I agree with the others that the dot wings seem...off. I think a way to fix it might be to use something like the Quaternion Eagle, with the dots being held on some kind of backing.
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by Lubyak » Wed Aug 24, 2016 4:04 pm
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by Senkaku » Wed Aug 24, 2016 5:57 pm
Lubyak wrote:
I agree with the others that the dot wings seem...off. I think a way to fix it might be to use something like the Quaternion Eagle, with the dots being held on some kind of backing.
by Genomita » Fri Aug 26, 2016 4:09 am
by SquareDisc City » Fri Aug 26, 2016 4:52 am
by RawHein » Fri Aug 26, 2016 6:01 am
Genomita wrote:I''m thinking about introducing a kind of "social currency" for my nation that people visiting other nations can use to get stuff since Genomita doesn't use a currency system, physical or digital. A person's amount of social currency would depend on their contribution to society, how much and and well they work, wether or not they've contributed to any local or nationwide projects etc. So when they decide to take a vacation in another country they actually have a way to get stuff instead of having to bring everything with them.
I think the first time I encountered a system like this was in the Eclipse phase rpg. I think the expansion book Rimward should have a better description of how such a program might work, but I have yet to get my hands on said book.
Any thoughts or suggestions?
by Neornith » Fri Aug 26, 2016 9:47 am
Genomita wrote:I''m thinking about introducing a kind of "social currency" for my nation that people visiting other nations can use to get stuff since Genomita doesn't use a currency system, physical or digital. A person's amount of social currency would depend on their contribution to society, how much and and well they work, wether or not they've contributed to any local or nationwide projects etc. So when they decide to take a vacation in another country they actually have a way to get stuff instead of having to bring everything with them.
I think the first time I encountered a system like this was in the Eclipse phase rpg. I think the expansion book Rimward should have a better description of how such a program might work, but I have yet to get my hands on said book.
Any thoughts or suggestions?
by Northwest Slobovia » Fri Aug 26, 2016 10:12 am
Rawhein wrote:Corrected - the wreath can't be helped, as it comes from GESO's emblem.
by Sunset » Fri Aug 26, 2016 10:54 am
by Lubyak » Fri Aug 26, 2016 11:02 am
Neornith wrote:Genomita wrote:I''m thinking about introducing a kind of "social currency" for my nation that people visiting other nations can use to get stuff since Genomita doesn't use a currency system, physical or digital. A person's amount of social currency would depend on their contribution to society, how much and and well they work, wether or not they've contributed to any local or nationwide projects etc. So when they decide to take a vacation in another country they actually have a way to get stuff instead of having to bring everything with them.
I think the first time I encountered a system like this was in the Eclipse phase rpg. I think the expansion book Rimward should have a better description of how such a program might work, but I have yet to get my hands on said book.
Any thoughts or suggestions?
Just a couple questions first, if you have no currency in your nation (completely feasible if you want) how would your nation make a currency that other nations would recognize and exchange? Secondly what would back your currency from your nation to make other nations recognize it?
While the Communist approach might work within your nation it's kinda hard trade labor out to other nations for them try recognize your currency
Just a couple thoughts for you to consider
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by The United Dominion » Fri Aug 26, 2016 11:06 am
Northwest Slobovia wrote:Rawhein wrote:Corrected - the wreath can't be helped, as it comes from GESO's emblem.
To be honest, I like the sword with the laurel. But I'd simplify the rest more than other people would: drop everything but the "GRF", which I'd run down the blade.
I don't know what to tell you about the symbolism you want ("many members, one sword") except that I agree the dots are clutter. Maybe a lot fewer of them, in a circle, surrounding the sword-with-laurel, on a dark background? Yeah, that sounds a lot like a militarized EU flag. Sue me.
Edit:: Maybe write out the motto below the sword, skip the dots?
by The Fedral Union » Fri Aug 26, 2016 11:10 am
Sunset wrote:Re: Geno
I was thinking of this just the other day/week with regards to our own future with the increasing automation and productivity of some of our societies. What struck me was a similar system to the above but because so many of our everyday items are artificially expensive (brand instead of actual resources consumed) we need/should be able to purchase those products without regard to artificial worth.
A point system;
Individual stability as determined by past performance and a psychological profile. The more stable your behavior, the more points. Those who will steward their resources well? More points.
Holding a job. Doesn't matter what, though obviously a job that requires stability will help with the above. All jobs are equal, jobs don't confir perks. Very egalitarian.
Points would operate on a +100 system where the amount of points left after a transaction -100 determine the percent that the total is reduced by. For example if someone has 500 points and buys something worth less (in resources required) than 400 points the item is 'free'. Something that costs 450 points would be expensive and leave them with (500-450=50%) 250 points.
This would be designed to encourage responsible activity and penalize those who are reckless. Gaming the system would consist of careful behavior while one is young until one has the points to behave as they will and hopefully by that time habit will be behavior.
/written in a TSA line.
by Genomita » Fri Aug 26, 2016 12:32 pm
SquareDisc City wrote:What stops it just getting used as actual money, is my thought. The "social currency" is issued by the government in limited amounts, and can presumably easily be transferred to others and exchanged for foreign currencies.
Sunset wrote:Re: Geno
I was thinking of this just the other day/week with regards to our own future with the increasing automation and productivity of some of our societies. What struck me was a similar system to the above but because so many of our everyday items are artificially expensive (brand instead of actual resources consumed) we need/should be able to purchase those products without regard to artificial worth.
A point system;
Individual stability as determined by past performance and a psychological profile. The more stable your behavior, the more points. Those who will steward their resources well? More points.
Holding a job. Doesn't matter what, though obviously a job that requires stability will help with the above. All jobs are equal, jobs don't confir perks. Very egalitarian.
Points would operate on a +100 system where the amount of points left after a transaction -100 determine the percent that the total is reduced by. For example if someone has 500 points and buys something worth less (in resources required) than 400 points the item is 'free'. Something that costs 450 points would be expensive and leave them with (500-450=50%) 250 points.
This would be designed to encourage responsible activity and penalize those who are reckless. Gaming the system would consist of careful behavior while one is young until one has the points to behave as they will and hopefully by that time habit will be behavior.
/written in a TSA line.
by Oswelia » Fri Aug 26, 2016 2:19 pm
by RawHein » Sat Aug 27, 2016 12:53 pm
by Dalviric UIA » Sat Aug 27, 2016 12:54 pm
by Kyrusia » Sat Aug 27, 2016 6:05 pm
Dalviric UIA wrote:I wonder, is the use of strange matter common in FT?
by SquareDisc City » Sat Aug 27, 2016 7:22 pm
by Lubyak » Sat Aug 27, 2016 8:45 pm
Rawhein wrote:I've completed two revisions in response to the criticisms presented - they're both versions along the same "chain" so one is later/better than the other, but they're both fairly radical so there's value in seeing both. Wrt the "dot wings" - no, I'm not removing them. I consider them a central part of the emblem, and I'm certainly not making an actual wing from scratch - placing fifty-two dots manually, and then erasing and redoing twenty-three to make the wings flow better was more than enough work. In its stead I've added "guide lines" that should make them more intuitive.(Image)(Image)
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by Senkaku » Sat Aug 27, 2016 10:51 pm
Lubyak wrote:Rawhein wrote:I've completed two revisions in response to the criticisms presented - they're both versions along the same "chain" so one is later/better than the other, but they're both fairly radical so there's value in seeing both. Wrt the "dot wings" - no, I'm not removing them. I consider them a central part of the emblem, and I'm certainly not making an actual wing from scratch - placing fifty-two dots manually, and then erasing and redoing twenty-three to make the wings flow better was more than enough work. In its stead I've added "guide lines" that should make them more intuitive.(Image)(Image)
DEFINITELY like v.15 better. v.14 just has too much going on, but v15 seems like a really good mix of all elements.
by Dalviric UIA » Sat Aug 27, 2016 11:03 pm
Kyrusia wrote:Dalviric UIA wrote:I wonder, is the use of strange matter common in FT?
I would say that probably depends on what is meant by the term "strange matter": whether we're talking a particular form of matter containing strange quarks or general "weird matter" of the fictional/handwaved variety.
I've seen both forms thrown around in fluff for FT, though the latter far more than the former (outside of plot devices; see: strangelet, strange star, etc.). It - like concepts such as "dark matter" and "dark energy" - tend to come-up in relation to so-called "Black Box" toys: things like FTL drives, ship powertrains, etc.; in other words, a device/concept where the details are handwaved, but due to fluff and deliberately-designed (by the player) concept fault and/or function mechanics, certain details are known (like the "Black Box" needs strange matter to function).
SquareDisc City wrote:If you're using the term in the scientific sense, then I've not seen it often. It might have similar properties to the sci-fi depiction of "neutronium", a super-dense and super-strong solid usable as spacecraft armour and as highly-penetrating projectiles. The idea of strangelets as stable particles that can absorb more matter will give similar effects to a small black hole, including making them really dangerous things to handle.
In a looser sense, well non-standard matter is incredible common in sci-fi. Usually the theoretical details aren't addressed, and a material is simply assumed with properties the author likes.
by Hittanryan » Sun Aug 28, 2016 1:27 am
by Ella2 6 » Sun Aug 28, 2016 1:43 am
Lubyak wrote:Rawhein wrote:I've completed two revisions in response to the criticisms presented - they're both versions along the same "chain" so one is later/better than the other, but they're both fairly radical so there's value in seeing both. Wrt the "dot wings" - no, I'm not removing them. I consider them a central part of the emblem, and I'm certainly not making an actual wing from scratch - placing fifty-two dots manually, and then erasing and redoing twenty-three to make the wings flow better was more than enough work. In its stead I've added "guide lines" that should make them more intuitive.(Image)(Image)
DEFINITELY like v.15 better. v.14 just has too much going on, but v15 seems like a really good mix of all elements.
Hittanryan wrote:As a side project I was toying around with a sort of harder sci-fi setting and ran into an issue. I've got a technical question that I can't seem to find a straight answer to regarding capital ship-scale main weapons, namely choosing between mass driver and laser weaponry.
DISCLAIMER 1: I don't like post-scarcity economies or utopian societies because it's hard to establish actual stakes (if everybody already can make everything they need for free, why fight over anything aside from pure ideology? And why would virulently opposed ideologies even arise in such a prosperous society?). This setting will still have actual national entities, certain scarce resources are considered strategic (namely helium-3 and antimatter), and settling a new star system takes a long time, usually decades. Assume, therefore, that resources are not unlimited. No replicators, no converting light to matter, no pocket dimensions, no teleportation, no magic nanotechnology, no alchemy,no capes.
DISCLAIMER 2: If people generally prefer Rule of Cool for FT and would prefer not to bother looking into this issue, I will understand. This all has to do with the inner workings of speculative technology which many people probably won't care to explore to any degree of technical detail. The subject has touched off plenty of snide arguments in the depths of various sci-fi forums, usually by people who seem to just prefer one or the other because they think it's cooler. Now, if I haven't scared you off, the problem is spoilered below.
These weapons are intended to be the largest capital ships' main guns, weapons powerful enough to cripple an equivalent ship in a single shot under ideal conditions, powerful enough to overwhelm a comparable ship's defenses, and with far greater range than other ships. I know the tendency in movies is to show ships blasting away at each other with volley after volley with each shot doing little damage, but really if it took that long to kill another ship, the military would seek more powerful guns. Think about RL tanks, you wouldn't consider the gun on a main battle tank to be effective if it can only kill an enemy tank with a dozen lucky hits.
The reason I'm agonizing a bit over this issue is that the strength of these weapons will set a sort of baseline for the setting. It will help determine energy consumption of the biggest and baddest capital ship and set a ceiling on everything below it. I don't want to find out later that something else could be far more devastating than what is supposed to be the equivalent of a battleship cannon. I am attempting to determine what type of weapon is best suited to this role: a mass driver or high-frequency laser. Particle beams and plasma weapons seem to have a general problem with blooming even in space, which would make them unsuited to this specific role (though they might be used in other capacities). I have two conundrums which I wonder if harder sci-fi enthusiasts wouldn't mind taking a crack at.
Big problem 1: Range
Mass drivers theoretically outrange lasers, which diffuse over long distances despite collimation. In space, mass driver slugs will more or less maintain their kinetic energy until they collide with something, and their kinetic energy is what determines their killing power. This implies that mass drivers have theoretically unlimited range. At long range, however, a target may be able to evade mass driver slugs if they are detected early (which is likely using IR sensors) and if the delay between firing and impact is long enough for the target ship to maneuver sufficiently. If the mass driver does not fire projectiles at relativistic speeds, then the laser might be the better option at standoff ranges. The mass driver's accuracy might be too poor at that range to be practical.
If a mass driver can accelerate slugs to some substantial fraction of the speed of light (0.3-0.7c), however, it might be competitive and might be able to hit distant targets with comparable accuracy to the laser. At this point it all comes down to the laser's effective range, which I can't seem to find consistent estimates on. At what range will an x-ray laser diffuse to the point that it cannot seriously damage its target? Is this distance appreciably longer or shorter than the effective range of a relativistic mass driver?.
Big problem 2: Energy and heat management
Will a mass driver or laser require orders of magnitude more energy than the other for an equivalent killing power over the same range in space? Which, if either, will be able to sustain higher average rates of fire over the course of a battle? Will heat management limit a laser's rate of fire substantially compared to a mass driver?
On bomb-pumped lasers: Would a bomb-pumped laser beat the mass driver (or vice versa) in electrical energy consumption (without sacrificing killing power or range)? If a bomb-pumped laser would be more efficient in terms of energy consumption, wouldn't it also lose its supposed logistics advantage for its gain in energy efficiency over the mass driver? That is to say, if a nuclear warhead had to be detonated for each firing, wouldn't the logistics and maintenance burden of a bomb-pumped laser be appreciably greater than that of a mass driver? Could suitable dense plasmas (the active media for X-ray lasers) be generated through means other than nuclear blasts? Would plasma from a helium-3/deuterium fusion reactor potentially work? Would heat management be better or worse than a non bomb-pumped laser?
by Sunset » Sun Aug 28, 2016 4:26 am
Hittanryan wrote:As a side project I was toying around with a sort of harder sci-fi setting and ran into an issue. I've got a technical question that I can't seem to find a straight answer to regarding capital ship-scale main weapons, namely choosing between mass driver and laser weaponry.
by Hittanryan » Sun Aug 28, 2016 6:42 am
by Sunset » Sun Aug 28, 2016 7:37 am
Hittanryan wrote:
Sunset: I think there might have been some miscommunication here. The type of weapon I was looking for would probably require some steep power requirements. It wouldn't be feasible to mount a ton of these things, in fact a single one of these guns might take up a substantial volume inside the ship. They might even be spinal mounted.
Also, correct me if I misunderstand you but are you basically suggesting that the ships just try to fill a given volume with fire rather than attempt to target something accurately? These seems like it would cause a massive logistics burden by wasting power and ammunition. In this setting fusion power requires helium-3, which is somewhat analogous to modern-day petroleum in that it is scarce, requires engineers and expensive exploration projects to exploit, and must be shipped from gas giants. Wasting power means wasting fuel, which means wasting money and resources that are finite in this setting. If you make the guns smaller, furthermore, they won't be as effective at penetrating defense, which means they fail in their intended purpose. To go back to the tank analogy I used before, a given cannon is generally either able to penetrate a tank's frontal armor or it can't.
Furthermore, range is a key aspect of the design of these weapons. The types of engagements fought at their effective ranges would be most akin to an artillery duel in MT. A fleet lacking this long-range option would find itself at a serious disadvantage if there's some big gun picking them off with impunity, especially if they had no means of closing distance quickly.
For volume of fire at shorter ranges, I planned on having more weapon emplacements. Lasers would certainly be used as CIWS and fighter defense.
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