Author Topic: 7 Dictators- Players  (Read 3890 times)

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Offline Gidoran

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Re: 7 Dictators- Players
« Reply #45 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.
"Orbital bombardment solves a myriad of issues permanently. This is sometimes undesirable."
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Offline 3_14159

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Re: 7 Dictators- Players
« Reply #46 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
 

Offline Maharava

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Re: 7 Dictators- Players
« Reply #47 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)
« Last Edit: March 28, 2013, 05:40:58 AM by Maharava »
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Offline Maharava

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Re: 7 Dictators- Players
« Reply #48 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
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Offline Gidoran

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Re: 7 Dictators- Players
« Reply #49 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.
"Orbital bombardment solves a myriad of issues permanently. This is sometimes undesirable."
- Secretary General Orlov of the Triumvirate of Venus
 

Offline Maharava

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Re: 7 Dictators- Players
« Reply #50 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?
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Offline Nightstar

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Re: 7 Dictators- Players
« Reply #51 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?
 

Offline Maharava

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Re: 7 Dictators- Players
« Reply #52 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?
Australia, home of the over-paid minion

I play Eve! Message Suzanne Winters for a friend :D
 

 

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