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by Sslithk » Wed Mar 25, 2015 9:51 pm
by Vocenae » Wed Mar 25, 2015 10:06 pm
18:34 <Kyrusia> Voc: The one anchor of moral conscience in a sea of turbulent depravity.
by Sslithk » Wed Mar 25, 2015 10:14 pm
by Lubyak » Wed Mar 25, 2015 10:16 pm
Sslithk wrote:-snip-
I have noticed that there is so far no feedback on the system itself, so I will take that as a representation that it is viable but not ingenious. As such, I will start to write up something about it once I figure out the names. Just one more question, for now. Is a system based around carriers and fighters viable in space? If so, should I make my small ships robotic, or remote controlled, to prevent loss of life, or should I really not care about the pilot?
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by Arkotania » Wed Mar 25, 2015 10:21 pm
by Excidium Planetis » Wed Mar 25, 2015 10:28 pm
Lubyak wrote:Sslithk wrote:-snip-
I have noticed that there is so far no feedback on the system itself, so I will take that as a representation that it is viable but not ingenious. As such, I will start to write up something about it once I figure out the names. Just one more question, for now. Is a system based around carriers and fighters viable in space? If so, should I make my small ships robotic, or remote controlled, to prevent loss of life, or should I really not care about the pilot?
Voc and Ky basically have it down with the conlang thing. While it is cool, inserting words that are different for the sake of being different is not a direction you should go. While what you've got is good for, say, factbooking purposes, it might not work as well in RP. As Voc said, when your posts are full of very complex, hard to pronounce words that don't have some kind of clear meaning, a lot of people might just say 'screw it'. I would recommend--for RP posts at least--sticking to the English translation of whatever your words are, and reserving the words for factbooks, or the occasional times when you need to have an IC conversation in that language without the translation convention in effect.
As for carriers and fighters, the space fighter debate is one that has happened again and again in this thread. Basically, it comes down to this: 1) space fighters are not realistic in any sense with hard FT, 2) space fighters are very cool, and make for good RPing opportunity. In short, when it comes to space fighters do what you want. The fighters will be as effective or ineffective as the RP needs them to be. In general, don't worry about things like 'is this functional' or what not when it comes to bits of tech, because--unless you're doing hard FT--all your tech is likely different bits of handwavium and magic boxes that do the thing what needs doing. e.g. This is the box that goes 'pew pew' and hits the enemy ships. I might call mine a particle cannon, and you call yours a biovore projector, but the end result is the same. It'll be as functional as it needs to be, so don't worry about it. Worry about making it cool and allowing you RP opportunities.
The same thing applies to whether you use pilots you care about, remote control, or expendable pilots. What fits best with your civilisation and the kind of stories you want to tell? That's the important bit.
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by Neornith » Wed Mar 25, 2015 11:16 pm
Excidium Planetis wrote:Lubyak wrote:
Voc and Ky basically have it down with the conlang thing. While it is cool, inserting words that are different for the sake of being different is not a direction you should go. While what you've got is good for, say, factbooking purposes, it might not work as well in RP. As Voc said, when your posts are full of very complex, hard to pronounce words that don't have some kind of clear meaning, a lot of people might just say 'screw it'. I would recommend--for RP posts at least--sticking to the English translation of whatever your words are, and reserving the words for factbooks, or the occasional times when you need to have an IC conversation in that language without the translation convention in effect.
As for carriers and fighters, the space fighter debate is one that has happened again and again in this thread. Basically, it comes down to this: 1) space fighters are not realistic in any sense with hard FT, 2) space fighters are very cool, and make for good RPing opportunity. In short, when it comes to space fighters do what you want. The fighters will be as effective or ineffective as the RP needs them to be. In general, don't worry about things like 'is this functional' or what not when it comes to bits of tech, because--unless you're doing hard FT--all your tech is likely different bits of handwavium and magic boxes that do the thing what needs doing. e.g. This is the box that goes 'pew pew' and hits the enemy ships. I might call mine a particle cannon, and you call yours a biovore projector, but the end result is the same. It'll be as functional as it needs to be, so don't worry about it. Worry about making it cool and allowing you RP opportunities.
The same thing applies to whether you use pilots you care about, remote control, or expendable pilots. What fits best with your civilisation and the kind of stories you want to tell? That's the important bit.
I am curious as to why fighters are not viable in hard FT. I understand the difficulties in long range use (fuel being the main issue), but surely carrier launched fighters would be effective in short term space combat. I have read hard FT novels that use fighter craft (although mostly to direct torpedoes rather than TIE-style dogfighting).
This interests me because while I don't consider my nation hard FT, I do like to use minimal handwavium (it's pretty rare, I like to save it for the important stuff), and my nation currently has carriers.
by Sunset » Thu Mar 26, 2015 3:40 am
by The Fedral Union » Thu Mar 26, 2015 3:43 am
Sunset wrote:Just something to add to the discussion on a conlang;
In-character, whatever names you assign to ships, characters, and similar is going to quickly turn into George and Fred when whatever form of translation your RP partners use IC comes into play. At that point you're just asking them to copy/paste those words rather than just type them or even spend however long hunting through your posts to make sure they got the spelling right. Thus I might suggest putting it in your factbook but otherwise just sticking to the 'translated' names. After all, unless you're going to write your entire post in the conlang, you're already translating 99% of the words and sentence structure.
by Rhoderberg » Thu Mar 26, 2015 4:29 am
The Fedral Union wrote:Sunset wrote:Just something to add to the discussion on a conlang;
In-character, whatever names you assign to ships, characters, and similar is going to quickly turn into George and Fred when whatever form of translation your RP partners use IC comes into play. At that point you're just asking them to copy/paste those words rather than just type them or even spend however long hunting through your posts to make sure they got the spelling right. Thus I might suggest putting it in your factbook but otherwise just sticking to the 'translated' names. After all, unless you're going to write your entire post in the conlang, you're already translating 99% of the words and sentence structure.
Speaking of translated names I can attest to sunset being right ... As if you have a species that had a few paragraphs of sounds as their last names present, it would be illogical to put it in a post. I usually use the first initial or first four or five letters of the last name (for my truly alien folk)
by The Fedral Union » Thu Mar 26, 2015 4:41 am
Rhoderberg wrote:The Fedral Union wrote:
Speaking of translated names I can attest to sunset being right ... As if you have a species that had a few paragraphs of sounds as their last names present, it would be illogical to put it in a post. I usually use the first initial or first four or five letters of the last name (for my truly alien folk)
Personally, I'd recommend using NATO-style reporting names for your craft.
by Rhoderberg » Thu Mar 26, 2015 4:53 am
by Neornith » Thu Mar 26, 2015 8:16 am
Arkotania wrote:I've been playing around with the idea of a base-6 numerical system, and applying it to currency in some way. If that proves to be complicated, I've also got something on using odd-number values to denote on the currency.
However, I'm curious about how the rest of you have your FT economics and finance setup(primarily finances). Maybe you're post-scarcity and don't even really bother with currency?
by Vocenae » Thu Mar 26, 2015 9:45 am
18:34 <Kyrusia> Voc: The one anchor of moral conscience in a sea of turbulent depravity.
by Tierra Prime » Thu Mar 26, 2015 11:13 am
by StellarGate » Thu Mar 26, 2015 11:29 am
Tierra Prime wrote:Would it make sense to kill off a character using a neurodegenerative disease even though a future tech setting implies the use of advanced medical technologies?
I need my emperor to die to trigger a civil war, but I want to draw it out so I can write about the coming of age of his heir and the instability his impending death will cause.
by Tierra Prime » Thu Mar 26, 2015 11:39 am
StellarGate wrote:Tierra Prime wrote:Would it make sense to kill off a character using a neurodegenerative disease even though a future tech setting implies the use of advanced medical technologies?
I need my emperor to die to trigger a civil war, but I want to draw it out so I can write about the coming of age of his heir and the instability his impending death will cause.
Sure, he could of hid it as not to appear weak. Or its a very rare disease that hits so fast that he doesnt realize he has it untill its too late.
by Dooom35796821595 » Thu Mar 26, 2015 11:54 am
Vocenae wrote:That being said, there's not too much economic stuff going on in FT.
by Lubyak » Thu Mar 26, 2015 12:09 pm
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by Northwest Slobovia » Thu Mar 26, 2015 1:33 pm
by Hive Ascension » Thu Mar 26, 2015 1:58 pm
by Arkotania » Thu Mar 26, 2015 2:09 pm
Kyrusia wrote:First and foremost, welcome to NationStates Future Tech. Secondly, I would strongly advise reading "Future Technology: A Beginner's Tutorial" and "Roleplaying as Humans and Aliens."
Next, there are numerous difficulties surrounding the portrayal of a "hive mind" or a species with an emergent, collective consciousness. Chiefly facing you is the simple burden that you are not a part of a species with a collective consciousness; you, as a human player, are an individual with a defined sense of self and a (albeit sometimes malleable) Ego which demarcates what makes you you and what makes others themselves. This means, before one even begins to try and tackle the difficulties of determining how a collective consciousness in a species might emerge and what sort of evolutionary triggers might have lead to such a development, you face the problem of simply being able to portray such a species properly from a purely literary standpoint and not have it devolve into a monotonous drone of, "We (or I) this," and, "We (or I) that."
As a unit within a species which does not have a collective consciousness, we as humans are limited by our biases of perspective as to how we might perceive a "hive mind"; namely, we cannot actually perceive that sort of mindset from an objective perspective. We cannot experience collective consciousness, thus the only way we can portray such is from the perspective of an individual component of said consciousness... which is where the problems continue to arise. There is no "individual" in a species - in a collective - which has a hive mind, spare the hive mind itself; any portrayal of any independent unit of such a species would, almost by definition, be from the same perspective as the whole. There is no many, there is only the one; as you can imagine, from a writing and roleplaying perspective, this becomes difficult. In effect, one ends-up portraying not a species, but a single character in every roleplay. That "single character" is the hive mind itself. This is why in science-fiction which employ hive minds, they often break their own rules. See: the Borg Queen (Star Trek), Kerrigan (Starcraft), the Shadow of the Warp and certain synapse creatures (Warhammer 40,000: Tyranids), etc.
Writers, in order to maintain the illusion of a hive mind, create within that same society a point of reference which the audience - composed of humans - can view in contrast and comparison to the hive. They have to create some character (or characters) which are distinct from the hive mind, complete with some sense of self, but still linked to it enough that they are "alien". At best, this comes off as an interesting character that is purely a mechanical necessity for that species to be viewed as both somewhat alien, whilst still being interesting from the perspective of the reader; that is important, especially in roleplaying environments such as NationStates: the reader and player(s) whom you are working with must have some reason to be involved, and thus must be interested in the characters. To be interested in the characters, typically, there must be some point of relation where both the In-Character characters of their own creations might find a point of commonality, and a point of relation in an Out-of-Character capacity where the player himself might find a just cause to be involved.
After all, given the trope of the hive mind in science-fiction, if they are purely, "CONSUME. DEVOUR. ASSIMILATE," and the like, there is very little reason to get involved. This goes directly into the second part of your question: if the species is so single-minded (which a true collective consciousness would, at least literally, be) that a single train of thought - a single chain of logic - unites them... Well, there are simply very few points another player or a reader might see a reason to be involved with them. At worst, they are, "Another rampaging swarm of [creature], consuming, devouring, assimilating, converting, etc. everything they find in the Galaxy"; at best, they are, "A persistent threat to life in the Galaxy, and must be unilaterally destroyed anywhere they are discovered."
There is, of course, going to be some wiggle room in this - there always is - but, as you can imagine, it certainly does limit your options from the get-go, and again: this is without addressing other consequences of being a hive mind that evolution might have pushed to the surface which, further, might limit your options insofar as such a species being able to interact with other civilizations and star-states in a meaningful way.
In a slight further note, as others have indicated in this thread, hive minds have a somewhat... sordid history in FT. Hive minds, species with collective consciousness, drone states, etc. are often employed by players whom want to "win", when "winning" is not the sole point (or even a tertiary point, as is often the case) in Future Tech. Future Tech prizes, above anything else, the telling of a good, interesting, and impacting story - regardless of the player's victory or defeat. Hive minds, drone states, etc. are particularly prone to exploitation and outright abuse in this mindset because, simply put, they are easy to exploit and abuse; when you have a society which values the individual none, it is conceivably easier to churn out individual units (drones, zerglings, call them what you want) in that society for the meat grinder, throwing them at your enemies without any notion of consequences or even the passing thought of the logistics of such. This is not to say you would do this, as an individual, but it is saying that the cards are, unfortunately, stacked against you as a matter of community perception as it relates to hive minds and the like.
I advise you take step back from the table and seriously put some thought into what playing a hive mind would be like. What would writing for a single consciousness be like? How might it feel? What In-Character and what Out-of-Character or mechanical obstacles might you face? Would a reader find this species interesting to play with? How might diplomacy and international relations work - if they exist at all? Would them not existing distract from them being played or otherwise have a negative impact against them from a mechanical perspective?
I, further, would advise - until you figure this out - setting the concept aside for a while and taking a read of this thread; in it, you will find that often the first bit of advice given to newer players is to start small and start with what you know. This often means claiming three star systems (with a variability of habitation and development) and, most importantly, starting-out playing a human star-state. You will find, in Future Tech, that the vast majority of star-states and civilizations players play as are either outright human, near-human, or "rubber-forehead alien". There is nothing wrong with this; we're all human, after all, and we all do struggle with portraying a truly alien society. There are few players I have known in Future Tech that can truly portray an alien society and have it still be both interesting to read and interesting to interact with. It's a big hurdle and, frankly, a very, very steep wall to climb to do it effectively; this is why, simply, the general advice given is to start with what you know.
You, as a human, are fairly knowledgeable about humans and human civilizations. This gives you a pretty big advantage: you have a base to work from. This also means you have a far larger range of sources of inspiration to draw from - be it from history or pre-existing canon (Though, I would note, directly ripping-off pre-existing canon is frowned-upon extremely intensely.). This also means, since you have less work from the start, you can devote infinitely more time to developing your society, culture, religious and spiritual aspects, economics, technology, governance, and general "world" which, ultimately, is what attracts other players: not being "the most alien", but being the most interesting, most developed, and most enjoyable to read and participate with. This means, in effect, most of your time spent, when not roleplaying (and even then), will be spent world-building: developing the above facets of your star-state/civilization (and more). Giving and adding detail, adding "meat to the bones" of your concept, and generally having your star-state/civilization grow into a "living" and "breathing" entity in your mind and in the mind of others.
Hope that was helpful.
by Hive Ascension » Thu Mar 26, 2015 2:55 pm
Note that this was in regards to someone else's idea of a genocidal hivemind
by Rethan » Thu Mar 26, 2015 3:28 pm
Hive Ascension wrote:Note that this was in regards to someone else's idea of a genocidal hivemind
I've ran a couple games on pen and paper like nation states for awhile so I am aware of the hive mind issues of zerging out. So I wanted to create an anti-hive trope that would be fun to RP for me but more importantly for others. I think one of the issues might be they are to war evasive and even when they do go to war part of their population will be in self-imposed isolation.
by Hive Ascension » Thu Mar 26, 2015 3:40 pm
Is it possible for separate clades within a mind to turn on one another?
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