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Posted by: Maharava
« on: March 29, 2013, 03:13:11 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?
Posted by: Nightstar
« on: March 28, 2013, 08:10:46 PM »

Well. OOC, what was the planet like before you terraformed it? Chances are good that with all the greenhouse gas you added, the aliens will die off like flies. Trans-newtonian NPRs do, however, start with a bunch of ships to my memory. My memory of hostility is that they'll get mad from ships in system. Amusingly, they might not be bothered by the colony itself at all. Heck, if they get mad, they'll probably start nuking their own planet. Fun fun fun.

May I ask the thermal/EM signatures of the colony?
Posted by: Maharava
« on: March 28, 2013, 07:34:38 PM »

Wasn't a shot at any of you, none of us thought of it. I just asked for ship designs. Now we all know :D

I figure most of you will just say 'business as usual' but I figured I'd give you all the chance to edit your orders. not like we bumped into these guys randomly, they were there to begin with. Xenocide, anyone?
Posted by: Gidoran
« on: March 28, 2013, 07:26:21 PM »

SO I've paused the game (sorry it took so long, had to reverse-engineer component designs).

SIRIUS HAS ALIENS ON IT. The same world as we're on. They're currently showing up hostile.
In addition, all colonies are increasing in Unrest due to no defenses. I thought I'll give everyone a chance to amend or retain their current orders in response to this

Apologies for my part on that; I'll go through and make a list of what-is-what on my component list for my next update. I don't think that my orders will change for this, all things considered, though; however I would like to mention to the honorable Admiral Dekker that if he requires military support in dealing with these obvious usurpers of a Terran colony, Epsilon Indi will provide what it can.
Posted by: Maharava
« on: March 28, 2013, 06:49:10 PM »

SO I've paused the game (sorry it took so long, had to reverse-engineer component designs).

SIRIUS HAS ALIENS ON IT. The same world as we're on. They're currently showing up hostile.
In addition, all colonies are increasing in Unrest due to no defenses. I thought I'll give everyone a chance to amend or retain their current orders in response to this
Posted by: Maharava
« on: March 27, 2013, 05:01:30 PM »

Right, it's 8am and I'll be home roughly 6pm. I'm running the first turn then guys, so 10 hours from this post for anything last-minute :)

EDIT
About to run through the first 6 months of the game. For all future designs (and also for some current ones) can you please send me the individual component designs as well? The Class SUmmary gives basic stats which can often be matched by different combinations in the Component design, and it just adds extra hours (if you imagine each of you have 10 designs, there's 6 of you, and I need to try and reverse engineer components? Yeah. Takes time)
Posted by: 3_14159
« on: March 27, 2013, 02:29:18 PM »

January 2, Feudal Calendar
Encryption Code: Green
From: Admiral Alan Kepler
To: All Admirals
Subject: Fleet Auxiliaries and Construction
Classification: None

Sirs,

in the light of our recent acquisition and future expansion, we will face the need to transport military goods, fuel and important personnel where we need to. This requires special hardware, which we will need to produce soon.
Therefore, my staff has designed four designs to solve said problems, one each for transporting military good, fuel, ammunition and personnel. I have appended the plans at this message for your consideration.

Additionally, since our expansion is important, and since we will need all the ships we can produce to maintain said expansion, Earth's shipyards will be made available to you to construct said auxiliary ships. If you take this offer, simply contact my office for construction. The shipyards will take an additional ten percent of the build cost for their expansion, as you surely can understand.

Ad Astra!
Admiral Alan Kepler



Code: [Select]
C - Dakka class Collier    9,000 tons     220 Crew     1073 BP      TCS 180  TH 600  EM 0
3333 km/s     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 0
Maint Life 6.28 Years     MSP 969    AFR 49%    IFR 0.7%    1YR 42    5YR 634    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Magazine 1700   

600 EP Ion Drive (1)    Power 600    Fuel Use 40%    Signature 600    Exp 10%
Fuel Capacity 250,000 Litres    Range 12.5 billion km   (43 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
C - Mule class Freighter    9,000 tons     137 Crew     581 BP      TCS 180  TH 600  EM 0
3333 km/s     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 0
Maint Life 2.59 Years     MSP 565    AFR 46%    IFR 0.6%    1YR 119    5YR 1778    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 5000    Cargo Handling Multiplier 5   

600 EP Ion Drive (1)    Power 600    Fuel Use 40%    Signature 600    Exp 10%
Fuel Capacity 250,000 Litres    Range 12.5 billion km   (43 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
C - River class Colony Ship    9,000 tons     150 Crew     763 BP      TCS 180  TH 600  EM 0
3333 km/s     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 0
Maint Life 5.04 Years     MSP 689    AFR 49%    IFR 0.7%    1YR 45    5YR 679    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cryogenic Berths 20000    Cargo Handling Multiplier 5   

600 EP Ion Drive (1)    Power 600    Fuel Use 40%    Signature 600    Exp 10%
Fuel Capacity 250,000 Litres    Range 12.5 billion km   (43 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
C - Valdez class Tanker    9,000 tons     120 Crew     924 BP      TCS 180  TH 600  EM 0
3333 km/s     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 0
Maint Life 5.81 Years     MSP 834    AFR 49%    IFR 0.7%    1YR 42    5YR 630    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

600 EP Ion Drive (1)    Power 600    Fuel Use 40%    Signature 600    Exp 10%
Fuel Capacity 5,400,000 Litres    Range 270.0 billion km   (937 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Posted by: Gidoran
« on: March 27, 2013, 05:01:31 AM »

Okay, to clear it up:

Admirals can request Military Ships and Tech. They cannot request the construction of Commercial ships to me directly - Sol's President can request that (as in, 'Increase our number of Freighters and dispatch a fleet of them to Eridani'). The President can also place those freighters under the control of the Admiral.
Now, this seems to give the President an awful lot of power, however:
An Admiral can very easily cut off mineral supply/whatever from his own system (place a fleet at the JP and just kill things that go through them). The President may never have any form of control over military ships.
As for mines and infrastructure, how about this: the Admiral has access to HALF his sectors total Construction Factories to expand military construction etc, or build parts for naval bases and the like. I'd therefore also recommend making Military-class Freighters for your direct control.

The ADMIRALS have ALL the power over Military matters/ships etc, the President has the rest. Don't like the President? Find a new candidate who will do what you want and work to get him in power, or declare yourself a renegade and take total control.

The reason the President controls all of the commercial stuff is to simply speed the game up: you've already seen how long it takes to set this up, can you imagine if we had 12 controlling players?

Now, does that all make sense? Do we need to discuss and change things? Remember that you can always vote to change whatever rule/law you want in-game during the bi-annual meetings (hell, you can even vote to have more meetings). These rules that we've made and worked on are by no means set in stone: just the rules and laws Sol would have set at the start of this storyline, RP-wise

I'm honestly good with this. There are some military commercial ships such as tankers to shift fuel around, small freighters to move minerals for maintenance or to combine the freighters with colony ships to be able to set up fleet bases. If we have to make them at 'fleet speed' or nearby it, that'll further limit them; they won't just be this free thing we have floating around when needed, they'll increase our maintenance burden.
Posted by: Maharava
« on: March 27, 2013, 03:21:32 AM »

Okay, to clear it up:

Admirals can request Military Ships and Tech. They cannot request the construction of Commercial ships to me directly - Sol's President can request that (as in, 'Increase our number of Freighters and dispatch a fleet of them to Eridani'). The President can also place those freighters under the control of the Admiral.
Now, this seems to give the President an awful lot of power, however:
An Admiral can very easily cut off mineral supply/whatever from his own system (place a fleet at the JP and just kill things that go through them). The President may never have any form of control over military ships.
As for mines and infrastructure, how about this: the Admiral has access to HALF his sectors total Construction Factories to expand military construction etc, or build parts for naval bases and the like. I'd therefore also recommend making Military-class Freighters for your direct control.

The ADMIRALS have ALL the power over Military matters/ships etc, the President has the rest. Don't like the President? Find a new candidate who will do what you want and work to get him in power, or declare yourself a renegade and take total control.

The reason the President controls all of the commercial stuff is to simply speed the game up: you've already seen how long it takes to set this up, can you imagine if we had 12 controlling players?

Now, does that all make sense? Do we need to discuss and change things? Remember that you can always vote to change whatever rule/law you want in-game during the bi-annual meetings (hell, you can even vote to have more meetings). These rules that we've made and worked on are by no means set in stone: just the rules and laws Sol would have set at the start of this storyline, RP-wise
Posted by: dgibso29
« on: March 26, 2013, 09:47:19 AM »

Now, I understand the President controlling Sol's civ industry and facilities, but shouldn't an Admiral have control over everything in his sector? It doesn't make sense for ships he is launching to immediately fall out of his control, and for mines he is building be taken out of his hands immediately.
Posted by: Maharava
« on: March 26, 2013, 03:33:42 AM »

Okay, so, if I haven't replied to your PM's, I'm sorry, there's been a LOT of them (plus we're refurbishing at work so no time to do anything major on the computer). You're welcome, those of you who have thanked me, all Vice Admirals and Admirals are named, Reach and Harvest are named, GFTF, Ordnance and Fighter Factories are added and orders are taken down. If there's anything else, PM or post NOW so I can run the first 6 months tomorrow, the reports of which (cos you all get individual reports) should be out Thursday. normally I'd be faster, but like I said, refurbishment at work
Posted by: Maharava
« on: March 26, 2013, 03:22:26 AM »

I have a suggestion for a rules modification, currently the President can limit the amount of labs any given admiral has to use, but must limit all admirals to the same percentage of available labs. I would like to be able to change that on an admiral by admiral basis to give me some way to control the madness a little, something like being able to reward the admiral who secures a new Sorium source with extra lab access, or to take away access if one of them shoot up some aliens/civilians/other admiral's ships without permission.

Obviously I wouldn't be able to push them to zero use, and I suppose ignoring those restrictions is an option for those inclined to rebellion, but currently the President has neither carrot, nor stick to keep anyone in line.

Still pondering my actual rank and in game name, I'll pass that along in the next day or so.

I'm not too sure, as President you dictate the amount of help and support Sol gives to her colonies, and if an Admiral rebels the President is the one who can order there system to be a no-fly zone, cutting off trade. Remember, Admirals can't order Mass Drivers or mines to be built or shipped in: YOU can
Posted by: Panopticon
« on: March 26, 2013, 02:23:59 AM »

I have a suggestion for a rules modification, currently the President can limit the amount of labs any given admiral has to use, but must limit all admirals to the same percentage of available labs. I would like to be able to change that on an admiral by admiral basis to give me some way to control the madness a little, something like being able to reward the admiral who secures a new Sorium source with extra lab access, or to take away access if one of them shoot up some aliens/civilians/other admiral's ships without permission.

Obviously I wouldn't be able to push them to zero use, and I suppose ignoring those restrictions is an option for those inclined to rebellion, but currently the President has neither carrot, nor stick to keep anyone in line.

Still pondering my actual rank and in game name, I'll pass that along in the next day or so.
Posted by: icecoldblood
« on: March 25, 2013, 10:42:39 PM »

The Admiralty of Alpha Centauri would like to present these candidate designs for Geographical and Graviational survey ships. These ships are not able to be build in the same shipyard, unfortunately. They are armed with Twin Gauss Cannons, which should hopefully ensure survivability. They are designed to operate no more than 3 jumps from a refuelling point.
Code: [Select]
Explorer class Geosurvey Ship    4,400 tons     115 Crew     1053 BP      TCS 88  TH 120  EM 0
2727 km/s    JR 1-50     Armour 4-23     Shields 0-0     Sensors 1/1/0/4     Damage Control Rating 2     PPV 10.28
Maint Life 2.48 Years     MSP 299    AFR 77%    IFR 1.1%    1YR 67    5YR 1012    Max Repair 180 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

J4400(1-50) Military Jump Drive     Max Ship Size 4400 tons    Distance 50k km     Squadron Size 1
ALPH Ion Drive (TR) 240/20 (1)    Power 240    Fuel Use 64%    Signature 120    Exp 10%
Fuel Capacity 350,000 Litres    Range 22.4 billion km   (94 days at full power)

Twin Gauss Cannon R4-67 Turret (1x8)    Range 40,000km     TS: 12000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01.2 60-12500 (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17

Missile Detection Sensor MR1-R1 (1)     GPS 18     Range 1.1m km    Resolution 1
Geological Survey Sensors (4)   4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Pioneer class Gravsurvey Ship    4,400 tons     115 Crew     1253 BP      TCS 88  TH 120  EM 0
2727 km/s    JR 1-50     Armour 4-23     Shields 0-0     Sensors 1/1/8/0     Damage Control Rating 2     PPV 10.28
Maint Life 2.54 Years     MSP 356    AFR 77%    IFR 1.1%    1YR 77    5YR 1154    Max Repair 180 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

J4400(1-50) Military Jump Drive     Max Ship Size 4400 tons    Distance 50k km     Squadron Size 1
ALPH Ion Drive (TR) 240/20 (1)    Power 240    Fuel Use 64%    Signature 120    Exp 10%
Fuel Capacity 350,000 Litres    Range 22.4 billion km   (94 days at full power)

Twin Gauss Cannon R4-67 Turret (1x8)    Range 40,000km     TS: 12000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01.2 60-12500 (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17

Missile Detection Sensor MR1-R1 (1)     GPS 18     Range 1.1m km    Resolution 1
Improved Gravitational Sensors (4)   8 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

 I had wanted to add a ship sensor, but it wouldn't fit without wasting jump capacity.

EDIT: only after posting did I notice the BFC was too far range. I'll leave them in for the tracking bonus.
Posted by: Maharava
« on: March 25, 2013, 10:31:04 PM »

But Reach was in the Epsilon Eridani system! That is funny though, that this has so many references to the Haloverse. If any of those outer colonies show signs of insurrection, we'll have to sick the Spartans on you.

Say there are Spartans. I DARE you. Make a Spartan Company and see what happens (ominous, SM-voice) :P

Come on, nobvody's named their planet Vulcan or Kobol or...or...or anything!