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Homeworld - Out Of Character & signups

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Should upgrades consume tools/equipment

Yes They should!
7
29%
No they should not!
7
29%
Yes they should and repairs should consume them too!
3
13%
Whatever.
7
29%
 
Total votes : 24

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Harkback Union
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Founded: Sep 01, 2012
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Homeworld - Out Of Character & signups

Postby Harkback Union » Wed Mar 18, 2015 10:33 am

Welcome to...

Image

THEME

IC IS UP!
viewtopic.php?f=31&t=334521

(scroll down 4 paragraphs for summary)


Its the 26th century. As Humanity begun to explore and colonize nearby star systems, They soon learned that they were not the first sentient species to travel in space. An Ancient race, named "the Progenitors" by archeologists have left countless ruins on planets across the galaxy, housing advanced technology that the humans took decades to understand. They soon stumbled upon the Hyperdrive. A massive progenitor device capable of opening rifts in space-time through which ships could easily relocate from one end of the galaxy to the other in the matter of mere seconds relative to earth. It defied the theory of Relativity and human understanding of the universe...

The Earthlings quickly learned how to use the hyperdrive, but they had no Idea how it really worked. Hoping to learn more from the progenitors so that perhaps one day the humans could build a hyperdrive of their own, They ventured into more and more remote ruins. During one of these expeditions, They found the Sphere. A Mysterious mechanism on a desolate planet. Some archeologists skilled in progenitor language believed it was a doomsday device of some sort. Regardles, They continued to meeddle with it, until it was successfully turned on-line. Around the sphere, A New sphere emerged. Dark and frightening. It grew larger and larger at an increasing rate. Those who ventured inside the sphere out of curiosity never retourned, nor did they report back via radio. Soon, The Dark Sphere was so large the scientists evacuated the planet, then the star system. The Star itself could no longer by seen. Soon, other stars went out as well...

In the following weeks, Panic spred across terran space. Massive ships were built to evacuate populations in every sector, However, the physicists warned that there is little hope to escape with conventional engines. The sphere's rate of growth increased exponentially. After some very precise calculations, they made a forecast. In a month, the sphere would reach earth. In the next, It would swallow 18 known galaxies. Nobody could tell what's after, but one thing was for certain, Only the hyperdrive offered salvation... for the time being.

The Evacuation ships were all gathered to earth's orbit. On the sky, The sphere only occupied a small portion of space, But in reality, It has almost reached the terran's birthplace, or so did the brightest minds say. The Hyperdrive was prepared. It would warp the ships further and further away every 72 hours. Nobody could tell what would happen to those left behind...

(In short, Big space bubble grows at exponential rate. Nobody knows what happens if you get caught in it or when it will stop growing. Big ships are built to get the hell outta the galaxy using an alien space drive. You'll get to command one of these ships.)

The Part below is not mandatory to read. You can also just focus on roleplay and leave it to the ship AI to manage resources.


There wasn't much time to prepare. Many human ships lack supplies and equipment for the endless journey. They would have to harvest resources in deep space...

The Resources harvested from deep space:

Light Elements: Mostly non-metals. Used to build life support systems and in provision production.
Heavy Elements: mostly metals, Used to build ships.
Rare Elements: Mostly Rare Metals. Needed for fancy weapons and tecnology.

...and then use them to make what they need...

The Goods manufactured on board:

Provisions: Food and medical supplies for your crew. You'll be in serious trouble if this runs out. Each unit of crew consumes 1 provisions every 72 hours.
Fuel: Used to Propell most spaceships forward and generate energy for ship systems. Better not run out of this either.
Weapon Munitions: Needed for reloading most ship weapons.
Small Arms: Used in Close quarters combat by ship crews. Does not consume munitions. (give 1 small arms to 1 unit of crew to arm them for close quarters battle)
Space Tools and Parts: Used to make repairs and upgrades on ships. (You can assign 1 crew for repair duity with 1 space tools. You can only repair minor damage. Destroyed sections have to be rebuilt from scratch)
Soma: Improves Crew Morale. ( give 1 unit of some for a unit of crew and they will be euphoric... or well, at least, not depressed for the next 72 hours. )
Scientific Equipment: Used up during research and construction.

...Each Mothership consists of sections. Each section serves some purpouse...

Ship sections:

Crew Quarters: Houses 1 unit of Crew or 100 people. Uses 1 energy on average. The ones you start with does not come with crew but you can wake crew up from stasis (see later).
-Costs 2 Light elements, 1 Heavy Elements, 2 space tools 24 hours of work by 2 unit of crew ( can also be 48 hours and 1 crew)-

Reactor: Powers your ship. Consumes 1 fuel each day as it produces about 20 energy. If you cut back on energy use on your ship, You may save fuel here. If you add many sections to your mothership, You may need another reactor.
-Costs 2 Heavy Elements, 1 Rare elements, 2 space tools, 2 crew for 24-

Refinery: Very important section. Refinery has 2 resource collectors that can harvest elements from asteroids and gas clouds. Requires 2 unit of crew and 4 energy to operate at full capacity. Produces up to 2 units of elements each day.
-Costs: 2 Heavy Elements, 1 Light Elements, 2 Space tools, 2 crew for 24 -

Production Facility: Produces space tools & parts, Munitions, Research equipment and small arms, along with fighter-class spacecraft, transports and new resource collectors. Each of these cost 1 heavy element 2 energy and 1 crew for 24 hours to produce. There are 2 assembly lines so Up to 2 constructions can be underway at the same time, however, Each time you want to produce something different you'll have to spend 2 energy and 1 crew for 24 hours to retool the production machinery.
-Costs: 2 Heavy Elements, 2 Space tools, 2 crew for 24 -

Greenhouse: Produces Provisions and soma. 1 Crew and 5 energy can produce 3 provisions here over the course of 24 hours or 3 soma. Occasionally, you may need to add light elements to keep the greenhouse operational.
-Costs: 1 heavy elements, 3 light elements, 2 space tools, 2 crew for 24-

Enrichment Plant: Produces fuel from rare elements. Can use 1 rare element and 2 energy to produce 6 fuel each day.
-Cost: 2 Heavy Elements, 1 light elements, 1 rare elements, 1 Scientific equipment, 2 space tools, 2 Crew for 24 hours.-

Bridge: Must have for all motherships. Whomever controls this, controls the ship. Consumes one Energy each 24 hours.
-Costs: 1 Heavy Elements, 1 light elements, 1 Rare elements, 2 Space tools, 2 crew for 24 hours... though I doubt anyone would be building this one-

Sensor Array: Provides intel about the surrounding sector and transfer research data to other motherships, if you power it with one energy every 24 hours that is.
-Costs: 1 Heavy Elements, 1 Space tools, 1 crew for 24 hours-

Engines: Moves your ship around. Consumes fuel to relocate your ship to any other point in the sector within a short period of time. You can save on fuel if you instead choose to travel slowly. Each movement will have a fuel cost depending on distance and time spent, specific to each sector of space we visit.
-In case it gets destroyed, you'll be spending: 3 Heavy elements, 1 rare elements, 1 light elements, 3 space tools, 3 crew for 24 hours.- Having more then 1 can make your ship faster but the fuel costs will be big. Keep in mind that ships with more sections take more time to travel.

Storage: Stores the stuff you have gathered. Up to 50 units. Consumes no energy.
-Costs 1 Light elements, 1 Heavy Elements, 1 space tools 24 hours of work by 1 unit of crew-

Research & Development: Conducts research and studies Progenitor artifacts. Each research project costs 1 science equipment, 3 energy and 24 hours of work by 1 unit of crew. Only one research can be underway at a time. You can also study artifacts. This costs 2 energy and 24 hours of work by 1 crew.
-Costs 1 Light elements, 1 Heavy Elements, 1 science equipment, 1 space tools 24 hours of work by 1 unit of crew-

Hangar/Docking bay: Launches and receives spacecraft (except for resource collectors, they have their own hangar). Up to 5 transports and/or squadrons of fighter and corvette class ships can reside here. Needs no energy.
-Costs: 2 Heavy Elements, 1 space tools and 24 hours of work by 1 unit of crew-

Flak Cannons: Completely obsolete in the post-factionalist world. Basic weapons section. Good against small spacecraft and lightly armored targets. Not so much against other Motherships. Consumes 1 energy and 1 munitions when in combat for one hour to deal 1 Flak Damage.
- 1 Heavy elements, 1 space tools and 24 hours of work by 1 unit of crew to build -

Torpedo launchers: Why would you build these? You don't want to hurt anyone now do you? Consume 1 energy, 1 fuel and 1 munitions to deal 1 torpedo damage (or 5HP) (fired once an hour). Flak cannons and fighters can intercept torpedoes but if they do hit, they may destroy an entire ship section (ship sections have 5 HP).
- 2 Heavy Elements, 1 Space tools and 24 hours by 1 -

There will be additional Sections unlocked via research.

There are also some unbuildable sections. The most important of these is:
Cryosleep deck: Houses 1000 (or 10 units of) crew. You can awake them at any time just be sure to have enough food to feed them and quarters for them to live in. You can Also put crew back to sleep. The Deck is at 100% capacity at the start. Has its own generator that consumes very little (ergo, no) fuel.


There are also different types of spacecraft available... Small spacecraft reside in a mothership's hangar, others remain in space:

Transports and squadrons of fighter and corvette class craft (8 per squadron for fighter, 4 for corvette) are in the hangar.

Everything else will be stationed outside.

The Evacuation ships, or motherships built so far are of distinct classes...

Mothership Classes:

Heisenberg-Class:

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Enrichment plant
1 Refinery
1 R&D
1 Hangar
1 Storage
Cryosleep deck

Ships and Equipment:
2 Transports
20 provisions
19 fuel
2 Small arms
5 Space tools
1 Scientific equipment.


Haber-Class:

Sections:
Bridge
Sensors
Engines
6 Crew quarters
1 Reactor
1 Greenhouse
1 Refinery
1 Hangar
1 Storage
Cryosleep deck

Ships and Equipment:
1 Transports
18 provisions
22 fuel
2 Small arms
8 Space tools.


Ford-Class:


Sections:
Bridge
Sensors
Engines
6 Crew quarters
1 Reactor
1 Production Facility
1 Refinery
1 Hangar
1 Storage
Cryosleep deck

Ships and Equipment:
1 Transports
18 provisions
18 fuel
2 Small arms
4 Space tools.
6 Heavy elements.


Brodie-Class

Sections:
Bridge
Sensors
Engines
7 Crew quarters
1 Reactor
1 Refinery
1 Hangar
1 Storage
2 Cryosleep deck

Ships and Equipment:
2 Transports
18 provisions
18 fuel
2 Small arms
10 Space tools.


Champollion-Class

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Enrichment plant
1 Refinery
1 R&D
1 Hangar
1 Storage
Cryosleep deck

Ships and Equipment:
2 Transports
18 provisions
18 fuel
2 Small arms
5 Space tools.
1 Progenitor artifact


Noah-Class

Sections:
Bridge
Sensors
Engines
5 Crew quarters
1 Reactor
1 Hangar
2 Storage
3 Cryosleep deck

Ships and Equipment:
3 Transports
40 provisions
45 fuel
2 Small arms
13 Space tools.

(HAS NO REFINER and NO MEANS TO BUILD ONE UNLESS YOU GET HELP FROM OTHER SHIPS OR YOU TEAR YOUR OWN SHIP APART!)


While traveling through space, Time will pass...

Time mechanics:

1 hour is the smallest unit of time we measure. Each turn in combat amounts for 1 hour. Your weapons and warships deal and take damage once per hour. Each day, Your ship and can spend 6 hours of extra time with traveling and fighting without inhibiting progress on 24 hour projects (such as resource harvesting).


But Beware, In the cold depths of space, the fagile human mind can easily be corrupted...

Morale:
Your Crew's overall morale will slowly decrease over time. Soma and Recreational facilities can improve morale while battles and running out of supplies quickly decreases morale. Low and high morale can have unforseen consequences.


Work and Fighting isn't the only thing your Crew can be assigned to...

Additional Crew Orders:

Aside from building sections, working in sections and Fighting in close quarters combat, your crew can also be assigned to:
-simply rest: This may help when morale is very low.
-Conduct Repairs: 1 Space tool is temporarily taken by 1 crew to repair 1 section in 24 hours (You get the space tools back in this case). In some cases, there may be need for an additional unit of resource or goods for the repairs.
-Scuttle Section: Destroy a section, Gain Back All elements used up during construction. Can be also preformed on derelict ships with the help of transports.


Finally, Each Mothership can give orders to its spacecraft...

Transports, Fighters, Corvettes, Frigates, Utility and Capital ships:

Transports can transport 8 units of cargo or 2 crew or 4 units of cargo and 1 crew each hour from one ship to the other at the price of 0.5 fuel if the destination is in the same area or 1 fuel if the destination is remote. Can Also Help Scuttle remote ships. When Transporting crew, Each crew unit can take 1 unit of cargo as luggage (space tools, Small arms, Provisions). Transports have 2 HP (Hull points). There is only 1 kind of transport.

A Squadron of fighter class aircraft consume the same quantity of fuel as transport but they are twice as fast, Meaning that in one hour they can go anywhere in the local area, do some fighting and return to their hangar to refuel and rearm. (will consume 1 munitions each battle). They all have 1 HP (hull points). All motherships can build Interceptors from the start. Other spacecraft will be unlocked via research.

- Interceptor: Deals 1 Flak Damage per hour while it uses 1 munitions per hour. 1 HP.
- ???
- ???

Corvettes have the same speed of and fuel use of transports, but they carry 6 munitions so they don't have to return from battle, so often. This means that in the hour they leave the hangar, they won't arrive at the battlefield but they will in the next and use up 2 munitions to deal 2 damage. Corvettes have 4 HP (Hull points)

- ???
- ???

Frigates take 2 hours to get somewhere distant and use up 2 fuel in the process They use half of that when going somewhere close. They all have 12 HP and can Carry 12 munitions.

- ???
- ???
- ???
- ???

Utility ships have speed and fuel use of corvettes. They however have 10 HP. They May or May not be armed.

- ???
- ???
- ???
- ???

Capital Ships... Mor later.


Alas... There is one more thing I haven't explained...

The Weapons:

Each hour you assign your weapons a target. In most cases, they will hit and deal damage.

Flak cannons deal 1 HP damage and cannot be outrun.

Torpedoes Deal 5 HP damage but can be outrun/Dodged by Transports and fighters. Flak cannons can also be aimed to shoot down torpedoes.

???

???

???

???


Research tree will be shown once IC is up.

And Yet another thing I forgot. Your ship's crew can be good at something from the start.
Crew types:
Ace pilots - +1 HP for all fighter and corvette class spacecraft. Free repairs for all fighters in hangars.
Production Engineers - +1 Production line in each production facility that uses no workers (but still uses energy). No need to ever spend 24 hours to retool when switching production.
Space Miners - +1 Resource collector capacity in each refinery (so you can assign more workers and energy to get 3 unit of elements in the end). Refineries with refinery retrofit produce 6. Mobile refineries also gather one more unit of Elements on each trip.
Gene Engineers - +2 Provisions or Soma production in Greenhouses (with the same energy and crew invested). Can also develop special technology.
Particle Scientists - +2 Fuel produced when refining rare elements in Enrichment Plants. Can also develop special technology.



Code: Select all
APP
Mothership's Name:
Short history of the people behind it:
Mothership's Crew type:
Mothership's Class:
Mothership's Appearance (optional):


You can suggest new mothership classes and crew types if you don't like the current ones.
Last edited by Harkback Union on Sun Mar 22, 2015 10:11 am, edited 8 times in total.

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Harkback Union
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Founded: Sep 01, 2012
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Postby Harkback Union » Wed Mar 18, 2015 10:37 am

I just realized aligning everything to center can make it a pain to read the OP.

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Harkback Union
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Founded: Sep 01, 2012
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Postby Harkback Union » Wed Mar 18, 2015 10:55 am

Anyone? It took awhile to write all this down... If you feel like the mechanics are overwhelming, You can just focus on the roleplay and I will handle everything else.

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Seierus
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Founded: Nov 07, 2014
Ex-Nation

Postby Seierus » Wed Mar 18, 2015 10:58 am

Tag, reading through the rules fully
I'm a male, lives in Sweden, and like many people here, loves telegrams.
More info here:NADES.
Current NADES is Sarestar (S0, Situation Zero or Situation Sarestar).
Broke my computer, so cannot I update the flag. :C
Aliera Stanto Ouf Poneia Seierus
The Allied Ponyist States of Seierus

Seierus, that one nation where the AH is much better off.
I do NOT use NS stats! Factbooks are there for a reason!

News: Collaboration with PL nations to get Seierus up to speed started|Planned storefront for FADI cancelled until further notice.

Exchange rate: 1639.3 SNB/1 NSD

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Harkback Union
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Postby Harkback Union » Wed Mar 18, 2015 10:59 am

Seierus wrote:Tag, reading through the rules fully


Let me know if you find sentences that make no sense and I'll have them fixed.

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Seierus
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Founded: Nov 07, 2014
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Postby Seierus » Wed Mar 18, 2015 11:19 am

APP
Mothership's Name: ESS Starlight.
Short history of the people behind it: The crew joined the ship instantly after it's conscruction, and renamed it from the boring ESS 7282 to ESS Starlight, after the man who first set foot on the ship (Jones Starlight).
(More required? If so, mind saying what that'd be?)
Mothership's Crew type: Particle Scientists.
Mothership's Class: Ford-Class.
Mothership's Appearance (optional): -
I'm a male, lives in Sweden, and like many people here, loves telegrams.
More info here:NADES.
Current NADES is Sarestar (S0, Situation Zero or Situation Sarestar).
Broke my computer, so cannot I update the flag. :C
Aliera Stanto Ouf Poneia Seierus
The Allied Ponyist States of Seierus

Seierus, that one nation where the AH is much better off.
I do NOT use NS stats! Factbooks are there for a reason!

News: Collaboration with PL nations to get Seierus up to speed started|Planned storefront for FADI cancelled until further notice.

Exchange rate: 1639.3 SNB/1 NSD

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Harkback Union
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Founded: Sep 01, 2012
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Postby Harkback Union » Wed Mar 18, 2015 11:26 am

Seierus wrote:APP
Mothership's Name: ESS Starlight.
Short history of the people behind it: The crew joined the ship instantly after it's conscruction, and renamed it from the boring ESS 7282 to ESS Starlight, after the man who first set foot on the ship (Jones Starlight).
(More required? If so, mind saying what that'd be?)
Mothership's Crew type: Particle Scientists.
Mothership's Class: Ford-Class.
Mothership's Appearance (optional): -


Accepted. Perhaps you could speak more about homeworld of your crew.

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Reborn Hiigara
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Postby Reborn Hiigara » Wed Mar 18, 2015 7:13 pm

APP

Mothership's Name: Dido

Short history of the people behind it: The vessel was designed using the ancient port of Carthage as a base and derived its name from the ancient ruler of Carthage. The majority of the crew were the people who designed and built the vessel with their reward being a place for them and their families. Those who did not build the vessel were carefully chosen individuals from a range of backgrounds, the selection process was carried out by AI in order to ensure that the only the best made it aboard the vessel before it left. The crew comes from an arid world near Earth that is renowned for its shipyards and factories which produce only the very best goods and ships.

Mothership's Crew type: Production Engineers

Mothership's Class: Brodie Class

Mothership's Appearance (optional): I just had to.

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Harkback Union
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Postby Harkback Union » Wed Mar 18, 2015 7:24 pm

Reborn Hiigara wrote:APP

Mothership's Name: Dido

Short history of the people behind it: The vessel was designed using the ancient port of Carthage as a base and derived its name from the ancient ruler of Carthage. The majority of the crew were the people who designed and built the vessel with their reward being a place for them and their families. Those who did not build the vessel were carefully chosen individuals from a range of backgrounds, the selection process was carried out by AI in order to ensure that the only the best made it aboard the vessel before it left. The crew comes from an arid world near Earth that is renowned for its shipyards and factories which produce only the very best goods and ships.

Mothership's Crew type: Production Engineers

Mothership's Class: Brodie Class

Mothership's Appearance (optional): I just had to.


So, You will be the merchants of the fleet?

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Reborn Hiigara
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Postby Reborn Hiigara » Wed Mar 18, 2015 7:46 pm

Harkback Union wrote:
Reborn Hiigara wrote:APP

Mothership's Name: Dido

Short history of the people behind it: The vessel was designed using the ancient port of Carthage as a base and derived its name from the ancient ruler of Carthage. The majority of the crew were the people who designed and built the vessel with their reward being a place for them and their families. Those who did not build the vessel were carefully chosen individuals from a range of backgrounds, the selection process was carried out by AI in order to ensure that the only the best made it aboard the vessel before it left. The crew comes from an arid world near Earth that is renowned for its shipyards and factories which produce only the very best goods and ships.

Mothership's Crew type: Production Engineers

Mothership's Class: Brodie Class

Mothership's Appearance (optional): I just had to.


So, You will be the merchants of the fleet?

Yeah, kinda. Once I set myself up ICly I will provide most goods for a slight profit.

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Harkback Union
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Postby Harkback Union » Wed Mar 18, 2015 7:48 pm

By the way, I'm thinking about allowing characters into the RP who go around doing stuff inside the motherships.

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Icrum
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Postby Icrum » Wed Mar 18, 2015 7:50 pm

massive Tag
Some kind of dessert involving ice cream, hard liquor, and a blow torch
Main wrote:A petition to redesign the flag incites violent riots that eventually destroy the entire nation.

-Ebola- wrote:I don't want to kill you all. I want primates, humans included, to stay around so my descendants will have the same variety of hosts to choose from as I do.

Washington Resistance Army wrote:Not being able to buy an AR most certainly is a travesty.

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Harkback Union
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Postby Harkback Union » Wed Mar 18, 2015 7:52 pm

Icrum wrote:massive Tag


Fixed!
Last edited by Harkback Union on Wed Mar 18, 2015 7:52 pm, edited 1 time in total.

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Icrum
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Democratic Socialists

Postby Icrum » Wed Mar 18, 2015 7:53 pm

Harkback Union wrote:
Icrum wrote:massive Tag


Fixed!

Dis betta Warboss?!
Some kind of dessert involving ice cream, hard liquor, and a blow torch
Main wrote:A petition to redesign the flag incites violent riots that eventually destroy the entire nation.

-Ebola- wrote:I don't want to kill you all. I want primates, humans included, to stay around so my descendants will have the same variety of hosts to choose from as I do.

Washington Resistance Army wrote:Not being able to buy an AR most certainly is a travesty.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Wed Mar 18, 2015 7:58 pm

Icrum wrote:
Harkback Union wrote:
Fixed!

Dis betta Warboss?!


WAAAARGH!

I was just bothered about the word massive being written in small fonts.
Last edited by Harkback Union on Wed Mar 18, 2015 8:00 pm, edited 3 times in total.

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Icrum
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Democratic Socialists

Postby Icrum » Wed Mar 18, 2015 8:04 pm

Harkback Union wrote:
Icrum wrote:Dis betta Warboss?!


WAAAAGH!

I was just bothered about the word massive being written in small fonts.

That was the joke.
Hehehehehehehehehe....
Some kind of dessert involving ice cream, hard liquor, and a blow torch
Main wrote:A petition to redesign the flag incites violent riots that eventually destroy the entire nation.

-Ebola- wrote:I don't want to kill you all. I want primates, humans included, to stay around so my descendants will have the same variety of hosts to choose from as I do.

Washington Resistance Army wrote:Not being able to buy an AR most certainly is a travesty.

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Mar 19, 2015 1:54 am

You can have all my interest.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Postby Harkback Union » Thu Mar 19, 2015 3:48 pm

We'll need at least 3 players to start.

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Reborn Hiigara
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Postby Reborn Hiigara » Thu Mar 19, 2015 4:54 pm

How do we gain more crew if we need them? Would we gain them over time or would we recruit people or is it a mix of both? I know that we can transfer crew about, another question, given that we will eventually develop additional ship types, will they be transferable?

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Harkback Union
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Postby Harkback Union » Thu Mar 19, 2015 4:59 pm

Reborn Hiigara wrote:How do we gain more crew if we need them? Would we gain them over time or would we recruit people or is it a mix of both? I know that we can transfer crew about, another question, given that we will eventually develop additional ship types, will they be transferable?


You can wake crew from cryosleep! Aside from that... there will be other options available in each sector.

Yes indeed. Also, I'm thinking about eliminating fuel costs for moving about fighters and other space craft (they consume relatively little compared to massive ships). Only the mothership would burn fuel.

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Reborn Hiigara
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Founded: Feb 28, 2015
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Postby Reborn Hiigara » Thu Mar 19, 2015 5:55 pm

My main services then will be:

Provisions
Fuel
Munitions
Small Arms
Space Tools and Parts
Soma
Scientific Equipment
and various types of ship.

I will do this at cost and a bit, this will let people save resources and crew that would be used making/researching their own supplies and escorts. Though since my ship will be outfitted as a factory ship and happily supply the fleet I will likely be the most vulnerable if any trouble appears.

Might I recommend adding medical supplies to allow a chance to have crew members injured mid-battle and have them returned to health over time if you don't have medical supplies but if oyu have enough supplies then you can heal them in under 24 hours.
Last edited by Reborn Hiigara on Thu Mar 19, 2015 6:02 pm, edited 1 time in total.

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Harkback Union
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Postby Harkback Union » Thu Mar 19, 2015 6:05 pm

Reborn Hiigara wrote:My main services then will be:

Provisions
Fuel
Munitions
Small Arms
Space Tools and Parts
Soma
Scientific Equipment
and various types of ship.

I will do this at cost and a bit, this will let people save resources and crew that would be used making/researching their own supplies and escorts. Though since my ship will be outfitted as a factory ship and happily supply the fleet I will likely be the most vulnerable if any trouble appears.

Might I recommend adding medical supplies to allow a chance to have crew members injured mid-battle and have them returned to health over time if you don't have medical supplies but if oyu have enough supplies then you can heal them in under 24 hours.


Well, I intended Provisions to include medical supplies but there will be researchable infirmary section that uses scientific equipment to treat... well, Lets just say you'll need it eventually.

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Mar 19, 2015 6:37 pm

Hmm: clarification. When disassembling modules, the full cost is refunded as long as they're undamaged, yes?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Ex-Nation

Postby Harkback Union » Thu Mar 19, 2015 6:46 pm

G-Tech Corporation wrote:Hmm: clarification. When disassembling modules, the full cost is refunded as long as they're undamaged, yes?


Elements used during the construction, yes.
Tools and equipment, no.

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Mar 19, 2015 7:04 pm

Mothership's Name: Kharbarinth
Short history of the people behind it: The Kharbarinth, or Khar for short, is the desperate effort of the people of the planet of that name to cast a light in to the future. A world near the epicenter of dark sphere, they barely had any time to prepare before their world was consumed, and their first concern was the survival of humanity, not the studied calculus of those with more time to analyze their approaching doom. Constructed in the high orbital shipyards of the Bell, the mothership bears the best and brightest the vanished world had to offer, but in the void of space even the most brilliant flame may fall dun.
Mothership's Crew type: Particle Engineers
Mothership's Class: Noah-class
Mothership's Appearance (optional): Der
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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