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by Nyte » Sat Dec 19, 2015 1:44 am
by Kassaran » Sat Dec 19, 2015 1:56 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 SquareDisc City » Sat Dec 19, 2015 6:03 am
Depends how things are going. If you're looking at settlement of the planet, then there's going to be most of the economic activity you'd associate with any settlement - no matter where a town is it's gonna need food, construction, transport, banking, public services, shops, etc. Depending on the planet it might be closed-environment-dome stuff, or it might be a case of settling in the warm equator of an ice world or the calmest parts of a volcanic hell, that kind of thing.The Ben Boys wrote:So what kind of economies can ice planets, desert planets, volcanic planets, and hive planets have? Sans manufacturing and fake elements.
by Excidium Planetis » Sat Dec 19, 2015 6:45 am
The Ben Boys wrote:So what kind of economies can ice planets, desert planets, volcanic planets, and hive planets have? Sans manufacturing and fake elements.
Singaporean Transhumans wrote:You didn't know about Excidium? The greatest space nomads in the NS multiverse with a healthy dose (read: over 9000 percent) of realism?
Saveyou Island wrote:"Warmest welcomes to the Assembly, ambassador. You'll soon learn to hate everyone here."
Imperium Anglorum wrote:Digital Network Defence is pretty meh
News: AI wins Dawn Fleet election for High Counselor.
by Kiruri » Sat Dec 19, 2015 7:07 am
Arkotania wrote:The Ben Boys wrote:So what kind of economies can ice planets, desert planets, volcanic planets, and hive planets have? Sans manufacturing and fake elements.
A desert and volcanic can be natural energy planets(sure, you might have power sources superior to solar and geothermal but surely with FT technology, these methods will be efficient enough to serve as decent sources of passive energy collection). Deserts also make good junk yards(rise ye garabage men of the future). Ice planets could make good research bases, providing a naturally cold environment to conduct various researches that might require it(as well as serving as natural coolant for any heat generated).
Not sure I understand hive planet(Im assuming a primarily residential planet with massive populations and urban sprawl?)
So basically it'll be mostly service-based if it isn't for energy production...
by Tierra Prime » Sat Dec 19, 2015 8:48 am
The Ben Boys wrote:So what kind of economies can ice planets, desert planets, volcanic planets, and hive planets have? Sans manufacturing and fake elements.
by Allanea » Sat Dec 19, 2015 3:11 pm
by Kyrusia » Sat Dec 19, 2015 5:04 pm
Kassaran wrote:Alright guys, so I'm here to ask, multi-dimensional travel as an alternative for FTL, is it doable? I have a theory on how it might occur due to a form of traversing through multiple realities, but the main reason I ask is because of an IC explanation I came up with a long time ago to explain the reason why my current MT/PMT nation has moved through various regions and had an effect in other worlds canonically while still keeping a degree of realism to it all.
Kyrusia wrote:To a degree (much to my own chagrin at times), issues involving superluminal mechanics - namely Faster-than-Light transit, communication, detection, navigation, etc. - is one of the points in FT where handwaving is necessary. FTL has become, more or less, rather essential if for no other reason than plot often necessitates it; plot also, however, often determines its actual speed. In short: your FTL, in any given thread, will work (or not work) exactly how plot dictates. Aka: it will function and/or malfunction in whatever fashion benefits the story most.
This aside, there are, arguably, four "primary" things to keep in mind when deciding for yourself how your FTL transportation and communication mechanics work:
- Aesthetic
- Range
- Rate
- Travel time
Working from what I feel is the least important aspect up, travel time can be pretty much... whatever you feel works, given your relative "degree of FT-ness" and to what degree of complexity you desire. The passage of time can, for example, vary based upon the perspective in which a given object is viewed; without going too "SCIENCE", the amount of time passed between one ship departing one point and arriving at another point can vary based upon viewing it from the perspective of the individuals aboard that vessel, and individuals watching that vessel transit. An instant to an external observer can be a minute to the traveler, for example. You aren't required to have this be true for your given FTL; an instant for a traveler can be an instant for an observer, or three days can be the same for both. You can have it be whatever fits for your given rules and mechanics, but, again, this relates mostly to aesthetic (which I will cover last) and, as mentioned: plot. More often than not, the needs of the thread and your ship needing to be somewhere (or not somewhere) at a given time (or before or after that time) for a given story will often fit conveniently within whatever "travel time" you decide is pertinent.
Next, we come to one of what I call the "Two Points of Weakness". But first, rate is, simply, "How fast can my FTL engage and do its job in a given period of time? And what sort of mechanics go into this function?" In short: does your FTL drive need time to "charge" or "spool-up"? How long after one jump does the drive need to "cool" or "re-charge"? Does my drive actually need to recharge, or is the limit of my rate of jumps determined by some other factor - such as navigation calculation time or some inherent weakness to my handwaved mechanic that lets me perform FTL? I mention "weakness" because, to me, rate (and range) are some of the easiest points to employ some degree of natural "weakness" into FTL to give it a feasible functionality without allowing a player to powergame and jump from Point A to B to Z without issues and, effectively, out-position other players. An FTL drive without some bugs is a very short jump (Hehe. Puns.) to "godmoding", "power-gaming", and the employ of an "I Win Button". Keep this in mind.
As with rate, range is another "point of weakness". Chiefly, if your rate isn't much of an issue and you can do jumps in quick succession, I feel you should seriously consider how "far" those jumps actually go. If you haven't guessed, range is simply the distance a ship can transit in a given jump. Three light-years? Thirty? Three hundred? Pinning down a range is a major part of designing your transit and your communication insofar as FTL concerns. It is a fairly standard trope in FT that if a vessel can make a rapid sequence of FTL jumps, those jumps are fairly short; but if a vessel can only make one jump in a relative period of time, the range can be increased.
Play with these things - rate and range especially - and get feedback from other players you play-with or intend to roleplay with. More often than not, in this case, the wisdom of the mass can go a long way in helping you determine what is or is not "acceptable". For example, it is generally considered poor form to traverse the entire breadth of the Galaxy instantaneously, and that intergalactic travel is fairly limited - if it exists at all - to a very select group of individuals whom the community trusts and respects to not abuse such, given their experience and time spent being collaborators and creators (as well as helpers) in the community.
Lastly, but most importantly: aesthetic. Above rate, range, and travel time - at least to me - aesthetic matters more. This covers not just how the FTL jump looks to an observer and to a traveler, respectively, but how you describe it working. Does it make people sick or uneasy? Is the technology behind superluminal transit and communication cumbersome and not really understood and, relatively speaking, "backward" compared to others? Is it inherently dangerous and, if so, how dangerous? Does a simple miscalculation in navigation end-up with you being lost in space, or obliterated like a bug across the cosmic windshield? Can your FTL jump be performed anywhere and to anywhere, or do you need to jump between gravity wells (such as near stars) or near some pre-built infrastructure (such as beacons)? Does your FTL require gates? Etc.
As you can see, the questions and avenues one can follow in regards to the aesthetics of your given FTL transit and communication are, effectively, endless, and that's why it's the most important aspect to consider: one can pin down the time it takes for a drive to recharge or the range one ship can go, but one is constantly building upon the aesthetics of their given nation or entity, and thus the aesthetics for their technology constantly grows more and more complex.
Something to keep in mind when facing these questions is to consider that whether you are being consistent with your FTL tech; you should avoid changing the fundamental rules of "How this works" from one thread to another. Keep things fairly similar and try and roleplay logically and reasonably how advancements in your technology might be undertaken - this includes in designing it originally. Consider the history of your star-state and how that may have shaped your FTL technology. Also, as initially mentioned: FTL - be it in transportation, communication, sensors, etc. - is often dictated by plot. But not just by plot: by collaboration and compromise with other players. If you want your ships to be undetectable while they are in-transit, it only makes sense that said ship shouldn't be able to detect anything itself while it is transiting. The proverbial, "Nothing in? Nothing out".
Really, though, its a matter of reaching a balance between how you want your technology to be described and seen, how it works given the internal rules you have given it, and avoiding problems such as using your given technology - be it related to FTL or any other tidbit of tech, characters, culture, etc. - as an "I Win Button" or power-playing.
Remember: be creative, collaborate with others, be willing to compromise, and be consistent.
by Northwest Slobovia » Sat Dec 19, 2015 5:25 pm
The Ben Boys wrote:So what kind of economies can ice planets, desert planets, volcanic planets, and hive planets have? Sans manufacturing and fake elements.
Allanea wrote:Anything, really?
by OMGeverynameistaken » Sat Dec 19, 2015 11:45 pm
by Taledonia » Sun Dec 20, 2015 12:07 am
by Arkotania » Sun Dec 20, 2015 9:06 am
by Tierra Prime » Sun Dec 20, 2015 10:04 am
by SquareDisc City » Sun Dec 20, 2015 10:06 am
by Northwest Slobovia » Sun Dec 20, 2015 12:23 pm
SquareDisc City wrote:As far as constraints go, the big one I intend on working on is that both linear velocity and total energy are conserved. These constrain the velocity and position a ship can drop out of warp at, at the cost of destroying the ship if it's done wrong. As far as RPing goes I'll admit It's going to be somewhat situational and depend on astronomical details that aren't always given, but some general principles should emerge.
by The Ben Boys » Sun Dec 20, 2015 1:32 pm
Arkotania wrote:A desert and volcanic can be natural energy planets (sure, you might have power sources superior to solar and geothermal but surely with FT technology, these methods will be efficient enough to serve as decent sources of passive energy collection). Deserts also make good junk yards(rise ye garabage men of the future).
Nyte wrote:Besides having them for various resources (water, oil, gems, etc...), I use my more hostile planets as proving grounds for testing military units. If they can function in continent sized sandstorms, extreme temperatures, and other hostile environments, then they'll function pretty much anywhere.
SquareDisc City wrote:Though it's plausible the settlement could be in orbital stations instead, if flying between orbit and surface is cheap enough.
Excidium Planetis wrote:Ice planets are an excellent source of... Ice. Water is actually quite valuable in space, as hydrogen and oxygen are not only both necessary for Earth-like lifeforms, but also make pretty good rocket fuel. Hydrogen is also useful in nuclear fusion, a technology I assume most FT nations possess.
On the whole, Ice mining is a very important part of my own nation's economy, and could prove quite valuable on an entire planet covered in it.
Tierra Prime wrote:You could always terraform them. I came to the conclusion that terraformers (Which in sci-fi are never really explained, being more akin to magic than technology) are a combination of a weather machine, an atmospheric generator, and a molecular forge. The surface of the planet is removed using tractor beams, broken down, and then rebuilt rebuilt according to a VR map the terraformer's computer had randomly generated (So that it will look unique, otherwise each planet would look more or less the same). Once the new surface is placed onto the planet, the atmosphere is stripped away and a new atmosphere is generated using the molecular forge. Finally, weather patterns conducive to human settlement and the growth of plant life (Rain and wind) are established. After all of this, the world should now be ready for you to seed it with plant and animal life. The terraformer could do that too I suppose, though it might be better if you brought in your colony ships at that stage.
Northwest Slobovia wrote:For example, I have a "desert planet" -- single biome planets strike as lazy worldbuilding, but whatever -- that during its long history has been variously known as a:Sadly, my notes for it aren't yet in its factbook, but I might have a chance to get to it this vacation. And I've got a couple of different "ice worlds", and other such silly things. A little creativity pays large dividends.
- Struggling first outpost of a nation new to FT
- Rapidly growing mining colony
- Major, self-sufficient industrial world
- Vast cosmopolitan urban conglomerate, like Trantor or Coruscant, that was the cultural center of a major FT civilization
- Fading rust-belt economy propped up by a large military base in-system
- Post-war ruin
- "Feral" world, with a small transient population
by SquareDisc City » Sun Dec 20, 2015 1:46 pm
by Arkotania » Sun Dec 20, 2015 1:51 pm
SquareDisc City wrote:Regarding single-biome planets, unless it happens to be a very close match to your species' homeworld, then by your species' standards it's very likely to be a "single-biome planet". But as Mars demonstrates, a "single biome" world can be as dynamic and varied as anywhere.
by Delta Eridanus » Sun Dec 20, 2015 1:55 pm
by Arkotania » Sun Dec 20, 2015 2:02 pm
Delta Eridanus wrote:I have an issue, with FTL travel specifically.
Is there any good descriptions of slipspace travel other than a flash of light?
I swear that my spacefaring civilization should have been blinded by now...
by Northwest Slobovia » Sun Dec 20, 2015 2:33 pm
SquareDisc City wrote:Regarding single-biome planets, unless it happens to be a very close match to your species' homeworld, then by your species' standards it's very likely to be a "single-biome planet". But as Mars demonstrates, a "single biome" world can be as dynamic and varied as anywhere.
by Lubyak » Sun Dec 20, 2015 2:47 pm
Arkotania wrote:What about ultra-urbanized city planets that could only really ever exist in FT?
Would they realistically have a biome at all?
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by Northwest Slobovia » Sun Dec 20, 2015 2:49 pm
Arkotania wrote:What about ultra-urbanized city planets that could only really ever exist in FT?
Would they realistically have a biome at all?
by Northwest Slobovia » Sun Dec 20, 2015 2:51 pm
Lubyak wrote:Even those are going to have different districts and what not, potentially based on what the original geography was like. There will be hyper-dense areas of towering sky-scrapers, sprawling industrial areas, and--no doubt--lots of some kind of less dense quasi-suburb based areas. There may even be relatively sparse areas where the ultra-rich or what not maintain some part of the planets original geography for their own benefit, or even 'parks' that fulfill a similar function for a more general population.
I really quite like his ideas for how to develop single biome worlds. If you don't mind Slobovia, I might nick that design practice from you.
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