Galactic Legacy 5/5

The flagship is mostly empty space for construction and act as mobile carriers with the minimum of defenses. They're tough but can't dish it out. Like Littleman's smallest vessel can take on the Mobile Factory on its own and win after like several hours if the Mobile Factory didn't have an escort or wasn't building its own fighters. The Orbital Port is more like a shipyard or dockyard. I forgot that those existed for a second. I am very tired and sunburned. Forgot sunscreen.

No love for the largest organ you got? hard life for your skin, I weep for your "high traffic" zones.

and I got you, sorry, don't mean to bother with all my lil questions! I just honestly find this fun and want to know more and more lol
 
No love for the largest organ you got? hard life for your skin, I weep for your "high traffic" zones.

and I got you, sorry, don't mean to bother with all my lil questions! I just honestly find this fun and want to know more and more lol

That's fine. I enjoy answering them :)
 
*pulls out a three subject composition book full of notes and confused doodles*
*cough*
That...so...?
*Frills thick eye brows majestically*

Side note: while we list resources and give a brief detail of ships/weapons should we give note of technology that is either unique or more tactical in nature? Example: My empire uses a point-to-point jump drive before it had access to FTL technology but a list of rules and variables to balance it out. Should we keep those details to ourselves?

Also how does espionage work and or information in general in relation with other empires?

Lets say empire one meets empire two and for whatever reason fight and fall back.
Basic tactics would have the ship with damage taken to a ship yard for impact analysis and a deep look into all data gained from the encounter to then glean the weapons used as to start thinking up a way to counter them. Then sending out some sort of Stealth craft [flagging all stealth and counter measures in ooc so other empire could rp in reaction to it and how well/long it could float around without being seen and or do something that would tip the alarms] to gather info, enemy movements etc.

Cant send in physical agents without knowing culture and history, how they can screen you and the whole nine yards of cloak and dagger stuff, would this be handled within the rp as it occurs or maybe a side forum?
 
*pulls out a three subject composition book full of notes and confused doodles*
*cough*
That...so...?
*Frills thick eye brows majestically*

Side note: while we list resources and give a brief detail of ships/weapons should we give note of technology that is either unique or more tactical in nature? Example: My empire uses a point-to-point jump drive before it had access to FTL technology but a list of rules and variables to balance it out. Should we keep those details to ourselves?

Also how does espionage work and or information in general in relation with other empires?

Lets say empire one meets empire two and for whatever reason fight and fall back.
Basic tactics would have the ship with damage taken to a ship yard for impact analysis and a deep look into all data gained from the encounter to then glean the weapons used as to start thinking up a way to counter them. Then sending out some sort of Stealth craft [flagging all stealth and counter measures in ooc so other empire could rp in reaction to it and how well/long it could float around without being seen and or do something that would tip the alarms] to gather info, enemy movements etc.

Cant send in physical agents without knowing culture and history, how they can screen you and the whole nine yards of cloak and dagger stuff, would this be handled within the rp as it occurs or maybe a side forum?
While I ain't the GM, I would say that it would depend upon the scale of the information gathering.

The analysis of the damaged ships and records, as well as any and all weapons and methods devised in response would be posted on the main forum, while things such as subterfuge would most likely involve a private conversation with the alternate RPer, who would supply you with info depending upon any actions you take.
 
*pulls out a three subject composition book full of notes and confused doodles*
*cough*
That...so...?
*Frills thick eye brows majestically*

Side note: while we list resources and give a brief detail of ships/weapons should we give note of technology that is either unique or more tactical in nature? Example: My empire uses a point-to-point jump drive before it had access to FTL technology but a list of rules and variables to balance it out. Should we keep those details to ourselves?

Also how does espionage work and or information in general in relation with other empires?

Lets say empire one meets empire two and for whatever reason fight and fall back.
Basic tactics would have the ship with damage taken to a ship yard for impact analysis and a deep look into all data gained from the encounter to then glean the weapons used as to start thinking up a way to counter them. Then sending out some sort of Stealth craft [flagging all stealth and counter measures in ooc so other empire could rp in reaction to it and how well/long it could float around without being seen and or do something that would tip the alarms] to gather info, enemy movements etc.

Cant send in physical agents without knowing culture and history, how they can screen you and the whole nine yards of cloak and dagger stuff, would this be handled within the rp as it occurs or maybe a side forum?

For the first question, it is encouraged but it is not necessary. As long as you're not using straight up magic, you can keep your technological knowhow to yourself unless you want to explain how it works. Also FLT is going to be the same for all people. You can have different methods how you go about it but you're all going to have the same speed and range. As in you will all spend the same amount of time jumping, charging, & getting places to make things fair.

How espionage works is the same as a military action. Two people are going to RP in a PM with a third party. Depending on how damaged the craft(s) is will determine how fast the stealth individual will be detected.
 
Hmm well i guess we can jump into that world later then as there is such a list of ways to spot something in space, getting pinged or detecting an intercepting a singles wave length and altering its energy to make its return single be more blue or red shifted can give false readings, can have an alloy that absorbs the wavelength or even optical armor/shields that match the light profile of stars behind them in relation to a would be observer. energy profiles and blah blah blah

will be fun to see what folks come up with.
 
I'm not even sure im gonna bother with detection hiding and what not. Frankly my view on it is, my ships are to big to hide, one would just have to look at a system or a warpoint and they'll just see a gravitational anomoly. Especially true with the warden, I can make it as invisible to light as I want, but when light starts to curve just a little around my ships, kinda hard to hide.
 
I'm not even sure im gonna bother with detection hiding and what not. Frankly my view on it is, my ships are to big to hide, one would just have to look at a system or a warpoint and they'll just see a gravitational anomoly. Especially true with the warden, I can make it as invisible to light as I want, but when light starts to curve just a little around my ships, kinda hard to hide.

Maybe at first glance but all things is just a matter of energy and power and how much control and understanding of each, While here reality things like dark matter, dark energy and even gravity are still kinda unknowns to us we have seen their effects on observable space. SO in a sci-fi world even if they still don't know they most likely have means to study and experiment on them to glean something about them.

Likewise all technology is a two edged sword in that it helps and hurts pending on how its handled, even if your ship is so massive it has a detectable signature be it either a physically one or a non-physical one [blocking star light/ EMWL] its all just energy and the perception of it. on the physical level is easy, more so if its a smaller ship, cameras can mimic on one side of your ship and reflect the image making you appear to look like whatever is behind you to the viewer, Cant have a metal or some sorta charge hull that absorbs light, red/blue shift light or even diffuse light to obfuscate OR heck EVEN use the manipulation of the light itself so when it hits your craft it just goes around you. This is just light and being seen while things like radar, thermal and gravity are just a question of the ship itself. building your ship with sharp and smooth edges and a material that absorbs wave lengths, having a hull or shielded engine as not to allow heat to escape and keeping the ship itself light so it doesnt gain a notable field of any kind.

Than on the Non-physical side of this its you gotta ask how are we using shields in this rp? are they a Hard light-like construct that can physically pervert the path of another object regardless of its energy? Or are they just a defined layer(s) of energy that only take offense to other types of energy? Hard-light would only need to resonate at the frequency of light and it and your ship would be unseen, it would still give off an energy single but if this was used in a place with high energy/background noise[radiation] like a Nebula or close to a star you'd blend right on in no worries. A (what I'll call for now) Soft-light shield is a layer(s) of projected energies that by nature are semi-invisible till something messes but still give off a single, these shields would have to be turned off and the physical property of the ship itself used for stealth.

honestly its more a question of How well can you blend into the background noise of space? less the ship is some sorta listening post or observation station the chances any type of physical detection [star light/guy with binoculars] it having is unlikely and all you'd need to do is give the illusion of whats "normal" to your would be victims senors.

Onto the topic of FTL tech its just a simple question : Do you instantly enter[after charging up?] a new space, travel in it and pop out at your target point or do you some how fold space making a stream line to your target point?
Summing it up its more or less this:
FTL1: A B C
FTL2: A-->C
its one then you would have to some how Stealth , block or other wise warp the burst of energy entering hyperspace/subspace, cloak yourself as you travel and then lastly rebuke the bloop of energy as you pop back into normal space. As a ship i don't think you could do that lol only in the more extreme maybe--that being You build a MASSIVE Gate that tunnels you to Another gate that either compresses, absorbs or in some way change the signal of hyper space into something the reads different to a senor but then you'd have to cloak the gate itself and well gates work both ways..if your "friends" got a hold of it..heh.

FTL2: you'd only have to worry about entering and then exiting, on grounds you make your jump from a space that had buffers to disallow energy leaving it and then exited a very pin-point target of the same you could more or less jump around unseen thought it would say you'd have to turn off stealth/shields and all that jazz to do it, most likely the same for FTL1.

FTL2 only works if there is a physical node on the other end meaning you'd have to get to where you are going the hard way and then set up your lil door way then wait for the signal itself to be detected by the other side, while the signal would most likely be sent with stealth in mind would be the dangerous part, However, for short range travel this type of movement would be ideal but still need (maybe even more) energy to be charged stored and then spent all at once adding both a cool down time and charge time.

GM stated that there is safe-passage, interstellar high ways if you would, where nothing is in your way as you travel so its safe to say we are working with FTL1 not that you couldn't make up your own on grounds you reward them with clear rules and weaknesses and what occurs if critical effects happens[if you are charging up/in use but take fatal damage IE does FTL/Jumpdrive/hyperspace/etc waveform callapse and cascade out? do the engines themselves explode in some crazy way if they go critical?

I guess all this to say in short
Rules of life: How most lifeforms act
Person A : HEY i see you!
Person B: OH REALLY!? *Constructs massive lap to discover Persons A detection tech/hardware, Devotes Small army of scientists/engineers to work back Persons A tech/hardware. Make counter technology/hardware. Jump on space ship and with extreme focus and wise use of resources pulls out a can of space-paint and doodles male genitalia on Persons A space ship, floats away.
Person A: Trying to be sneaky again, MAN you are so lame!
Person B: Tell me more.
 
OK this is Another thought that's entered my mind: How do handle our resources in relation to our civilizations?

Let me take a swing and see if you like my ideas~

Now its safe to say we as the Leaders of our respected civilizations in an age where there is space travel across light years all income, wealth , resources of every nature as well where its needed can come to us in a generalized fashion of need-to-know fact for our management with both Gross and Net income of these resources.

For the sake of sanity and speed This level of handling Should you guys like it should be a Side forum where we flag where we get things and how we can explain building and expansion as well as not allow us to just pump out cities and such whenever we want, Updating it when lost or gain occurs.

Not all things need to be in detail and honestly general stats would work fine (pending on how detail you guys want to get) for some resources like Food supply and energy and both of these for a race that is as advance as we are would only matter in extreme encounters (Player some how ruins food production by destroying a planet or blockade) where then a count down would occur to when you start to starve and die...or eat each other, woo cannibalism.

Mines for metals, forges and smelters for alloys, ship yards and military academy And good old foundries with scientific labs

Another detail to flag is where its coming from and generalized info about it, smelters, farms, asteroid mining and good old money. So it could look something like this~

Empire: The Unsuspected Spanish Inquisition (TUS Inquisition)
Gross income: 1000$ --[how much cash you goofs make?]
Source of income: 800$ from internal, 200$ from external [who makes you rich? kin or friends?]
Net income: 400$ (-600$) --[pay those bills!]

Percentage/amount for civil elements: 60%:240$ [paying your people, giving their leaders means to make roads/infrastructure..and not to hate you lol...]

Percentage/amount for military: 35%: 140

Percentage/ amount for Special interest: 5% [ anything you want to focus on, stream line or payoff]

Food: Surplus (Sold/traded) + 10$--[does your empire trade, waste or store its extra food?]
Energy: Abundant (stored) --[ Store, waste, trade extra energy?]

Common metal Gross: 10k units --[How much normal metals your empire can get]
Common metal Net: 4k (6k units are allocated for use else where)--[self explaining :p ]
Common metal storage: 22k
Percentage of common metals for trade this [Length of time]: 3% :660 units
"" For uncommon metals , Rare metals and unique resources""

Now with this giving you an idea on what i mean it moves into the physical means of resource creation detail is up to you, can just give a flat number of units or a % value base on gross income(meaning they add up to 100%) or net income (anything over 100% is pass what you NEED to have) or in the least just flag it as such:

--->when listing physical structures on planets give them one or more of these tags: Unprotected (can just float over and shoot from orbit), Soft (basic, bulky, mostly on surface) Harden (structures are built to withstand orbital bombardment, deep in planetary crust) , Shielded (some sort of energy barrier is keeping your peeps safe), Within APBI (Anti-Planetary Bombardment Interception effects, whatever they may be) <---

Star: Bob the sun: Standard yellow/light radiation
Planet: Bob 4(local name "Rocks" : Standard orbital station
Surface: 7 Mining operations (n/a) ,4 Smelters (3 are Soft, Within APBI system, 1 is unprotected)
No Commerce, Mining colony only, upkeep needed: 12$

Now for you guys with a lot of planets can just sum it up to planets function in relation to what you get out of it or just sum up solar system under the same theme going into detail when another player is around them.

As an add on Ship cost and time to build with its multiplier for focus, if a small ship is made in something ment for pumping out larger ships it would be built faster, did you reward the project extra resources to speed up? look something like this~

Vessel Class: Frigate [General size-class for your empire?]
Type: (specialized)Anti-Capital Cation Beam Cannon.
Weapons: 4 Plasma lance(thermal lance), 1 specialized AC-DE beam (Anti-Capital Directed Energy) Core [Core=Weapon is so big and or specialized that the ship itself is built around it verses just being apart of it in same way]
Engines: Standard conventional drives, Can Enter FTL wavelength without needing to dock
No internal docking bay
Standard sensory hardware
No stealth capabilities

Common metal cost: 120
Uncommon metal: cost: 80
Personal needed: 28
Construction Time: 3 in-game post / 1 if focused / 1 if built in higher level of drydock
Own X number of construction fields : can make X number within (3) in game post AT C:1203, U:240, R/Uq (N/A)

While each empire refines metals differently and at different efficiency so to can be said about all aspects of building something, an empire that prizes top notch ships may give them more time and resources as some one who just wants to have tin buckets with guns all over the place who could make them fast and cheaply. also this helps when we deal with Stealing or salvaging other crafts from other races. If we can come to terms with what a general ship would cost at some size we can ball park what smaller or larger craft would cost as well as when we want to add new technology or some such to the rp--rather than forcing to give it some operational weakness we could just make an unholy undertaking in cost and time to produce much less fit to a ship giving other players who are in the know to black mail, sell the info or try to stop if not just out right jack it before it leave fully built, SPACE GTA ! but uh GTSS ?

Adding too that if we have carriers that can repair or construct other smaller craft we can flag how much RU (resource units) they have so they cant repair or endlessly pump out shps without stopping to mine now and then..prime time to launch an attack/Be sneaky BASTARD BTW!!!!

The point of all this being that we can follow to some end where we get what we have and how we use it, for a space civ rp would be useful. more so when some one spat out 200 fighters "cause Sci-fi reasons!" when you at least need to know where they came from or where the resources come from so if your empire cant handle fighting out right messing with another empires logistics could be a good way to get some time or even turn the tables. This would also define how we move around and mind the map, pending on how hyper space high ways work and there may be hot spots for conflict or key points of value like a solar system that sits right on edge of a multi-points FLT space ways--like a a gas station for like 100 miles in the middle of a desert, it knows it got you by the balls and the gas prices sure as all hell reflect it.

Could build a station that sends out a powerful type of energy that distorts the FTL wavelength and slows you down or pushes you back into normal space less you pay them something, meaning you'd have to brave a blind jump, take a lot of time to map out a new way around those punks or just pay them.

What do you guys think?

oh yeah, time would factor into this some how either we define after so many post X time goes by or if we are turn base just once every one has had their go at it. Or when ever the gm feels our post have added up to equal some amount of time has gone by posting a small time stamp now and then.
 
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To be honest I'm against. I'm content to leave resources alone until any special need requires my attention for them, such as trade, war, scaled up production and the like. Then I will react according to how I feel such a drain should be handled and responded to.
 
I feel left out, everyone's home planet has a planetary effect or luxury recourse except me D: (Not counting my unique one)
 
-Gets close-
Sounds like you could use a lovely glass of Frhal, Why its tender taste like the relief of cool mist on a hot summer day, as to melt away all the worries of the day no matter their weight. Mmm yes it sounds like a relaxing bottle of Frhal import would do your mind and body well...Why don't you step into this bar that's not my office so we can take about signing you up on some monthly delivery?
 
I just needed a resource that's mildly valuable. It's not like I can sell my species, and since my planet is a deathworld like earth most of our food would kill your species, not to mention that while the animals are beyond dangerous to non-deathworld species such as yourselves, I can't exactly base a flourishing economy around them.
 
Well, the collective could eat our food and give our animals a run for their money, but they're also warmongering slaving despots, so my heavily anti-slavery friendly people probably wouldn't approve.
 
Which one on the list is your unique resource?
Zainia. Its in my valued resource part. Basically what I thought of it as is a mineral/element with a super special property. Its atomic structure allows it to have a sustained fusion/fission reaction with clumps exceeding 100kg in mass. What happens is because of its structure, once it reaches a specific temperature it undergoes a fission process, this fission reaction heats it up even more, creating a fusion react, recombining the just split atomic structure. After a few seconds it cools down to the point where the fission reaction restarts, and so on. Its ridiculously hard to find, extract and contain. (its only found near the brim of the mantle of the planet, the heat there is what even starts the fission reaction.) The sentinels use it to power ships, cities, and its plasma weaponry.
 
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