Very well written. Felt like I was reading about a race in Babylon 5.
I don't see any problems with what you put up!
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Richter
Veteran Member
Posts: 1,870
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Bleh...
Jun 19, 2013 15:17:08 GMT -6
Post by Richter on Jun 19, 2013 15:17:08 GMT -6
Cool stuff then.
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Bleh...
Jun 24, 2013 0:02:03 GMT -6
Post by Carlos on Jun 24, 2013 0:02:03 GMT -6
Okay. So the other day Pitman made a point of hiding his ships because they would likely be destroyed the minute the Imperial ships arrive.
So I wrote ups some guidelines and rules for jump mechanics. I also want to give using actual distances a chance. I really don't think it will be hard.
Jump Rules and Mechanics
Initiating a jump is tearing a hole in the fabric normal space and into jump space.
Being in close proximity of a gravity well can cause instability in a jump point and potentially collapse it.
Jump space requires conventional engines to traverse it. A light year in Jump Space is several times that in normal space.
There are no visible markers in jump space and sensors return nothing. Jump routes use powerful signal markers to guide ships to their destinations. These markers established by the Imperial Exploration fleet, other exploration fleets, alien species, or even ancient colony ships.
Jumping back into normal space is not accurate. It can be quite random in terms of the general area you are jumping into.
When jumping into a situation involving another roleplayer. Roll 1D6 to determine your distance from them. Multiple result by 300 for your range in star leagues.
Acceleration
Normally in space you continually go faster and faster as long as you have fuel to provide thrust. However that would require tracking every single ship. We're not going to bother with that given the size of potential engagments.
Every .01 is 5 star leagues.
Weapon Ranges
Rocket 1200 (Can continue further on momentum)
Missile 1600 (Tracking features gives accuracy beyond other weapons)
Railgun 1600 (Optimal engagement range is 1200 for greater hit chance)
Fighter Scale Railgun 1200 (Optimal range is 900)
Lasers 1600 (Optimal range is 1200 due to limits of sensors)
Masers 1600 (Optimal Range is 1200 due to sensor limits ))
Pulsed Lasers 1050
Particle Beams 900
Bolt Particle 750
Microwave Pulsar 350
Plasma Launcher 250
Plasma Capsule Railgun 1000
Homing Mine 200
Optical Range is 350
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Richter
Veteran Member
Posts: 1,870
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Bleh...
Jun 25, 2013 19:10:40 GMT -6
Post by Richter on Jun 25, 2013 19:10:40 GMT -6
All this ominous talk of sub spacial nonsense is reminding me of Masters of Orion 2, where you got around with similar mechanics. Problem was terrible shit lived in sub space that would occasionally fuck with you. Sometimes subspace beasts would wake up and randomly eat 1 or 2 ships that were traveling each turn for 2-4 turns. Others monsters would slip out of it and attack, which could end up taking ending fleets to defeat if it was a particularly strong monster. Other times it'd just end up being unstable and shut down all travel at all for a couple turns in the process, or just make it much slower.
Might be some stuff to consider to mix things up, if you're into that at all. I imagine if anything does hang out there all this stuff certainly won't like everyone punching holes in their living room and running through it. Just a thought.
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Bleh...
Jul 11, 2013 14:12:49 GMT -6
Post by Carlos on Jul 11, 2013 14:12:49 GMT -6
Didn't get much feedback on the idea of weapon ranges. Well I didn't get any feedback. But I'll keep that on the back burner of my mind.
I was thinking that since every House is supposed to be unique. If people would want unique stats for their factions.
Like for the alien Rialeen faction I intend to give them bolt particle guns that take up less space. Since the Empire got it's Bolt particle tech based off scavenged Rialeen warships. And the Tetranni particle emitter screens that take up less space, since that's where the Empire got it's tech for that.
Pitman currently has pulse wave thingy. If he wants that to be exclusively his. That's fine as his unique faction bonus. Since it's only strong in short range. But if people want unique weapon tech. You have to describe how it works to the best of your ability. Then what it does. It's weaknesses and desired space requirement. Please don't over compensate a super weapon by giving it ridiculous space requirements. No hyper colony laser ships. ;o
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Richter
Veteran Member
Posts: 1,870
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Bleh...
Jul 11, 2013 23:18:17 GMT -6
Post by Richter on Jul 11, 2013 23:18:17 GMT -6
I saw the ranges bit, I just didn't want to comment and be the entire one driving the ideas along. I'm a new player here so I figured I'd let pitman comment before I did. I like the idea for weapon ranges, but I'm not really sure what to set them at for each specific thing. Only problem I have right now is that it seems a little bit low for railguns, which I'd think would have the best ranges of all the weapons; if only to counter out the need for ammo and such. But that's just my initial thoughts on it. Pretty sure I already got my quota of special tech for now too, between the smaller engines and magnetic shields; linear stuff too but that's not much different than a railgun in the overall scheme of things. So I should be set I think for now. Editing, I actually wouldn't mind some kind of gamma ray laser sometime fitting in with their theme of liking boarding actions and not giving any cares at all to 'rules of warfare'. That shit could cut through armor like nothing else I'd think, and probably annihilate anyone in the areas hit by it. But its just an idea I was kicking around in my head. Same thing maybe with magnetic launchers for fighters instead of catapults to likewise keep in line with their love of magnetics. I got the idea from gundam SEED, actually, where a couple forms of submarines had folding wing aircraft and deployed them straight out of launch tubes instead of runways. I believe tie fighters in star wars had a similar systems, and so did Evan's selenia guys waaaay back in AUC now that I'm really dredging my memory. What do you think?
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