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Post by Nathan on Nov 29, 2008 21:59:06 GMT -6
all ideas for units, rules, etc should be discussed here.
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Post by andreasthewise on Nov 30, 2008 16:51:57 GMT -6
Ooh, ooh, pick me, pick me (sorry, I've tried to do something like this several times in other contexts) Why not invent a map or three and have several planets that can be colonised with your space fleet and then used as a base from which to attack other spacefleets? You'd also need a map of travel between the planets. My temptation to throw in some basic resources got off each planet to build more spaceships is probably a bad one. If I bring it up again, do try to dissaude me. Oh, and some of Fides' spaceship ideas could actually work under this ....
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Post by Amir Shervanis on Nov 30, 2008 17:47:08 GMT -6
I have been working on futuristic earthbound units for some time. Feel free to mooch. Just change the name to a Natopian equivalent.
One thing I try to place emphasis on is basing my work off of theoretical or potential science. Most of what I design can be built given slight "tweaks" to modern science. I.E. A compact fusion reactor.
And personally I'm against a map. Spangle tried this a long time ago with New Empire. If we do this, we should try and get the MAS involved and make it semi-official. As I've been raving about since the GSOS conference began, it'd be great if we could get a common universe going between the two groups and identify some interplanetary stuff. My whole jump gate theory paper was written as a step in that direction, and I've been trying to write some additional detailed reports to further justify it.
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Post by andreasthewise on Dec 1, 2008 4:50:10 GMT -6
If not planet maps, at least a map of the space area around us and planets we could land on. It would be fun to make this semi-official, though it'd probably be too 'unrealistic' for the GSOS
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Post by Amir Shervanis on Dec 1, 2008 6:15:17 GMT -6
Well we already have the MAS star map. We just need to plot some coordinates and then go there.
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Post by andreasthewise on Dec 1, 2008 17:52:37 GMT -6
That's where to fight sorted then.
As for what to fight with and how to fight ... I'd suggest a system similiar to Anunia/SNARL. Actual recwarring should be able to be run practically the same whether you have medieval technology, modern technology, magic or sci-fi. The basic "post your backstory and action, 24 hours to reply, work out damages" etc that's been tried and tested should work fine for sci-fi too. The Anunia/SNARL system of basic point cost on relative strength is also a good one (in my opinion, anyway), as it ensures that other people using this will be at a fair strength with their opponents - not on whether they can work out a valid dollar-cost-to-strength ratio for each units and invest in the best one.
With that in mind, I'd also suggest that Interplanetary warfare be almost entirely separate from planetary warfare. Apart from infantry with lasers as a boarding crew, you shouldn't need anything other than space ships (of varying sizes) for interplanetary fights. A spaceship should not be able to hover in the lower atmosphere, fire a vast laser and destroy half a normal orbat of tanks in one shot. Interplanetary stuff shouldn't fight on planet fights, and vice versa. Sure, you can use spaceships to transport planet stuff (ie all existing recwar units) to other planets, but you shouldn't allow spaceships to interfere with existing battles - nor allow those transported units to try and fight in space. If we do that, it saves all the problems of trying to adequately cost things comparatively (believe me, Toketi's tried, trying to cost a space ship relative to tank is just impossible, the space ship is too powerful), and we can just cost interplanetary stuff relative to eachother. In a war across several worlds, then, each participant might get 25000 on planet points and 25000 inter-planet points (depending on how we cost things in interplanet points), for example.
As to actual costing, apart from Starwars I don't know too much about space ships types and I'll leave that to you guys. The simple Anunia idea of putting costs for the generics and basing off that should work fine here too though. You might, for example, put generic laser infantry at 1, tiny ships like tie fighters might be at 20, something millenium falcon size at 100, Imperial Destroyers size at 5000, say. If you want a specific type of TIE fighter then (say one with bonus shielding) you'd work out its cost based off the tiny ship cost of 20 (with shielding it might be 22, say).
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Post by Nathan on Dec 1, 2008 18:25:53 GMT -6
i agree we should stick with the SNARL system of recwarring... this charter can also be a treaty between members to not use their space fleets in the atmosphere of a planet, except for troop drop ships.
I'm sure between Ryan and myself we can cobble together a unit price list.
some thoughts:
how do we decide starting points in space wars if we are all based on Micras?
will the MAS need to be a regulatory body for extraplanetary claims?
should we impose a tech limit? (this almost defeats the purpose of this society but do we want nations building Death Stars?)
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Post by Amir Shervanis on Dec 1, 2008 21:52:30 GMT -6
I agree with SNARL as well. Although I'll need a copy of the rules if someone can link me please. As for starting points: We can use the Hurmu Gate. I'm planning on having my "home base" for Universalis on Micras and a colony on Aura once she's up and running. So you could potentially "blockade" my home base so that I have to launch from Aura. Although that doesn't solve all the problems, it gives a basis. Plus we could use the dead Giess system. Giess went Ceti Alpha V and died and the system is a dead husk, so we could launch from there. My old space station Vi'Ix was also located in another system. Once we start mapping things out we can have a few "sister" systems to utilize. I'd assume we would vest some power in the MAS in that regard. Although we should probably have a mini-council for that so people don't whine. How do you impose a tech limit on sci fi? Can't we just regulate things on a case-by-case basis to keep people from godmodding?
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Post by andreasthewise on Dec 1, 2008 22:48:13 GMT -6
SNARL I'm not sure where the latest rules are. Anunia is here (you may have missed Anunia's writing, Ryan. It was intended to upgrade SNARL, and clarify all the ambiguities SNARL had left. Skip most of it - Section IV (Forces) is most relevant to our discussion). I like the idea of having several minor places we can put colonies on. We could have MAS approve it (though we'd definitely need a council - at this point MAS is just Spangle, and as good as he is, we don't want to put all the power in the hands of one person). Ryan, how do you think GSOS would react to it being run through MAS? I guess it'd depend if they adopt the MAS universe or not (which, once Bill's done, should look pretty awesome). I assume colonies would just be on a location basis - like "you have a colony on this planet" - we wouldn't map where on the planet or anything. Tech limit - Anunia/SNARL is good in the regard that anything too powerful is going to cost an awful lot (for example, a nuke capable of wiping out entire armies would cost 25000 +, so it's impractical to use them in normal Anunia/SNARL. A death star would cost 10 times more than an Imperial Destroyer, and so would be so expensive it's almost not worth it. If you'd rather avoid bad scenarios before they occur however, you could just say certain things aren't appropriate to use unless previously agreed on (like Anunia doesn't use Nukes, Biological weapons, Magic etc unless agreed on). You may also want to clarify that magic is not allowed to be mixed with technology for this charter - otherwise, believe me, Tokians and Novans will (it's not that our magic is unfair, we've spent some time developing a fair magic system to interact with modern military, just can be confusing for those not expecting it). Finally, you could appoint an official judge of this, and non-standard technology would have to approved by him ... though that relies on finding someone with the time and knowledge who wouldn't want to participate themselves ...
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Post by Nathan on Dec 2, 2008 0:35:45 GMT -6
perhaps to reduce staffing needs, any questionable technologies can be voted on by the members of the chartered society before such recwars take place. if no one thinks a Doomsday Machine is any fun to fight then they would just vote it a non-combat status.
however this would limit the element of surprising the enemy with said Doomsday Machine... coz then we would all know to just carry a spare derelict spaceship around with us....
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Post by andreasthewise on Dec 2, 2008 2:47:28 GMT -6
Well, that's the toss up. Either you can have surprising secret moves (and need a judge) or you can have no permanent judge, but have no surprising technology.
It also depends on how many members we have (Novatainia's certainly interested, and Toketi and Shireroth will probably join too)
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Post by Amir Shervanis on Dec 2, 2008 6:36:10 GMT -6
The "Force" is somewhat magical in nature. I don't see why we can't have a little bit of magic. Vulcans look like Elves anyways. I don't think the GSOS will have a problem with working with the MAS. As I've said, it's a way to bring two separate groups together without an all-out merger. Which will work out better in the long run, I think. As for costs - why not just replace the names and descriptions for units in the present charter with new ones but keep the prices the same? Or, do the same as above but increase the costs across the board x10 or something. I only say this because the current system is well-tested and properly tiered, and any new pricing will have to be rebalanced. Also, as far as death stars and nukes go, I'm totally for banning those outright. Logistically speaking there is only so much we can build, and that is beyond the capabilities of any of us. I think we should max out the size/power of a vessel at the equivalent of an Imperial Star Destroyer. And I do have other maps I was designing for other planets. Desert worlds and such. I don't see why we can't map them. My MS Paint maps are simple enough for us to work with.
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Post by andreasthewise on Dec 2, 2008 16:02:20 GMT -6
I'm marginally confused ... I thought you said above you were against a map? Either way.
Replacing costs in principle doesn't work - costs are meant to be based on strength. However, if we pick a basic list of vehicle types, its not too hard to keep them within the same range as the current charter (like Infantry at 1, Tie Fighters at 10-20, next level at 100, next 1000, then 2000, Destroyers at 5000). Really, strength is a lot based on perception, so if people go into a battle thinking an Imperial Destroyer is worth 500 Tie Fighters, they'll ask for damages accordingly and it *should* work. If not, we just adjust it after the first war.
As for magic, I'll bring NCM over when Bayen's finished his update.
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Post by Emperor Konrad on Dec 2, 2008 22:05:37 GMT -6
In many ways i think magic should be excluded, however are we going for more 'future space wars' eg, 500 years time or science fiction.
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Post by Amir Shervanis on Dec 4, 2008 7:39:33 GMT -6
I'm marginally confused ... I thought you said above you were against a map? Either way. I thought you were talking about star maps. Since we already have a star map, I didn't think we should make another (conflicting) one. Not with planetary maps though. Of course, if we start setting planets down in stone as far as mapping is concerned, that will offer less exploration opportunities for future microgenerations.
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