And very probably end up conquering or otherwise overthrowing them very shortly after they start being a problem.Eaischpnaeieacgkque Bhcieaghpodsttditf wrote:What about Brasilistan? I mean, you do terrible stuff to the nation in the first chain. I think that that leads to rivalry.
Nor did they ever pose a real threat to you. Even when they were kidnapping some of your expatriated citizens, they never threatened your way of life in your homeland.
It lacks the same sense of tension in that, if you lose the race, you will lose face to a rival superpower. As soon as the issue chain is over, whoever you were racing won't matter anymore and you're back to normal issues.
Fun fact: the Soviet Union was actually ahead for most of the space race. They got to most major milestones (first satellite in space, first probe to visit the moon, first probe to photograph the far side of the moon, first astronaut in space, first probe to fly by another planet (Venus) - though while it reached its destination it malfunctioned and failed to return any data, so the US sort of won that one, first extra-vehicular activity / space walk, first probe to land on the moon, first probe to orbit the moon) before the United States did. But then their poor economic policies caught up to them, and they decided to cut funding to the space program to focus on more immediately useful projects. The United States only put boots on the moon first because the Soviet Union quit. And even after that the Soviet Union still beat them to a bunch of stuff (first mobile moon rover, first landing of a probe on Venus, first landing of a probe on Mars).
But then the Soviet Union collapsed and history is written by the winners, so now everyone treats walking on the moon as the one milestone that really matters.
This wasn't actually relevant to the chain, I just thought it's interesting.
(Source.)
According to my notes, Bigtopia and Blackacre are involved in that kind of thing.Wisconsin9 wrote:Bigtopia seems more like a Cold War sort of enemy, though, since IIRC they've pulled shit like spying and attempting assassinations instead of all-out war.
My point remains, however, that defeating a standby nation that only rarely appears in issues is fundamentally less exciting than going to Mars! and doing Science!.
Sure some players may prefer to pick fights like that, but I don't think it's a good idea as the main focus / only possible way to go on this chain.
Of course.Atomic Utopia wrote:however having the reactor have problems and what not midway would make for some fun mcgivering to command.
Apollo 13 was pretty cool, with things going wrong and still turning out more or less okay (though they did have to abandon actually going to the moon). That also goes for the fictional stranded astronaut scenario from The Martian. There should definitely be a possibility for things turning out like that in the chain.
While it would still need electricity onboard for various systems, it would actually need much less than the nuclear-electric ship, since the power plants isn't what's actually providing thrust (it has self-contained nukes for that). It actually could quite probably get by on solar power, though all the same once you're already nuking stuff anyway there's little reason to worry about the downsides of a nuclear reactor on your ship It does mean that a reactor failure would be less of an issue since, since you don't need it for propulsion, you have a pretty good chance of being able to survive on your backup power source (hope you packed one). If the reactor fails on a nuclear-electric or nuclear-thermal ship, unless you can get it started again in time, you fly off into deep space and everyone dies.Atomic Utopia wrote:now obviously the orion would be powered by a nuclear reactor,
Correct.Atomic Utopia wrote:The advantages to a chemical rocket would be a lack of research needed, plain and simple. Chemical rockets are good off the shelf, but otherwise they are pretty lame.
Something to consider: NationStates chains don't have the full capability of a dedicated Choose Your Own Adventure system. This isn't necessarily a bad thing (too much complexity would just confuse things), but it's something that needs to be taken into account.Atomic Utopia wrote:The reason I mentioned food is because if you did not include some un-irradiated food your stranded guy would not be able to make it back,
In particular, picking a particular option on an issue will always have the same result, regardless of past choices. I.e., if there's a "let's try this" option on an issue, it'll either always succeed or always fail, rather than depending on your nation's stats or your decision on a previous issue in the chain, unless the entire story path has diverged from that previous decision so you don't run into the same scenarios. (Hence why you actually can't lose when invading Brasilistan, regardless of the size of your military.) Any reasonable chain is going to need to make use of storylines that merge back together to combat combinatorial explosion.
One workaround is to use option validities on issues, to make an option not show up at all unless you have the stats to make it work. Combined with a bunch of flags kept from earlier issue decisions (in principle, possible, though it's probably best to keep them to a minimum since flags are usually about long-term policies in your nation rather than something that matters for a single storyline), this could allow for quite a bit of versatility.
There is the consideration that it would be very annoying for players to receive the chain and find that they can't do the option they want because (say) their scientific advancement isn't high enough. (On which note, An International Incident will keep daring you to nuke Brasilistan, even if you never had a nuclear program, as can be done using #151 option 1 and #312 option 3 and kind of #349 option 3 too, and I think recorded by the "ubiquitous missile silos" flag.) At the very least, if you fail to reach Mars or dismiss the chain (and maybe even if you succeed but don't establish a permanent settlement), you should have the opportunity to retry the chain later after your stats have hopefully improved, so you won't be permanently locked out of some possibilities just because of what your stats happened to be when you lucked into getting the chain the first time.
Err, hmm. I know there's some discussion about inflatable habs (rather than the more intuitive rigid hulls). And... general how-much-life-support-do-you-have-stuff. Can't think of anything crucial right now.Atomic Utopia wrote:I think your idea of hab design would be better, how do you think the issue for that could be laid out?
EDIT: Oh right, now I remember what I meant. In Andy Weir's story, the evacuation of the other astronauts (and consequent stranding of the one who got injured while attempting to evacuate) was because of a stronger-than-expected sandstorm that threatened the integrity of the hab - and as I now remember, perhaps more importantly, the rocket that was their only way to return to orbit, which risked toppling in the winds. Had the setup been more robust against heavy winds, there would never have been a crisis and the mission would have proceeded as normal.
ISRU?Atomic Utopia wrote:I was thinking what would happen first would be a series of decisions on what probes to send there and what to look for, thus affecting future issues (if you did not search for water ISRU would be impossible, no search for life cuts out the life finding issue, etc.).
EDIT: Oh, in-situ resource utilization. You don't actually need liquid water for that, mind, ice will do just as well. Which probably still takes some effort to find but is still much easier. There are also things you can make from rock/regolith rather than water.
It would probably be reasonable to have the first issue in the chain open with "robotic probes found something interesting on Mars, and that's why we want to send humans to get a closer look!" to get you motivated.Atomic Utopia wrote:This would create a more realistic feel than just a land and plant with no foreknowledge of what you are dealing with. It also allows for story development.
Robotic probes are valuable but comparatively boring, so don't spend too much time on them.
Ah, you already thought about this. Well, take my comments above into consideration, anyway.Atomic Utopia wrote:Now, about the branching vs converging issues. I think that we could do both. From what I understand, options can have validities, and thus the options in our issues could have validities to themselves,
I think we want to avoid too much stuff depending on seemingly-irrelevant details from before. It's getting too bogged down in technicalities rather than politics, and anyway it'll be easy to solve for anyone with a spoiler chart, which you'll recall I produced for Brasilistan fairly quickly when I wasn't part of the chain design team beforehand.Atomic Utopia wrote:This would also mean that all kinds of fun things could be done, not choosing a lander with an RTG could remove the RTG heating option for the stranded guy,
I repeat my previous opinion: I'm fine with there being an option for this kind of thing, but it shouldn't be the only way to go, or the "best" one. (Though I'd have it as a generic prestige/pride/arrogance option, rather than a specific emphasis on being either capitalist or socialist - even if the pun of a "red" Mars is amusing.)Atomic Utopia wrote:Now, for that idea about a space race? Why not have an insane general say that they need to either endure the red planet is an ally against the "capitalist pig dogs", or to fight the "commie menace" and thereby prevent more planets from "going red" dependant upon if you are a capitalist or socialist nation. It would be funny and allow for a few battles or tense standoffs dependant upon the options taken. I could be otherthinking this though.
It could also be handled as an after-the-fact choice. Now that you have all this Cool Stuff, do you want to share it? ("We came in peace for all mankind.")