OMGeverynameistaken wrote:Shut up. It looks cool.
The ultimate justification for when you are unable to come up with a bullshit explanation of how your stuff works.
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by Saurisisia » Mon Oct 10, 2011 6:44 pm
OMGeverynameistaken wrote:Shut up. It looks cool.
by Thrashia » Mon Oct 10, 2011 8:33 pm
by Socialist States Owen » Tue Oct 11, 2011 3:19 pm
Vernii wrote:Risen Britannia wrote:question time:
with your defences do you have your ships split up between planets, with each planet having its own defence. Or do you try to keep your fleet together as much as possible and have it on rapid response to a number of planets?
I personally use the "mass effect" approach, keeping a few ships/defences in orbit around planet, with a larger fleet watching over the sector ready to respond to any distress call.
Every system has its own fleet (and most systems also have extensive missile pod fields and fortifications), with the exception of a cluster of resource colonies that have roving patrols operating out of a fleet base nearby. Patrols, expeditions, etc. are drawn from these garrison fleets and organized under specifically created combatant commands.
I'm not a big fan of rapid response fleets, as the people who use them tend to ignore things like maintenance schedules, supplies, crew leave, etc. For me, getting the entirety of Capital Fleet sortied, for example, could take days IC as crews have to be recalled from leave, operations plans laid out, maintenance on any docked warships finished up or at least gotten to a point of combat readiness, and so on. I roleplay it that way out of partly respect for realism and partly out of balance. The Imperial Navy has a lot of capital ships, and so it has the logistical and organizational baggage that come with them.
EDIT: The other reason I'm not a fan of rapid response fleets is they seem somewhat 'cheap' as a roleplaying tactic. "Oh crap, I underestimated the situation, better call in reinforcements!" seems uncomfortably close to 'RPing to win'. I prefer to go with the RP position that any forces that weren't mentioned earlier as being available won't suddenly become available if some captain gets in over his head. As such, the assets available to a character at the start of a situation are all he/she will have for quite some time, if not the entirety of the RP.
by Risen Britannia » Tue Oct 11, 2011 4:01 pm
Lineart:Risen Britannia is no longer my main nation, if you have any questions please TG Novorden.
Old showroom and requests
New showroom
by Auman » Tue Oct 11, 2011 4:43 pm
by Unified Sith » Fri Oct 21, 2011 3:25 am
Risen Britannia wrote:Vernii wrote:
Every system has its own fleet (and most systems also have extensive missile pod fields and fortifications), with the exception of a cluster of resource colonies that have roving patrols operating out of a fleet base nearby. Patrols, expeditions, etc. are drawn from these garrison fleets and organized under specifically created combatant commands.
I'm not a big fan of rapid response fleets, as the people who use them tend to ignore things like maintenance schedules, supplies, crew leave, etc. For me, getting the entirety of Capital Fleet sortied, for example, could take days IC as crews have to be recalled from leave, operations plans laid out, maintenance on any docked warships finished up or at least gotten to a point of combat readiness, and so on. I roleplay it that way out of partly respect for realism and partly out of balance. The Imperial Navy has a lot of capital ships, and so it has the logistical and organizational baggage that come with them.
EDIT: The other reason I'm not a fan of rapid response fleets is they seem somewhat 'cheap' as a roleplaying tactic. "Oh crap, I underestimated the situation, better call in reinforcements!" seems uncomfortably close to 'RPing to win'. I prefer to go with the RP position that any forces that weren't mentioned earlier as being available won't suddenly become available if some captain gets in over his head. As such, the assets available to a character at the start of a situation are all he/she will have for quite some time, if not the entirety of the RP.
that is one of the issues i find. Say after my two/three ships around the planet have been taken out, if i then go "after a few hours my backup fleet arrives". No matter how cannon with my tech it is or if its technically possible. it can be considered foul play. ]
enemy arrive - distress call sent - battle starts - local fleet destroyed - planet enters "siege mode" - backup fleet arrives - full battle happens
with the logistical part. The fleet doesnt have to be just floating in space. It could be docked to a station or in orbit around a nearby planet. ships can also be cycled within the fleet, so the fleet can stay at full power but with the crew being able to have time off and the ships repaired/restocked
by The Soviet Technocracy » Fri Oct 28, 2011 9:25 am
by Xenohumanity » Fri Oct 28, 2011 9:51 am
The Soviet Technocracy wrote:I think I have just over 400 ships. Like 406 or 407. All named, too.
by Golomun » Fri Oct 28, 2011 1:41 pm
by Thrashia » Fri Oct 28, 2011 2:31 pm
by Orthodox Gnosticism » Fri Oct 28, 2011 3:31 pm
by Strykla » Sun Oct 30, 2011 7:22 am
Golomun wrote:I have a question, what would be the best practical type of sub light speed engine to be used on any ship?
by Useful Daveia » Sun Oct 30, 2011 7:38 am
Strykla wrote:First of all, Orion drives were the product of Cold War nonsense. In a sentence, what they do is explode nukes behind a craft to putt-putt it along, using the nuke to vaporize a part of a pusher plate, which would push the ship. It can actually achieve high speeds, but there's also the problem of ionizing radiation and having the replace the pusher plate every few hours.
Second of all, if you have a ship that weighs more than the Saturn V rocket it's probably a good idea not to bring it into the atmosphere - The Saturn V rocket barely got off the ground, and a lot of my ships are the size of a small mountain. Better to use a space elevator.
by Ularn » Sun Oct 30, 2011 8:31 am
OMGeverynameistaken wrote:
Of course, larger Russian systems also have their own defenses, my lovely "space forts", which I blatantly stole from Legend of the Galactic Heroes, are generally spheres on the order of 10-20km in diameter, mostly hollow, featuring a large transverse railcannon as their primary armament. In most cases, three or four of these will be placed in equidistant positions around the primary planet of the system, although a really important system (such as New Ukraine) may have 20 or so around a few planets. They feature totally sexy liquid armor that I have yet to come up with a bullshit explanation as to how it works. Shut up. It looks cool.
by Ularn » Sun Oct 30, 2011 8:48 am
Useful Daveia wrote:Strykla wrote:First of all, Orion drives were the product of Cold War nonsense. In a sentence, what they do is explode nukes behind a craft to putt-putt it along, using the nuke to vaporize a part of a pusher plate, which would push the ship. It can actually achieve high speeds, but there's also the problem of ionizing radiation and having the replace the pusher plate every few hours.
Second of all, if you have a ship that weighs more than the Saturn V rocket it's probably a good idea not to bring it into the atmosphere - The Saturn V rocket barely got off the ground, and a lot of my ships are the size of a small mountain. Better to use a space elevator.
Shows how little you looked at Orion really. The pusher-plate ablation problem was solved by spraying a layer of oil onto it between pulses, and with regards to ionising radiation, the drive tends to be situated at the rear of the vessel with not only the heavy mechanisms of the pusher plate and pulse unit mechanisms between it and the crew compartments, but also the standard shadow shielding seen on any nuclear powered craft.
by Ularn » Sun Oct 30, 2011 3:13 pm
by Auman » Sun Oct 30, 2011 8:44 pm
Ularn wrote:
Not really. My physics lessons literally finished at explaining the difference between alpha, beta and gamma. But how about, instead of insulting my intelligence, you actually expand on your post with a bit of explanation as to what I got wrong?
by Golomun » Sun Oct 30, 2011 11:28 pm
Strykla wrote:Golomun wrote:I have a question, what would be the best practical type of sub light speed engine to be used on any ship?
I use the Variable Specific Impulse Magnetoplasma Rocket for all my sublight engines. For more information, google 'VASIMR'.Golomun wrote:ok, so what is the best to use in space And in atmosphere?
First of all, Orion drives were the product of Cold War nonsense. In a sentence, what they do is explode nukes behind a craft to putt-putt it along, using the nuke to vaporize a part of a pusher plate, which would push the ship. It can actually achieve high speeds, but there's also the problem of ionizing radiation and having the replace the pusher plate every few hours.
Second of all, if you have a ship that weighs more than the Saturn V rocket it's probably a good idea not to bring it into the atmosphere - The Saturn V rocket barely got off the ground, and a lot of my ships are the size of a small mountain. Better to use a space elevator.
by Axis Nova » Mon Oct 31, 2011 3:56 pm
by Durmatagno » Mon Oct 31, 2011 4:03 pm
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