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by Prusslandia » Thu Jul 23, 2015 2:18 pm
by The Armed Republic of Dutch Coolness » Thu Jul 23, 2015 2:28 pm
P2TM Mentor
by Liivland Abufan Se Steorre » Thu Jul 23, 2015 2:34 pm
Ictia wrote:Well, everything depens of how realistic do you want to be.
For the melee weapons I would use the steel sword option (maybe looking for a stronger material, as wolfram). New tecnologies (laser, nanotech, more advanced metallurgy) would make the rest of the work, giving a better quality to your weapons (more resistance, better blade). Using a lightsaber doesn't make sense: too much heat for the soldiers (and for the own saber), too much power needed (imagine holding a nuclear reactor in your hands). But of course, it's your world, you can change physics if you want.
For the range weapons, just as an idea: you are using Direct Energy Weapons (DEW), no matter if they are lasers or particle beam weapons. They need a lot of power, and probably, they produce a lot of heat. Imagine that after shooting, the weapon needs time for getting cool before shooting again (and even putting another power cell). It woul be like a laser arquebus. It shoots slowly, but it's very effective againts armours. It would make your range weapons looking more medieval (more or less), and also it gives more importance to melee weapons, beacause range weapons wouldn't be so effective as they are now.
It's not exactly an explosive (and in fact they are MT, but they are not as well known as TNT or C4) but you could use thermobaric weapons.
I don't really understand what do you mean with hard light.
by Liivland Abufan Se Steorre » Thu Jul 23, 2015 2:37 pm
The Armed Republic of Dutch coolness wrote:I've recently started working on a Factbook for my FT nation (here http://www.nationstates.net/nation=eria ... l=factbook ) but I'm wondering, what should you include in a FT Factbook? I've got a basic overview planned, a bit on the rulers, and I've got stuff on the Military - I'll include the Navy as well, naturally, but what else are some "musts"?
by The Armed Republic of Dutch Coolness » Thu Jul 23, 2015 2:39 pm
Liivland Abufan Se Steorre wrote:The Armed Republic of Dutch coolness wrote:I've recently started working on a Factbook for my FT nation (here http://www.nationstates.net/nation=eria ... l=factbook ) but I'm wondering, what should you include in a FT Factbook? I've got a basic overview planned, a bit on the rulers, and I've got stuff on the Military - I'll include the Navy as well, naturally, but what else are some "musts"?
History, Geography (political/administrative and a bit about the climate, landscape, human geography etc.), Politics and Governance, Culture, Military, Justice/Laws/Policing, Economy, Foreign Relations, Demographics?
P2TM Mentor
by Nyte » Thu Jul 23, 2015 2:39 pm
Prusslandia wrote:What would be a good population for a multi system nation ?
The Armed Republic of Dutch coolness wrote:I've recently started working on a Factbook for my FT nation (here http://www.nationstates.net/nation=eria ... l=factbook ) but I'm wondering, what should you include in a FT Factbook? I've got a basic overview planned, a bit on the rulers, and I've got stuff on the Military - I'll include the Navy as well, naturally, but what else are some "musts"?
by Vocenae » Thu Jul 23, 2015 2:44 pm
Prusslandia wrote:What would be a good population for a multi system nation ?
What Are the Rules of Future Tech?[ LINK HERE ]
In the Future Tech community, there are no real "hard" rules. There is not a thread somewhere that will define what "is" and what "is not" acceptable; however, with over a decade worth of community standardization and conventions, the Future Tech community does have a standard insofar as how players conduct themselves, interact with one another, and otherwise execute their creations within the world.
Though called by many names ("Rule of Cool", "Code of Bro/Sis", etc.), the standards and conventions of the FT community, in effect, boil down to this: be willing to collaborate with other players; be willing to compromise with other players for the sake of both the story and the mutual experience of existing within the world; be creative and do not directly rip from existing canon (such as those found in novels, video games, or films); and be consistent with the applications of the internal rules of your creations (such as how your technology interacts with other technologies, cultural rules within your societies, etc.).
These standards, in effect, mean "Don't be a dick". It is, really, quite that simple. If you, as a player, are willing to collaborate with others, compromise, attempt to be creative, and are consistent, you will find roleplaying partners and ventures very readily and very easily. Players that are not willing to abide by these very, very basic standards of behavior, however, might not. It is often said in Future Tech that you may "do as you will, because no one can stop you". This is patently true; however, players that act in a manner that is not congruent or complimentary to the community's, implement absurd creations that violate these standards or otherwise diminish the ability for other players to enjoy the roleplaying venture, or - in general - are simply "silly" with no caveat insofar as how that "silliness" might be applied - such is to say, "Silly for the sake of silliness" without any added enjoyment - are likely to find themselves with few avenues to interact with the community.
It's true, you can do as you please; no one can stop you. Just as well, you can't force people to recognize your creations simply by existing. Behavior and conduct is paramount to earning respect and merit as a writer and roleplayer in the Future Technology community; poor behavior tends to reflect poorly on the player and, ultimately, may lead to many individuals ignoring that player and his entities simply because it's not enjoyable to interact with the player.
18:34 <Kyrusia> Voc: The one anchor of moral conscience in a sea of turbulent depravity.
by The Ben Boys » Thu Jul 23, 2015 3:42 pm
The Armed Republic of Dutch coolness wrote:I've recently started working on a Factbook for my FT nation (here http://www.nationstates.net/nation=eria ... l=factbook ) but I'm wondering, what should you include in a FT Factbook? I've got a basic overview planned, a bit on the rulers, and I've got stuff on the Military - I'll include the Navy as well, naturally, but what else are some "musts"?
by Kyrusia » Thu Jul 23, 2015 5:16 pm
Liivland Abufan Se Steorre wrote:[snip]
by The Fedral Union » Thu Jul 23, 2015 5:31 pm
Prusslandia wrote:What would be a good population for a multi system nation ?
by Benxboro » Thu Jul 23, 2015 5:38 pm
by Kyrusia » Thu Jul 23, 2015 5:57 pm
Benxboro wrote:In my nation, a number of civil wars have taken place, but mostly within the bounds of the oldest and most developed star systems.
However, I am coming to a point where a civil war will take place, but most of the opposing forces will be located in the outer colonies. Generally, these planets are economically "specialized" in the manner of the British colonies thanks to the Navigation Acts, and thus have little native manufacturing capability unless they are among the one or two worlds which host major military facilities.
I'd like to hear some suggestions as to how this will go, and I'm not sure what-all will affect it. I can provide some information on that end.
by Sunset » Thu Jul 23, 2015 5:58 pm
by The Fedral Union » Thu Jul 23, 2015 6:07 pm
Benxboro wrote:In my nation, a number of civil wars have taken place, but mostly within the bounds of the oldest and most developed star systems.
However, I am coming to a point where a civil war will take place, but most of the opposing forces will be located in the outer colonies. Generally, these planets are economically "specialized" in the manner of the British colonies thanks to the Navigation Acts, and thus have little native manufacturing capability unless they are among the one or two worlds which host major military facilities.
I'd like to hear some suggestions as to how this will go, and I'm not sure what-all will affect it. I can provide some information on that end.
by Tierra Prime » Thu Jul 23, 2015 6:28 pm
by The United Dominion » Thu Jul 23, 2015 6:36 pm
Tierra Prime wrote:I've been thinking about introducing a unit of elite soldiers based loosely on Space Marines into my military forces. They'd have genetic enhancements and wear powered armour, but spend the vast majority of their time hooked up to combat simulators in their cryogenic pods. This is because one of the drawbacks of their massive genetic enhancements is an unstable body that ages very quickly. Their enhancements will kill them over time, essentially, so they are preserved until they are needed. The majority of the soldiers would have been created around forty years before my nation's current IC date, so they have not actually been tested in combat. The soldiers themselves would have been veterans before they volunteered to be turned into genetic monstrosities, and forty years of constant combat VR should account for something, so they should be combat ready if needed. They'd be assigned to legions of ten thousand that are based on fortress worlds or nomadic legionary fleets.
Assuming this is an okay concept, what should I actually call them? I thought about the "Imperial Knights" but it sounds kind of... boring.
by Tierra Prime » Thu Jul 23, 2015 6:56 pm
The United Dominion wrote:Tierra Prime wrote:I've been thinking about introducing a unit of elite soldiers based loosely on Space Marines into my military forces. They'd have genetic enhancements and wear powered armour, but spend the vast majority of their time hooked up to combat simulators in their cryogenic pods. This is because one of the drawbacks of their massive genetic enhancements is an unstable body that ages very quickly. Their enhancements will kill them over time, essentially, so they are preserved until they are needed. The majority of the soldiers would have been created around forty years before my nation's current IC date, so they have not actually been tested in combat. The soldiers themselves would have been veterans before they volunteered to be turned into genetic monstrosities, and forty years of constant combat VR should account for something, so they should be combat ready if needed. They'd be assigned to legions of ten thousand that are based on fortress worlds or nomadic legionary fleets.
Assuming this is an okay concept, what should I actually call them? I thought about the "Imperial Knights" but it sounds kind of... boring.
This sounds like the sort of thing that would be produced only by runaway defense spending on ridiculous projects that typically result in little or no gains. Not to say that's not perfectly legitimate (God knows the US has that problem), but it definitely sounds like the cost is far larger than the good they would ever do. Especially because they were already veterans with all the accumulated knowledge and skills (some of which is now obsolete due to being a monstrosity, some more due to the sheer passage of time). You're losing talented people who could be better placed in command positions. You're also, unless military technology and tactics stagnate (like in WH40K) going to constantly have to retrain them. Simulations will help but they're going to need real, actual physical training as well.
What you call them really does depend on your nation's culture. If you have a more medieval or feudal feel, then Imperial Knights would make perfect sense, but if you're more spread out and relying on small units to patrol, you might call them Rangers. Either way, the name matters really only to you and your nation.
by Liivland Abufan Se Steorre » Fri Jul 24, 2015 2:00 am
Kyrusia wrote:Liivland Abufan Se Steorre wrote:[snip]
Just to cover the basics as I see toward the end of your post: Weapon A is only ever as powerful as plot dictates and, through collaboration and compromise, yourself and your roleplay partner determine is necessary. This applies, more or less, to every aspect of Future Tech: at the end of the day, the player does not determine his own power, size, influence, etc., the community does by either accepting what the player has said his power/size/influence/etc. is, or by rejecting those claims. As I have explained elsewhere:
Anything you want to be explosive is explosive insofar as yourself and your roleplayer partner(s) dictate it to needing it to be for the plot. Anti-matter? Broadly accepted as "explosive" and potentially extremely volatile. "Quasi-matter Q-66"? It's explosive if you want it to be, and people accept that it is; generally, as long as it is not ridiculous, they will. This is because, ultimately, technology is window-dressing; it is a literary tool to assist in the fabrication of stories. Very rarely, if ever, is technology strictly the centerpiece of any given plot or story; certainly there are exceptions, but they are exceptions for a reason. As for the second part to this question, nuclear munitions are pretty common in Future Tech, unlike in Modern Tech; it is not abnormal, for example, for each weapon to discharge an energy equivalent to several megatons of TNT per firing - this is regardless of whether they are kinetic weapons, ballistic weapons, or energy weapons.
As for "FTL weapons"? Given you have a noted familiarity with Modern Tech: "FTL weapons" are to Future Tech what "Weapons of Mass Destruction" are to Modern Tech. Namely: if you intend to employ them, ask permission first. Some players have no problem with little micro-jump drives being a standard part of a munition's counter-defense capabilities; others view them as a way of power-gaming. The same goes for "tactical FTL," otherwise known as, "Using tiny FTL jumps in combat to evade offensive onslaught." Ultimately, if you are ever unsure: ask your roleplaying partner and do not automatically assume something is acceptable simply because you believe it to be. Future Tech's fundamentals are, more or less, about collaborating with others, compromising for the sake of mutual enjoyment, being creative, and being consistent in how you apply your concepts (from tech to culture to politics and economics).
In closing, and to answer your last question: while it may be true in reality that some forms of LASERs may have higher energy output as demonstrated by the difference in wavelength of the light they emit (and hence, different colors), in Future Tech, you can more or less have whatever color you desire because, again, Future Tech does not necessarily default to "what is true for reality." It defaults, more often than not, to, "What is necessary to occur or otherwise 'best' for any given plot." If you want your energy-based weapons to have their beams/bolts/etc. appear white? Go for it, but that doesn't mean they are inherently "more powerful" than another player's energy-based weapons that actually have no visible beam/bolt/etc., or one that has them the color green or purple or tangerine orange. A good rule I tend to advise people to follow is this: "Feasibility trumps the emulation of reality, and plot trumps feasibility." This is a good way to remember that while it may be cool to have a city-ship the size of an entire star system, that doesn't necessarily mean the community is going to accept it (namely because the concept is one broadly considered "absurd"); always good to remember to keep a balance between the novelty of a thing and the feasibility of a thing simply to avoid trespassing into the territory of absurdity.
I hope this helps.
by The Fedral Union » Fri Jul 24, 2015 2:06 am
by The Armed Republic of Dutch Coolness » Fri Jul 24, 2015 2:08 am
The Ben Boys wrote:The Armed Republic of Dutch coolness wrote:I've recently started working on a Factbook for my FT nation (here http://www.nationstates.net/nation=eria ... l=factbook ) but I'm wondering, what should you include in a FT Factbook? I've got a basic overview planned, a bit on the rulers, and I've got stuff on the Military - I'll include the Navy as well, naturally, but what else are some "musts"?
It's going to sound stupid and boring at first, but an extensive "culture" section helps "flesh out" your nation. I read your factbook and getting a good feel of it, but nothing tells me how your people think other than intense xenophobia. In my own factbook, a sort of renaissance took place once I installed a "Pillars of Society" section under culture (others have the same thing but with different names). They are a set of societal rules, expectations, and guidelines that shapes Bakran Empire; most of them aren't even official laws or have an IC name, just something to expand on my nation's flavor. I don't like how some FT nations (including my own for a time) set there culture section like something out of an MT factbook or a list of a few scant sections: usually there's a "sports", "cuisines", "slang", and "laws" section, maybe a few more but that's it.
I understand that just telling you this is one thing, so I'll give you some tips that helped me formulate my "Pillars" section, which dictated the rest of my culture, then my factbook/nation as a whole.
1. First of all, you're dealing with a nation's very identity. The Roman culture valued civil service to the extent that the office of "dictator" was a political office that had to be given up after six months (and was until the end of the Republic). All that power that you enjoyed, something that only monarchs had the privilege of, was gone after six scant months. Yet the institution and republic stayed alive until then. Looks at Germany, the USSR, Rome, Japan, and the US for some strong culture identities, especially since elements of them could match up with your nation.
2. Look at other assorted sci-fi goodies. The Civilization Beyond Earth Civilopedia for some great inspiration, it was (and is) invaluable to me. The sections on "wonders" and "buildings" were especially good, as they included a variety of ideologies. The themes mostly revolve around "exist with nature vs. dominate nature" since that's what C:BE is (kind of) about, but it gets your wheels turning, which relates to my next suggestion...
3. You are a futuristic nation with futuristic problems. You aren't going to be concerned with "net neutrality" or FIFA's corruption scandal (maybe the future's equivalent though), so act like it. What is your society's view on mechanical augments? Using artificial intelligence? The use of prosthesis versus cloned limbs? Cloning in general? Biological augmentation and steroid use? How grumpy are your people in general? Which ties in to the next...
4. How did your nation react to contemporary problems? Imagine how the United States will get past (or not) it's debt crisis as a test bed, how it will affect the citizens generations from now. Look at your own nation's history with racial tensions, income inequality, corporate vs. labor, national hunger, civil wars, etc. For example, my nation went unconventional with income inequality and just accepted it as a fact of life, to the point that currency has much less value culturally than it is in the United States right now. Why is your nation's people so xenophobic? Why do they hate religion? Expand on that, it sounds incredibly interesting especially with the dichotomy of much more personal rights in other areas. Which leads me to my last point...
5. Lastly, how did history shape your nation's people? You probably had a few wars or another assorted "crucible" to "rise from the ashes" (sort of a favorite in science fiction), so how did it shape your people? Are they more cynical, or optimistic that nothing like that will ever happen again? Or, to really throw a wrench into the human condition, did they turn to love war and militancy?
Again, this is what worked for me and may for you, if you even have an interest in it. I could just be a sad human being who likes this stuff way too much.
Wow, didn't expect to get past "one" put I guess I had a lot to say. Hope it helped, would love feedback to see how crazy I really am.
Your factbook looks great, by the way. I'm sort of an info dump junkie, and yours is both well laid out and good content.
P2TM Mentor
by Kyrusia » Fri Jul 24, 2015 2:17 am
Liivland Abufan Se Steorre wrote:[snip]
by Kassaran » Fri Jul 24, 2015 2:51 am
Zarkenis Ultima wrote:Tristan noticed footsteps behind him and looked there, only to see Eric approaching and then pointing his sword at the girl. He just blinked a few times at this before speaking.
"Put that down, Mr. Eric." He said. "She's obviously not a chicken."
by Kyrusia » Fri Jul 24, 2015 3:47 am
by The Fedral Union » Fri Jul 24, 2015 3:52 am
Kyrusia wrote:It's been a while since I did one of these. Regardless, I have updated the "Common Terminology Found in the Future Tech Community" section; such now includes: Antimatter, Black Hole, the Four C's, Event Horizon, Handwave/Handwavium, Kugelblitz, "Magic," "Quantum Mechanics," Singularity, and Window Dressing.
by The Uthani Imperium » Fri Jul 24, 2015 4:04 am
The Fedral Union wrote:-Snip-
Kassaran wrote:-Snip-
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