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21
Aurora / Control Population
« Last post by NihilRex on June 16, 2015, 02:26:42 AM »
So, as the singularity begins, someone grabbed a bunch of unaffected people and shoved them in a box as a control population...

When they emerge generations later, the stargods are gone.  Earth has ruins, devastated areas, and pristine wilderness in an odd mixture.

Have fun!

Google link because attach failed.
https://drive.google.com/file/d/0B6CGKNP_SazeQmFNdkNTY3dvOWc/view?usp=sharing
22
Starfire / Helium Assault
« Last post by Starslayer_D on August 23, 2014, 08:10:37 AM »
Here are the forces from the Battle between the Undines and their implacable foes. The WP is 400 HS, the Red fleet has not yet probed yet. I am curious if someone fares better. In a previous fight in deep space the undines lost a large fleet, and only got some courier drones back, including a warning about the lasers on the battle-cruisers, the AM missiles and apn with rockets. Well, what can be gleaned without survivors and sensor data. Their colonies though had a prime view, out of scanner range for  technological data.

Cartell ships: (3* Bloodmaker, 6* Creeper, 6* Carnage, 6* Obliterator, 6* Safe House, all ships average).
RM: 90, RD:45, RC: 04

BLOODMAKER II class CVS    AM2    9 XO Racks    45 Hull    TL 8
[1] S0x4AiAiZH(I)Pg(II)WaPgM7DDzWa(I)DzDzWaMgVx6(BbS)!2?2(II)LhQ(I)(II) [6]
45 RCP  6 FCP       Trg:8  Bmp +4  Tem -2        Cost =  1629.5/ 244.4
HTK 38   S0x4  Aix2  Dzx3  Pgx2  Wax3  Vx6  Mgx1  
90x SM, 24x fG, 72x fR
6*F0, 1*ast

CREEPER III class BC     AM2    16 XO Racks    80 Hull    TL 8
[2]S0x8Aix8HQ(II)Pg?2(III)RcPgM4RcPgDzDzRcPg(II)DzRcPgDzDzRcZi!2PgMg(BbS)(III)LhQ(II)(III)[6]
80 RCP  20 MCP       Trg:5  Bmp +4  Tem -2        Cost =  1934/ 290.1
HTK 57   S0x8  Aix8  Dzx5  Pgx6  Rcx5  Mgx1  
90x CM, 2x EDM (Mg)
1*ast

CARNAGE IV class CA     AM2    12 XO Racks    60 Hull    TL 8
[1] S0x8Aix8HQ(II)WaPg(II)WaPgPgM3Dz(II)DzWaPgDzDzWaPgZiMg(BbS)?2!2(II)LhQ(II)(II) [6]
60 RCP  40 MCP       Trg:4  Bmp +4  Tem -2        Cost =  1552/ 232.8
HTK 51   S0x8  Aix8  Dzx4  Pgx5  Wax4  Mgx1  
200x SM
1*ast

OBLITERATOR II class DD        6 XO Racks    30 Hull    TL 6
[3] S0S0Aix3ZHs(I)(I)PgM3Qs(I)PgPgD(I)DWaPgMg?0(I)Qs(I)(I) [7]
30 RCP  20 MCP       Trg:4  Bmp +1        Cost =  618/ 92.7
HTK 26   S0x2  Aix3  Dx2  Pgx4  Wax1  Mgx1  


SAFE HOUSE class CT        3 XO Racks   16 Hull    TL 4
[2] SAAZH(I)(I)RaDMg?0Qs(I)(I) [8]
16 RCP  9 MCP       Trg:1  Bmp +1        Cost = 238/35.7
HTK 14   Sx1  Ax2  Dx1  Rax1  Mgx1  
40x SM, 1x EDM (Mg)


Undine Ships: (6* Whiskey, 23* Victor(6*green), 24* Romeo (6*green), 1* dsb-India, 6* Alpha, 6*Bravo). All average except noted). 120 mine patterns, 120 IDEW-E. Repair yards are available 1 system back, multiple time locations.
RM:88 RD:78 RC:66

BC WHISKEY class BC     AM    16 XO Racks   80 Hull    TL 6
[3]S0x18Aix18ZH(BbS)Q(II)Rc(III)DcRcDc(II)RcM5DcDcRcMgFXr(III)!1?1LhQ(II)(III)[6]
80 RCP  20 MCP       Trg:6  Bmp +2  Tem -1        Cost = 1629/244.4
HTK 71   S0x18  Aix18  Dcx4  Fx1  Rcx4  Mgx1  
90x CM, 2x EDM (Mg)
1*ast

BC VICTOR II class BC     AM    16 XO Racks    80 Hull    TL 6
[3] S0x16Aix16ZHQ(II)?1(BbS)F(III)DDFWaM4DcDc(II)FDcDc!1FWaMgXrLhQ(III)(II)(III) [6]
80 RCP  20 MCP       Trg:5  Bmp +2  Tem -1        Cost =  1714/ 257.1
HTK 70   S0x16  Aix16  Dcx4  Dx2  Fx4  Wax2  Mgx1  
100x SM, 16x CM, 6x EDM (Mg)
1*ast

CA ROMEO II class CA        12 XO Racks    60 Hull    TL 6
[3] S0x10Aix10ZH(BbS)(II)?1(II)QXr(II)Wax4!1M5Wax3Mg(II)(II)DcLhQDc(II) [6]
60 RCP  40 MCP       Trg:6  Bmp +2  Tem -1        Cost =  1317/ 197.6
HTK 52   S0x10  Aix10  Dcx2  Wax7  Mgx1  
180x SM, 10x CM
1*ast

DSB INDIA II class DD     AM    6 XO Racks    30 Hull    TL 7
[2] S0x6Aix6ZHQs(I)(I)(I)(I)(I)(I)DzXr(DCS)QsDz(I) [7]
30 RCP  20 MCP       Trg:1        Cost =  624/ 93.6
HTK 27   S0x6  Aix6  Dzx2  

FG ALPHA III class FG     AM    4 XO Racks    22 Hull    TL 6
[1] S0x4Aix4ZH(I)(I)(I)DcFDc?1Qs(I)(I) [7]
22 RCP  3 MCP       Trg:1  Bmp +2        Cost =  399/ 59.9
HTK 20   S0x4  Aix4  Dcx2  Fx1  

CT BRAVO II class CT     AM    3 XO Racks    16 Hull    TL 7
[1] S0x3Aix4ZHs(I)(I)(I)?0QsFDz(I) [8]
16 RCP  9 MCP       Trg:1  Bmp +1        Cost =  309/ 46.4
HTK 17   S0x3  Aix4  Dzx1  Fx1  



Red Fleet (6* Catapult, 6* Daiku, 6* Marauder, 6* Quickdraw, 6*Essex, 6*Jenner) all average, small craft may simultransit. 12 further Jenners and 60 further GBP on Survey ships are one system back and can be brought foreward as replacements. 3*SY on ships is available one system back for repairs
RM:88, RD:96, RC:88

SD CATAPAULT class SD     AM2    16 XOg Racks    130 Hull    TL 10
[3]S1x42Acx42HQLh(IIII-It)HQ(IIII-It)Rc(IIII-It)(BbS)QDcxRcQDcxRcMi1(IIII-It)?jQRcDcxRc!2DcxRcXr?3LhEcZiQ(IIII-It)Mgx3[5]
130 RCP  160 FCP       Trg:9    Atk +1  Bmp +6  Tem -2        Cost =  4078/ 611.7
HTK 140   S1x42  Acx42  Dcxx4  Ecx1  Rcx6  Mgx3  
109x CM-a, 32x CM LT2, 60x SBM-a, 256x fR-a, 64x fL, 256x fM2
16*GBP, 1*ast

BB DAIKU class BB     AM2    12 XOg Racks    100 Hull    TL 10
[2]S1x36Acx54HQ(III-It)(III-It)Q(III-It)(BbS)Q(HET)Dcx(III-It)Q(HET)M3?jDcxDcx!2LhQ(HET)RcXr?3ZiX(III-It)Mg[5]
100 RCP  120 FCP       Trg:4  Bmp +6  Tem -2        Cost =  3194/ 479.1
HTK 133   S1x36  Acx54  Dcxx3  (HET)x3  Rcx1  Mgx1  
10x CM-a, 12x SBM LT2, 3x AFM, 48x fG, 96x fR-a, 48x fL, 96x fM2
12*GBP, 1*ast

BB MARAUDER class BB     AM2    12 XOg Racks   100 Hull    TL 10
[2]S1x30Acx30HQ(III-It)(III-It)Q(III-It)(BbS)QRcDcxRcMi1(III-It)?jQDcxRcDcx!2QRcXr(HET)?3ZiLh(III-It)MgMg[5]
100 RCP  120 FCP       Trg:9    Atk +1  Bmp +6  Tem -2        Cost = 3126/468.9
HTK 104   S1x30  Acx30  Dcxx3  (HET)x1  Rcx4  Mgx2  
60x CM-a, 12x CM LT2, 20x SBM-a, 12x SBM LT2, 48x fG, 192x fR-a, 48x fL, 192x fM2
12*GBP, 1*ast

BC QUICKDRAW class BC     AM2    10 XOg Racks    80 Hull    TL 10
[2] S1x24Acx24HQ(II)(III)(II)(BbM)Q(III)LxLxQDcx(II)DcxDcx!2M7LhQRcLxLx(Dec2)Xr?3Zi(III)Mg [6]
80 RCP  20 MCP  100 FCP       Trg:8  Bmp +6  Tem -2        Cost =  2373/ 355.9
HTK 85   S1x24  Acx24  Dcxx3  Lxx4  Rcx1  Mgx1  
15x CM-a, 15x CM LT2, 40x fG, 120x fR-a, 40x fL, 120x fM2
10*GBP, 1*pn

CA ESSEX class CA     AM    7 XOg Racks    60 Hull    TL 10
[2]S1x6Acx6ZH(BbL)(BbL)(II)(BbL)(BbL)(II)(BbL)(BbL)(II)(BbL)(BbL)(II)(BbL)(BbL)(II)(BbL)(BbL)QQLhQDx(II)Mg[6]
60 RCP  70 FCP       Trg:1        Cost =  1129/ 169.3
HTK 44   S1x6  Acx6  Dxx1  Mgx1  
28x fG, 104x fR-a, 208x fM2
7*GBP, 12*apn

CL JENNER class CL     AM2    1 XO, 5 XOg Racks    45 Hull    TL 10
[1] S1x9Acx9H(II)Q(I)Wa(II)WaWa(I)?3M3WaWa(BbS)XrDxZiDx(II)QLh(I)Mg [6]
45 RCP  5 MCP  50 FCP       Trg:4  Bmp +6        Cost =  1318.5/ 197.8
HTK 44   S1x9  Acx9  Dxx2  Wax5  Mgx1  
120x SM-a, 15x SM LT2, 25x AFM, 80x fR-a, 80x fM2
5*GBP
23
Aurora / Re: Multiplayer Scenario Ideas
« Last post by TheDeadlyShoe on December 15, 2013, 04:32:30 PM »
The Let's Play (/Bgreman) style seems the most practical to me, the GM plays the enemy while the players fractiously quarrel and collectively constitute the 'player faction'.

24
Aurora / Re: Multiplayer Scenario Ideas
« Last post by Xelanthol on December 11, 2013, 01:38:04 PM »
One thing that I find speeds up multiplayer is to have players create "standard rules of engagement" for how their ships are to respond tactically. That way, I don't have to go back every time there's a radar contact and get each side's micromanagement of the battle. I can just play out the battle, following the rules each side has set.

If you want an added twist, you can have rules for some of the personality traits as chances that they ignore parts of the standing orders. Aggressive or Risk-Taker might give an increased chance of attacking even if SOP tells them not to, Methodical or Inflexible and Dogmatic might mean 0% chance to deviate from SOP, even if common sense would dictate otherwise, and Dynamic or Insightful might give the GM more discretion to make tactical choices based on the situation rather than standing orders. Suddenly, you have more to consider than just numerical stats when assigning captains.

Plus it adds to the feeling that the player is a fleet admiral rather an omnipresent ship captain. That layer of abstraction, the "indirect god game" is very much in vogue nowadays.





A favorite scenario of mine (even in single-player mode) is to have a fairly bog-standard Terran Federation on Earth, and (with Real Stars) an alien race some distance from Earth (I usually play ~15-20LY) with a single goal: Conquer Earth. Problem is, they have to find it first. With a fair bit of astronomical knowledge, you can get a general idea of whether a series of jumplanes is heading in the right direction or not. But because of the way Aurora creates jumplanes, it's not a guarantee. You might find Alpha Centauri but then Earth could be 1-4 jumps away depending on how it plays out.

Tends to lead to the Terrans building up defenses and early warning stations, while the Aliens are building and deploying scouts like crazy. If the Terrans can find and destroy the scouts before they find Earth, they have the advantage. If the Aliens find Earth, they can switch into War Fleet mode and build up a conquering armada. Which leaves the Terrans with all sorts of strategic decisions to make. Do they turn Sol into a fortress? Do they build a counter-armada? Do they try to reinforce strategic chokepoints on the jumplanes and whittle down the armada? Do they try a daring preemptive strike before the armada can be built (if they've found out where the alien homeworld is)?

And if it settles into a long slog, both sides will need to create a logistics network to find and exploit additional resources. One side could conceivably win by attacking supply lines and colonies to deny the other the raw materials for their war effort.

I actually really like this idea.Sometime in December I'm starting up a game GM'ing for my friends-I will control nearly everything but I do need a system in place that handles how they want their commanders/economy to react so I don't need to keep going back to them.

Thanks for the ideas!
25
Aurora / Re: Multiplayer Scenario Ideas
« Last post by RedKing on November 25, 2013, 11:35:04 AM »
One thing that I find speeds up multiplayer is to have players create "standard rules of engagement" for how their ships are to respond tactically. That way, I don't have to go back every time there's a radar contact and get each side's micromanagement of the battle. I can just play out the battle, following the rules each side has set.

If you want an added twist, you can have rules for some of the personality traits as chances that they ignore parts of the standing orders. Aggressive or Risk-Taker might give an increased chance of attacking even if SOP tells them not to, Methodical or Inflexible and Dogmatic might mean 0% chance to deviate from SOP, even if common sense would dictate otherwise, and Dynamic or Insightful might give the GM more discretion to make tactical choices based on the situation rather than standing orders. Suddenly, you have more to consider than just numerical stats when assigning captains.

Plus it adds to the feeling that the player is a fleet admiral rather an omnipresent ship captain. That layer of abstraction, the "indirect god game" is very much in vogue nowadays.





A favorite scenario of mine (even in single-player mode) is to have a fairly bog-standard Terran Federation on Earth, and (with Real Stars) an alien race some distance from Earth (I usually play ~15-20LY) with a single goal: Conquer Earth. Problem is, they have to find it first. With a fair bit of astronomical knowledge, you can get a general idea of whether a series of jumplanes is heading in the right direction or not. But because of the way Aurora creates jumplanes, it's not a guarantee. You might find Alpha Centauri but then Earth could be 1-4 jumps away depending on how it plays out.

Tends to lead to the Terrans building up defenses and early warning stations, while the Aliens are building and deploying scouts like crazy. If the Terrans can find and destroy the scouts before they find Earth, they have the advantage. If the Aliens find Earth, they can switch into War Fleet mode and build up a conquering armada. Which leaves the Terrans with all sorts of strategic decisions to make. Do they turn Sol into a fortress? Do they build a counter-armada? Do they try to reinforce strategic chokepoints on the jumplanes and whittle down the armada? Do they try a daring preemptive strike before the armada can be built (if they've found out where the alien homeworld is)?

And if it settles into a long slog, both sides will need to create a logistics network to find and exploit additional resources. One side could conceivably win by attacking supply lines and colonies to deny the other the raw materials for their war effort.
26
Aurora / Re: Scenario Idea
« Last post 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).

27
Aurora / Re: Multiplayer Scenario Ideas
« Last post by Maltay on November 24, 2013, 07:27:28 AM »
1. Make the evil enemy (e.g., aliens, robots, or whatever).  They are technologically advanced and gunning for the Humans.  They do not like Humans.  Earth is five jumps away.  The prize solar system is 10 jumps away and five jumps from Earth.  The evil enemy knows Earth is five jumps away.  The evil enemy knows the prize solar system is 10 jumps away.  This makes searching faster.

2. Make Earth a multi-faction start with mineral boost.  Make it a TN start.  The evil enemy is five jumps away.  The prize solar system is the opposite way and also five jumps away.  The Earth factions have snapshots of the evil enemy and prize solar system as intel.

3. Make a prize solar system.  Give it a prize planet or two, good ruins, massive mineral resources, some reasonably tough Precursors, and stock it with enough technology an Earth faction could match the evil enemy.  It is five jumps from Earth.  It is 10 jumps from the evil enemy.  Make sure there are fewer prize planets than Earth factions.

Primary Win Condition: Make it to the prize solar system and defeat the evil enemy's attack.  Be in control of a prize planet when the last of the evil enemy is destroyed or leaves the prize solar system.  Evil enemy will launch one large attack.  Evil enemy will probably scout the prize solar system first if the GM remembers to RP.

Secondary Win Condition: Avoid getting destroyed by the evil enemy for 30 years.  This assumes you failed to make it to the prize solar system or the Earth factions that made it were defeated in the large attack.  Killed means you lack the ability to expand.  For example, mineral or fuel locked, out of Industry, etc.

GM Win Condition: Kill the Earth factions in less than 30 years.  You only get one large attack against the prize system.  You need to RP and be fair as you have full knowledge of what is happening.  Can write the AARs from either the evil enemy or Earth faction perspectives.

Restrictions: Earth factions not allowed to settle the same body (e.g., moon, planet, or asteroid).  Earth factions can take bodies from each other through war.  Do not tell anyone the technology level of the evil enemy.  Can flex the evil enemy's technology advantage, number of prize planets in the prize solar system, time restriction (i.e., 30 years), and distances between the three solar system to make it different each time.  Make sure to tell everyone how far away the prize solar system is so they can find it more easily.  Do not tell them how far away the evil enemy is, that is part of the fun.  You can let the intermediary solar systems randomly generate or pre-define them.  Maybe drop interesting stuff in between the three solar systems like nebulae, black holes, star swarms, etc.  Basically, things that make the Earth factions work together to get away from the evil enemy in time to put up a fight.  Makes it even better for when the Earth factions are forced to betray each other toward the end to try and claim the primary victory.  Especially as they all knew from the beginning how many prize planets exist.
28
Aurora / Re: Multiplayer Scenario Ideas
« Last post by alex_brunius on November 24, 2013, 04:34:21 AM »
It seems to be that the main problem here is that there is to much risk and to little reward involved in hostile action when your share same home-world.

This can also be seen since all your 4 suggested scenarios involve either forced conflict or different stating planets.

A few ideas to mitigate this even if you want to go with a same planet start:

- Everyone start with strong defensive ground forces and PDCs that ensure if the conflict escalates back to Earth neither can inflict much damage.
- A universal and generally accepted alliance (NATO) that is in place before scenario start working like NATO, if any one nations holdings on Earth is attacked all other others automatically ally to hunt down the perpetrator.
- A powerful Peacekeeping force present on Earth (doesn't have to even be modeled until need arises which hopefully never should happen).
- Espionage that has close to 100% control over how much and what quality ground forces and PDCs all your rivals have on Earth, this means you can attack without fear of them steamrolling you.

Basically this idea is built on Earth being a safe haven but any colony or body outside is no-mans land which should encourage colonial conflicts.

Another solution is to force conflict as a GM, for example make sure that "tense" situations escalate as individual Captains open fire even if they have orders not to.
Or have powerful "neutral" corporations or businessmen interest approach nations with big rewards in credits, installations or resources they lack for attacking their opposition (and their civilian shipping!).
You can also introduce espionage/military reports that sow suspicion and make players not trust each other. With intelligence organizations that are convinced they will be attacked within a year or two you may be able to trigger an interesting conflict or two since this is self reinforcing. Player A gets intel report player B is preparing to attack a mutual colony -> Player A sends more troops and ships -> Player B is convinced player A is going to take it for himself -> War.

To promote war the element of surprise must also pay off, both sides need to know that if I don't shoot first I will probably lose.


Another compleatly different scenario idea would be a mighty over powerful GM controlled alien race attacking in which case it is intended and required that the players cooperate if Earth is to survive at all. That scenario also has a clear ending in that either earth is defeated or whoever manages to defeat the alien home world wins. Much epic storytelling possible here either in a desperate last defense against alien troop dropships or a glorious victory marsh.
29
Aurora / Re: Multiplayer Scenario Ideas
« Last post by sublight on November 23, 2013, 08:43:52 PM »
I've found in my experience with GMing multiplayer Aurora games that it isn't so much 'hard' as 'time consuming.' By year 38 in the longest running game I was spending ~8 hours to run through a 6-month increment as the SM plus another ~3 hours to type a proper RP report (I'm a slow writer).

Yes, that 38-year sandbox game did generate a fairly memorable story, but being a slow writer creating a 'good story' is kind of low on my objective list. See, I'm an engineer. I love world building, enjoy war-gaming, and had almost as much fun watching the players use unexpected tactics to explore the universe generated as If I had been a player myself. The RPing and story-writing was just documentation to better interact with the players and share our results with the community, not the reason I was GM.

One of my discoveries was that, usually, players in a sandbox game react cautiously and avoid risk when dealing with each other, and instead explore outward and focus on diplomatically competing to build the biggest sand castle as it were. So, whereas a multifaction game run by a single person will usually RP tension and strife from the start, a true multiplayer game will often see the factions immediately negotiate diplomatic treaties before settling into quiet outward expansion with minimal apparent drama or conflict until a mineral crunch or aliens happen.

This gives rise to the following formate for every multiplayer game I've been a part of so far:
1) A few early years of persuasive RP diplomacy.
2) Many middle years with persistent exploration, research, and background trading that generally resemble the same exploration, research, and quiet trading of the year before.
3) A few late years of uncertain pressure as one or more factions go to war with an NPR or frantically try to overcome a mineral crunch.
4) A premature game ending when the GM runs out of time leaving an uncertain future of What Might Have Come.


By using a set of Scenario rules rather than default Sandbox rules I hope to break the above formate and create a game that:
a) Directs the players into uneasy shifting alliances or direct competition from the start.
b) Keeps the universe and number of player and non-player factions small enough that time advancement by the SM doesn't bog down too much.
c) Ensures that the game will reach the closure of an official ending within a reasonable period of time (less than 20 game years?)
d) Is interesting enough to attract players.
e) Is simple enough and fast enough that multiple players will be willing to act as GM/SM.
30
Aurora / Re: Multiplayer Scenario Ideas
« Last post by Theodidactus on November 23, 2013, 03:31:10 PM »
I think it's hard to GM a scenario. So hard that it's only "worth it" if there's a lot of RPing involved. Your Ruins in the middle scenario is the only one that I would really play with any enthusiasm, because it's the only one that would make a good story, at least, I think so.
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