Aurora 4x

Community Games => 7 Dictators => Topic started by: Maharava on March 20, 2013, 08:57:34 PM

Title: 7 Dictators Community Game
Post by: Maharava on March 20, 2013, 08:57:34 PM
First off, if there's a better place to put this thread, please move it :)

The 7 Dictators

This is a community game I'm wanting to start. Earth rules a half dozen Sectors, each containing several systems and at least one Human-colonised planet. Each Sector is defended by an Admiral (a player) and ruled by a Governor (at the moment, an NPC). Each Admiral has the ability to requisition ships, naval shipyards and create new designs as they see fit, but may not dictate expansion, commercial industries or research. An Admiral may subdivide their Fleet into Taskgroups and hand a Taskgroup over to a Sub-Admiral (NPC or Player). A seventh player, the president (title can be changed) is charged with running the Empire and keeping everyone in line
The idea behind this game is that Earth is powerful, our technology great and there is nothing to stand in our way. And what do humans do when we're bored? Wreck the place. Admirals may pretty much do as they please but, as this is meant to be a heavy-RP game, try to keep your actions in character (for example, it's highly doubtful a new Admiral would turn around and try to attack Earth on his first day). Admirals are all considered equals and will rule the Earth Defenses as a council should the Invaders ever return: having said that, the Admiral of Earth Sector has a certain amount of prestige attached to it.

As the game gets under way, I'll allow player-controlled civilians so alliances could be formed between planets and Admirals but I'd rather get the game up and running first. Admirals can give orders for six-month increments as well as a 'standing order' - a set of orders for what should happen if the Admiral can't be reached. Admirals are tasked with defense, putting down rebellions, exploring, defending shipping lanes etc. If a big event happens (like an NPR attacks) I'll immediately ask what the Admirals wish to do (via this thread).
Combat will be resolved according to a set of orders the Admirals involved give at the start of the battle. I'm not double-checking orders for every 5 second interval, for obvious reasons.
Once every 2 years in-game, the Admirals will 'convene a meeting' to discuss the state of the Sectors. Sectors can be expanded, reduced or the Admiral replaced entirely as a result of this meeting.

Some ideas about this game
Admirals are strongly encouraged to form alliances with or against each other. The more habitable planets an Admiral has in his/her Sector, the more powerful the Admiral.
Ships and Taskgroups can, naturally, be transferred between Admirals (perhaps as a bribe...?) Admirals can promote or de-promote any Officer in their sector, whether player or NPC.
Though Admirals can't directly influence planetary governments, having high-mineral or high-population systems in your sector will greatly boost your fleet capability.
You may explore and claim new systems so long as the new system fits within your sector. I'll update the exact radius of the sector commands when I create the game itself.
This game has been concoted with RP'ers in mind. it's meant to be played out over many in-game years, perhaps culminating in a massive civil war.

So I'd like to know if anyone would be interested and any thoughts you have ('That rule makes no sense, Maharava! YOU CRAZY >:[]') I'm considering halving the number of Admirals, but that'll depend on how many people want to try this.

Thoughts?
 
Title: Re: Twelve Admirals Community Game
Post by: Conscript Gary on March 20, 2013, 11:05:08 PM
So players will only be handling the military and politick aspects of the game? Leaving you to manage all of the industrial management and research that would bog down and make a 12-faction game impossible logistically, yes?
That would certainly move the idea into the realm of the plausible, though it might be too far to the 'players don't have enough to do' end of things. It would take relatively frequent SM updates to maintain momentum in this case, I think.
Title: Re: Twelve Admirals Community Game
Post by: Maharava on March 20, 2013, 11:07:46 PM
So players will only be handling the military and politick aspects of the game? Leaving you to manage all of the industrial management and research that would bog down and make a 12-faction game impossible logistically, yes?
That would certainly move the idea into the realm of the plausible, though it might be too far to the 'players don't have enough to do' end of things. It would take relatively frequent SM updates to maintain momentum in this case, I think.

That's pretty much what I was going for. If players controlled every detail the game would go nowhere.
As for running out of things to do, I'd rather (personally) have that as a possibility as opposed to 'Took us three months to has out the next game day, who's up for working out Tuesday?'. However, i figure players will find things to do by backstabbing each other. Or I'll turn Invaders on. one of the two XD
Title: Re: Twelve Admirals Community Game
Post by: Panopticon on March 20, 2013, 11:11:06 PM
I'd be down, sounds like something I could actually manage to find attention for.
Title: Re: Twelve Admirals Community Game
Post by: Gidoran on March 21, 2013, 12:55:22 AM
I'd be interested in this, it seems pretty interesting. Will each admiral be allowed to make his own naval doctrine? I could see some fun negotiations between friendly sectors regarding standardization to permit the transfer of parts and sharing ammunition.
Title: Re: Twelve Admirals Community Game
Post by: dgibso29 on March 21, 2013, 03:46:54 AM
I'm certainly in. Since my handle is already Admiral, chalk me down as (Rear?) Admiral Dan(iel) Gibson. RP wooh! Always enjoyed the rank Rear Admiral - Obviously not the highest guy, but, hey! I can always work my way up to Vice!

Interested to see where this goes!

I assume that, as we can create our own designs, each player can indeed create and enact his own fleet doctrine?
Title: Re: Twelve Admirals Community Game
Post by: Maharava on March 21, 2013, 04:38:35 AM
Define 'doctrine' for me, just so we make sure we're on the same page (don't want a miscommunication to screw this over). You can design your own ships with components that I (or later, players) research and can design your own fleet, so separate Sectors will have very different fleets and ammunition, which would make sharing missiles interesting (I'm guessing that's what you mean by doctrine?). Could make life very interesting if/when two Admirals have to work together against an NPR

"What do you mean you don't have point defense?"
"I don't have enough fuel for your damn fighters! Who uses inefficient crap like that?"
"Your thermal signature is massive! What the hell is wrong with you?"
"Shields but no armour? And you want to defend? Moron!"
Title: Re: Twelve Admirals Community Game
Post by: Gidoran on March 21, 2013, 07:16:23 AM
Define 'doctrine' for me, just so we make sure we're on the same page (don't want a miscommunication to screw this over). You can design your own ships with components that I (or later, players) research and can design your own fleet, so separate Sectors will have very different fleets and ammunition, which would make sharing missiles interesting (I'm guessing that's what you mean by doctrine?). Could make life very interesting if/when two Admirals have to work together against an NPR

"What do you mean you don't have point defense?"
"I don't have enough fuel for your damn fighters! Who uses inefficient crap like that?"
"Your thermal signature is massive! What the hell is wrong with you?"
"Shields but no armour? And you want to defend? Moron!"

That was pretty much what I was thinking of, yeah. What weapons, how fast, etc. So that's excellent. I apologize in advance for the things I'm going to have you build.
Title: Re: Twelve Admirals Community Game
Post by: 3_14159 on March 21, 2013, 09:18:24 AM
I'd be interested in that, too.

Idea: Let Admirals form committees like the a weapon research board, or the earth defence board. That being prestigious posts that can actually influence the civilian side, too, for example by 'suggesting' research directions, or similar things.
Title: Re: Twelve Admirals Community Game
Post by: Erik L on March 21, 2013, 09:30:57 AM
Decide what is a military tech, and what are civilian techs. Allow your admirals to guide the military techs, but not the civilian techs.
Title: Re: Twelve Admirals Community Game
Post by: Shininglight on March 21, 2013, 02:50:22 PM
I'm in, i may not be able to play the game on my mac, but there's a desktop i my house i can use to play every now and then.
Title: Re: Twelve Admirals Community Game
Post by: Maharava on March 21, 2013, 06:16:32 PM
Decide what is a military tech, and what are civilian techs. Allow your admirals to guide the military techs, but not the civilian techs.

That's a good idea.


I'd be interested in that, too.

Idea: Let Admirals form committees like the a weapon research board, or the earth defence board. That being prestigious posts that can actually influence the civilian side, too, for example by 'suggesting' research directions, or similar things.

Only problem with that is that if the Admirals get too much say in how the game is run, it may slow it right down. obviously they are free to discuss and plan things amongst themselves and ask the civilians to do things, but i might just do like a 6-sided die roll to see if the civilians listen or something. Certainly worth thinking about.

Having thought some more, perhaps we should make it 6 Admirals with all other players separate members of the Military so that players will be more, ah, 'encouraged' to backstab each other. A cunning Rear Admiral in Sector II could promise ships to other Admirals in return for them sacking the current Sector II Admiral at the bi-annual meeting, allowing them to take over. Thoughts on that?
Title: Re: Twelve Admirals Community Game
Post by: icecoldblood on March 22, 2013, 12:10:20 AM
I think it would be nice to add a player controlled civilian President to this game. He would dictate production and research priorities, and have the power to override admirals or even order the arrest of one. He would need to keep at least half the admirals happy, otherwise he could be ousted. He main job RP-wise would be to rein in the Admirals, reduce tension between them or at least ensure their quarrels don't affect the overall empire. He would also be the one to influence the resources and power given to each sector and Admiral, possibly using this to weaken Admirals who are against him and his decisions and to bolster those who are loyal to him.
 
I think this would help with the politics in the game, making Admirals think carefully before supporting or opposing policies or secretly plotting to undermine one another.
Title: Re: Twelve Admirals Community Game
Post by: Maharava on March 22, 2013, 12:44:05 AM
I think it would be nice to add a player controlled civilian President to this game. He would dictate production and research priorities, and have the power to override admirals or even order the arrest of one. He would need to keep at least half the admirals happy, otherwise he could be ousted. He main job RP-wise would be to rein in the Admirals, reduce tension between them or at least ensure their quarrels don't affect the overall empire. He would also be the one to influence the resources and power given to each sector and Admiral, possibly using this to weaken Admirals who are against him and his decisions and to bolster those who are loyal to him.
 
I think this would help with the politics in the game, making Admirals think carefully before supporting or opposing policies or secretly plotting to undermine one another.

While I like the idea of someone to reign them in, I worry that having a pleyr who controls the production etc. will slow down the game too much. As it stands, I'd just do generic, basic expansion, but if I'm having to wait on 6 admirals orders and a presidents orders, things could get too slow
Title: Re: Twelve Admirals Community Game
Post by: icecoldblood on March 22, 2013, 04:28:09 AM
While I like the idea of someone to reign them in, I worry that having a pleyr who controls the production etc. will slow down the game too much. As it stands, I'd just do generic, basic expansion, but if I'm having to wait on 6 admirals orders and a presidents orders, things could get too slow

My idea is not to have the president control production and research directly, but rather issue policy indicating where it should go next, while the SM will try to follow those plans. e.g. "Planetary Defense Act of 2030 - To design and deploy the next generation of planetary defences, both on the ground and in orbit". The SM would then decide and appropriately queue research and production to (attempt to) meet this policy. The way a policy will be implemented is decided by the SM and maybe some consultations with the Admirals. Basically the President does not actually play, but rather influences the game. It might seem that his power would be somewhat weak without direct control though, but then that's how it works in real life as well  ;D.
Title: Re: Twelve Admirals Community Game
Post by: Maharava on March 22, 2013, 04:42:02 AM
Hmmm...I see where youre going, that's sort of how I was thinking the Admirals would work. Give orders and let the underlings (me) work out the details. So 6 Admirals, one President and all other players are lackeys trying to nail a top job. What does everyone think, before I start writing the definite rules?
Title: Re: Twelve Admirals Community Game
Post by: MagusXIX on March 22, 2013, 06:45:35 AM
I like the idea of sector governors better than sector admirals.  Admirals would have a strict heirarchy in any military setting, and any sort of shenanigans really would be brought to a quick halt with offending admirals being stripped of rank and tossed in a brig (or tried with treason, depending on the crimes.)

But with governors ... civilians ... the politicking can get interesting.  I'm imagining a "12 clans of Humanity" sort of game.  Governors would set the tone and pace for their sector, issuing policies and giving general orders.  "Colonize this moon but not that one."  "Our fleet needs to be fuel efficient, we can't afford excessive speeds."  "We will/will not support the President of the 12 clans in his decision."

I would totally be on board for a game like that.  Wouldn't want to play just as an admiral, though.  Leave the minutiae of battles to underlings (SM.)

EDIT: For clarity, it would have to be a loose alliance between the 12 clans.  The ultimate scope of the power of the presidential body (the unifying force) and the strength of their federal military would determine how much leeway the individual clans with their individual militaries have for politicking.  A strong federal government means weaker clans, and a weaker federal government means stronger clans (but more mayhem and infighting.)

EDIT 2: Transcripts of a periodic summit between all of the sector governors and the president would make for great fiction fodder.
Title: Re: Twelve Admirals Community Game
Post by: Panopticon on March 22, 2013, 02:49:03 PM
That could even be arranged with an in character series of IMs, might be pretty fun.
Title: Re: Twelve Admirals Community Game
Post by: Maharava on March 22, 2013, 04:58:04 PM
I like the idea of sector governors better than sector admirals.  Admirals would have a strict heirarchy in any military setting, and any sort of shenanigans really would be brought to a quick halt with offending admirals being stripped of rank and tossed in a brig (or tried with treason, depending on the crimes.)

Not necessarily. The idea behind this is they're more Military Dictators (almost) and all equal - the President (if there was one) couldn't just fire an Admiral, unless s/he had a majority (i.e., the President and 3 other Admirals all voted to sack). Having it military based also gives a wonderful level of espionage - that new Rear Admiral, can you really give him one of the new ships? Or will he just give the design to your rival Admiral? If an NPR rocks up, an Admiral could even pretend to send forces to aid his rival Admiral, whilst only sending old, obsolete vessels. They can weaken each other in ways planetary governors can't.

I've begun writing the first draft of the final rules, and have settles on 6 Admirals and a President - much easier to fill 7 spots than 13, and, of course, as many underlings as we can get to play
Title: Re: Twelve Admirals Community Game
Post by: Gidoran on March 23, 2013, 03:41:37 AM
Not necessarily. The idea behind this is they're more Military Dictators (almost) and all equal - the President (if there was one) couldn't just fire an Admiral, unless s/he had a majority (i.e., the President and 3 other Admirals all voted to sack). Having it military based also gives a wonderful level of espionage - that new Rear Admiral, can you really give him one of the new ships? Or will he just give the design to your rival Admiral? If an NPR rocks up, an Admiral could even pretend to send forces to aid his rival Admiral, whilst only sending old, obsolete vessels. They can weaken each other in ways planetary governors can't.

I've begun writing the first draft of the final rules, and have settles on 6 Admirals and a President - much easier to fill 7 spots than 13, and, of course, as many underlings as we can get to play

This sounds a little bit like the Office of Frontier Security from the Honorverse. Individual governors have a ridiculous amount of power within their own environment, and while they can find themselves yanked out, it really takes a lot to get to that point. You might want to choose a different title for President, though, if the President's more 'first amongst equals' than a true head of state and commander in chief. You could also make it be that the title of First Admiral or whatever you choose can be passed if the other admirals have a vote of no confidence.
Title: Re: Twelve Admirals Community Game
Post by: Maharava on March 23, 2013, 03:50:14 AM
Alright, taking names for the first 6 Admirals and the Civilian Administrator (You can pick your own title, I like Hegemon). First in best dressed. I'm planning on having the rules up tomorrow (and I'm happy to change rules if people want them changed) and to start the game the day after (this will be a loooooong SM set up XD).
Title: Re: Twelve Admirals Community Game
Post by: MagusXIX on March 23, 2013, 04:38:17 AM
The setup reminds me of ancient Japan.  Granted there is no emperor in this setup, but there is a Shogun with several Daimyo warrior-lords vying for power beneath him.  Everyone is nominally loyal to the heirarchy, but power is power and how much a Daimyo has can determine just how loyal he really has to be when it counts.

Any such names would work.  Emperor and Kings,  Shogun and Daimyo,  King and Barons ... what we're talking about here is essentially a feudal system in space.  Awesome.

One important thing to consider is where or not the leader (Hegemon, Emperor, King, President, whatever you choose to call it) actually has a territory-holding title beyond his administrative buildings.  If the primary leader actually controls Sol or even the surrounding sector itself, the story would be very different than if the title only granted whatever administrative and military complexes were necessary to fulfill the role of keeping everyone together in an alliance (and is therefore constrained to relying on income/supplies in the form of taxation of his vassals.)
Title: Re: Twelve Admirals Community Game
Post by: Panopticon on March 23, 2013, 01:25:15 PM
If I am first in I would like to toss my name in for supreme dictator or whatever, if not then I'll take an admiral slot.
Title: Re: Twelve Admirals Community Game
Post by: Maharava on March 23, 2013, 05:54:07 PM
The setup reminds me of ancient Japan.  Granted there is no emperor in this setup, but there is a Shogun with several Daimyo warrior-lords vying for power beneath him.  Everyone is nominally loyal to the heirarchy, but power is power and how much a Daimyo has can determine just how loyal he really has to be when it counts.

Any such names would work.  Emperor and Kings,  Shogun and Daimyo,  King and Barons ... what we're talking about here is essentially a feudal system in space.  Awesome.

One important thing to consider is where or not the leader (Hegemon, Emperor, King, President, whatever you choose to call it) actually has a territory-holding title beyond his administrative buildings.  If the primary leader actually controls Sol or even the surrounding sector itself, the story would be very different than if the title only granted whatever administrative and military complexes were necessary to fulfill the role of keeping everyone together in an alliance (and is therefore constrained to relying on income/supplies in the form of taxation of his vassals.)

He doesn't start with territory per se, but that doesn't mean he can't get some.

And now it's been described as Feudal in Space, the basic rank system is now Serf XD

We have one for President - Panopticon. Change the title if you wish
Title: Re: 7 Dictators Community Game
Post by: icecoldblood on March 23, 2013, 10:58:34 PM
I put my name in for Director of Internal Security under the Office of the President aka seeing what the admirals don't want the president to see. Setting up my network of informers will be fun.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 23, 2013, 11:05:58 PM
I'd like to go in as an admiral. A repeat i know but with the new positions being added i figured it may be a good idea to specifically state what i hoped to go for.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 23, 2013, 11:17:11 PM
I put my name in for Director of Internal Security under the Office of the President aka seeing what the admirals don't want the president to see. Setting up my network of informers will be fun.

I see where you're going and I like it, but I think to start with we should avoid extra civilian players, just to see how well the game runs etc. if that's alright. Why not be an Admiral and just be loyal to the President? Still get to do what you want, PLUS make stealth ships XD

EDIT
For those who have previously stated they want a character, please repeat yourself like Shininglight has. Now that rules etc have been fleshed out a bit, I just want confrmation of who wants what. Also tell me details for your character
Title: Re: 7 Dictators Community Game
Post by: icecoldblood on March 24, 2013, 02:10:22 AM
Ah well then, I would like an Admiral spot. I'm going to start writing some backstory soon. My character will be formerly military intelligence, has family on Earth(and thus supportive of the federal govt) and prefers *ahem* clandestine methods.
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 24, 2013, 03:00:07 AM
I'll catch me a spot, too. AI Overlord sector may begin!

Question: Will you upload the starting game state for us to view? Like a 'until here, the old freedom of information act still was in place, so you'll get to know everything'?

And, is there additional information available about the sectors (like 'here're more minerals' or something), or at least a system map screenshot?

Last idea: Similar to Steve's transnewtonian game, why not make all PDC bases 'invisible' until they're activated? That would make them a bit more surprising.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 24, 2013, 03:06:02 AM
Sure I can do that. Use it as your 'simulator'. Generally I won't give exactly numbers for minerals etc, mainly because trying to track down the minerals of a sector will take me a day per system, but I will upload screenshots and some basic stuff - an Admiral doesn't know how much steel the navy has, he simply wants more ships.

Last idea's a good idea but I don't know how realistic it is. I mean, you can deny Buckingham Palace all you want, but someone's going to see it. But Admirals won't know what each others PDC's have.

Oh man, decoy PDC's, equipped with nothing at all, just there to scare the others....heh he he.
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 24, 2013, 03:21:42 AM
If there's still a slot for Admirals, I'll toss my hat in. Mikhail Mikoyan will serve with honor and distinction. And highly accurate missile fire.

Edit: Forgot to include this, if I can call dibs on a sector, totally taking Epsilon Indi.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 24, 2013, 03:34:25 AM
You've got it!
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on March 24, 2013, 06:03:15 AM
I'll take a spot as well.  Sirius, or the Capital sector, if they're still available?

I will be unavailable from this Monday through Friday, though.  I hope that's not too much of a problem?  I can leave standing orders ASAP, though.  
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 24, 2013, 06:13:29 AM
Standing orders will do perfectly. Post them in Players or, if they're secret, PM me. You can take Sirius, and just let me know your Admirals name ASAP
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 24, 2013, 09:06:47 AM
What the heck. :) Pop me in for a spot.

It looks like the systems are very similar, so whichever has the most known JPs.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 24, 2013, 09:17:44 AM
Most only have 2, apart from Sol and Proxima (sol has 5 and Proxima just 1 (other than the one to Sol)) So I'll just give you Barnards Star if thats okay?

EDIT

ALL Admiral Spots are filled! More players welcome, you get to be lackeys (or highly-paid minions, if you prefer). Having lower-ranked players adds a WHOLE new level of backstabbery and roleplay
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 24, 2013, 10:07:23 AM
Sounds fine. :)
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on March 24, 2013, 12:16:31 PM
Two long days at work and I lose out on my Admiral spot :(
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on March 24, 2013, 12:22:53 PM
In the spirit of this new community game, I will be reading The Romance of the Three Kingdoms (for the first time!)  Anyone else interested in reading it can find it here:  http://www.threekingdoms.com/ (http://www.threekingdoms.com/)
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 24, 2013, 01:05:24 PM
Two long days at work and I lose out on my Admiral spot :(

You're welcome to serve in the Epsilon Indi sector as one of my subordinates. I could use a good right hand.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on March 24, 2013, 01:51:03 PM
I'd like to throw my hat in too as a lackey or subordinate or Vice Admiral.  This looks quite interesting and I hope I have the opportunity to participate! If anyone will have me. 
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on March 24, 2013, 02:57:25 PM
You're on, Gidoran. Together we shall serve to protect Epsilon Indi and steer her toward a brighter future.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 24, 2013, 03:46:55 PM
I was hoping i could have either the: Sirius sector, proxima sector, or the Barnie's star if they are still open and in that order of want.
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 24, 2013, 04:45:01 PM
I'd like to take the system with the most sorium resources. After all, defending strategic quantities of fuel would be quite a nice strategical objective.

Other than that, to celebrate the cooperation and peaceful collaboration between the admirals, I'll make the designs I make public - for now, that's just a geosurvey scout, though. Jump-capable, with a crew endurance of twenty years and half of that fuel endurance, the Geologist class will be able to reach all systems through jump points - but only cleared systems will be save, because it's basically just a purpose-built class. You could call it the 'fire and forget geo survey', too.

Code: [Select]
Geologist class Geological Survey Vessel    6,000 tons     64 Crew     699 BP      TCS 120  TH 240  EM 0
2000 km/s    JR 1-25(C)     Armour 1-29     Shields 0-0     Sensors 1/1/0/3     Damage Control Rating 1     PPV 0
MSP 73    Max Repair 100 MSP
Intended Deployment Time: 240 months    Spare Berths 0   
JC6K 1000t Commercial Jump Drive     Max Ship Size 6000 tons    Distance 25k km     Squadron Size 1
240 EP Commercial Ion Drive (1)    Power 240    Fuel Use 8.49%    Signature 240    Exp 5%
Fuel Capacity 1,600,000 Litres    Range 565.4 billion km   (3271 days at full power)
Geological Survey Sensors (3)   3 Survey Points Per Hour
This design is classed as a Commercial Vessel for maintenance purposes
As for research priorities, I've got three in mind: Box launchers, fuel efficiency (because we're lacking so much there) and the engine max power modifier.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 24, 2013, 06:05:17 PM
Two long days at work and I lose out on my Admiral spot :(

Sorry man :( I thought it only fair I got everyone to name themselves again after the proper rules were posted. The pressure is now on for you to help create a political coup that removes a different Admiral, possibly giving you the job XD

I'd like to take the system with the most sorium resources. After all, defending strategic quantities of fuel would be quite a nice strategical objective.

Other than that, to celebrate the cooperation and peaceful collaboration between the admirals, I'll make the designs I make public - for now, that's just a geosurvey scout, though. Jump-capable, with a crew endurance of twenty years and half of that fuel endurance, the Geologist class will be able to reach all systems through jump points - but only cleared systems will be save, because it's basically just a purpose-built class. You could call it the 'fire and forget geo survey', too.

Code: [Select]
Geologist class Geological Survey Vessel    6,000 tons     64 Crew     699 BP      TCS 120  TH 240  EM 0
2000 km/s    JR 1-25(C)     Armour 1-29     Shields 0-0     Sensors 1/1/0/3     Damage Control Rating 1     PPV 0
MSP 73    Max Repair 100 MSP
Intended Deployment Time: 240 months    Spare Berths 0   
JC6K 1000t Commercial Jump Drive     Max Ship Size 6000 tons    Distance 25k km     Squadron Size 1
240 EP Commercial Ion Drive (1)    Power 240    Fuel Use 8.49%    Signature 240    Exp 5%
Fuel Capacity 1,600,000 Litres    Range 565.4 billion km   (3271 days at full power)
Geological Survey Sensors (3)   3 Survey Points Per Hour
This design is classed as a Commercial Vessel for maintenance purposes
As for research priorities, I've got three in mind: Box launchers, fuel efficiency (because we're lacking so much there) and the engine max power modifier.

With your permission (since I haven't gotten around to it), I'll make the the Empire standard and start mass-producing?

I was hoping i could have either the: Sirius sector, proxima sector, or the Barnie's star if they are still open and in that order of want.

You got Proxima, Shining

And have you guys looked at the research? That was random, I didn't pick them, but this game hates energy weapons XD
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 24, 2013, 06:45:51 PM
Sweet, uber defendable position, only 1 jp in proxima right? Besides the one to sol yes?
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 24, 2013, 06:50:15 PM
Sweet, uber defendable position, only 1 jp in proxima right? Besides the one to sol yes?

That's right, I've nicknamed Proxima and Barnards Star 'The Gates to Sol' cos they each only have two JP's. Obviously all the other sectors link to Sol, but these two, with single foreign JP's really put me in mind of gates.

What do you want your Admiral to be called?
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on March 24, 2013, 06:54:14 PM
Did you upload the file somewhere?

Also, those are some crazy techs for railguns and gauss cannons.  Given only ion drive tech, it won't be too hard to shoot down any incoming missiles. 
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 24, 2013, 07:00:11 PM
My admiral's name is Damien James Winter, He's adressed as Admiral James. Also Cripes would you be interested in becoming my second? I'm sure i could find a nice Vice Admiral position for you.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 24, 2013, 07:31:39 PM
I'll upload it tonight, give the other Admirals a chance to name themselves. This will be the ONLY upload of the game I do, because after this, any upload will have the Admirals ships, designs etc. in it, so save this one and use it as your Simulator (SM in techs, designs etc.)
Title: Re: 7 Dictators Community Game
Post by: interstellarshadow on March 24, 2013, 09:05:07 PM
I would be willing to be someone's advisor or something like that.  I won't be privy to the fine data of the military situation (meaning I won't open the save file) but I could be an advisor that would be informed by the forum, and by what the admiral I work for tells me.  (Later, I might become less than reliable, based on how willing the players are for that to happen, but for now, I will be true. )
Title: Re: 7 Dictators Community Game
Post by: icecoldblood on March 25, 2013, 12:50:46 AM
A quick question how are we handling civilian contracts and subsidies?
I would be willing to be someone's advisor or something like that.  I won't be privy to the fine data of the military situation (meaning I won't open the save file) but I could be an advisor that would be informed by the forum, and by what the admiral I work for tells me.  (Later, I might become less than reliable, based on how willing the players are for that to happen, but for now, I will be true. )
If you have experience with stealth and are loyal to the Federation, I'll take you on as my Vice Admiral.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 25, 2013, 02:06:12 AM
A quick question how are we handling civilian contracts and subsidies?

I'll handle that as simply as possible. Admirals just need to worry about fleets and expansion of surveyed territory, I'll handle the civilian expansion in the most generic way possible unless the President gives me a policy
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 25, 2013, 04:40:54 AM
You have SEVEN (7) Days from the date of this post until it auto-deletes. Let me know if ther's an issue or if I've forgotten something in the game

http://www.fileconvoy.com/dfl.php?id=g8047c7c7d2c368e7999251550d88233fb39c20153
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 25, 2013, 05:04:08 AM
Not sure if it's due to me, but I can't open the database file.
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 25, 2013, 05:35:15 AM
Not sure if it's due to me, but I can't open the database file.

I was also unable to open the database file; When I get back to my desktop I will go ahead and give the specific error.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 25, 2013, 05:43:25 AM
Hmmm...is there something specific I need to do? Or can I just upload the database stevefire.mdb?
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 25, 2013, 05:50:34 AM
That should be the case, yes. Simply Stevefire should suffice. If not, try packing the complete folder in a single .zip/.rar file
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 25, 2013, 06:23:27 AM
I was also unable to open the database file; When I get back to my desktop I will go ahead and give the specific error.

This is the specific error I get when trying to open the file.

Code: [Select]
Error in Form Load
Error 3343 was generated by DAO.Workspace
Unrecognized database format 'C:\Aurora\6.2\Stevefire.mdb'.
Please report to http://aurora2.pentarch.org/index.phb/board,11.0.html

I'd say go ahead and just zip the entire folder and upload that instead, and we'll see if that works any better.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 25, 2013, 06:35:42 AM
Try this link, if it doesn't work I'll look at it in the morning (9.30pm here)

http://www.fileconvoy.com/dfl.php?id=g2a8611e9f01277bd999251655561c884ba4e7dce3

That's the ENTIRE file, Aurora included
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 25, 2013, 06:40:22 AM
Try this link, if it doesn't work I'll look at it in the morning (9.30pm here)

http://www.fileconvoy.com/dfl.php?id=g2a8611e9f01277bd999251655561c884ba4e7dce3

That's the ENTIRE file, Aurora included

Aha, I think it's something about this site that's doing it. Try using Mediafire, dropbox, or the like? When I downloaded that, it just came as 'Aurora' with nothing else, no file type... And trying to convert it to a .zip got me a 'corrupted file' warning.
Title: Re: 7 Dictators Community Game
Post by: interstellarshadow on March 25, 2013, 06:49:06 AM
Quote from: icecoldblood link=topic=5996. msg61695#msg61695 date=1364190646
If you have experience with stealth and are loyal to the Federation, I'll take you on as my Vice Admiral.

Sure!

Title: Re: 7 Dictators Community Game
Post by: icecoldblood on March 25, 2013, 08:14:18 AM
The download isn't working for me too.
Sure!

You're hired. Your duties are helping me deal with the other admirals, helping me with policy and substituting me. Your benefits are free coffee and tea fresh from the fields of Reach(Alpha Centauri A-VII IV).

EDIT:oops, wrong planet.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 25, 2013, 10:04:09 AM
Yeah, try another file host. That one seems to corrupt stuff.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on March 25, 2013, 11:47:45 AM
Anybody need a Vice Admiral? I make a mean pot of coffee.
Title: Re: 7 Dictators Community Game
Post by: interstellarshadow on March 25, 2013, 12:05:33 PM
Quote from: icecoldblood link=topic=5996. msg61722#msg61722 date=1364217258
You're hired.  Your duties are helping me deal with the other admirals, helping me with policy and substituting me.  Your benefits are free coffee and tea fresh from the fields of Reach(Alpha Centauri A-VII IV). 

EDIT:oops, wrong planet.
I'll go with the tea, coffee is barbaric.  Anyways, PM me with any information that you would like my opinion on whenever.  Keep me as in, or out of the loop as you want.  I will be Vice Admiral Steven "Sherlock" Taliette, PHD.
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 25, 2013, 12:10:40 PM
Anybody need a Vice Admiral? I make a mean pot of coffee.

If you want to, I'll take you. I can't promise you any ships right now, but Task Force Alpha would be yours. So, at the moment it's mostly brainstorming and strategies.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on March 25, 2013, 02:55:13 PM
If you want to, I'll take you. I can't promise you any ships right now, but Task Force Alpha would be yours. So, at the moment it's mostly brainstorming and strategies.

Excellent. I'm your man!

If Maharava is taking names for Vice Admirals, could I go with Saburo Sato? Otherwise, just give me whichever characters is available.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 25, 2013, 04:49:47 PM
I most certainly am but I have like 1 minute online atm. Please PM me the Vice Admiral and who they're attached to so I can update after work
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 25, 2013, 04:51:25 PM
Cripes i already offered u a spot
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on March 25, 2013, 04:58:00 PM
Cripes i already offered u a spot

I'm sorry, I completely missed that in your post! However, I feel that I cannot step down from Capital Sector, having already accepted that position.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 25, 2013, 05:04:30 PM
http://www.mediafire.com/?kzvb41iecn1dd48

Try THAT! XD
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on March 25, 2013, 05:22:41 PM
I've got it and it's working. Awesome! Although I believe that Epsilon Endi is missing tracking stations.

EDIT: Unless you weren't going for completely even starts. I'm not sure how you wanted to setup the game.
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 25, 2013, 05:40:00 PM
Got it too, and working too. I'll post more definite things tomorrow.

For now, though, an announcement: Since Sol seems to have the most shipyards, I'll make some of them available for your constructions. More on that tomorrow, too.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 25, 2013, 05:40:57 PM
Everything was meant to be even except Sol (for obvious reasons) though if I've missed out on some tracking stations, I'll confirm and fix it when I'm home (woooo work internet)
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 25, 2013, 06:11:01 PM
Colonies appear to have no fighter/ordnance production capability. Intentional?

EDIT: Colonies have no protection value, and no garrison. Production is going to drop for a bit at least. Intentional?
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 25, 2013, 07:36:38 PM
That was intentional based on the minor backstory for this setting, however if you guys want I'll happily add them in. I know I forgot Ground Force Training Facilities
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 25, 2013, 08:20:38 PM
The file isn't working, it says that no races have been created and i can't even go into system view.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 25, 2013, 08:31:52 PM
Wellllllll...

My problem isn't really that the colonies don't have those factories. It does reduce design diversity a bit, few colonies are going to want to be dependent on Earth for their fleets to keep functioning. My problem isn't even that Sol has a major advantage. My problem is that Earth could take all five colonies. At once. It would probably be a stalemate due to defensive advantage, but one colony holds a majority of military potential. Any conflict between border admirals has to go through Sol, which just isn't going to let that happen. Sol can't be forced to back down either.

About the only internal military conflict possible is a total war between the colonies and Sol. Since we can't control commercial stuff, the only other thing to do is fight whatever you throw at us. This will be interesting enough to play out anyway, but it's not the game I thought I was getting into. The admirals can't be considered equals with such imbalance in power.

New file is working fine for me btw. Did you get the one from mediafire Shining?
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on March 25, 2013, 08:46:22 PM
You have some good points Nightstar, but I think that was somewhat of the idea. The biggest thing is that Sol can't expand. So it's going to have a huge upperhand in the beginning, but as time moves on, the colonies will grow in strength. This way everyone is forced to stick together at first, but eventually there will be the option of revolting. But I do see your points.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 25, 2013, 09:43:19 PM
Excellent points, Nighstar, but as Cripes said part of the idea is for Sol to be the powerful capital of space at first before declining, and there's no reason for Sol to attack the colonies -yet-. I also think you'll be able to find ways into each others territories via JP's in secondary systems.

Having said that, this is as much your game as mine. I'll give the colonies some Fighter and Ordanace factories when i get home from work. Do you want  me to connect the six colonies by JP's?
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 25, 2013, 11:05:24 PM
Giving the colonies the same mil factories relative to Sol as they have SYs/construction factories makes me happy. :) That puts sol at 3-4 times the mil production of a colony. While that's totally not what I was expecting, it's okay. Six times the production, I'd try to trade up to vice admiral of Sol. It'd be more power.

Connecting the colonies isn't really needed, especially if you'll make other connections pop up over time.
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on March 25, 2013, 11:33:05 PM
Acting as a representative of the Admiralty of Epsilon Indi, I'd like to officially veto the idea of linking the colonies via JPs. The Sol connection will suffice. We also support upping the production capabilities of the colonies.
Regards,
Vice Admiral Gibson
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 26, 2013, 03:20:55 AM
So, all colonies now have 200 Ordnance Factories, 100 Fighter Factories and 10 GFTF. I won't connect via JP's, and I'm going to leave the Shipyards as is for the moment. The Colonies are meant to work up from scratch, essentially, to ensure early-game friendliness but setting the stage for late-game rivalries ('You! You didn't send us that Sorium we desperately needed!'). Also gives the Admirals the chance to grow the Colony the way they want, rather than you all having cloned, ready-to-fight Colonies
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 26, 2013, 04:12:36 AM
Wow, seems like Epsilon Indi kind of got the short end of the stick with regards to minerals, especially compared to Alpha Centauri. But, that's more of a reason to want to grow pretty quickly. And, of course, Harvest probably produces most of the food for you mooks. It's Harvest, after all.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 26, 2013, 04:16:35 AM
Planet minerals were set, everything else was random for both RP and realism reasons. If it gets too bad, and everyone agrees, I'll bump up the minerals, but I reckon you should all work together to expand and get everyone set up first and foremost :)
Title: Re: 7 Dictators Community Game
Post by: icecoldblood on March 26, 2013, 04:29:46 AM
Wow, seems like Epsilon Indi kind of got the short end of the stick with regards to minerals, especially compared to Alpha Centauri. But, that's more of a reason to want to grow pretty quickly. And, of course, Harvest probably produces most of the food for you mooks. It's Harvest, after all.

While Alpha Centauri has craploads of minerals, Reach itself only has Neutronium and Corundium. The accessibilities on the other planet aren't exactly spectacular either. Its going to take awhile before I can consider Alpha Centauri self-sufficient. Now if those Geosurvey teams can bump up the accessibilities...
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 26, 2013, 04:43:14 AM
While Alpha Centauri has craploads of minerals, Reach itself only has Neutronium and Corundium. The accessibilities on the other planet aren't exactly spectacular either. Its going to take awhile before I can consider Alpha Centauri self-sufficient. Now if those Geosurvey teams can bump up the accessibilities...

You sure? I SM'd Reach (and all colonies) to have 100k of EVERY mineral
Title: Re: 7 Dictators Community Game
Post by: icecoldblood on March 26, 2013, 05:10:01 AM
You sure? I SM'd Reach (and all colonies) to have 100k of EVERY mineral

I meant minerals in the planet, not on the planetary stockpile.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 26, 2013, 05:25:15 AM
Ah. ignore me then :D
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 26, 2013, 11:23:51 AM
Well, as Earth's Admiral I'm of course in favour of everything that makes the game funnier... aham, I mean strengthens the rightful supremacy of earth itself!  ;)

Now, an additional design I've made, made for rescuing the survivors of possible accidents: The Lifeboat lifeboat. I propose stationing one or two on each planet in case of emergencies.

Code: [Select]
Lifeboat class Courier    500 tons     12 Crew     90 BP      TCS 10  TH 90  EM 0
9000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 22.9 Years     MSP 112    AFR 2%    IFR 0%    1YR 0    5YR 6    Max Repair 45 MSP
Intended Deployment Time: 4 months    Spare Berths 0   
Cryogenic Berths 200   
90 EP Ion Drive (1)    Power 90    Fuel Use 209.43%    Signature 90    Exp 15%
Fuel Capacity 100,000 Litres    Range 17.2 billion km   (22 days at full power)
This design is classed as a Fighter for production, combat and maintenance purposes

Additionally, two changes: First, set crew training level to five. Crew training is important, I guess.
Second: Quaoar in the lower left sector and an are one billion kilometre in radius is designated military exclusion zone due to trainings and exercises conducted there in the future.
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on March 26, 2013, 12:00:34 PM
And who exactly controls these ships? Earth sector?
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 26, 2013, 01:15:28 PM
I'll control mine, sure. Other than that, I'd say the one who built them, which probably will be you ;-)
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 26, 2013, 01:25:54 PM
So, I was writing a private correspondence just now and I realized something. We haven't actually established which admirals have seniority to whom, and if we're going to just go off the list in the database file... Well, I rank everyone. While I'm okay with this, given that Epsilon Indi is somewhat of the ass end of the colonies, and Sol's admiral is like... Fourth, I think we should probably agree on something regarding this.

Also, the lifeboat's a good idea. I've been designing my ships to maintain some SAR capabilities of their own, but the courier's a good little bird. Now if only we had hangars or at least boat bays to store them in.
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on March 26, 2013, 01:28:39 PM
Now if only we had hangars or at least boat bays
*cough*Maharavahelpusouthere*cough
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on March 26, 2013, 01:32:33 PM
So, I was writing a private correspondence just now and I realized something. We haven't actually established which admirals have seniority to whom, and if we're going to just go off the list in the database file... Well, I rank everyone. While I'm okay with this, given that Epsilon Indi is somewhat of the ass end of the colonies, and Sol's admiral is like... Fourth, I think we should probably agree on something regarding this.

Also, the lifeboat's a good idea. I've been designing my ships to maintain some SAR capabilities of their own, but the courier's a good little bird. Now if only we had hangars or at least boat bays to store them in.

I'm pretty sure the whole idea is that everyone is of equal rank. Thus the meetings between each other at terms end to decide who stays and who goes.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 26, 2013, 03:43:00 PM
You're all equal, else Sol would have to be highest rank and we'd have all sorts of problems. Am I meant to sm in boat bays? Lol
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 26, 2013, 03:53:58 PM
You're all equal, else Sol would have to be highest rank and we'd have all sorts of problems. Am I meant to sm in boat bays? Lol

Well, Boat bays and hangars are fairly quick skills, so as long as we've got SOMEONE with it in the queue (and I think most of us want it), we'll be fine.

Speaking of which, what thread would be most appropriate for listing our public research goals? And actually, an addendum to that, where are we to list the public policies? The Players thread?
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 27, 2013, 03:11:29 AM
Players thread for both of them.
Title: Re: 7 Dictators Community Game
Post by: coco146 on March 27, 2013, 11:44:16 AM
Are you still taking folks as lower ranking officers?
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on March 27, 2013, 11:54:46 AM
Something I was pondering...

What's the standard for communication in this universe? Are we using Steve's instantaneous communications as long as jump gates have been constructed? Can communications be blocked through jump gates if there is an opposing force picketing the gate? Is information going to be limited if someone decides to rebel, and how will it be done?

I would assume that comms would be instantaneous for ease of gameplay, but I wasn't sure about the jump gate questions.
Title: Re: 7 Dictators Community Game
Post by: coco146 on March 27, 2013, 12:08:18 PM
If you wouldn't mind then I would like to be a Vice-Admiral, by the name of Alexej Cernik.
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 27, 2013, 12:14:25 PM
Are you still taking folks as lower ranking officers?

That's up to each individual Admiral, I think; I've got one subordinate whom I'm happy with, I'm afraid.

Something I was pondering...

What's the standard for communication in this universe? Are we using Steve's instantaneous communications as long as jump gates have been constructed? Can communications be blocked through jump gates if there is an opposing force picketing the gate? Is information going to be limited if someone decides to rebel, and how will it be done?

I would assume that comms would be instantaneous for ease of gameplay, but I wasn't sure about the jump gate questions.

I'm assuming the communications I've been doing are "We're all still on Earth before shipping out" or "There are FTL Comm Beacons we can shoot through jump points". This is a good thing to think of, though. Being able to cut off communications between admirals could be an excellent tool for the President.
Title: Re: 7 Dictators Community Game
Post by: coco146 on March 27, 2013, 12:20:40 PM
Ah well, I'll just have my character off the "active list" until somebody needs a right-hand man.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 27, 2013, 04:59:42 PM
Something I was pondering...

What's the standard for communication in this universe? Are we using Steve's instantaneous communications as long as jump gates have been constructed? Can communications be blocked through jump gates if there is an opposing force picketing the gate? Is information going to be limited if someone decides to rebel, and how will it be done?

I would assume that comms would be instantaneous for ease of gameplay, but I wasn't sure about the jump gate questions.

Read the mini-backstory I wrote. Our people have 'warp-holes' (I think I called them that, think Stargates), but if an Admiral goes renegade just shut it down from Sol's side. You will need JP's to communicate instantly between other sectors (i.e., those that aren't the original 6)
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 27, 2013, 06:02:08 PM
Wait, are we to understand that the five Sol JPs do not follow normal JP rules? Sol (President or Admiral?) can destroy the JPs? I don't even want to get into the ridiculously unfair tactics opened up by that. I assumed the story was just using an odd name for JPs.

Also, by "need JPs to communicate instantly" you mean Jump Gates? Did you just mean to say that the six colonies don't need JGs for communication, but any other systems will?

As far as communication goes, I figured any renegades would just be split to their own race, and information handled by the game system. Actually, this raises another question: Right now, can we see what all the ships are doing, or just our own/whatever's publicized?

Without FTL comms, I guess somebody will need to make a jump fighter design to use until JGs are made....
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 27, 2013, 06:16:22 PM
Wait, are we to understand that the five Sol JPs do not follow normal JP rules? Sol (President or Admiral?) can destroy the JPs? I don't even want to get into the ridiculously unfair tactics opened up by that. I assumed the story was just using an odd name for JPs.
As far as I understood, the warp points allow communication without JGs, every other jump point does not. Additionally, by 'shutting down' I believe he referred either to the communication or to a JP blockade.

Also, as an addition: It seems that Sol has all grav survey points unsurveyed.
Title: Re: 7 Dictators Community Game
Post by: Panopticon on March 27, 2013, 06:41:40 PM
General communication from the President:

All Admirals have the authority to form no more than one(1) geo survey team for the purpose of surveying their territory, more teams can be requested pending availability of qualified officers.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 27, 2013, 06:57:44 PM
Mmm.

I suggest the topics here get clearly marked as in/out of character.

Oh, could Banard's Star's planet be named 'Liberty'? And on a totally irrelevant bit, its image changed to O1? Thanks.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 27, 2013, 07:27:05 PM
http://www.mediafire.com/?kzvb41iecn1dd48

Try THAT! XD

it isn't working. the database seems to be blank for some reason so i can't view any colonies or system map screens.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 27, 2013, 08:39:36 PM
Okay, let's get this dealt with so it doesn't keep slowing us down.
Communications. Let's not worry about the science behind it. We have Communication Stones (if you're a Stargate Fan), Telink (Saga of Seven Suns), Ansibels (Enders Game), sub-space Holograms (Star Wars) or whatever you want. Level playing field. If you want to cut off a renegade, just don't talk to them.

If you want to know what another Admiral is doing, you either ask them, follow them with a ship (good luck), put someone on your payroll in their staff or pickup the bits and pieces of information that'll be dropped. That way there's no arguments, no confusion, and eveyone has the same ability.

Shining, I'll see if I can dropbox or something to you when I get home from work tonight.

I'll make a thread for IN-CHARACTER CHAT. Roleplay as much as you want (I'll be disappointed if we don't have at least one Admiral talking as if in an interview lol). All rules or out-of-character chat put here, all game-related stuff (like designs or) or game topics that need to be out of character, put in Players.

Nightstar, PM that name request to me. I'll try to remember, but if i forget there's only a slim chance I'll re-read everything here, if you PM it'll get done.

I think that's everything?
Title: Re: 7 Dictators Community Game
Post by: coco146 on March 28, 2013, 03:01:56 AM
Is there anybody currently willing to take on a vice admiral?
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 28, 2013, 06:13:50 AM
Is there anybody currently willing to take on a vice admiral?

Best bet is Magus mate, hell be back in the next day or so
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 28, 2013, 07:33:28 PM
Is there anybody currently willing to take on a vice admiral?

Join me. I can bake. And cook.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 29, 2013, 03:12:51 AM
Okay, so, update on the Sirius Aliens. They've destroyed all Sirian shipyards and seem to be trying to wipe out the population. There's nothing I can do, since it's March of the first year and we haven't even finished the engine Techs. Admirals? What do we do?
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on March 29, 2013, 03:50:09 AM
I feel like we are DuGalle and Stukov. (http://www.youtube.com/watch?v=EOEGudEoSW4)

That said... We have two options. Either we intervene - SM in some ground troops and kick some alien ass... Or we let them fall. Which hardly seems fair, considering the game only just began... But then again, space is a dangerous place. If I was forced to decide now? I would say intervene in the interests of good gameplay. However, I'd like to have a chance to consult with Gidoran, and I think everyone should be allowed to chime in with their thoughts before we proceed.

And, to be fair, it would be interesting to see a scramble to subjugate the aliens and retake the planet... But that just feels rather unfair to Magus!

If a decision is to be made now, in my position as XO of Epsilon Indi, I support intervention. Otherwise, Gidoran will provide the official opinion of Epsilon Indi soon enough.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 29, 2013, 04:02:38 AM
That link isn't working, but I want everyones decision before doing anything. This is, after all, a community game
Title: Re: 7 Dictators Community Game
Post by: coco146 on March 29, 2013, 05:34:21 AM
I reckon seeing as this is a technical overlooking in creation of the game you should indeed SM in some ground forces
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 29, 2013, 08:11:13 AM
SM in ground troops, and fix the problem gets my vote.

Plus, you could use this for a bit more RP possibilities, with Sirius having an indigenous population.
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 29, 2013, 08:35:14 AM
Okay, so, update on the Sirius Aliens. They've destroyed all Sirian shipyards and seem to be trying to wipe out the population. There's nothing I can do, since it's March of the first year and we haven't even finished the engine Techs. Admirals? What do we do?

My vote is SM in a ground force, and possibly some Gauss-equipped planetary defense centers if you've got the technology for that. We've got the whole warp-hole thing going on; It could be that the ground forces were impromptu militia volunteers drafted together to save Sirius. While the sector losing its shipyards is pretty bad, it's not the end of the world as we have many shipyards in other sectors and nominally we're all on the same side. The PDCs are there mostly to keep whatever destroyed the shipyards from just nuking the population.

We could end up with a nice slave race to establish colonies with, Sirius may end up with bonus infrastructure depending on how things go, and we could claim whatever ships surrender with the planetary population, or have them 'suicide in disgust'.
Title: Re: 7 Dictators Community Game
Post by: icecoldblood on March 29, 2013, 10:20:05 AM
SM in ground troops, claim they were raised as a militia from the people of Sirus.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 29, 2013, 11:52:59 AM
SM in troops, conquer the aliens, revert most stuff to the way it was, pretend this didn't happen. It's not like the aliens made a whole lot of roleplay sense. How did anyone ship over a billion colonists without noticing a hostile alien civilization?? That's my vote anyway.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on March 29, 2013, 12:24:31 PM
I agree with the others. SM ground forces and have them conquered. Besides, Sirius is at a serious mineral disadvantage compared to the other colonies. This can be balanced somewhat by having a conquered population.
Title: Re: 7 Dictators Community Game
Post by: Panopticon on March 29, 2013, 12:32:43 PM
That works, conquer them and do whatever with em.
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 29, 2013, 12:59:26 PM
SM in troops, conquer the aliens, revert most stuff to the way it was, pretend this didn't happen. It's not like the aliens made a whole lot of roleplay sense. How did anyone ship over a billion colonists without noticing a hostile alien civilization?? That's my vote anyway.

Hey, I don't want to pretend this didn't happen. Can't you imagine the paranoia that would come up from the fact we put a BILLION PEOPLE on this planet, and had a SPACE PRESENCE, then suddenly out of nowhere, here they are?

That's pretty crazy awesome, if you ask me, and it gives us a reason to actually remain unified instead of everyone going their own way.
Title: Re: 7 Dictators Community Game
Post by: Panopticon on March 29, 2013, 01:28:30 PM
Mole People attack Sirius!

Ok, I can get behind that.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 29, 2013, 05:03:54 PM
Mole People attack Sirius!

Ok, I can get behind that.

I just found my new signature

Right, I'll SM in the forces when I'm home from work and get a PDC or three up. Thank you all for quick responses.
Title: Re: 7 Dictators Community Game
Post by: kks on March 29, 2013, 08:51:40 PM
If there are still any vacancies in the admiral's staffs, I'd like to fill them in:

The character would be named Karl Schmitz, a former captain of the German Navy, who decided to join the new Earth Alliance fleet, which surely is in desperate need of good men.

I hope that i can join :)
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 30, 2013, 02:37:36 AM
Right, I'm got some troops. For whatever reason. I can't SM Add the Emergency Bunker PDC I designed, nor can I attack the aliens. I'm on the screen and trying to order them to attack, but nothing's coming up. Have I done something wrong? And I was going to SM add some 'Emergency Conscript Ships' to deal with their orbiting vessels, but I must admit that's something I don't know about
Title: Re: 7 Dictators Community Game
Post by: Hawkeye on March 30, 2013, 03:44:23 AM
It´s under "Space Master" --> "Fast OB Creation"
(this goes for your PDCs too)

Edit:
Creat the Task Groups you want those PDCs/ships to be first, so you can put the units threre right away

Edit Edit:
re. the attack problem.
Can you select the alien population as a target on the Ground Units Screen, or is the drop-down blank?
If it shows up, it will take 5 days for the first results of the battle to show.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 30, 2013, 04:01:48 AM
Cheers Hawkeye, but it's blank

EDIT

Either this is a bug or...I don't know what. I've done everything the same way as I always have, but the Defence fleet will not move, fight, or do anything. At all. They simply sit there with 'Awaiting Acknowledgement' while an enemy ship ten km away bombs the living daylights out of Sirius. I admit to not being a master of this game (who is) but I've done everything as normal.
Oh, and all designs and Ships in the Class Design and Ships windows have vanished. Still in Taskgroup though
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 30, 2013, 11:05:32 AM
You understand the f8 screen? Fire control assignments, targeting, and all that? You didn't forget an active sensor to paint the targets? If you used PDCs, remember that only mesons and missiles can fire through thick atmosphere.

'Awaiting Acknowledgement' is pretty standard when working with untrained task groups. It shouldn't persist more than a couple minutes per order. If it IS persisting, I guess newly spawned ships/PDCs might start with jump sickness. If a few minutes doesn't solve the problem, I'm at a loss.
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on March 30, 2013, 11:06:29 AM
I've got the solution at least to the ground attack problem...

The alien population sits on Sirius A III - Moon 10, while our forces are on Sirius A III - Moon 7.

Wait, you mean the Moon 10 aliens with a thermal signature of 5, right? And a single ship? That looks, at the first glance, like a precursor outpost. From landing troops there in my copy, it's only a single DSTS.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on March 30, 2013, 11:15:01 AM
Well THAT would have been fricking useful information.  >:(

Why didn't I think of advancing time? Gah. Also, That's 'just' one precursor ship. Short reign of terror aside, it should run out of missiles pretty quick.
Title: Re: 7 Dictators Community Game
Post by: coco146 on March 30, 2013, 11:22:44 AM
Probably has enough missiles to vaporize at least one colony though.
Title: Re: 7 Dictators Community Game
Post by: Gidoran on March 30, 2013, 11:29:48 AM
RE: Awaiting Acknowledgement, you could go to the load page for the campaign, untick inexperienced fleet penalties, save and then boot the campaign, and deal with the situation. Then put it back on afterwards for the rest of the game.

Also, you might need to go in to the racial details and set us to be hostile with the aliens. Or select the option on the gunnery page to be able to target nonhostile ships.
Title: Re: 7 Dictators Community Game
Post by: Maharava on March 30, 2013, 04:58:02 PM
I have FC's targeted at them, Active Sensors on them and yes, I misread and they're on Moon 10 (sorry, Sirius A-iii can make things confusing XD). I thought Inexperienced Fleets as well, but they've done it for over 7 days, just sitting there, which is what's throwing me off.

So THAT was a precursor. It's run off, out of missiles, but half of Sirius is dead
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 30, 2013, 08:58:21 PM
Maharava have you made any progress on that database data?
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on March 30, 2013, 09:48:14 PM
Jesus, I can't leave things alone for 5 days without everything going to pot, can I?    ;D

I need a better situation report (sitrep.)  What do we have left on Sirius? Construction capabilities (factories, ordnance, fighter, refineries, ground forces, etc?)  Population? Political stability?  Were we nuked (dust, radiation?)  Is Deep Space Tracking still around, and what level?  I need to know the works.  Damage report!

That said, as long as we have some construction and mining capabilities still intact, our basic plan that I outlined should remain the same.  It's just a major setback, really.  Here are the PDC designs I've come up with (one of which cannot be built until we have boat bays, so that should get seriously bumped up in the research queue.)  The build priority is on the much cheaper Charybdis fighter bases, with their counterpart Scylla missile bases queued up to build last due to their comparatively prohibitive expenses and construction times.  These designs are shared with all of humanity's leadership in an effort to provide options, promote friendship and co-operation among all humans in the face of such uncertain times, and avoid any further deaths at the hands of any alien menace.

Quote
Charybdis class Fighter Base    11,900 tons     26 Crew     2404 BP      TCS 238  TH 0  EM 0
Armour 24-46     Sensors 1/864     Damage Control Rating 0     PPV 0
Intended Deployment Time: 0.001 months    Flight Crew Berths 24    
Hangar Deck Capacity 5000 tons    

Traffic Control Active Search Sensor MR518-R100 (1)     GPS 86400     Range 518.4m km    Resolution 100

Strike Group
10x Slasher Fighter   Speed: 9278 km/s    Size: 9.7


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 5 sections

Quote
Slasher class Fighter    485 tons     3 Crew     159.5 BP      TCS 9.7  TH 45  EM 0
9278 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 97%    IFR 1.3%    1YR 12    5YR 184    Max Repair 60 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7    

Rift 18 EP Ion Drive (5)    Power 18    Fuel Use 218.25%    Signature 9    Exp 15%
Fuel Capacity 5,000 Litres    Range 0.9 billion km   (25 hours at full power)

Gauss Cannon R4-12.5 (4x4)    Range 40,000km     TS: 10000 km/s     Accuracy Modifier 12.5%     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01 40-10000 (FTR) (1)    Max Range: 80,000 km   TS: 40000 km/s     88 75 62 50 38 25 12 0 0 0

This design is classed as a Fighter for production, combat and maintenance purposes

The Charybdis fighter base is a simple launchpad and armored hangar for a squadron of up to 10 500-ton fighters.  It comes with a traffic control tower for monitoring and directing all extra-terrestrial traffic within a reasonable distance of the base, which will also be the primary method of directing its (currently) blind fighter designs.  The current and first fighter to go into production is the Slasher class.  This fighter is designed with four front-mounted gauss cannons and an almost 1 billion kilometer range to control the space around its home base.

Quote
Shangri La class Planetary Defence Centre    78,950 tons     18 Crew     3790 BP      TCS 1579  TH 0  EM 0
Armour 24-163     Sensors 1/0     Damage Control Rating 0     PPV 0
Intended Deployment Time: 0.001 months    Spare Berths 32    
Troop Capacity: 25 Battalions    


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 32 sections

The Shangri La class Planetary Defence Centre is a simple barracks and armory for ground forces.  In addition to arming and housing one division of planetary forces (with extra room for replacement battalions,) it is well armored against any orbital bombardment.  These will serve as a citadel and final bastion of defence against any invading alien forces.

Quote
Scylla class Missile Base    35,250 tons     127 Crew     6440 BP      TCS 705  TH 0  EM 0
Armour 24-95     Sensors 1/864     Damage Control Rating 0     PPV 180
Intended Deployment Time: 0.001 months    Spare Berths 23    
Magazine 4560    

PDC Size 6 Missile Launcher (30)    Missile Size 6    Rate of Fire 20
Missile Fire Control FC518-R100 (1)     Range 518.4m km    Resolution 100
Thunderbolt LRM Mk-1 (260)  Speed: 6,500 km/s   End: 1249.3m    Range: 487.2m km   WH: 3    Size: 6    TH: 45/27/13
Mjolnir SRM Mk-1 (120)  Speed: 6,000 km/s   End: 17.8m    Range: 6.4m km   WH: 20    Size: 6    TH: 64/38/19

Traffic Control Active Search Sensor MR518-R100 (1)     GPS 86400     Range 518.4m km    Resolution 100

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 15 sections

Quote
Thunderbolt LRM Mk-1
Missile Size: 6 MSP  (0.3 HS)     Warhead: 3    Armour: 1     Manoeuvre Rating: 21
Speed: 6500 km/s    Engine Endurance: 20.8 hours   Range: 487.2m km
Cost Per Missile: 2.766
Chance to Hit: 1k km/s 136.5%   3k km/s 42%   5k km/s 27.3%   10k km/s 13.6%
Materials Required:    1x Tritanium   1.766x Gallicite   Fuel x250

Development Cost for Project: 277RP

Quote
Mjolnir SRM Mk-1
Missile Size: 6 MSP  (0.3 HS)     Warhead: 20    Armour: 0     Manoeuvre Rating: 32
Speed: 6000 km/s    Engine Endurance: 18 minutes   Range: 6.4m km
Cost Per Missile: 8.042
Chance to Hit: 1k km/s 192%   3k km/s 64%   5k km/s 38.4%   10k km/s 19.2%
Materials Required:    5x Tritanium   3.042x Gallicite   Fuel x100

Development Cost for Project: 804RP

The Scylla missile base is quite possibly the most expensive defensive measure ever developed by humanity.  It houses enough long range ordinance to threaten and thoroughly deplete any hostile spacecraft of anti-missile missiles, and enough high-yield short range missiles to decimate any foolish enough to get too close.  In addition to the fighter screen provided by the Charybdis, the Scylla should make the space around the Sirian home world all but impregnable.
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on March 30, 2013, 10:08:04 PM
I need someone with the tenacity and bull-headedness to protect and fortify a civilization under threat.  I need someone with an uncompromising loyalty and faithfulness to the stubborn, hard-working, and proud people of Sirius.  I need someone who can shine under pressure.  I need someone who can not just execute a plan, but who can innovate and improve on one when left in charge.  In short, I need a vice admiral.

If you think you've got what it takes to lead a people forward when they are being pushed backward, send me a message.

Also, I'm going to take a step away from the HALOverse and request that the name of Sirius-A III - Moon 7 be officially changed to Tauron.  In the face of such adversity, we could all take a lesson from the bull and defend our territory, because all of our stuff is here, dammit.  ;D
Title: Re: 7 Dictators Community Game
Post by: coco146 on March 31, 2013, 05:18:57 AM
Need a Vice-Admiral?  I'm your man, Alexej Cernik at your service.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 31, 2013, 02:14:15 PM
Coco. Join me. I'd love to have an admiral i could nickname coco. "Bring me Coco, now." *random ensign* "Wait What?
Title: Re: 7 Dictators Community Game
Post by: coco146 on March 31, 2013, 03:12:16 PM
Sure, Vice Admiral Alexej "Coco" Cernik of the Proxima Centauri sector it is then.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 31, 2013, 05:25:49 PM
Welcome aboard sir. Now all i need is the database file and we're in business.
Title: Re: 7 Dictators Community Game
Post by: kks on March 31, 2013, 07:00:32 PM
Well, i have the Vice-Admirals job in Sirius then, as MagusXIX took me.

But remember the communication with Sirius is down, so we can't inform you about how it's going.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 31, 2013, 08:02:27 PM
I've named Proxima Centauri- A I. It shall be forever named Aesir. i'm going Norse for my naming themes. I think it fits the whole "Admiral Winter" thing. The admiral "Alexej "Coco" Cernik" deal works too, after all how can you have a cold winter night without Coco. Seriously, this is looking to work so well. If only i can get that database >_<
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on March 31, 2013, 09:07:01 PM
I've named Proxima Centauri- A I. It shall be forever named Aesir. i'm going Norse for my naming themes. I think it fits the whole "Admiral Winter" thing. The admiral "Alexej "Coco" Cernik" deal works too, after all how can you have a cold winter night without Coco. Seriously, this is looking to work so well. If only i can get that database >_<

I hope you don't mind me dipping into your Norse-ness every now and then.  I've already got the Mjolnir short range missile.  Thor's throwing hammers again ...
Title: Re: 7 Dictators Community Game
Post by: Shininglight on March 31, 2013, 11:24:37 PM
Well i'm going with other names. For instance my recently designed Survey Ship It likely sucks miserably since i've been focred to use my wineskin application of Aurora on my mac os x and can't get to the computer in my house that runs windows but meh :



Lothbrok class Survey Corvette  5,000 tons  110 Crew  815.5 BP  TCS100  TH150  EM0
3000km/s   Armour 1-26  Shields 0-0  Sensors 6/6/2/2  Damage Control Rating 7  PPV 0
Maint Life 9.3 Years  MSP714  AFR28%  IFR 0.4%  1YR 15  5YR 223  Max Repair 100 MSP
Intended Deployment Time: 72 months  Spare Berths 0 

150 EP Commercial Ion Drive (2) Power 150  Fuel Use 10.61%  Signature 75  Exp 5%
Fuel Capacity 355,000 Litres  Range 120.5 Billion km  (464 days at full power)

Aesir Active Search Sensor [Data Expunged]
Aesir Thermal Sensor [Data Expunged]
Aesir EM Detection Sensor [data expunged]
Grav Survey Sensor (2)
Geo Survey Sensor (2)

This design is classed as a military vessel for maintenance purposes.




I'll be sending Maharava the entire specs later. For now i figured i'd share my idea of a Survey vessel with it's most important bits, its sensors, covered. I'm a relative newby, only been playing intermittently for the last year or so as such i'm likely to make some mistakes as we go on. Also thanks to you know who youa re for dropboxing me the database file.
Title: Re: 7 Dictators Community Game
Post by: Maharava on April 01, 2013, 01:50:13 AM
OKAY

Shining, sorry, been busy (Easter and all that) WILL GET SOMETHING TO YOU AT SOME POINT IN 'close' FUTURE. Not yelling at you, yelling at ME SO I REMIND MYSELF

SECONDLY: PRECURSORS. SUCK. BADLY. That is all

Most of Sirius is gone. Without seriously cheating, we simply don't have the technology needed to survive. Obviously, I made the mistake as to which moon they were on, but that has hardly changed anything. The precursor ships moves fast enough to be all but immune to our weapons, reloads at the blockaded colony and shoots off again, firing 36000km/s missiles back that one-hit our Emergency Vessels. While the Emergency vessels aren't pretty (imagine a space shuttle with a redneck strapped to it), they're the best I can do without giving you guys some serious tech and/or giving Sirius a huge advantage. Naturally, time
s increasing in 5 second increments. I even played god and put their colonies atmo pressure to 5000 to try and crush them (I know, silly, but worth a try) which, clearly, did nothing.

Damage report, Magus? Over 50 million people dead, about a tenth of all buildings gone, twelve ships down and there'w two more missiles incoming. Radiation and Atmospheric dust at 1017. Planetary Suitabiulity is up to .2 so people are dying (-8.26% growth rate currently), one of the five PDC's are down. I can SM in your designs, giving you a large advantage after this, or we can consider more drastic measures (Battlestar Galactica, anyone?)

Date is only Feb 5th (I got the last date I gave mixed up with the month at the time)
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on April 01, 2013, 02:10:12 AM
SM in his designs, defeat precursors, then delete those ships in turn. Chalk up victory to heroic effort of emergency ships.

Also consider creating a design for a huge ship with literally hundreds of missile launchers, if not thousands, and SMing a couple of them in to allow for MASSIVE salvoes of missiles. Could work. Delete them afterwards, naturally. Tip: Create a waypoint right beside the precursor vessel, then SM in ships and move the task group to that waypoint. Will allow missiles to impact within 5(10?) seconds of launch. Make sure to heavily armour the ship, though.

Battlestar Galactic style scenario would be cool, but would make no sense considering the attack is happening right now, before any real navy has been built.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on April 01, 2013, 02:41:08 AM
Maharava i got the database, The Capital sector Admiral sent me some "Maps and databases that were sorely lackign when admiral winterassumed command) hence why i have a survey ship designed.
Title: Re: 7 Dictators Community Game
Post by: Maharava on April 01, 2013, 04:02:54 AM
Alright, I've input MOST of the designs, but I need to know your Missile Engine designs, Magus. Whenever you send me a design (all of you) make sure you send me COMPONENT designs too please. There's more than one way to deisgn the same tech, but if I do something different to you, it may not always give the same result as what you think
Title: Re: 7 Dictators Community Game
Post by: Nightstar on April 01, 2013, 04:10:52 AM
Just SM in a vessel with several CIWS on it. Only costs a couple hundred BP + 600 RP. One CIWS can take down four of those missiles at once on average, more like two reliably. (Our defensive beam tech is ridiculously good) As long as the precursor shoots at that, the planet will stop taking damage. The missile stockpile isn't infinite, just fairly large.

The enemy colony (and reloads) can be captured with a battalion theoretically, but it'd take a five day increment.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on April 01, 2013, 12:00:14 PM
I honestly wouldn't see the harm in SMing in some OWP for all colonies. They work better than PDCs because they don't have to worry about atmosphere, they provide protection value for the colonies, but they don't have mobility meaning they really don't have any offensive value.

You can normally create really good OWPs at 10,000 tons with insane armor and powerful beam weapons. You can even create decent ones at 5,000 tons.

I can throw up a design later when I have access to a computer. It would be a shame to let all that awesome beam tech go to waste.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on April 01, 2013, 12:27:36 PM
It's only in gauss/railgun "beam"s that we have an awesome advantage. Lasers, as well as particle beams are all very low level as in baseline. Though i've never really used railguns much, i prefer laser techs for my cqc weapons on ships but i guess this could be a learning experience.
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on April 01, 2013, 03:20:18 PM
Kks and I have discussed it and we agree that the best solution here is to use some SM magic to get ground troops onto the precursor base.  We can write it off as a jury-rigged civilian freighter and rag-tag emergency militia of Tauron's bravest souls.  Once the ground troops have control of the base, the ship should be unable to continue reloading.  This should not give us an unfair advantage, as the most we would come out of this with is a battalion or two of ground troops and a troop transport, plus whatever we might find in the base.  We will have still taken a whole lot of losses with this plan, which while unfair does seem about right given the circumstances.

If for whatever reason we don't go with that plan (or it doesn't work,) then we would be okay with SMing in the PDC designs and just giving an even number of them to everyone.  It seems strange that we'd have established such large colonies without already having some form of defense on them.

If that second option doesn't work for whatever reason, then we can just SM some kind of super-ship into the area, obliterate the precursors, and delete the super-ship.  We could write it off as the ramshackle Sirian forces were mostly wiped out in the battle, despite being victorious.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on April 01, 2013, 04:08:48 PM
Here are some Orbital Weapons Platform designs I came up with. There are two of them, each with their own pros and cons. I think they can still be SMed in under the story that the aliens managed to damage the platforms somehow beforehand using electronic weapons, and it is only now that they are being repaired. Or possibly the platforms were completely caught off guard before activating, or they were decommissioned and it took time for the Sirian forces to get to the stations and then activate them. Either way, I think at least one of these designs should be SMed in for all colonies and Earth, as they serve to protect the colonies while also providing the protection value so that the colonies aren't hampered until they produce their first military ships. Even then, these stations won't cover the PPV required by any of the colonies by themselves.

Code: [Select]
Great Wall Mk.IR class Orbital Weapon Platform    10,000 tons     423 Crew     4458 BP      TCS 200  TH 0  EM 0
1 km/s     Armour 10-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 90
Maint Life 6.14 Years     MSP 2786    AFR 80%    IFR 1.1%    1YR 127    5YR 1901    Max Repair 720 MSP
Intended Deployment Time: 1 months    Spare Berths 2   

10cm Railgun V5/C3 (14x4)    Range 50,000km     TS: 10000 km/s     Power 3-3     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
25cm Railgun V5/C5 (6x4)    Range 250,000km     TS: 10000 km/s     Power 15-5     RM 5    ROF 15        5 5 5 5 5 4 3 3 2 2
Anti-Missile Fire Control (3)    Max Range: 240,000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58
Anti-Ship Fire Control (1)    Max Range: 480,000 km   TS: 10000 km/s     98 96 94 92 90 88 85 83 81 79
Gas-Cooled Fast Reactor Technology PB-4.5 (16)     Total Power Output 72    Armour 0    Exp 5%

Active Search Sensor MR10-R1 (1)     GPS 180     Range 10.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
Designated Mk.IR, because it relies entirely on Railguns which are generally effective. Although Gauss Cannons might be better in this situation given the tech, 10cm railguns still have a 10,000km range advantage. 14 10cm railguns firing every 5 second increment can take down some a good chunk of missiles, so long as they fall within 50,000km within a five second interval. Again, these have a 10,000km range advantage to any gauss cannons we design.

Six 25cm railguns firing every 15 seconds can help to soften up any incoming missile salvoes, as their range is 250,000km, meaning they will definitely get their shots in, so long as they aren't recharging. At the same time, it ensures that the station will be able to fight back if the enemy isn't using missiles and has beam weapons instead. 250,000km for a beam fight is pretty respectable.

10 layers of armor means it can take some serious punishment from any enemy weapon (except meson cannons. But again, the enemy would have to come very close for that, and by that time the 25cm railguns are breaking them down). Any leakers that break through the railguns can easily be absorbed. However, sacrificing 6 engineering spaces and 1 layer of armor allows for a CIWS unit to be placed onboard, meaning it has the chance to take out anything that slips by.

This station is meant to orbit population centers, given its deployment time. It has no engines, and would have to be towed if it needed to be moved. The only reason tehre are 10 engineering spaces is because it reduces maintenance costs and saves on some minerals while also making it exactly 10,000 tons. Taking a portion of those away might allow for an extra 10cm railgun and its power plant at a higher maintenance cost.

Code: [Select]
Great Wall Mk.IG class Orbital Weapon Platform    10,000 tons     180 Crew     2299 BP      TCS 200  TH 0  EM 0
1 km/s     Armour 10-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 136.8
Maint Life 0.97 Years     MSP 575    AFR 200%    IFR 2.8%    1YR 593    5YR 8901    Max Repair 720 MSP
Intended Deployment Time: 1 months    Spare Berths 0   

Quad Gauss Cannon R4-100 Turret (3x16)    Range 40,000km     TS: 40000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Anti-Missile Fire Control (1)    Max Range: 240,000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58

Active Search Sensor MR10-R1 (1)     GPS 180     Range 10.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

This is the gauss cannon variant with 3 quad turrets that can pour out 48 shots every 5 seconds. This has 10,000km less range than 10cm railguns, but it makes up for it with firepower. These turrets are massive, meaning they were the only armament that could be fit on a 10,000 ton design. There is a variation that follows which combines the two.
The major disadvantage with this is that any enemy ship that doesn't rely on missiles can outrange these platforms and win on attrition. It would be a matter of time before the enemy ship landed enough shots to wear down the armor destroy the OWP.

Code: [Select]
Great Wall Mk.IRG class Orbital Weapon Platform    10,000 tons     266 Crew     2861 BP      TCS 200  TH 0  EM 0
1 km/s     Armour 10-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 123.2
Maint Life 2.51 Years     MSP 1252    AFR 114%    IFR 1.6%    1YR 276    5YR 4136    Max Repair 720 MSP
Intended Deployment Time: 1 months    Spare Berths 4   

Quad Gauss Cannon R4-100 Turret (2x16)    Range 40,000km     TS: 40000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
25cm Railgun V5/C5 (4x4)    Range 250,000km     TS: 10000 km/s     Power 15-5     RM 5    ROF 15        5 5 5 5 5 4 3 3 2 2
Anti-Ship Fire Control (1)    Max Range: 480,000 km   TS: 10000 km/s     98 96 94 92 90 88 85 83 81 79
Anti-Missile Fire Control (1)    Max Range: 240,000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58
Gas-Cooled Fast Reactor Technology PB-4.5 (5)     Total Power Output 22.5    Armour 0    Exp 5%

Active Search Sensor MR10-R1 (1)     GPS 180     Range 10.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Best of both worlds. 32 shots fired from gauss turrets every five seconds along with 4 25cm railguns to help reduce incoming number of missiles while allowing the station to hit back against enemy beam ships.

What follows is a list of components, starting with those that are needed by all three designs:

Great Wall OWP Components
All Three Designs
Code: [Select]
Active Search Sensor MR10-R1
Active Sensor Strength: 180   Sensitivity Modifier: 60%
Sensor Size: 5 HS    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 10,800,000 km
Range vs Size 6 Missile (or smaller): 1,176,120 km
Range vs Size 8 Missile: 1,728,000 km
Range vs Size 12 Missile: 3,888,000 km
Chance of destruction by electronic damage: 100%
Cost: 180    Crew: 10
Materials Required: 12.2x Duranium  180x Uridium
Development Cost for Project: 1800RP

Code: [Select]
Anti-Missile Fire Control
50% Accuracy at Range: 120,000 km     Tracking Speed: 40000 km/s
Size: 8 HS    HTK: 1    Cost: 720    Crew: 16
Chance of destruction by electronic damage: 100%
Materials Required: 5x Duranium  720x Uridium
Development Cost for Project: 7200RP

Great Wall Mk.IG and Mk.IRG

Code: [Select]
Gauss Cannon R4-100
Damage Output 1     Rate of Fire: 4 shots every 5 seconds     Range Modifier: 4
Max Range 40,000 km     Size: 6    HTK: 2
Cost: 48    Crew: 12
Materials Required: 48x Vendarite
Development Cost for Project: 480RP

Code: [Select]
Quad Gauss Cannon R4-100 Turret
Damage Output 1x16      Rate of Fire: 5 seconds     Range Modifier: 4
Max Range 40,000 km    Turret Size: 45.6    SPW: 11.4    Turret HTK: 8
Cost: 300    Crew: 43
Maximum Tracking Speed: 40000km/s
Materials Required: 108x Duranium  192x Vendarite 
Development Cost for Project: 3000RP

Great Wall Mk.IR and Mk.IRG
Code: [Select]
25cm Railgun V5/C5
Damage Per Shot (4): 5     Rate of Fire: 15 seconds     Range Modifier: 5
Max Range 250,000 km     Railgun Size: 8 HS    Railgun HTK: 4
Power Requirement: 15    Power Recharge per 5 Secs: 5
Cost: 96    Crew: 24
Materials Required: 19.2x Duranium  19.2x Boronide  57.6x Neutronium
Development Cost for Project: 2000RP

Code: [Select]
Anti-Ship Fire Control
50% Accuracy at Range: 240,000 km     Tracking Speed: 10000 km/s
Size: 4 HS    HTK: 1    Cost: 360    Crew: 8
Chance of destruction by electronic damage: 100%
Materials Required: 5x Duranium  360x Uridium
Development Cost for Project: 3600RP

Code: [Select]
Gas-Cooled Fast Reactor Technology PB-4.5
Power Output: 4.5     Explosion Chance: 5
Reactor Size: 1 HS    Reactor HTK: 1
Cost: 14    Crew: 2
Materials Required: 12.2x Duranium  36.6x Neutronium  14x Boronide
Development Cost for Project: 140RP

Great Wall Mk.IR
Code: [Select]
10cm Railgun V5/C3
Damage Per Shot (4): 1     Rate of Fire: 5 seconds     Range Modifier: 5
Max Range 50,000 km     Railgun Size: 3 HS    Railgun HTK: 1
Power Requirement: 3    Power Recharge per 5 Secs: 3
Cost: 25    Crew: 9
Materials Required: 5x Duranium  5x Boronide  15x Neutronium
Development Cost for Project: 1000RP
Title: Re: 7 Dictators Community Game
Post by: Shininglight on April 01, 2013, 04:24:11 PM
Those look very nice. I haven't even started designing any OWP's, i've only just finished designs for my ASM destroyers and AM destroyers. Not even mentioning the "leader" variant that'll have most of my close in weapons compliment. All in all i need to get designifying.
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on April 01, 2013, 04:25:27 PM
Those look very nice. I haven't even started designing any OWP's, i've only just finished designs for my ASM destroyers and AM destroyers. Not even mentioning the "leader" variant that'll have most of my close in weapons compliment. All in all i need to get designifying.

Be glad that you can designify.  I don't even have shipyards!  ;D
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on April 01, 2013, 04:34:43 PM
I just posted those up there as potential candidates for all of the colonies to have in case of an SM in.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on April 01, 2013, 04:39:02 PM
Be glad that you can designify.  I don't even have shipyards!  ;D

Worry not, as soon as possible i intend to divert a few resources your way, in the form of a few ships as soon as i can get them produced, and some equipment in the form of some construction factories and mines.. It's early enough in game i think for us to focus on helping each other. The backstabbing can come later.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on April 01, 2013, 05:36:12 PM
How do i get the information for a given component, AFTER i've designed it? i'm trying to send Maharava my ship designs right now and i can't seem to find a somewhere where the components specs are listed. Also i can't make a text file because i'm on my mac and wine apparently doesn't like me trying to make one.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on April 01, 2013, 05:56:02 PM
By reverse engineering from the specs. Most of the specs should be in tech report (ctrl-f7).
Title: Re: 7 Dictators Community Game
Post by: Maharava on April 01, 2013, 06:20:08 PM
I'm more than happy to put in the space stations if you guys want? I think that's the best idea. We can claim they were scientific research stations that have been repurposed, thus there previous silence in this battle
Title: Re: 7 Dictators Community Game
Post by: coco146 on April 01, 2013, 06:25:23 PM
In the same thread that has all the techs we have, would it be possible for us to see the industry/populations and shipyards that we have access to.
Title: Re: 7 Dictators Community Game
Post by: Gidoran on April 02, 2013, 12:28:15 AM
I'm more than happy to put in the space stations if you guys want? I think that's the best idea. We can claim they were scientific research stations that have been repurposed, thus there previous silence in this battle

I'm good with whatever. Alternatively, since we are all Admirals and not Generals, perhaps we could each get a small task force of our designs SM'd in instead of we so choose?

Edit: By 'Small task force', I mean like 4 ships tops. Also, I have a habit of starting new pages in this subforum, it's starting to weird me out...
Title: Re: 7 Dictators Community Game
Post by: Maharava on April 02, 2013, 03:04:21 AM
Damn you Gidoran! Starting all these new pages! Shame on you and such!

These designs have a high RP cost, so rather than giving everyone individual bonuess OWP's, how about I give you each three OWP (one of each type) and you save these componenets in your separate games as the 'Starting Weapons'

EDIT

SO GUESS WHAT GUYS?

The point defense is doing nothing. The missiles move waaaay too fast, they're not in range long enough

AND EPSILON INDI IS UNDER ATTACK TOO

Well, not necessarily attack yet, but we have 3 Thermal 990 contacts and a fourth, apparently moving at 12500km/s

Putting it on the table: if you guys want a restart, I'm okay with that, but we might start smaller. If you want to battle on, I'm cool with that too.
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on April 02, 2013, 08:05:31 AM
Okay, I have to back up Gidoran here: SM in a small group of ships for each sector. Remember, there are one BILLION colonists on each world - Why do we have zero ships of any kind? At this point there is absolutely no reason not to - If you give each sector roughly the same number of ships, it won't give anyone an unfair advantage. We've all given you designs, I presume, so, I'd send a PM asking each Admiral what they'd want deployed.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on April 02, 2013, 11:09:01 AM
The point defense is doing nothing. The missiles move waaaay too fast, they're not in range long enough
I worried about that. But even the 25cm railguns haven't done anything? They should have the range, and while their tracking speed isn't all that great, they should still be able to land a few shots.

Putting it on the table: if you guys want a restart, I'm okay with that, but we might start smaller. If you want to battle on, I'm cool with that too.

I wouldn't mind a restart by just using the game file you have from the dropbox so that everything is still roughly the same. SM in some standardized OWPs for each of the colonies, along with maybe a standard destroyer design that everyone can agree on. Give a group of 3 or so to each colony, maybe using slightly outdated tech. Should have enough forces present to ensure the colonies don't suffer from lack of PPV.
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on April 02, 2013, 11:33:59 AM
Wait, how can the PD not fire? That's something that has actually never happened to me. Did you setup it correctly? F8 screen, select the fire control, assign the weapons and change Point Defence Mode to Final Defense Fire, click on Set Mode. Activate the sensors. That should work.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on April 02, 2013, 11:45:09 AM
Some people have mentioned problems with PD since the last few updates and how it hasn't been firing.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on April 02, 2013, 01:11:55 PM
So... Have you ever actually ran a battle before? As you may be discovering, there are a few things to learn. If you did exactly as Pi said, and it's still not working, we ran into some freaky bug.

Me, I suggested fail (and fool)-proof CIWS. *grumpy*

As far as reversion goes, I'm with pulling back to Jan 1, and SMing in stuff THEN, as opposed to after everything starts getting blown up. I'd rather have some choice in what gets SMed in, but that's optional.
Title: Re: 7 Dictators Community Game
Post by: coco146 on April 02, 2013, 01:33:09 PM
Yeah, at the moment pushing reset sounds good.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on April 02, 2013, 02:31:37 PM
I wouldn't mind the new battlestations.
Title: Re: 7 Dictators Community Game
Post by: Maharava on April 02, 2013, 04:51:15 PM
Yes, Nightstar, I have run battles before. To quote:

Great Wall MK.IR Anti Missile Fire Control targeting Missile Salvo #30 at 130k km range. Base chance to hit: 46%. No attempt to fire as weapon out of range.

No matter what I try, they always attempt to engage out of their own range. I have out them through ALL the point defense options.

Now, I've played with our options and the enemy ship ran out of missiles. Right now I'm loving the Great Walls because the <insert cuss word here> rammed one of them instead and it barely shivered.

Epsilon Indi still has contacts who are just orbiting the star for some reason

Reset?
Title: Re: 7 Dictators Community Game
Post by: Panopticon on April 02, 2013, 04:55:55 PM
Honestly? I'm kinda for it.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on April 02, 2013, 04:56:48 PM
Yeah, that fire control needed to be set to 10k km final defensive fire. (Needs to be set to the minimum range!)
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on April 02, 2013, 05:02:52 PM
Honestly? I'm kinda for it.

I fully endorse this message.  ;)
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on April 02, 2013, 05:04:02 PM
If we reset we need to have a plan for dealing with this sort of thing in the next game.  I suggest we actually start the game with a basic military (or at least PDC/OWP) setup.  Having these major colonies out there with absolutely zero defenses just seems silly.
Title: Re: 7 Dictators Community Game
Post by: Panopticon on April 02, 2013, 05:16:18 PM
PDC's or system defense monitors probably, I think we'd best avoid a jump capable navy right off the bat, or perhaps restrict it to Sol only, given that the central government would probably want to have control over that, at least initially, I realize that gives and advantage to the Sol admiral so it may not be practical though.
Title: Re: 7 Dictators Community Game
Post by: kks on April 02, 2013, 05:43:31 PM
To prevent something like this to happen at a start of a game one could also turn off precursors and star swarm at the beginning and turn it on again after the setup is finished, couldn't you? Then theoretically these systems shouldn't have aliens in them.

I might suggest to add jumpgates between the systems if we get non-jumpable (war)ships.  Would be realistic as they were established while the colonization took place.
It still makes a little bit sense that we haven't got a navy yet, because while we now about aurora's dangers, the earth alliance might have thought to be alone in space.

I myself wouldn't be against a reset, although I would find it interesting to help building up Tauron/Sirius again, too.
Title: Re: 7 Dictators Community Game
Post by: Gidoran on April 02, 2013, 06:00:53 PM
I'd like to support a restart as this is honestly kinda bleh, but under the following conditions.

First: The restart begins with Hangar Bays and (Maybe) box launchers. If you want, we'll trade a tech for these; Is anyone particularly attached to 25cm railguns? But these two things will make cheap defense actually possible, which means we can handle these situations ourselves. Additionally, this means that we can produce Fast Attack Craft (500 tons) planet-side and store them in hangars as planetary defense forces. So, Brown water navy vs Blue water navy.

Second: In addition to the above, I think you should go ahead and give everyone a 4 ship task force which includes two missile combatants, a flagship/jump ship, and a point defense ship. This way we have mobile forces beyond the range of FACs that we can use to support one another, and we would have some initial forces to work off of. If you're unwilling to SM in the parts for all our custom designs, then just give us a standard design that's kind of crappy. Make them like, 7200 tons, with inferior technologies to what we have now. We don't need a huge task force, but giving each Admiral an actual task force that we can use will go a great deal towards improving the initial stuff we can do. Right now it's kind of... wait several years for ships to be built and trained, then do stuff.

Third: Before we do a restart, I'd like for all the admirals to get together and agree on a Stanardization agreement for missiles, fighter sizes, and maybe fleet standard speed. It seems like we all had wildly different opinions here, and so it just seems easier to talk about it, you know? Get things set up before hand instead of trying to do it in the middle of an alien invasion.

Edit: I just realized I wrote "STANAG Agreement". I've never felt so filthy before in my life.
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on April 02, 2013, 06:10:04 PM
Starting the game off with a meeting between the admirals (and president) would make sense, too.  Before time advances at all, I mean.  This means that we need to know how best to conduct these meetings.  Doing such over forums or through private messages is a little difficult, from what I can see, so we may want to at least consider an outside message service such as Skype or whatever for use during the big conclaves.  The problem there, of course, is getting everyone online at the same time.

Just some food for thought.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on April 02, 2013, 06:26:00 PM
Yeah, the game wasn't set up properly. We have a few options:

1) Reset completely, and set it up better this time. I'm not entirely fond of this option because I've spent some effort analyzing the game as it is. Well, that and I got the best extrasolar colony. >_>

2) Pull back time and SM in forces capable of stopping precursors. Again, while I'm not against resets, I spent a bunch of time analyzing the situation, and I'd rather it didn't change significantly.

3) Continue as is. Hey, there's no reason we can't. It's just not what anyone here really expected, and the story isn't going so great either.

The really nice thing about how it was supposed to be is that everything would get built up from an even start. Want a tech? Research it. Want a 20kt ship? Make the yard. The problem is that nothing much happens in the first years, and of course, we had no defense for the first months. In my opinion, random tech was helpful. Instead of having a setup that somebody has used before, we got something that was new to all of us. So what if you can't do something off the bat? That doesn't make it impossible! All the critical techs are cheap, any single admiral could research em easily enough.

Getting policies, agreements, etc. before time starts might make sense. With the way it was supposed to be, spending the first few years mostly discussing (as nothing else would be happening) would have worked out.
Title: Re: 7 Dictators Community Game
Post by: Gidoran on April 02, 2013, 06:40:16 PM
Starting the game off with a meeting between the admirals (and president) would make sense, too.  Before time advances at all, I mean.  This means that we need to know how best to conduct these meetings.  Doing such over forums or through private messages is a little difficult, from what I can see, so we may want to at least consider an outside message service such as Skype or whatever for use during the big conclaves.  The problem there, of course, is getting everyone online at the same time.

Just some food for thought.

I happen to like IRC, and I can set up a room on irc.rizon.net and explain how to connect for people who've not used the service before. For getting everyone in the same place, we announce the meeting in a thread, the location, and allow people to come in and spectate. You can set a channel up to be so only specific people can talk, which means we can have just the admirals and president talking, with an occasional citizen chiming in when they ask permission from the meeting coordinator.

Alternatively, we just discuss things in the thread.

Yeah, the game wasn't set up properly. We have a few options:

1) Reset completely, and set it up better this time. I'm not entirely fond of this option because I've spent some effort analyzing the game as it is. Well, that and I got the best extrasolar colony. >_>

2) Pull back time and SM in forces capable of stopping precursors. Again, while I'm not against resets, I spent a bunch of time analyzing the situation, and I'd rather it didn't change significantly.

3) Continue as is. Hey, there's no reason we can't. It's just not what anyone here really expected, and the story isn't going so great either.

The really nice thing about how it was supposed to be is that everything would get built up from an even start. Want a tech? Research it. Want a 20kt ship? Make the yard. The problem is that nothing much happens in the first years, and of course, we had no defense for the first months. In my opinion, random tech was helpful. Instead of having a setup that somebody has used before, we got something that was new to all of us. So what if you can't do something off the bat? That doesn't make it impossible! All the critical techs are cheap, any single admiral could research em easily enough.

Getting policies, agreements, etc. before time starts might make sense. With the way it was supposed to be, spending the first few years mostly discussing (as nothing else would be happening) would have worked out.

I'd say #2 would be better, because while my own position is kind of crap, I'd rather not be That Guy and go RESTART EVERYTHING MYEH GET ME A BETTER SYSTEM. That'd just be a dick move on my part. I would like one of the gas giants in Indi to have Sorium in it, but I can live without that, you know? Go back to January 1st, move from there.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on April 02, 2013, 06:44:03 PM
... I suggest we actually start the game with a basic military (or at least PDC/OWP) setup.  Having these major colonies out there with absolutely zero defenses just seems silly.

Agreed. I motion for OWP over PDC as they generally provide better point defense fire.

... I think we'd best avoid a jump capable navy right off the bat...

Agreed. Two standardized classes such as a destroyer and a frigate that are designed to work together.

To prevent something like this to happen at a start of a game one could also turn off precursors and star swarm at the beginning and turn it on again after the setup is finished, couldn't you? Then theoretically these systems shouldn't have aliens in them.

Good point.

I might suggest to add jumpgates between the systems if we get non-jumpable (war)ships...

Agreed. Allows for trade right away, otherwise we'd be sitting around for two years or so before we can actually begin trading with each other. I imagine that will take up a good portion of the early game anyway, and could cause some interesting situations while everyone builds up forces. Alliances based on who controls which resource etc.
I'd like to support a restart as this is honestly kinda bleh, but under the following conditions.

First: The restart begins with Hangar Bays and (Maybe) box launchers. If you want, we'll trade a tech for these; Is anyone particularly attached to 25cm railguns? But these two things will make cheap defense actually possible, which means we can handle these situations ourselves. Additionally, this means that we can produce Fast Attack Craft (500 tons) planet-side and store them in hangars as planetary defense forces. So, Brown water navy vs Blue water navy.

Second: In addition to the above, I think you should go ahead and give everyone a 4 ship task force which includes two missile combatants, a flagship/jump ship, and a point defense ship. This way we have mobile forces beyond the range of FACs that we can use to support one another, and we would have some initial forces to work off of. If you're unwilling to SM in the parts for all our custom designs, then just give us a standard design that's kind of crappy. Make them like, 7200 tons, with inferior technologies to what we have now. We don't need a huge task force, but giving each Admiral an actual task force that we can use will go a great deal towards improving the initial stuff we can do. Right now it's kind of... wait several years for ships to be built and trained, then do stuff.

Third: Before we do a restart, I'd like for all the admirals to get together and agree on a STANAG agreement for missiles, fighter sizes, and maybe fleet standard speed. It seems like we all had wildly different opinions here, and so it just seems easier to talk about it, you know? Get things set up before hand instead of trying to do it in the middle of an alien invasion.

1. I wouldn't be against this tech being onhand right away. It would definitely allow for some more creative designs.

2. I would say keep it simple. No flagship or jump ships (or combination). Simplified destroyer/frigate combo would be best, probably utilizing railguns or missiles depending on what tech we get. This way, the ships are able to act as a limited point defense platform while also being able to engage hostiles offensively (although it would be limited). Again, these designs are meant to be crappy and scrapped as soon as we start designing some of our own.
Another option would be to give each admiral a certain number of research points for component design to create their own ships. Then give them a certain number of build points so that everyone is on the same footing. This would actually create some interesting gameplay right off the bat as no one would know the others designs and everyone would already be wondering what the other admirals have designed/are hiding away.

3. Agreed. Standardization is nice and makes everything pretty.

Starting the game off with a meeting between the admirals (and president) would make sense, too.  Before time advances at all, I mean...

I wouldn't be against this. Set the ground work for how things will play out.

1) Reset completely, and set it up better this time. I'm not entirely fond of this option because I've spent some effort analyzing the game as it is. Well, that and I got the best extrasolar colony. >_>

2) Pull back time and SM in forces capable of stopping precursors. Again, while I'm not against resets, I spent a bunch of time analyzing the situation, and I'd rather it didn't change significantly.

3) Continue as is. Hey, there's no reason we can't. It's just not what anyone here really expected, and the story isn't going so great either.

The really nice thing about how it was supposed to be is that everything would get built up from an even start. Want a tech? Research it. Want a 20kt ship? Make the yard. The problem is that nothing much happens in the first years, and of course, we had no defense for the first months. In my opinion, random tech was helpful. Instead of having a setup that somebody has used before, we got something that was new to all of us. So what if you can't do something off the bat? That doesn't make it impossible! All the critical techs are cheap, any single admiral could research em easily enough.

Getting policies, agreements, etc. before time starts might make sense. With the way it was supposed to be, spending the first few years mostly discussing (as nothing else would be happening) would have worked out.

1. Agreed. No reason to restart completely.

2. I think this is the best option. Restart the game as is with SMed forces.

3. Disagree. There are too many things that were unexpected and have already ruined the flow to the story. It doesn't make sense that we have 1 billion people on planet and then all of a sudden they were nuked out of existence. It doesn't make sense that we don't have jump gates between colonies to allow the movement of that many people to five different colonies. It doesn't make sense that we don't have some form of protection so that the colonies aren't suffering massive penalties from this lack of protection.

While starting from scratch may not have been bad, this is still a multiplayer game. With nothing happening the way it is, and the length of turns for even one year, it would probably have taken well over a month (real time) before the first ship was even constructed. There's no reason to SM absolutely everything we want in immediately, but it makes sense to give each player a little bit of something to work with so that things stay interesting.



As I see it. All colonies need a good number of OWPs (or PDCs if we choose that option) not only for protection from immediate threats, but for the PPV they provide. Every single colony would have become severely hampered by a lack of PPV, and wouldn't have been able to get anything done. It would have taken 6 of the Great Wall Mk.IRs (or 4 Great Wall Mk.IGs) to just barely meet the minimum PPV for any of the colonies. Within a month, the colonies would have started suffering again due to population growth.

I actually really like the idea of giving each admiral a set amount of RP for component design and a set number of build points for them to create their own ships to be SMed in at the beginning. These points should be limited so that each admiral only has enough for 1 good (or maybe 2 crappy) designs and enough build points to build 3~4 ships. Maybe a bonus to Sol (I'm not biased or anything  ;)).
Title: Re: 7 Dictators Community Game
Post by: Shininglight on April 02, 2013, 07:01:38 PM
I'm down with restart.
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on April 02, 2013, 07:42:25 PM
I'd like to say that I am very much for having jumpgates already established between the colonies.  Anything else is just silly from where I'm sitting.

I'm also very much against giving each admiral separate research points from the get-go.  The idea here is that we'll all be in the same faction, under the same ruler, and gradually (as we expand farther and farther from the reach of the central government) some of us might try to become independent.
Title: Re: 7 Dictators Community Game
Post by: icecoldblood on April 02, 2013, 08:10:47 PM
I agree with the reset. Give each colony some OWPs and PDCs, as well as a small 4 ship defense fleet. An IRC channel seem like the best way to hold our Admiralry meetings.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on April 02, 2013, 08:17:50 PM
... I'm also very much against giving each admiral separate research points from the get-go...

The research would only be for component design if we wanted to go with unique ships for each admiral. It seems like each admiral will end up designing their own ships right off the bat, so this would just speed things up.

Just a thought.
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on April 02, 2013, 10:07:37 PM
The research would only be for component design if we wanted to go with unique ships for each admiral. It seems like each admiral will end up designing their own ships right off the bat, so this would just speed things up.

Just a thought.

I kind of figured it would slow things down, being more of a burden on the SM.  I think a good solution to this would be to appoint a Head of Research and Development for each faction.  We're only starting with one faction, so we'd only need one person to do this job to begin with.  The admirals, of course, would be advising him on what they need the fleet to be able to do.  This way we don't have a million people designing a million things to bog down the SM.

Really, to do this successfully, I'd suggest that each faction have a President (to manage the civilian side of things,) an R&D head (to design the ships that are in-line with their admiral's fleet doctrine and choose which technologies are needed to help the President with the industrial/economical end of things,) and one admiral (to come up with the fleet doctrines and overall military strategies.)  The goal here really should be to put the least amount of burden on the SM as possible, since s/he already has to keep an eye on absolutely everything.  All other players in a faction would be subordinate to these three.
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on April 02, 2013, 10:50:05 PM
The Admiral should retain full control over military designs. The R&D head should merely balance the research needs of each Admiral and the President, and report them to Maharava. Honestly, it should probably either be the President's job, or the SMs - The post is pretty empty other than that one task.
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on April 02, 2013, 10:59:33 PM
The Admiral should retain full control over military designs. The R&D head should merely balance the research needs of each Admiral and the President, and report them to Maharava. Honestly, it should probably either be the President's job, or the SMs - The post is pretty empty other than that one task.

Well then I'd recommend at least putting one admiral (Grand Admiral?) in charge of it (per faction, of course.)  Otherwise everything turns into design soup and nothing gets done.  Sure, admirals could vote on it ... but a democratic military?  Talk about slowing things down ...
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on April 02, 2013, 11:13:29 PM
So wait, are you arguing for standardized designs throughout the sectors?
Title: Re: 7 Dictators Community Game
Post by: Nightstar on April 02, 2013, 11:32:55 PM
Vote summary:
Shininglight: Restart
ICB: Restart
Panopticon: Restart
Gidoran: Restart
MagusXIX: Restart
Me: Restart

Others
coco, Cripes, kks, Admiral666: Restart

I don't see any votes against it, and we seem to have a majority. Let's do it.

In the hopes of getting this back on track quickly, (without major arguments about what to put in) I suggest we just SM in whatever stopped the precursor (setting up the firecontrols correctly), and continue with our old orders.

ALL IN FAVOR?

[ooc]edit: Added magus. Admiral666[/ooc]
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on April 02, 2013, 11:41:37 PM
So wait, are you arguing for standardized designs throughout the sectors?

Because each sector is not its own faction, yes.  The thing is, we're treating this like there are 7 different militaries when in fact there is only one.  There should be one "head of the military" per faction, whose job is to come up with the doctrine and and overall strategy.  The people under him will be more like executive officers, charged with using the resources given them to safeguard their own sectors (and provide valuable feedback, of course.)  I can't really see any fleet doctrine and strategy working as a divided, democratic system, and more importantly it adds a huge burden to the SM, without whom none of us would have such an awesome game to play.  Each faction has only one military.  If you want your own military, stage a revolution and start your own faction.  That's my two cents on the issue, anyway.  I know I'd hate to be an SM getting designs for the same types of ships with minor differences from 7 different people, AND have to try to run all other aspects of the game to everyone's satisfaction on top of it, keeping everyone properly informed etc etc.

I guess if Maharava has no complaints, we can just carry on as before.  :)

Also, write me down on that "in favor of restarting" list.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on April 02, 2013, 11:50:10 PM
If such were the case, I'd be splitting off instantly, and I suspect so would others. Having to manage several factions would probably be more work, not less.
Title: Re: 7 Dictators Community Game
Post by: dgibso29 on April 03, 2013, 12:33:30 AM
Well, up until this point, we've been running it with ships/doctrines unique to the sectors - Unless there is a majority dissension, I see no reason to discontinue it at this point. Once Maharava gets past the initial rush of designs and racial techs, it won't be much extra work.

Nightstar, I'm also in favor of restart to Jan 1st. Remember, Gidoran always has my backing, unless stated otherwise. Just in case Vice Admirals have a say in the larger scheme of things.
Title: Re: 7 Dictators Community Game
Post by: icecoldblood on April 03, 2013, 05:35:00 AM
I think the best way is: We all start with the same ships, same designs, and then slowly branch off. This is in-line with the colonies reducing their dependence on and possibly their support of Sol.



P.S. I hate being referred to as ICB. It makes me sound like an ICBM.
Title: Re: 7 Dictators Community Game
Post by: coco146 on April 03, 2013, 06:55:40 AM
I like the idea of us restarting with a small number of universal designs, and then diverging away with our own designs.
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on April 03, 2013, 07:19:14 AM
Well, to add my two cents towards this discussion: The way I see it, and the way nearly everyone seems to agree would be:
Title: Re: 7 Dictators Community Game
Post by: Gidoran on April 03, 2013, 06:09:32 PM
Well, to add my two cents towards this discussion: The way I see it, and the way nearly everyone seems to agree would be:
  • Restarts
  • Everyone starts with a few OWP of the same design
  • Everyone gets a few ships of the same design
  • Established Jump Gates
  • A few civilian ships
  • A meeting between all admirals before the game starts officially, for example to design a research strategy.

For these standard designs, I'd recommend we get together and hash out what they're supposed to do, and what roles we're bringing forth. I'd also like to term them Patrol Cruisers or something instead of proper destroyers and frigates, since... let's face it, they're probably not going to be what any of us consider appropriate combat vessels.

Those OWP that were used as a last-ditch effort seemed pretty good, and I'd support them (although I tend to prefer PDCs for things like that simply because of maintenance) and I think most of us can flatly agree that a freighter is literally a box with an engine clamped on the side, and a tanker is a swimming pool with an engine clamped on the side, etc. So we shouldn't have issues there.

I like the idea of us restarting with a small number of universal designs, and then diverging away with our own designs.

And this is pretty much exactly my sentiment.
Title: Re: 7 Dictators Community Game
Post by: icecoldblood on April 04, 2013, 08:14:02 AM
So the restart is pretty much confirmed. So while Mahavara is busy resetting the game, let's have the First Biannual Admiralty meeting. Let's pick a time and place. For clarity's sake all times should be in GMT. Also, should we involve the Vice Admirals in these meetings?
 
@Gidoran: If you can set up an IRC room that would be best.
Title: Re: 7 Dictators Community Game
Post by: 3_14159 on April 04, 2013, 08:51:30 AM
Until then, there'd be the #aurora channel on irc.newnet.com for standard discussions. That's where I am, currently. Now, points to discuss for the meeting, as far as I remember/can think of:
Of course, it'd be best to have the restarted game until then, if Mahavara could do it until then. If not, no problem.
Title: Re: 7 Dictators Community Game
Post by: Shininglight on April 04, 2013, 02:35:29 PM
How about Mibbit? that seems to be a pretty good IRC channel idk what would be a good time tho.
Title: Re: 7 Dictators Community Game
Post by: Gidoran on April 04, 2013, 09:05:52 PM
I like irc.rizon.net mostly because I know the community reasonably well and I get how their system works.

In a little bit I'll set up #7Dictators properly, but for now it's up and registered. You can use mibbit or any client to connect. Though if you guys would rather use irc.newnet.com that works too.

Edit: Channel's pretty much good as is. If you guys can leave a post here with suitable times you might want to do a meeting at, I'd appreciate it.

Also, it's not just restricted to Admirals, although during a meeting I will be setting the channel moderated and giving each Admiral voice, the President a Half Op (so he can set special speakers), and Maharava a full op because he's the fscking SM. So feel free to stop in and discuss the game. Also, leave your vote here if you want the channel itself to be in-character or out of character; either's fine with me.
Title: Re: 7 Dictators Community Game
Post by: Nightstar on April 05, 2013, 05:13:29 AM
I'd go for having official meetings be IC, main channel OOC. We're going to want to discuss the game itself at times, it makes more sense to do that in the official channel. Though I guess we could shunt that to aurora's channel instead.
Title: Re: 7 Dictators Community Game
Post by: MagusXIX on April 05, 2013, 05:47:28 AM
I have no strong opinions either way about times nor the IC/OOC nature of the meeting.  I'll adapt.  :)
Title: Re: 7 Dictators Community Game
Post by: Panopticon on April 05, 2013, 12:46:09 PM
I like Nightstar's idea, the IC discussion could even be posted to the game thread so we have some content.
Title: Re: 7 Dictators Community Game
Post by: Cripes Amighty on April 07, 2013, 10:39:35 PM
So there hasn't been a post in this forum for over two days and Maharava hasn't been online for five days. It might be hasty, but should we consider gameplay options for the interim, or should we hold out for a bit longer?