NATION

PASSWORD

Steampunk Air Ship RP (OOC, Open, Interest)

For all of your non-NationStates related roleplaying needs!

Advertisement

Remove ads

User avatar
Alex Green
Chargé d'Affaires
 
Posts: 397
Founded: Jan 18, 2015
Ex-Nation

Postby Alex Green » Sat Feb 28, 2015 4:28 am

Take part in my new Allies and Foes 2021 (SCI FICTION | OOP | OPEN) = viewtopic.php?f=31&t=332247
Join My Tokyo Ghouls Roleplay OOC

User avatar
Kyuria
Ambassador
 
Posts: 1333
Founded: Oct 09, 2009
Ex-Nation

Postby Kyuria » Tue Mar 03, 2015 12:49 pm

I must admit that I am extremely sceptical going into this. I'd like to be wrong, but eh. There are quite a few things I need cleared up in order to get acquainted. Well, here goes I guess.

•Just how much fantasy are we talking about here, or are we going off of just plain vanilla SP? I'm talking things like unusual critters, applied phlebotonium, interesting phenomena, etc.
•It's always hard to tell,... When you list the number of guns per class type, do you mean in terms of counting individual barrels, or are turrets considered a single effective weapons?
•How about any particularly interesting features of the world, like weather patterns and geography?
•Speaking of which, does anyone have a clue what's bellow the clouds, or any theories?
•What's the average educational/social level? While it seems irrelevant, it certain my affects the way people think. Are we talking about Victorian esque, real world, ye olde fantasy, etc etc?
•What's the world economy like? Foreign policy? We know about the big two and their relationship, but not how they feel about other places and how they really interact with them.
•What's your criteria for determining the resources available to Indies? Or are we entirely free to run them as we see fit?
Why must I be the only one who can be reasonable in the face of chaos?

User avatar
Senata Populus Que Caelum
Diplomat
 
Posts: 503
Founded: Dec 22, 2014
Ex-Nation

Postby Senata Populus Que Caelum » Tue Mar 03, 2015 6:18 pm

•Just how much fantasy are we talking about here, or are we going off of just plain vanilla SP? I'm talking things like unusual critters, applied phlebotonium, interesting phenomena, etc.

I'm not sure, probably would be fine if it weren't too far fetched but there haven't been so far.

•It's always hard to tell,... When you list the number of guns per class type, do you mean in terms of counting individual barrels, or are turrets considered a single effective weapons?

Individual barrels, as always that's how you count guns, by counting the individual guns

•How about any particularly interesting features of the world, like weather patterns and geography?

Aside from the map itself and heavy southerly winds that can blow trading ships off course when travelling between the Empire and Republic, not much.

•Speaking of which, does anyone have a clue what's bellow the clouds, or any theories?

No but you are welcome to investigate them. So far any ships going in there have been destroyed by storms but people believe there is another land beyond the storms. Perhaps if you could just build a strong enough ship...

•What's the average educational/social level? While it seems irrelevant, it certain my affects the way people think. Are we talking about Victorian esque, real world, ye olde fantasy, etc etc?

Probably 1860-1900. Quite well educated for the most part though independent islands are unique and could have any level of education.

•What's the world economy like? Foreign policy? We know about the big two and their relationship, but not how they feel about other places and how they really interact with them.

Both major players have very strong economies that are mostly spent on stupidly large fleets. Each independent island is unique and up to whatever player owns them to choose how the E and R act with them.

•What's your criteria for determining the resources available to Indies? Or are we entirely free to run them as we see fit?

You are allowed to run it completely as you see fit within reason. Basically no being more powerful than 25% of the Empire or Republic.


I hope this helps

User avatar
Kyuria
Ambassador
 
Posts: 1333
Founded: Oct 09, 2009
Ex-Nation

Postby Kyuria » Tue Mar 03, 2015 8:58 pm

Swell.

It helps a lot. (In regard to the gun count bit,... You'd be surprised.) Anyway, the point is I'm a "creative" fellow, and that doesn't always entirely jibe with the status quo. Especially when it comes to designing ships that have a bad tendency to behave in OP ways.
The real reason I'm concerned is, I'd had in mind an oddball Indie. Basically a trade "empire" -only in name- set up around a form of mercantilism. The result would basically be a micro super power, albeit one based on influence rather than stabby/shooty strength. It has unfortunate implications for the size and structure of the merchant marine, and that in turn has implications for the navy responsible for that trade armada. I asked those questions mostly to know where things stand to better have an idea just what I'm working with, and determine a few things so I can run the entire idea by you quickly.

Now, first and foremost, the two most important things to note are that the Independent City -and the island it's stuck on,' is basically one giant glorified port, and almost their entire GDP and maritime power is wrapped up into an army of merchant convoys.
The problem is that that translates to a lot of fucking influence spanning the globe. So let's skip the Eco omics class and cut to the chase where I don't want to be THAT GUY who fields nothing but what might as well be battleships to keep pirates and greedy privateers from fondling those merchantmen's tasty gibblets.Long and short of it is, since they're not a giant sprawling empire loaded down with the need to spread themselves thin, and enough economic power to sit down at the table with the big boys, they've got the funds to meet the demand for a large fleet of "powerful" ships, and to have enough left over to pay for their need to constantly innovate to keep ahead of the curve -and the patents for which would only just earn them even more money. The end result is something like this; the Indie City is effectively everywhere and nowhere at the same time. That in itself wouldn't be too much of a problem if the sheer number of civilian vessels that might as well be platted in gold wasn't quite so astronomical. It's basically the same problem Spain faced with its navy (before it SANK) and all those treasure galleons (who, thanks to their own fat butts, SANK) and merchants. (that privateers also lovingly SANK) I'm pretty sure you already see where I'm going with this.

Conservatively, I'd estimate an absolute minimum of roughly 40 navy ships would be required to make things work, and even if every warship had a hard limit of 2 civies to escort along the trade routes that makes for a truly ungodly number of hulls floating about and pretty much outright encouraging piracy. And that's cutting a lot of corners while bending over backwards. That still results in about 160 total vessels flying the Indie's flag,...
The main point is, I kinda don't have a damn clue what I can do to get that number more in line with the 120 maximum. To put it into perspective, my original "most conservative estimate" was to have two ships per significant landmass, even including the MAJOR ones. There are like, what, 15 in total? Something like that when I counted, so that meant that my first estimate was a whopping 50% bigger. Not even counting any vessels that might be left home to ensure those ships have a home to come back to in case any one else decides to get any ideas. Nor emergency reserves or privateers.
It gets even worse considering that the current numbers are small compared to Britain even during the age of sail and before the balance of power shifted. And it's a tiny place on the world map,..

Most of the problem stems from the merchants themselves; they're big, unruly, and impossible to ignore. If not for the big two pretty much smothering the world none of this would even be a problem. As it is, I don't really have much room to work with.
Thus, before I even begin the process of trying to create said Indie faction, I'd like as much input as possible from as many sources as possible. It's a rather stressful conundrum however, thus the decision to actually bring it up before it turned into a great big pain in the ass.
Why must I be the only one who can be reasonable in the face of chaos?

User avatar
Senata Populus Que Caelum
Diplomat
 
Posts: 503
Founded: Dec 22, 2014
Ex-Nation

Postby Senata Populus Que Caelum » Tue Mar 03, 2015 9:30 pm

You could certainly do that. I got the numbers of the super power's from the WW1 figures of the battle of Jutland and the Grand Fleet that took part in it then amped it up a bit to include smaller ships and other large ships not present at the battle. I suppose given your unorthodox approach you could have a higher population cap in terms of ships, especially since you won't be having any ground troops (You'll still have Marines). You could make a whole free masons thing except free merchants, IDK. More creativity the better though, so long as you can sort of explain how it might work and it doesn't make you over powered then you can most likely use it. Mostly it's only your military vessels I want a cap on. You can have lots of merchant and civil vessels without needing to really check with me. Sorry this reply is so short, I have to go!

User avatar
Kyuria
Ambassador
 
Posts: 1333
Founded: Oct 09, 2009
Ex-Nation

Postby Kyuria » Mon Mar 09, 2015 4:00 pm

Alright, good lord I've been held up. If the world hasn't ended, I should have an application possibly a post up tonight.
Why must I be the only one who can be reasonable in the face of chaos?

Previous

Return to Portal to the Multiverse

Who is online

Users browsing this forum: GMS Greater Miami Shores 1, Orostan, Theyra, Zarkenis Ultima

Advertisement

Remove ads