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Future Tech Advice and Assistance Thread [O.O.C.]

A staging-point for declarations of war and other major diplomatic events. [In character]

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Sslithk
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Postby Sslithk » Wed Mar 25, 2015 9:51 pm

Well, I ironically once attempted to make a conlang that sounded insectoid (made an alphabet and everything) but it was too "harsh", as in how, say, Japanese sounds in comparison to French. There were lots of sounds like "Rethplethkilik" which were long and very inspector sounding, but here I going for a combination of mollusc and Insectoid sounds with a serpentine reptilian overlay. In other words, I just made them up on the spot. Although some important words are used for my castes, they are different enough to not be too easily confused (Tl'thl, Kzzr, Lyrk, Slslsk) and as such are easier I understand, and will try to mention their role when I I use them (as in Kzzr warriors, Tl'thl workers, etc). Something else I will do is use that secondary name, as in "Worker" rather than "Ghrklklsg" (yes, the vowel was actually a spelling error.). Actually, I may try to look back at that language to see if it fits the Sslithk. That would probably be easier, as they are often easy to understand how to pronounce.

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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Vocenae
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Postby Vocenae » Wed Mar 25, 2015 10:06 pm

I really, really, really need to ask you to take into account what Kyrusia has said. I'll be frank, what you have right now for a conlang is just, well, terrible. It honestly sounds like infant babbling and makes me not want to read any content you might write simply because it is hard to look at and read no matter how amazing it might be.

It is unfortunately a hard truth, and again I have to say listen to Kyrusia. Don't approach it from the standpoint of being 'unique' and 'alien'. Create fake words that actually look like words and not the result of you mashing the keyboard and calling it good.
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Sslithk
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Postby Sslithk » Wed Mar 25, 2015 10:14 pm

I know, I made those ones up. I will think about it more before I actually set any names in stone, and I will probably use the more direct names (Worker, Locust, etc) most of the time. I am more concerned about the ships themselves rather than names at the moment. This is not really a conlang at this point, just random letters, to be honest. I agree with your assessment and will try to resolve that issue when other things are figured out. For now, I will just use the direct names when I mention the ships.

I need to think more about what I will focus for in my space fleets rather than the alien languages of my nation at this point. I understand that those were terrible, and will improve upon them when I have the details of my ships figured out. I will make sure to use vowels and make the language written phonetically when I do develop it.

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Lubyak
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Postby 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?


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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Arkotania
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Postby Arkotania » Wed Mar 25, 2015 10:21 pm

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?
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Excidium Planetis
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Postby 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.


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.
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Neornith
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Postby 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.


The main reason is because they're considered fragile and weak to point defenses on larger capital ships or even escort ships, secondly their weapons are usually wholly ineffective against huge spaceships that have armor and shields to protect them from capital so grade weapons. There is an entire section on Atomic Rockets renouncing their existence in science fiction

But as Lubyak said, they're as effective as RP companions make them, are they effective in hard sci fi? Maybe, maybe not, I much prefer having fun over worrying about details that'll help me "win" in cooperative story writing

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Sunset
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Postby Sunset » Thu Mar 26, 2015 3:40 am

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.
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The Fedral Union
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Postby 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.


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)
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Rhoderberg
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Postby 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)

Personally, I'd recommend using NATO-style reporting names for your craft.
Last edited by Rhoderberg on Thu Mar 26, 2015 4:29 am, edited 1 time in total.

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The Fedral Union
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Postby 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.



Considering I'm space America in most respects with space NATO.. I would.. Oddly enough I justify it by various means.


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Rhoderberg
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Postby Rhoderberg » Thu Mar 26, 2015 4:53 am

The Fedral Union wrote:
Rhoderberg wrote:Personally, I'd recommend using NATO-style reporting names for your craft.



Considering I'm space America in most respects with space NATO.. I would.. Oddly enough I justify it by various means.


Hotel, Echo , Lima Lima Oscar.

I was more referring to Neornith's post, but the more reporting names the better. That said, I should probably write up a phonetic alphabet for the Tsavonians.

Hotel India.
Last edited by Rhoderberg on Thu Mar 26, 2015 7:10 am, edited 1 time in total.

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Neornith
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Postby 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?


I am truly terrible with economics, so I just say it works for me. I do have multiple nations so some are post scarcity others are dystopias in a sense.

Perhaps just focus towards a basic economic type (capitalist communist etc etc ) and then think about what condition your people are in, is it a utopia for everyone or just some, or is it suck for most people. This is generally what I do because most people aren't going to have currency come up in an RP
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Vocenae
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Postby Vocenae » Thu Mar 26, 2015 9:45 am

That being said, there's not too much economic stuff going on in FT.
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Tierra Prime
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Postby Tierra Prime » Thu Mar 26, 2015 11:13 am

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.
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StellarGate
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Postby 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.


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.
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Tierra Prime
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Postby 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.

That's exactly what I was thinking myself. I was inspired to kill him off this way by a certain event (Avoiding spoilers in case anyone hasn't seen it) from the anime Legend of the Galactic Heroes, right down to using the name of the disease.
Last edited by Tierra Prime on Thu Mar 26, 2015 11:39 am, edited 1 time in total.

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Dooom35796821595
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Postby Dooom35796821595 » Thu Mar 26, 2015 11:54 am

Vocenae wrote:That being said, there's not too much economic stuff going on in FT.


I do think that FT would benefit from a group analasis of possible economies that may happen in the future, and how things like post scarcity would change a society.
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Lubyak
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Postby Lubyak » Thu Mar 26, 2015 12:09 pm

Dooom35796821595 wrote:
Vocenae wrote:That being said, there's not too much economic stuff going on in FT.


I do think that FT would benefit from a group analasis of possible economies that may happen in the future, and how things like post scarcity would change a society.


The issue with that is things will vary a lot based on individual technology and canon. The efficiency and availability of FT drive, resource requirements and availability, etc . All these things will vary between each player, and prevent the application of universal rules. For some people, bulk trade in resources between worlds might make sense, while other players might say that each planet gets all the resources its needs from local asteroids, and only trade luxury goods or information. Like tech, economies are going to vary between every individual, and trying to apply RL mechanics and understanding to it won't work overly well.

I'm sure there's a lot of work done on post-scarcity already...I'm sure some people here could point you at it.

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Northwest Slobovia
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Postby Northwest Slobovia » Thu Mar 26, 2015 1:33 pm

Dooom35796821595 wrote:
Vocenae wrote:That being said, there's not too much economic stuff going on in FT.


I do think that FT would benefit from a group analasis of possible economies that may happen in the future, and how things like post scarcity would change a society.

With apologies to Haldane, FT economics aren't just stranger than we imagine, they're stranger than we can imagine. :p Make up whatever suits you, play it consistently, and you'll be fine.

Random example of an attempt to model future economics I like: Stephenson's The Diamond Age.
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Hive Ascension
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Postby Hive Ascension » Thu Mar 26, 2015 1:58 pm

Would like some feedback for a portion of what I currently have.

Biology:
Populations are typically made up of insectoids and AI with sparse integration of humanoids members. The insectoids can be described as white to red with softer bodies then most insectoids and come in many varieties of thin stretched shapes. The Ascension can be broken down to those who are in the continuum of the hive minds and client races (less than 5% of the population). Each hive mind on average are several million strong and in turn are broken into clades which is a few thousand strong [clades house the queens] and finally into hearths which can be up to a dozen individuals that are related by blood. Coherent thoughts can only be transmitted between persons on the hearth level where as strong emotions can transcend between clades and in turn between the hives. This information sharing is not instantaneous without the AI assistance and is primarily shared during the four sleep cycles known as the conclave.

Motivation:
Obsession with creating garden class worlds would be an understatement; settlements are built underground as to not damage planets biome, the majority of the active fleet is terraforming, and decade long projects are created daily to move celestial bodies to the habitable zone. Territory expansions are planned by this obsession and even some conflicts have occurred over other nations exploiting uninhabitable worlds but strangely no conflicts have started due to exploitation of garden class worlds. As of such planets that require terraforming can be used as bartering chips when negations begin.

Economy:
Regionally empowered administrators {typically AI} produce artificial of boom and bust cycles to keep the economic players from gaining any significant vertical monopolies and to encourage development of competition. The Ascension acts as if it is a scarcity economy when in reality it is far from it.

Psychology:
Captivation: is a state that can affect hive minds or rarely individuals where they enter a trance like states that is complete focused on bizarre task often leading to breakthroughs or massive works. The trance cannot be broken and can lead to deaths due to exhaustion from their effort. During this state the connection with the affected hive mind is limited to the continuum. It is unknown what causes the Captivation or the purpose of some of the constructs it causes and has been described by those who have experienced it as a time of greatest internal peace. Recent examples are the Ascensions first Dyson ring and Vox stellar Forge.

Blindness: The Biological Citizens of the Ascension can go through a collective amnesia; doing business and moving about without every even recognizing the existence. This can create cities within cities if such blinded specie chooses to live in Ascension territory this however can be broken if population of a world gets to high or ecological balance of the surface is disturbed to a great extent.

PTSD: is devastating and can be contagious to the extreme. It is for this reason that war is actively not sought after even if it means whole systems turn nomadic unless in defense of a terraforming world.

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Arkotania
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Postby Arkotania » Thu Mar 26, 2015 2:09 pm

A few pages back there was some nice discussion regarding hive minds. Let me see if I can find the exact posts...
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.


Note that this was in regards to someone else's idea of a genocidal hivemind. However I think it covers some questions you can ask yourself(while I finish reading the rest of your post)
Last edited by Arkotania on Thu Mar 26, 2015 2:12 pm, edited 1 time in total.
Mostly back from a long hiatus from the forums
Arkania 5 wrote:
Arkotania wrote:Matt Ward


No.

Nononononononononono

Gauthier wrote:
Arkotania wrote:
Then your testicles become strange tentacles.


And then you make films in Japan.

Ovisterra wrote:
Oceanic people wrote:where lives are at steak


I try not to point out people's spelling errors all the time, but this one was brilliant.


Nationstatelandsville wrote:
Arkotania wrote:Or maybe NS is also a degraded society.

This. Definitely this.

Neo Arcad wrote:
Qatarab(Arkotania Puppet) wrote:Where's my torch? Time to burn some courts down.


Oh, you crazy Muslim you!

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Hive Ascension
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Ex-Nation

Postby Hive Ascension » Thu Mar 26, 2015 2:55 pm

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.

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Rethan
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Corporate Police State

Postby 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.

Have to say though, I really like the idea of a hive mind that goes around creating life friendly worlds instead of just EAT EVERYTHING. And the PTSD thing is pretty cool and certainly a good way to keep them from zerging out. I'm usually wary of Hive Mind type species (part of why I ate the Rethast), but yours seems to have some decent flavour to it. And it's not a single monolithic hive mind, which is also a plus. Is it possible for separate clades within a mind to turn on one another?
As Was Devoured Shall Devour | As Was Buried Shall Bury

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Hive Ascension
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Founded: Mar 11, 2015
Ex-Nation

Postby Hive Ascension » Thu Mar 26, 2015 3:40 pm

Is it possible for separate clades within a mind to turn on one another?


Most certainly but not with violence. Options include; Slowing legislation to a crawl in the council, moving population to "breed out" competition, tariffs on goods, blockades, jump harassment (their FTL drives have a negative effect on space so that only one portal can be opened every couple of hours) so delaying civilian departures,reblancing ecosystems on other planets by introducing invasive species, and even slanderous advertisements. This is all done to lobby for more resources to what ever the clades may value which is usually; economy, infrastructure, education, science, ecology or security.

Edit: Grammar mistakes
Last edited by Hive Ascension on Thu Mar 26, 2015 4:20 pm, edited 1 time in total.

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