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by Nyte » Sat Jun 25, 2016 11:42 am
by RawHein » Sat Jun 25, 2016 1:23 pm
Nyte wrote:So, I've just uploaded a WIP map of my Empire... I'm wondering however, if there is more I could put on/in it. As of now, I have all of my systems listed (colonized in white, and uncolonized in lavender). Points of interest in each system are listed under the appropriate system. I've also got the Gamma/Delta border marked with a line denoting its location, and I've even included my factbooks ignore cannon for the lulz.
Despite this, I feel like its missing something... Suggestions???
by Nyte » Sat Jun 25, 2016 1:27 pm
by Sunset » Sat Jun 25, 2016 1:46 pm
by Maljaratas » Sat Jun 25, 2016 2:31 pm
by Stormwrath » Sat Jun 25, 2016 3:37 pm
Maljaratas wrote:Hi all!
What do people think of a nation based upon the Fromics from Ender's Game, but galaxy spanning and the FTL teleportation part?
by Maljaratas » Sun Jun 26, 2016 9:52 am
Stormwrath wrote:Maljaratas wrote:Hi all!
What do people think of a nation based upon the Fromics from Ender's Game, but galaxy spanning and the FTL teleportation part?
Three things you'd most likely be told here:Personally I am interested in the idea, and would like to help you continue to develop it more, whether through the usual worldbuilding or through RPing. The idea of warm-blooded insects with societies so based on queens that they can't function without them is certainly interesting, especially when you want to come up with story lines involving some of them trying to come up with a queen-less society. Yay, character development!
- You'd be told to tone the size down. It's not that we don't like the idea of a galaxy-spanning empire, it's just that we don't like the idea of using size as OOC bragging rights, as well as want you to tax your energy trying to worldbuild with a lot of space. Let's be honest, space is big.
- You'd be told to come up with something original. I can see you're off to a start with that, as you can borrow concepts from existing franchises as inspiration for your lore.
- You'd be told to give your characters some personality. This is why some of us would advise against you creating hive-mind societies due to the lack of individualism in your characters, as well as due to the associated history of godmodding from players who utilize hive minds. However, for your nation I would suggest cutting out the telepathy and say they developed a neural implant allowing for transferring information from mind to mind (except thoughts, of course).
Where are my manners? Welcome to Future Tech! Here are some recommended readings for you to go through:Please do take the time to visit #NSLegion or The Local Cluster to get acquainted with some FTers. You know, say "Hi" or something like that.
- Future Tech: A Beginner's Tutorial - for getting your feet wet.
- A Guide to Future Tech Worldbuilding - for creating your nation and lore.
- No Need to be Intimidated - for you not to burn out.
by Heavonia » Sun Jun 26, 2016 1:17 pm
by Sunset » Sun Jun 26, 2016 2:20 pm
by Heavonia » Sun Jun 26, 2016 2:34 pm
Sunset wrote:To me, the key to making magic palettable is the same as any other technology (if sufficiently advanced technology is the same as magic, then your magic is simply technology we haven't understood. Yet.) The big pronlems are thus the same as with technology; preparation (or lack thereof) and limitation (or lack thereof). Really both problems fall onto the same overall questions and answers as given for such traditional questions as empire size, population, the effectiveness of certain weapons compared to others...
Look at what the average is and set your bar somewhere below it. Elite special operations forces take years of specialized training and are thus rare; elite battle mage corps should thus be the same. Cybernetics and other personal augments are 'common' but expensive; Everyone might know some common cantrips (light, minor illusion, birth control) but not every high school teenager should be able to pull a fireball out of their posterior. Make your characters (and your nation) shine because they are interesting - not because they are powerful.
by Nyte » Sun Jun 26, 2016 9:37 pm
Sunset wrote:Suggestions:
1: Discrete icons for the colonized systems instead of X. I would not suggest full planet images or other full-color options but 1-3 color and very sharp is perfect. I might also match the points of interest with leading arrows in the same color or a similar shade.
2: Fade the background image so it is not as bold. About 60-70% is good. You could also add another layer like a nebula or even a full graphic (like a ship or station) carefully transparent so it is just barely visible.
3: An inverse scale. Because of the three dimensional nature of space as well as the varying size of stars, I would add a scale but note that it is not accurate. Or note the volume of space (200-400ly across seems right, though as I'm out and about and not on IRV I likely missed that discussion.)
by Stormwrath » Sun Jun 26, 2016 10:16 pm
Nyte wrote:Sunset wrote:Suggestions:
1: Discrete icons for the colonized systems instead of X. I would not suggest full planet images or other full-color options but 1-3 color and very sharp is perfect. I might also match the points of interest with leading arrows in the same color or a similar shade.
2: Fade the background image so it is not as bold. About 60-70% is good. You could also add another layer like a nebula or even a full graphic (like a ship or station) carefully transparent so it is just barely visible.
3: An inverse scale. Because of the three dimensional nature of space as well as the varying size of stars, I would add a scale but note that it is not accurate. Or note the volume of space (200-400ly across seems right, though as I'm out and about and not on IRV I likely missed that discussion.)
While I like these ideas, I have basically no artistic talent. Also, I'm limited to MS Paint which I know how to use, and Inkscape, which I have no idea how to use... So I'm pretty sure all of that is probably beyond me.
by Pillowlandia » Sun Jun 26, 2016 10:20 pm
Stasnov wrote:Small-to-medium sized professional, relatively high-tech and well funded military. Emphasis on flexible units at Brigade-Battalion level.
by Lubyak » Mon Jun 27, 2016 9:24 am
Heavonia wrote:Okay, so in the process of adding illustrations, charts etc. to this to make it less dry. Regardless, thoughts on how this can makes spehs!magic for my nation more palatable for those who dislike magic handwaves as opposed to technobabble handwaves? Any ideas to improve?
(also, I'm aware that it's a continuum of what is and isn't acceptable to different people, but I'm looking for a general rule of thumb)
National Information
Embassy|Military Factbook|Greater Ponerian Security Pact|Erotan Heavy Engineering|Crepusculum Investment Bank|Borealias RP Region|FT NationI am an II RP Mentor. TG me if you'd like help with RP!Just Monika
by RawHein » Mon Jun 27, 2016 4:10 pm
Pillowlandia wrote:Paint.net is pretty good as well
by Sunset » Mon Jun 27, 2016 4:34 pm
by Genomita » Sat Jul 16, 2016 2:46 pm
by The United Dominion » Sat Jul 16, 2016 3:03 pm
Genomita wrote:Apologies for the threadromancy, I hope it's still okay to post here ^_^'
On the subject of magic or psychic abilities, what kind of training and equipment would be useful to disrupt a magic users'/psychics abilities or disable them if one doesn't have such abilities themself (aside from putting a bullet into their brain before they know you're there, which might be difficult depending on what kind of ability you're dealing with).
I suppose anything that might break a psychic's or mage's concentration might be useful, so stun or smoke grenades seem like a must. Probably also fireproof clothing and shielded visors to avoid getting roasted or tricked by optical illusions respectively. There is also the question how you would stop somebody from using such abilities while in police custody aside from narcotizing them, apply pain to distract them or maybe putting them in a room with rapidly flashing lights or something to keep them from concentrating.
I'm thinking of developing a specialized task force for my nation to deal with hostile magic users or psychics and restrain them, preferably without killing them. I doubt it will come up often, but it's still an interesting subject.
by SquareDisc City » Sat Jul 16, 2016 3:07 pm
by RawHein » Sat Jul 16, 2016 3:54 pm
by Sunset » Sat Jul 16, 2016 4:46 pm
by Torsiedelle » Sun Jul 17, 2016 10:53 am
by Vocenae » Sun Jul 17, 2016 11:05 am
As a mechanic, Future Tech has been traditionally divided from "Modern Technology" and/or "Post-Modern Technology" as the moment of the advent of superluminal (faster-than-light; "FTL") travel within the historical continuity of a player's creation. There is some debate as to whether "Post-Modern Technology" constitutes a form of "Future Tech" due to the very necessity of the "Post-Modern" technology grade occurring in the future, but this thread is not a thread meant to address this debate.
18:34 <Kyrusia> Voc: The one anchor of moral conscience in a sea of turbulent depravity.
by Kyrusia » Sun Jul 17, 2016 4:48 pm
Vocenae wrote:As it says in the OP of this thread:As a mechanic, Future Tech has been traditionally divided from "Modern Technology" and/or "Post-Modern Technology" as the moment of the advent of superluminal (faster-than-light; "FTL") travel within the historical continuity of a player's creation. There is some debate as to whether "Post-Modern Technology" constitutes a form of "Future Tech" due to the very necessity of the "Post-Modern" technology grade occurring in the future, but this thread is not a thread meant to address this debate.
If you have FTL, you're FT. Plenty of FT nations have civilizations that exist in a 'PMT' level of tech, but again, so long as they have FTL, no matter how rough or 'clunky' the tech and their ship designs are, they are considered FT in the eyes of the community.
by Dalvius » Mon Jul 18, 2016 2:34 am
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