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Posted by: RedKing
« on: November 25, 2013, 11:09:55 AM »

This could actually make for some good RP, resulting in something like the Washington Naval Conference where you get the major powers agreeing on tonnage limits and main gun bore limits and such, and then trying to design within those limits (and if you're aggressive, breaking the limits and hoping nobody figures it out till its too late).

Posted by: alex_brunius
« on: July 11, 2013, 06:08:28 AM »

Id say some exceptions are allowed.

I will try to run with the following self imposed rules to simulate peacetime civilization:
- Maximum 10% of my labs on weapons/active sensors/engine power mod or other "war" systems such as stealth/shields.
- Maximum 10% of military grav survey ship tonnage can be devoted to weaponry.
- All Military PDCs or Military Patrol ships (3000ton or below) allowed up too maximum 200% of Civilian Protection needed in a given system.
- Only one single emergency coiler/oiler allowed since Military is for defense only.
- Military shipyard expansion forbidden beyond 10% of Civilian shipyard max size and beyond civilian shipyard total amount of slipways.
Posted by: Alfapiomega
« on: July 11, 2013, 04:40:44 AM »

I really like this idea but wouldn't that lead to extreme casualties during the first years of war? What if there was no conflict for decades, the gap then would be extreme.  Therefore I like the idea of minimized but still existing research.
Humans are mostly drawn to protect themselves and if there is enemy who has weapons they will try to have more weapons. 
The same now even when there are only humans vs.  humans.
Posted by: Panopticon
« on: November 20, 2012, 01:25:52 AM »

I'd say let sensors and engines be researched, look at it as the military types sneaking in upgrades via the research of supposedly civilian tech, perhaps don't actually research the actual hardware until hostilities break out though.
Posted by: OAM47
« on: November 20, 2012, 01:01:39 AM »

I'd say engines are fine, but sensors... maybe active shall be classified as military.
Posted by: Brian Neumann
« on: November 20, 2012, 12:32:06 AM »

Most of the time there is a small percentage of work that continues on purely mlitary tech.  For aurora perhaps a roughly 1% of the labs can be used to research military related tech.  Perhaps a 5% limit on the total number of such projects.  As they would be generally in the 1-5 lab per project and only a few projects would be worked on.  Any system used by commercial ships could be reasearched without any rp penalty.  For systems that could be considered dual use. (active or pasive sensors ect)  Only 1 project with no more than 1/2 the labs available able to be set on the project.  Actual system prototype would for military stuff come under the 1-5 labs limit which would tend to increase how long it takes to prototype.  Also retooling of shipyards could only be done during wartime for military designs, or when major upgrades are possible (ie engines, fire control, ect) then there could be 1 shpyard retooled every few game years (sya three to five years between starts for retooling).

All of ths would allow some upgrade of military tech, just not a lot of it when a nation was at peace.

Brian
Posted by: Erik L
« on: November 19, 2012, 07:07:35 PM »

I imagine some great hue and outcry when the first Alien Stomping Legion with their new-fangled Nuclear Pulse Engines get stomped. Then the military R&D kicks in.

I think the biggest challenge would be deciding exactly what consitutes military tech. Engines? Sensors?

Hmmm that might be an interesting sub-thread.
Posted by: Conscript Gary
« on: November 19, 2012, 06:44:17 PM »

To take it along a Star Trek Federation route, with regards to alien races attempting to follow the Prime Directive in these circumstances would be interesting.
Probably crippling, but interesting.
Posted by: Panopticon
« on: November 19, 2012, 05:35:27 PM »

Could take it farther and only allow it when conflict actually causes casualties. Representing the civilian leadership not feeling threatened enough to allow resources to be diverted to upgrades, "We have the greatest fleet in space, and the navy wants more money for upgrades? We won our last encounter without a scratch!"
Posted by: Erik L
« on: November 19, 2012, 04:12:39 PM »

Maybe something like a set tonnage or number of hulls per population would be a good limit too.

The grace period is a good idea. I had fleet replacements in mind, just neglected to put it down :)
Posted by: OAM47
« on: November 19, 2012, 04:06:45 PM »

I like it.  I personally RP like that (not nearly as restrictive of course, but requiring a good solid reason to upgrade ships, etc), and I know some others do too.  Might I suggest that there's a general grace period after war too.  Not just completing research, but bringing forces up into a nice structure as well, IE allow fleet replacements up to a "normal" level in case shipbuilding was lagging during the war.
Posted by: Erik L
« on: November 19, 2012, 03:47:15 PM »

One I've had puttering around the noggin for a while.

Your researchers may only research "civilian/infrastructure" type techs. Missile reload, weapon calibers, etc are verboten, except when there is a war. Then all research is available. When the war is over, back to the civilian only research. Research in progress when the war ends may be completed.

Ships may be designed, but only refits may be done in peacetime (under 50% cost). Only new construction would be civilian (grav survey count as civ for this purpose). The only new military construction that may be done is when a new sector command is created. Planets use PDCs and ground troops for protection.

Troops may only be created in sufficient quantity to garrison colonies.

Any thoughts on what the starting parameters should be? NPR count, etc? And any other restrictions you can think of?