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by The Fedral Union » Mon Sep 21, 2015 11:13 pm
by Stormwrath » Tue Sep 22, 2015 11:17 pm
DISCLAIMER:
Salutations! Before we begin, I have to explain what this guide is and what it's not. It's not the Bible, Koran, Tanakh, Vedas, Zend-Avesta, I Ching, or many other sacred scriptures when it comes to creating fictional religions; nor is it a dissertation on religion, theology, mythology, or any other related fields. Neither is this guide the Word ofMentorsGod — that is, an authoritative list of requirements given out for FTers to fulfill. Most importantly, this guide is not a critique of any actual religion or religious philosophy. This is merely a guide that will serve as a help for those who are creating your fictional religion(s) for your FT star-states, roleplays and other things.
Also, don't assume that Storm[wrath] here is highly intelligent on the matters of religion, for I am just someone who is fascinated by religion and its influence. We have our fellow II Mentors specializing in FT who can help you, as well as other FTers like myself; so feel free to ask questions. We won't bite. Mostly. I will be providing external sources for you to check out, as I am sure that those sources can better explain things than I can in this guide.
If you do decide to make your fictional religion a reality in the real world, DO SO AT YOUR OWN RISK. people may most likely call you a nutjob or a heretic, and you and your followers may or may not be persecuted by society. Trust me, it's a thing.
ACKNOWLEDGMENTS:
While I may have had the intention of publishing this informative guide on creating a religion, much of the information in this guide is contributed by the FT community at large. There are many of them that I would like to acknowledge in this endnote, but I will only mention those of special note, since they have provided much help in creating this guide. To those left unmentioned, thank you for helping out in any way.
Heliocalypse, thank you for responding to when this guide was still an idea. You were the first one I went to concerning the creation of this guide (before that I wanted to create a religion index), and I was glad that you supported the idea.
Kyrusia, thank you for taking the time to listen to my ideas and contributing to it as well. To be honest, not a lot of people would care about a religion guide because religion and science fiction are generally at odds with each other; so thank you for that.
And of course, thank you to the readers for reading.
by OMGeverynameistaken » Wed Sep 23, 2015 12:56 am
by The V O I D » Wed Sep 23, 2015 2:19 am
by The Fedral Union » Wed Sep 23, 2015 6:14 am
by Santheres » Wed Sep 23, 2015 11:32 am
The Fedral Union wrote:You're welcome for the encouragement Storm, like I said Nay Sayers be damned it could be done.
The Void, no. Beliefs are distinct from a religion; because they don't have to involve a god. The same with with spirituality, religion is just an organized system of faith.
For example I assume we can have a belief that if we try to breath water we drown.
by The Fedral Union » Wed Sep 23, 2015 11:48 am
by The United Dominion » Wed Sep 23, 2015 11:53 am
The Fedral Union wrote:There are two definitions
by The Fedral Union » Wed Sep 23, 2015 11:57 am
by Tierra Prime » Wed Sep 23, 2015 12:10 pm
by The Fedral Union » Wed Sep 23, 2015 12:26 pm
Tierra Prime wrote:What is the consensus on issuing mainly semi-automatic weapons to infantry? I like the idea of using a heavy laser rifle designed specifically to pierce armour instead of something that just sprays beams everywhere. I know battle rifles went out of fashion IRL once assault rifles were introduced, but that doesn't mean the case will be the same in the future, right? I can see power Armour being immune to anything other than HMGs and bolt action rifles (And the energy/rail/gauss equivalents of such).
by Tierra Prime » Wed Sep 23, 2015 12:53 pm
The Fedral Union wrote:snip
by The Fedral Union » Wed Sep 23, 2015 1:11 pm
by Tierra Prime » Wed Sep 23, 2015 1:45 pm
The Fedral Union wrote:Thing is; you'd usually want a tank, an IFV, or a rover (or light transport craft) or even air transports and support backing them up. The best defense is a good offense. IFV's and rovers/(or w/e) to quickly move your force in to position, and tanks to back their assault up, if your lucky to have air support or artillery this works even better.
Thing is in FT you also have ships, and they can shoot at you from orbit; your not going to be usually or shouldn't be usually fighting on large open ground but in cities and towns, and with forces behind enemy lines. It all depends on what you want to accomplish; take a BMP or an M2... carry more troops and can provide better fire support and protection. Wave tactics with huge numbers of soldiers are costly, if your fighting a well entrenched enemy would the victory be worth the price? How fast can you replace and train those troops; how much experience do they have? How good are their NCO's and field commanders? See what happened on the Russian front in WW1 and WW2, the masses of losses to more specialized and dedicated German mechanized assaults. the soviets won through attrition, in FT you have force multipliers. That makes pulling "the we have reserves card harder"
So my main point is, mechanize, build tanks, air support, drones, I'm not saying do away with your militia just consider you'd rather have a well equipped well trained professional army in most cases; and also consider the logistics costs of it all. You'll need better command and control; and more streamlined command and control with well integrated units.
If you rely on ships above to do a lot of the pounding in to submission I can see why you wouldn't need a lot of armor; but you would still have to fight the surviving forces. Usually people take objectives and key areas. If you do that you gain a foothold. If you want to subjugate the planet.. That will take a lot of resources. Occupations aren't cheap. Its less expensive to take out production facilities and key objectives than occupation. Some people like to planet glass.. But I personally don't operate that way due to IC ethics and oocly its not fun.
Balance is a thing yes; the more force you have the longer they take to mobilize the more expensive they are to maintain, this puts oversize armies at a disadvantage; but if you go TOO far in to what the DOD calls the death spiral of quality and tech spending you end up with expensive toys that you cant make more than a few hundred of. If you find a 50/50 solution to it then I'm sure you'll do fine.
by The Fedral Union » Wed Sep 23, 2015 2:07 pm
by Nyte » Wed Sep 23, 2015 2:27 pm
by Kyrusia » Wed Sep 23, 2015 4:22 pm
by OMGeverynameistaken » Wed Sep 23, 2015 5:17 pm
Tierra Prime wrote:What is the consensus on issuing mainly semi-automatic weapons to infantry? I like the idea of using a heavy laser rifle designed specifically to pierce armour instead of something that just sprays beams everywhere. I know battle rifles went out of fashion IRL once assault rifles were introduced, but that doesn't mean the case will be the same in the future, right? I can honestly see power armour being immune to anything other than HMGs and bolt action rifles (And the energy/rail/gauss equivalents of such). This also bring to mind the idea of melee weapons and their use in FT. We have vests now that can stop knives, so some sort of powered version (A power-mace?) would be required in order to pierce heavy armour, yes?
by Tierra Prime » Wed Sep 23, 2015 5:50 pm
OMGeverynameistaken wrote:Tierra Prime wrote:What is the consensus on issuing mainly semi-automatic weapons to infantry? I like the idea of using a heavy laser rifle designed specifically to pierce armour instead of something that just sprays beams everywhere. I know battle rifles went out of fashion IRL once assault rifles were introduced, but that doesn't mean the case will be the same in the future, right? I can honestly see power armour being immune to anything other than HMGs and bolt action rifles (And the energy/rail/gauss equivalents of such). This also bring to mind the idea of melee weapons and their use in FT. We have vests now that can stop knives, so some sort of powered version (A power-mace?) would be required in order to pierce heavy armour, yes?
I've got space muskets.
Start with what you consider the 'essentials' of your nation and build around those. Nobody's going to tell you you're 'wrong' unless you try to field 70 AU diameter worldships.
by The Fedral Union » Wed Sep 23, 2015 6:42 pm
by Tierra Prime » Wed Sep 23, 2015 6:49 pm
The Fedral Union wrote:You could always use that mace simply to incapacitate an enemy or stun him before shooting or striking a blow with a reverse blade.... Just electrify it. It'd require a 1, 2 move but...
by Stormwrath » Wed Sep 23, 2015 6:56 pm
The V O I D wrote:So, uh... Stormwrath. What would a religion that is in the belief that the "believing species" (for lack of better term) are the gods, and everything else needs to kneel beforeZodthem?
by The Fedral Union » Wed Sep 23, 2015 7:01 pm
Tierra Prime wrote:The Fedral Union wrote:You could always use that mace simply to incapacitate an enemy or stun him before shooting or striking a blow with a reverse blade.... Just electrify it. It'd require a 1, 2 move but...
The stun function is something I'm very interesting in using, because stun lasers don't really work if you want to keep people's bodies intact.
by Tierra Prime » Wed Sep 23, 2015 7:14 pm
The Fedral Union wrote:Tierra Prime wrote:The stun function is something I'm very interesting in using, because stun lasers don't really work if you want to keep people's bodies intact.
Well I was thinking if they were in armor you'd be able to disable it with enough voltage or energy without frying the guy inside; or have it tunable?
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