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Future Tech Advice and Assistance Thread [O.O.C.]

A staging-point for declarations of war and other major diplomatic events. [In character]

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The Fedral Union
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Postby The Fedral Union » Sat Nov 07, 2015 1:03 pm

Interesting; and yes I do love Asimov; gives me an idea for my augments, people with AI's in their minds... And how they could interact with the sophonts or AI of our ships. Less heat; would mean less of an IR signature on the ground for example and well I know the equations but I wont get in to the math here, that also means efficiency...
[09:07.53] <Estainia> ... Nuclear handgrenades have one end result. Everybody dies. For the M.F Republic, I guess
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Tierra Prime
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Postby Tierra Prime » Sat Nov 07, 2015 1:10 pm

The Fedral Union wrote:Interesting; and yes I do love Asimov; gives me an idea for my augments, people with AI's in their minds... And how they could interact with the sophonts or AI of our ships. Less heat; would mean less of an IR signature on the ground for example and well I know the equations but I wont get in to the math here, that also means efficiency...

The video game Supreme Commander tackles the idea of implanting AIs into human brains. They end up being used as technological slaves guiding ships and such, but are eventually freed from servitude by the doctor that created the technology, who in the meantime has become a cyborg ruling over his own personal technological utopia. They end up fleeing to his systems and forming a cybernetic resistance group when the humans try to force them back into servitude using loyalty programming.

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The Rhustarim Hegemony
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Postby The Rhustarim Hegemony » Sat Nov 07, 2015 1:11 pm

So I've been chalking up a kind of wargame tournament and got to thinking, how to people ICly justify conflict in an FT environment. Obviously people like roleplaying in war scenarios, whether it's for the strategic and technological side of things, or the personal and emotional, but I can't think of many legitimate reasons to go nuke someone in FT. Resources are plentiful, space is plentiful so it's not like you're forced to interact with nations of radically differing (possibly offensive) ideologies.... So I'm curious to see what you guys can come up with?
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The Fedral Union
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Postby The Fedral Union » Sat Nov 07, 2015 1:14 pm

The Rhustarim Hegemony wrote:So I've been chalking up a kind of wargame tournament and got to thinking, how to people ICly justify conflict in an FT environment. Obviously people like roleplaying in war scenarios, whether it's for the strategic and technological side of things, or the personal and emotional, but I can't think of many legitimate reasons to go nuke someone in FT. Resources are plentiful, space is plentiful so it's not like you're forced to interact with nations of radically differing (possibly offensive) ideologies.... So I'm curious to see what you guys can come up with?


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Nice; well my people tend to not do that, an augments like that might be much more common in older citizens possibly over 100 .. (Go go longevity vaccines).. Or if by choice, they're not enslaved as soldiers but those who do join would probably in specialized units. My hover tanks for example have one AI and one pilot like a bolo (not bolo sized tough) So with digital telepathy/proper instillation of nodes and the applications mentioned above ( the post before telorses).... hrmm..
Last edited by The Fedral Union on Sat Nov 07, 2015 1:18 pm, edited 1 time in total.
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Galba Dea
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Postby Galba Dea » Sat Nov 07, 2015 1:19 pm

The Fedral Union wrote:Interesting; and yes I do love Asimov; gives me an idea for my augments, people with AI's in their minds... And how they could interact with the sophonts or AI of our ships. Less heat; would mean less of an IR signature on the ground for example and well I know the equations but I wont get in to the math here, that also means efficiency...


Less body heat in any meaningful degree wouldn't come from replacing your neural architecture... and would cause other problems.

TRH: The only war I ever got involved in wound up being one of those matter-of-survival problems. Apart from civil conflicts of course.

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Postby The Fedral Union » Sat Nov 07, 2015 1:21 pm

but it could cause better efficiency right? Well I mean we can handwave the issues away seeing as rule of cool ofc.. Those issues would be sort of out of at least my league to solve I'm not a biologists. Even better could that help if we say replace the outer layers of our bones with computronuim? Just as flexible and strong...
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Tierra Prime
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Postby Tierra Prime » Sat Nov 07, 2015 1:23 pm

The Rhustarim Hegemony wrote:So I've been chalking up a kind of wargame tournament and got to thinking, how to people ICly justify conflict in an FT environment. Obviously people like roleplaying in war scenarios, whether it's for the strategic and technological side of things, or the personal and emotional, but I can't think of many legitimate reasons to go nuke someone in FT. Resources are plentiful, space is plentiful so it's not like you're forced to interact with nations of radically differing (possibly offensive) ideologies.... So I'm curious to see what you guys can come up with?

I did a wargame tournament once in which we basically simulated what would happen. Several of us sent our leaders to the host's nation and put all of the non-classified information about our nations into a computer, which then began a simulation that became the RP itself. It was good because we could act out scenarios without them actually having a tangible impact, so there was no restriction to what we could do, except for our imaginations.

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Tierra Prime
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Postby Tierra Prime » Sat Nov 07, 2015 1:24 pm

The Fedral Union wrote:but it could cause better efficiency right? Well I mean we can handwave the issues away seeing as rule of cool ofc.. Those issues would be sort of out of at least my league to solve im not a biologists.

Well, melding an AI with a human brain is going to give that human a serious edge, though the AI will need some sort of coolant device.

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The United Dominion
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Postby The United Dominion » Sat Nov 07, 2015 1:26 pm

The Rhustarim Hegemony wrote:So I've been chalking up a kind of wargame tournament and got to thinking, how to people ICly justify conflict in an FT environment. Obviously people like roleplaying in war scenarios, whether it's for the strategic and technological side of things, or the personal and emotional, but I can't think of many legitimate reasons to go nuke someone in FT. Resources are plentiful, space is plentiful so it's not like you're forced to interact with nations of radically differing (possibly offensive) ideologies.... So I'm curious to see what you guys can come up with?


This one was easy for the ixee. They're spread out everywhere, and space isn't really that big when people can travel hundreds or thousands of times the speed of light. This becomes a problem when you have hegemonizing powers - fortunately for me, something that many anthrocentric nations are often depicted as. Any kind of hegemonic power doesn't just expand: territory really isn't their thing nor are resources - though they may claim this in pursuit of their goals - domination is. Having others to exert their will over is their goal, so even in the vast reaches of space, even if it were to take months to cross between star systems, they're going to want to find you and exercise power over you.

That works very well for the ixee outlook and siege mentality, which is why conflict would occur. They don't seek conflict, and indeed many are reasonably pacifistic up to a point. But that runs head-long into the stark reality of the galaxy - someone, somewhere wants them dead for no other reason than they're 1) a different species, 2) they have different religions, 3) they have different political ideologies... or, they just are. Maybe they're just in the wrong place at the wrong time - occupying a world that a smaller power stumbles on and decides they want. Whatever the specific reasons, the United Dominion's reason for conflict is "it was brought to our doorstep."

If I need a reason to be an aggressor, it is very easily justified through this thought process because the conflict is always there, and always raging, and it's just a matter of when exactly does the United Dominion respond to it. Do they wait until they are actually attacked before responding to any particular neighbor, or do they start securing regions of space to create a safe haven for themselves ahead of time... and then make that a little bigger when it's determined to be necessary and as their communities reach farther and farther out.

And of course, this boils down to there being no need for conflict if everyone thought the same way. Fortunately, that's never going to happen, so there's always a good reason at hand.
Last edited by The United Dominion on Sat Nov 07, 2015 1:27 pm, edited 1 time in total.
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Postby The Fedral Union » Sat Nov 07, 2015 1:32 pm

An idea to help cooling would be to use focused magnetic /electrical field implants or some such on the feet; where if I'm right, heat energy could be transferred in the form of protons or electrons in to the ground. I may... I MAY... bio augment by power armor in a fashion like this.
Last edited by The Fedral Union on Sat Nov 07, 2015 1:32 pm, edited 1 time in total.
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Vocenae
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Postby Vocenae » Sat Nov 07, 2015 1:50 pm

The Rhustarim Hegemony wrote:So I've been chalking up a kind of wargame tournament and got to thinking, how to people ICly justify conflict in an FT environment. Obviously people like roleplaying in war scenarios, whether it's for the strategic and technological side of things, or the personal and emotional, but I can't think of many legitimate reasons to go nuke someone in FT. Resources are plentiful, space is plentiful so it's not like you're forced to interact with nations of radically differing (possibly offensive) ideologies.... So I'm curious to see what you guys can come up with?


Well, in my case it has been a case of threatening encroachment by a militant and hostile force, which prompted joining up with other nations to halt said force from encroaching any further. While the Huerdaen Star Empire posed no real threat to me because of, you know, the reasons you stated, the stance of my nation had always been to take a pre-emptive stance against anything that might be a threat.
Thus the Gate War and the eventual proof that sometimes the most direct approach doesn't always work out (aka it ended up being me and the Tocrowkians doing ALL of the fighting and meeting the first opponent that my nation ended up being on equal terms with militarily, which led to the eventual ceasefire agreement).

In the post-bellum, my nation also operated a puppet government overseeing the worlds it acquired from the defunct Federation of Bavin (the nation in which all of the Gate War took place and defaulted control of the remaining star systems to the Coalition following the Huerdaen invasion decapitating the Federation's entire military are Derdon). My nation used this puppet to gather surviving members of the Bavin military, along with terrorist insurgent forces and supplied them with the resources to make their own weapons and ships to carry on a guerilla war within the Bavin Sector with the hopes of destabilizing the claimed Huerdaen systems enough to make them easier to cut off from the whole of the HSE and thus reclaim them for my nation. In the end, it ended up not working out and I eventually just purged the puppet government and claimed the systems myself.

In this 'modern' era, I've tried to steer my nation away from MUST FITE ALL THRATS to a more 'removed' aspect of threat removal via economic dominance in a quadrant where civilization was scattered and the wild frontier was/is still very, very real. By providing a secure trading hub for everyone in the Gamma Quadrant, Liu Xiu has been exceedingly profitable for every nation involved, not just economically, but diplomatically, and shows that I can project the strength and security my nation has and offers without needing to have a full fleet group sitting in the system. But that has brought about different problems as the nearby nations have started to come into their own and, well, have their own views about 'carpetbagging'. And thus goes back to the issue of 'some people just don't like their neighbors'. Which leads to things like This happening.

The TLDR is that my nation has no real desire to enforce it's will and dominance over other stellar civilizations, but in the end doesn't trust the galaxy enough to not take a pre-emptive stance against things that might be a potential threat, or tolerance of things that might become threats. How it goes about this is a ever evolving game.
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Postby Tierra Prime » Sat Nov 07, 2015 1:55 pm

How is the following for a basic list of ships? While I did base my tech base and some of the ship designs off of Star Wars ships, I also made up some of my own.

https://www.nationstates.net/nation=tie ... /id=512253

I'm thinking about also introducing a medium carrier (1,400 metres) and a heavy carrier (2,200 metres). At present, my navy is a bit light on starcraft for the size of its ships.

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Postby The Fedral Union » Sat Nov 07, 2015 2:00 pm

Makes for an interesting astrophysical field doesn't it? Our posture is more defensive if anything; we don't lol invade just because.. You've got segment V *(near the core) being over run in some places; though powers are getting involved with that, powers eying one another wary of what the other is going to do in the gamma.. (only few reasons I even have interest in that quadrant is I have allies there and Talos station). We went the opposite way of fanatical when we where almost destroyed three times, four if you count my olde home world being glassed.. So obviously we have justifications and even now more so for keeping our military expenditures as high as they are. And also why we still maintain significant strategic deterrence.

At any rate; anyone's free to tinker with the idea of a bio augmented power suit or use it, I'd like to see what the community can do with it.



Tierra Prime depends on your tech A. B the role C your flavor, there is no community standard as was misnomered here ; but there are upper limits to reasonable. If your ships are designed for mutually supporting one another in a battle group (large ships) and you can come up with a justification for having a 5 kilometer long ship, then by all means. Such as needing really big arse reactors and components or again war + logistical support.
Last edited by The Fedral Union on Sat Nov 07, 2015 2:00 pm, edited 1 time in total.
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Tierra Prime
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Postby Tierra Prime » Sat Nov 07, 2015 2:07 pm

The Fedral Union wrote:Tierra Prime depends on your tech A. B the role C your flavor, there is no community standard as was misnomered here ; but there are upper limits to reasonable. If your ships are designed for mutually supporting one another in a battle group (large ships) and you can come up with a justification for having a 5 kilometer long ship, then by all means. Such as needing really big arse reactors and components or again war + logistical support.

My fleet doctrine is partially on the tactics navies used in the 17th and the 18th centuries. "Line ships" are supposed to be big because they need to get as many guns as possible pointed towards the enemy. "Starcraft carriers" provide assistance through fighters and interceptors, which defend Imperial ships from enemy small craft, and anti-ship bombers, which attack key points on enemy ships to aid the main fleet. On the smaller end, "picket ships" defend Imperial ships from smaller enemy ships like frigates, missile cruisers, and enemy small craft, while also assisting larger ships by providing fire support.

EDIT: Ironically, Star Wars ships wouldn't be the best for these tactics, because they can't always bring all of their weapons to bare. An ideal design would be a ship that is essentially a large rectangle with guns placed along each side.
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The Fedral Union
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Postby The Fedral Union » Sat Nov 07, 2015 2:10 pm

Tierra Prime wrote:
The Fedral Union wrote:Tierra Prime depends on your tech A. B the role C your flavor, there is no community standard as was misnomered here ; but there are upper limits to reasonable. If your ships are designed for mutually supporting one another in a battle group (large ships) and you can come up with a justification for having a 5 kilometer long ship, then by all means. Such as needing really big arse reactors and components or again war + logistical support.

My fleet doctrine is partially on the tactics navies used in the 17th and the 18th centuries. "Line ships" are supposed to be big because they need to get as many guns as possible pointed towards the enemy. "Starcraft carriers" provide assistance through fighters and interceptors, which defend Imperial ships from enemy small craft, and anti-ship bombers, which attack key points on enemy ships to aid the main fleet. On the smaller end, "picket ships" defend Imperial ships from smaller enemy ships like frigates, missile cruisers, and enemy small craft, while also assisting larger ships by providing fire support.



Makes sense; ever read the honourverse series? They have similar broadside tactics.. I cant judge on size my largest is 5-6 km and that's a command dreadnought; lots of missiles and guns but also alot of support features.
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Postby Tierra Prime » Sat Nov 07, 2015 2:16 pm

The Fedral Union wrote:
Tierra Prime wrote:My fleet doctrine is partially on the tactics navies used in the 17th and the 18th centuries. "Line ships" are supposed to be big because they need to get as many guns as possible pointed towards the enemy. "Starcraft carriers" provide assistance through fighters and interceptors, which defend Imperial ships from enemy small craft, and anti-ship bombers, which attack key points on enemy ships to aid the main fleet. On the smaller end, "picket ships" defend Imperial ships from smaller enemy ships like frigates, missile cruisers, and enemy small craft, while also assisting larger ships by providing fire support.



Makes sense; ever read the honourverse series? They have similar broadside tactics.. I cant judge on size my largest is 5-6 km and that's a command dreadnought; lots of missiles and guns but also alot of support features.

My dreadnoughts are mostly there to add extra flavour. The largest of those ships I used was the 5.0 kilometre long Praetor-battlecruiser, and that was only because I wanted to introduce my Emperor's uncle as a new character. He needed a big, flashy command ship considering he was "Prince Imperial of Tierra Prime" - I've also never used that class of ship in a RP before, so I really wanted to get it out there. As my factbook says, anything larger than your typical ISD is usually quite rare. With the recent introduction of the very efficient Centurion-class cruiser, I may even have my navy focus on down-sizing for a bit. Dreadnoughts are cool and all, but in any realistic scenario, they'd probably cripple your economy.

Never heard of Honourverse until now, but then I have a huge backlog of sci-fi to read.
Last edited by Tierra Prime on Sat Nov 07, 2015 2:17 pm, edited 3 times in total.

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Postby The Fedral Union » Sat Nov 07, 2015 3:34 pm

YYMV, cripple? We're talking about automation, and sense of scale ...Space is big and has ALOOOT of resources... FT economics are far different than what people think.. GDP is still GDP because its the total output of production, its not just money.
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Postby Kyrusia » Sat Nov 07, 2015 5:34 pm

The Rhustarim Hegemony wrote:So I've been chalking up a kind of wargame tournament and got to thinking, how to people ICly justify conflict in an FT environment. Obviously people like roleplaying in war scenarios, whether it's for the strategic and technological side of things, or the personal and emotional, but I can't think of many legitimate reasons to go nuke someone in FT. Resources are plentiful, space is plentiful so it's not like you're forced to interact with nations of radically differing (possibly offensive) ideologies.... So I'm curious to see what you guys can come up with?

In regards to the Sacral Empire, it is largely a matter of resources that aren't so rare, xeroforming, or for plot purposes. (The Ayya'disud is pleased!)

As for in general, as has been discussed by myself in the past, wars of extinction (or the presumed threat of extinction) are a thing - as are pre-emptive strikes. I tend to imagine, in the cases where orbital bombardment occurs, occupation or the presumed threat of extinction tends to be the justification for such a series of actions. After all, if one has to be concerned over whether an enemy will do the same, I can readily imagine such a course of action being considered a rational and reasonable one.
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Postby Northwest Slobovia » Sat Nov 07, 2015 5:46 pm

The Rhustarim Hegemony wrote:Resources are plentiful, space is plentiful

Of course, one does not have to assume these things in any given RP. For example, in an "old, settled galaxy" RP, resources and space may be no more plentiful than they are on Earth today, and conflicts over them may be entirely reasonable.
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Postby Neornith » Sat Nov 07, 2015 5:53 pm

Tierra Prime wrote:
The Fedral Union wrote:

Makes sense; ever read the honourverse series? They have similar broadside tactics.. I cant judge on size my largest is 5-6 km and that's a command dreadnought; lots of missiles and guns but also alot of support features.

My dreadnoughts are mostly there to add extra flavour. The largest of those ships I used was the 5.0 kilometre long Praetor-battlecruiser, and that was only because I wanted to introduce my Emperor's uncle as a new character. He needed a big, flashy command ship considering he was "Prince Imperial of Tierra Prime" - I've also never used that class of ship in a RP before, so I really wanted to get it out there. As my factbook says, anything larger than your typical ISD is usually quite rare. With the recent introduction of the very efficient Centurion-class cruiser, I may even have my navy focus on down-sizing for a bit. Dreadnoughts are cool and all, but in any realistic scenario, they'd probably cripple your economy.

Never heard of Honourverse until now, but then I have a huge backlog of sci-fi to read.


See having one 5km warship as a either a plot point or like you've done which I find interesting as it says something about the character you're trying to introduce is something I've always been alright

However someone that has several 5-6km warships has always felt like someone who is trying to competitively RP to me and completely goes against the 4Cs. So yes while saying the is no community standard in regards to size might be correct, a person that floats around several huge spaceships usually finds themselves isolated from the community rather quick.

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Postby Ferret Civilization » Sat Nov 07, 2015 6:11 pm

This has probably been asked before then, but I'm curious. What is the average size of the different kinds of spaceships out there. Like what is the biggest it can go before being implausible. Same for other things like space stations or other large pieces of equipment.
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Postby The Fedral Union » Sat Nov 07, 2015 6:25 pm

Neornith wrote:
Tierra Prime wrote:My dreadnoughts are mostly there to add extra flavour. The largest of those ships I used was the 5.0 kilometre long Praetor-battlecruiser, and that was only because I wanted to introduce my Emperor's uncle as a new character. He needed a big, flashy command ship considering he was "Prince Imperial of Tierra Prime" - I've also never used that class of ship in a RP before, so I really wanted to get it out there. As my factbook says, anything larger than your typical ISD is usually quite rare. With the recent introduction of the very efficient Centurion-class cruiser, I may even have my navy focus on down-sizing for a bit. Dreadnoughts are cool and all, but in any realistic scenario, they'd probably cripple your economy.

Never heard of Honourverse until now, but then I have a huge backlog of sci-fi to read.


See having one 5km warship as a either a plot point or like you've done which I find interesting as it says something about the character you're trying to introduce is something I've always been alright

However someone that has several 5-6km warships has always felt like someone who is trying to competitively RP to me and completely goes against the 4Cs. So yes while saying the is no community standard in regards to size might be correct, a person that floats around several huge spaceships usually finds themselves isolated from the community rather quick.



No it doesn't violated the 4 C's... Those don't dictate how one should play. First of all. Second of all There are VALID reasons to have large ships, do you want me to tell you why?

Aside from mutual support, being able to repair, conduct operation support, fight, carry troops or supplies or medical facilities... Or be ac command center... You've never seen me field more than how many of these? I may have a lot but how many of them have I fielded EVER in thread? 1.. 2... 3.. 4..? My ships and battle groups are meant to operate as independent units, these are not only dreadnoughts but logistical support ships our doctrine is every ship should mutually support one another. And frankly if I built these over the.. what decades? Centuries? put effort in to them? I don't see any way having such things would isolate me. Because no one has complained AT all about them. So it depends on what the player wants; not what the bloody 4c's are.
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Postby Kyrusia » Sat Nov 07, 2015 6:29 pm

Ferret Civilization wrote:This has probably been asked before then, but I'm curious. What is the average size of the different kinds of spaceships out there. Like what is the biggest it can go before being implausible. Same for other things like space stations or other large pieces of equipment.

The general range is between a few meters and around 3 kilometers, in my personal experience. There is wiggle room, of course, so I tend to advise a state's largest vessels to be no larger than 3-4 kilometers. "Plot ships and installations" can, quite evidently, be larger than this, but keeping within that range in the beginning is a good way to avoid problems in most roleplays. Over time, it has sort of grown-out of a similar mindset to that found within the "Three Systems Guideline/Size in Relation to Future Tech." In actuality, it is really volume that tends to matter more if one were to be particularly pedantic, but vessels of a length somewhere within (or just above) this range tend to be perfectly accepted in the community.

Hope that helps. :D
Last edited by Kyrusia on Sat Nov 07, 2015 6:31 pm, edited 1 time in total.
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Postby The Fedral Union » Sat Nov 07, 2015 6:38 pm

Kyrusia wrote:
Ferret Civilization wrote:This has probably been asked before then, but I'm curious. What is the average size of the different kinds of spaceships out there. Like what is the biggest it can go before being implausible. Same for other things like space stations or other large pieces of equipment.

The general range is between a few meters and around 3 kilometers, in my personal experience. There is wiggle room, of course, so I tend to advise a state's largest vessels to be no larger than 3-4 kilometers. "Plot ships and installations" can, quite evidently, be larger than this, but keeping within that range in the beginning is a good way to avoid problems in most roleplays. Over time, it has sort of grown-out of a similar mindset to that found within the "Three Systems Guideline/Size in Relation to Future Tech." In actuality, it is really volume that tends to matter more if one were to be particularly pedantic, but vessels of a length somewhere within (or just above) this range tend to be perfectly accepted in the community.

Hope that helps. :D


"It sounds as if your setting an absolute kyru.... I don't think FT has absolutes.. now does it? guidelines sure... But I stand by the sizes of my large capital ships, most of my ships are 2 km and under more recent ones under a km because of specialized roles. So long as you write them well and write things well there isn't really a"RULE" to be accepted.. If your ship is 50 km..... then yeah that's .... sense of scale.. 6 km is not unreasonable for an upper limit... and freighters can be larger...
Last edited by The Fedral Union on Sat Nov 07, 2015 6:38 pm, edited 1 time in total.
[09:07.53] <Estainia> ... Nuclear handgrenades have one end result. Everybody dies. For the M.F Republic, I guess
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The United Dominion
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Postby The United Dominion » Sat Nov 07, 2015 6:39 pm

Kyrusia wrote:
Ferret Civilization wrote:This has probably been asked before then, but I'm curious. What is the average size of the different kinds of spaceships out there. Like what is the biggest it can go before being implausible. Same for other things like space stations or other large pieces of equipment.

The general range is between a few meters and around 3 kilometers, in my personal experience. There is wiggle room, of course, so I tend to advise a state's largest vessels to be no larger than 3-4 kilometers. "Plot ships and installations" can, quite evidently, be larger than this, but keeping within that range in the beginning is a good way to avoid problems in most roleplays. Over time, it has sort of grown-out of a similar mindset to that found within the "Three Systems Guideline/Size in Relation to Future Tech."

Hope that helps. :D


On top of this, I find it handy to remember other dimensions than just length, particularly when discussing space stations. A small "length-wise" ship or station can still be enormous depending on its actual engineering. Really, the more accurate description should be "along the longest axis" rather than "length" but that's probably a little overspecific for most people.

For example, though, my ships are spheres. A diameter of 1.5km (way larger than my ships, but still far less than the generally-largest lengths) yields far, far more space than is really necessary. We probably have more tonnage than ships of twice or even thrice the length just because we don't design along a plane.
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