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PostPosted: Mon Jun 04, 2018 12:32 pm
by Luminumbra
The Terran Concordium wrote:Luminumbra, sorry if I sound condescending, but your latest post is a bit, overpowered and techwanky.

First off, your magic-infused armour is pretty bullshit (pardon my language, nothing personal, just the best way to describe it). By vaguely referring it to be "one of the strongest metals in the universe" and "being infused with magic and special particles", is not very helpful to your fellow RPers because you can simply negate whatever you want on the basis of it being magic, rather than science. This can be seen when you claim the armour can simply drain energy out of any reaction. This is poor RPing etiquette since you can basically godmod your way through most people's weapons, which are projectile-based. I think it would benefit you and us, and other RPers you may interact with in the future if you stepped it down a little, and provide a more realistic footing; e.g. instead of it simply negating and reducing energy (which scientifically is ludicrous because energy cannot be destroyed nor created, if you did, you would break the laws of physics), you could perhaps mention it is more effective against projectile weaponry, but not claim it simply blocks any and all projectile impacts.

A RPer by the name of Pordlandia once stated: "Magic is bad because people simply use it to ignore physics under the guise of 'it's magic so it can ignore most interaction with non-magic.'"

I have personally witnessed many RPers with similar style protection godmodding (one guy if I recall correctly had neutronium armour in multiple dimensions that dispersed projectiles) and they have been shunned out of future RPers because of an acquired reputation for godmodding. Again, I would like to reiterate, this isn't anything against you personally, I would just like to see you improve since you have great potential. :)

Secondly, I would like to give a general explanation on how antimatter works. When antimatter touches normal matter, transfers all matter into energy, meaning, when an antimatter shell hits one of those magic infused armoured plates, the matter that comprises the armoured plates that was in contact with the antimatter would transferred into energy (typically explosive but also large amounts of gamma rays), essentially removing the matter and turning it into energy, the stuff your armour is weak against. Your energy negating armour is useless against this. If you read my first post where I engaged in combat, my antimatter point defense systems took down several torpedoes through this method, where the antimatter annihilated with the torpedoes' matter, turning them into energy releases in the form of "small explosions".

So, considering all of this, I would like you to perhaps moderate your post a bit so it is more realistic and fair for all of us. Thanks.


Noted: Will change it later tonight, since that entails entirely different reactions and battle plans on the part of the commanders. And thanks for the physics lesson haha. An astronomy buff like myself should have remembered that energy cannot be created or destroyed. Maybe I need to brush up on the physics, watch more Isaac Arthur lol. This is my first real RP, so I wanted to ask you if you had any suggestions for how to use magiscience without going overboard? We are partially FanT and don't want to abandon the use of magic.

PostPosted: Mon Jun 04, 2018 3:53 pm
by Pordlandia
Luminumbra wrote:
The Terran Concordium wrote:Luminumbra, sorry if I sound condescending, but your latest post is a bit, overpowered and techwanky.

First off, your magic-infused armour is pretty bullshit (pardon my language, nothing personal, just the best way to describe it). By vaguely referring it to be "one of the strongest metals in the universe" and "being infused with magic and special particles", is not very helpful to your fellow RPers because you can simply negate whatever you want on the basis of it being magic, rather than science. This can be seen when you claim the armour can simply drain energy out of any reaction. This is poor RPing etiquette since you can basically godmod your way through most people's weapons, which are projectile-based. I think it would benefit you and us, and other RPers you may interact with in the future if you stepped it down a little, and provide a more realistic footing; e.g. instead of it simply negating and reducing energy (which scientifically is ludicrous because energy cannot be destroyed nor created, if you did, you would break the laws of physics), you could perhaps mention it is more effective against projectile weaponry, but not claim it simply blocks any and all projectile impacts.

A RPer by the name of Pordlandia once stated: "Magic is bad because people simply use it to ignore physics under the guise of 'it's magic so it can ignore most interaction with non-magic.'"

I have personally witnessed many RPers with similar style protection godmodding (one guy if I recall correctly had neutronium armour in multiple dimensions that dispersed projectiles) and they have been shunned out of future RPers because of an acquired reputation for godmodding. Again, I would like to reiterate, this isn't anything against you personally, I would just like to see you improve since you have great potential. :)

Secondly, I would like to give a general explanation on how antimatter works. When antimatter touches normal matter, transfers all matter into energy, meaning, when an antimatter shell hits one of those magic infused armoured plates, the matter that comprises the armoured plates that was in contact with the antimatter would transferred into energy (typically explosive but also large amounts of gamma rays), essentially removing the matter and turning it into energy, the stuff your armour is weak against. Your energy negating armour is useless against this. If you read my first post where I engaged in combat, my antimatter point defense systems took down several torpedoes through this method, where the antimatter annihilated with the torpedoes' matter, turning them into energy releases in the form of "small explosions".

So, considering all of this, I would like you to perhaps moderate your post a bit so it is more realistic and fair for all of us. Thanks.


Noted: Will change it later tonight, since that entails entirely different reactions and battle plans on the part of the commanders. And thanks for the physics lesson haha. An astronomy buff like myself should have remembered that energy cannot be created or destroyed. Maybe I need to brush up on the physics, watch more Isaac Arthur lol. This is my first real RP, so I wanted to ask you if you had any suggestions for how to use magiscience without going overboard? We are partially FanT and don't want to abandon the use of magic.


I would tell you to not use magic at all until you have experience with vanilla sci-fi RP mechanics under your belt. All of the issues here are from a lack of experience, and there are many deeper intricacies that one cannot learn if they bypass the foundation and go straight to the myriad rooms and chambers they'd like to have on the second or third floors.

PostPosted: Mon Jun 04, 2018 10:56 pm
by Luminumbra
Pordlandia wrote:
Luminumbra wrote:
Noted: Will change it later tonight, since that entails entirely different reactions and battle plans on the part of the commanders. And thanks for the physics lesson haha. An astronomy buff like myself should have remembered that energy cannot be created or destroyed. Maybe I need to brush up on the physics, watch more Isaac Arthur lol. This is my first real RP, so I wanted to ask you if you had any suggestions for how to use magiscience without going overboard? We are partially FanT and don't want to abandon the use of magic.


I would tell you to not use magic at all until you have experience with vanilla sci-fi RP mechanics under your belt. All of the issues here are from a lack of experience, and there are many deeper intricacies that one cannot learn if they bypass the foundation and go straight to the myriad rooms and chambers they'd like to have on the second or third floors.


A'ight then. The magic tech is in development. Prototypes that don't even work. I'll edit the post shortly. I think "draining" was the wrong word too, since in my mind it was a dispersion of energy to soften the impacts, but It looks like even then, because it's antimatter it would break right through.

PostPosted: Mon Jun 04, 2018 11:03 pm
by Seav
Is this still open for applications? If so, looks interesting enough to me. I'll post an application later, if it is still open.

PostPosted: Mon Jun 04, 2018 11:22 pm
by Shwe Tu Colony
If someone somehow convinced Parfuhmerie & acquired/bought some Parfuhmerian goods, there would probably be some anti-magical long-range weaponry capable of functioning in space, among other magical items.

PostPosted: Mon Jun 04, 2018 11:50 pm
by Luminumbra
I didn't get rid of the magic entirely, I just nerfed it like a mo-fo. The energy yield is--of course--equal now, but it is dispersed over a wider area. The magic field is just above the armor, and basically turns any direct hits into hits just above the armor while distributing the damage throughout the entire armor plating. It means the entire armor plating still takes a lot of damage, but at a lesser level and over a wider area. So instead of punching a hole in one spot, the entire thing gets a little crumpled up, the frame and skeletons of the ship is weakened, and next thing you know, the entire ship is destroyed. Systems are damaged as usual but don't require as many repairs, and it does take more ammo to destroy a Luminumbran ship in general because of this. But we also have far less chances to salvage and repair our ships now. So our military now takes bigger blows to its long-term fighting power with each lost battle than the average military, Industrial capabilities are more crucial to us than the average military, and overall we cannot replenish our forces nearly as easily, literally thanks to this one invention. So while it's still magic, I think it has a big enough catch to it that it could lead to major problems for the Luminumbran Military down the road and--if we're not careful--defeat.

I mean, we did just lose 300 ships even with this nerfed magic so...

PostPosted: Tue Jun 05, 2018 4:50 pm
by Seav
REIGNITE THE ANCIENT FLAME OF GLORY!
Nation Full Name: The Kingdom of Seav
Leader: Lord Emperor Dualtach Ó Bairr
Tech Level*: 8, according to this index.
Military Size: 2 million, 1 hundred thousand active duty, 800,000 reserve members.
Military Budget: 600 Billion Credits

PostPosted: Tue Jun 05, 2018 5:33 pm
by Eztobrughri
Seav wrote:REIGNITE THE ANCIENT FLAME OF GLORY!
Nation Full Name: The Kingdom of Seav
Leader: Lord Emperor Dualtach Ó Bairr
Tech Level*: 8, according to this index.
Military Size: 2 million, 1 hundred thousand active duty, 800,000 reserve members.
Military Budget: 600 Billion Credits

Accepted.

PostPosted: Wed Jun 06, 2018 10:17 am
by Vogega
Deleted

PostPosted: Wed Jun 06, 2018 12:14 pm
by Luminumbra
Luminumbra will back you in your ground assaults.

PostPosted: Wed Jun 06, 2018 12:49 pm
by Seav
I can deploy aircraft carriers and other ground/sea forces for the rebels, if needed. I'm still working on my 3D models for them, so I can't really show you right now, but I'm working on getting them finished. I also have a decently sized spacegoing navy, but might be a little wary about committing those forces. Again, am still working on 3D models, so I can't really show. They look godawful right now, and I've got too much of an ego to show those :)

PostPosted: Wed Jun 06, 2018 12:51 pm
by Luminumbra
Seav wrote:I can deploy aircraft carriers and other ground/sea forces for the rebels, if needed. I'm still working on my 3D models for them, so I can't really show you right now, but I'm working on getting them finished. I also have a decently sized spacegoing navy, but might be a little wary about committing those forces. Again, am still working on 3D models, so I can't really show. They look godawful right now, and I've got too much of an ego to show those :)


Do you use blender? Or sketchup or something?

PostPosted: Wed Jun 06, 2018 1:16 pm
by Seav
Luminumbra wrote:
Seav wrote:I can deploy aircraft carriers and other ground/sea forces for the rebels, if needed. I'm still working on my 3D models for them, so I can't really show you right now, but I'm working on getting them finished. I also have a decently sized spacegoing navy, but might be a little wary about committing those forces. Again, am still working on 3D models, so I can't really show. They look godawful right now, and I've got too much of an ego to show those :)


Do you use blender? Or sketchup or something?

Unity. I tried sketchup, but it was way too annoying.

PostPosted: Thu Jun 07, 2018 12:01 am
by Luminumbra
You have all been invited to the upcoming wedding.

Luminumbra's leader is having a royal wedding. Eztobrughri's Emperor is invited to the wedding, considering our growing relations, we would almost be offended if he did not attend. And because Luminumbra is a place of blessings and forgiveness, we do not discriminate against our enemies either, and the invitation is extended to their leaders as well. We hope to see you there.

Sign-up Thread

PostPosted: Thu Jun 07, 2018 8:05 am
by Seav
Luminumbra wrote:“Excellent!” Greadus, focused as ever, barely moving.

“Now order all Dark Affinity ships to fire their gravity cannons at the fleet. Again, I want all 12,194 firing in sync. Activate the hyperspace jammers. Fire on my orders.”

“Sir!”

“Fire!”

“Firing!”

The battlefield became overwhelmingly distorted by gravitational lensing as the cannons fired at the ships.

Just then, both admirals got the hail from the rebel pirate fleet.

Trying to figure out, which fleet are you firing at?

PostPosted: Thu Jun 07, 2018 8:27 am
by Luminumbra
Seav wrote:
Luminumbra wrote:“Excellent!” Greadus, focused as ever, barely moving.

“Now order all Dark Affinity ships to fire their gravity cannons at the fleet. Again, I want all 12,194 firing in sync. Activate the hyperspace jammers. Fire on my orders.”

“Sir!”

“Fire!”

“Firing!”

The battlefield became overwhelmingly distorted by gravitational lensing as the cannons fired at the ships.

Just then, both admirals got the hail from the rebel pirate fleet.

Trying to figure out, which fleet are you firing at?


Yours my friend ;)

PostPosted: Thu Jun 07, 2018 9:44 am
by Seav
Luminumbra wrote:
Seav wrote:Trying to figure out, which fleet are you firing at?


Yours my friend ;)

*shit* Aight then, time to figure out how I don't die instantly from whatever these things are.

PostPosted: Thu Jun 07, 2018 4:53 pm
by Luminumbra
Seav wrote:
Luminumbra wrote:
Yours my friend ;)

*shit* Aight then, time to figure out how I don't die instantly from whatever these things are.


I think I did an explanation of how many cannons each sized ship could take, you can then calculate the damage yourself. Here, I'll post it here shortly.

EDIT: Here you go m'friend.

I mentioned that "The Gravity cannon is a mildly accurate weapon (~50% hit rate) that fires a contained gravity well at near-light speed to an enemy ship, once the container hits the ship, it disintegrates and the gravity well is activated in the direction of impact, focusing the center of mass within towards the well-point. This crushes ships in one direction and makes them useless. 1 Gravity cannon can destroy all enemy fighters within range. 2 Gravity cannons are enough to destroy a small frigate, medium sized ships can handle 5-10, and large ships typically (though it depends) can handle up to 50 gravity cannons at once. Some dreadnoughts are big enough to handle over 500 and some over 1,000, but these are usually the most massive ships. It is up to the enemy to decide how many ships he has in his fleet and plan damage accordingly, since I know this is a somewhat unconventional weapon."

So basically the number of cannons I fired, divide it by 2 and distribute the damage accordingly. The 50% rate is also without evasive maneuvers, if you're 1AU away, you're 8 light minutes away--you would have 8 minutes to enact evasive maneuvers against such a cannon. But since the combat zone is way less...you have more like a few seconds. Luckily for our opponents, even w/o the maneuvers the hit rate never goes much higher than 50%.

PostPosted: Thu Jun 07, 2018 5:37 pm
by Pordlandia
Luminumbra wrote:
Seav wrote:*shit* Aight then, time to figure out how I don't die instantly from whatever these things are.


I think I did an explanation of how many cannons each sized ship could take, you can then calculate the damage yourself. Here, I'll post it here shortly.

EDIT: Here you go m'friend.

I mentioned that "The Gravity cannon is a mildly accurate weapon (~50% hit rate) that fires a contained gravity well at near-light speed to an enemy ship, once the container hits the ship, it disintegrates and the gravity well is activated in the direction of impact, focusing the center of mass within towards the well-point. This crushes ships in one direction and makes them useless. 1 Gravity cannon can destroy all enemy fighters within range. 2 Gravity cannons are enough to destroy a small frigate, medium sized ships can handle 5-10, and large ships typically (though it depends) can handle up to 50 gravity cannons at once. Some dreadnoughts are big enough to handle over 500 and some over 1,000, but these are usually the most massive ships. It is up to the enemy to decide how many ships he has in his fleet and plan damage accordingly, since I know this is a somewhat unconventional weapon."

So basically the number of cannons I fired, divide it by 2 and distribute the damage accordingly. The 50% rate is also without evasive maneuvers, if you're 1AU away, you're 8 light minutes away--you would have 8 minutes to enact evasive maneuvers against such a cannon. But since the combat zone is way less...you have more like a few seconds. Luckily for our opponents, even w/o the maneuvers the hit rate never goes much higher than 50%.


No. At 1 AU from a target you have but a handful of seconds to evade an incoming round because sensory information is light speed. This means the information telling you the enemy has fired is only barely outpacing the salvo itself.

50% accuracy is a meaningless statistic. It does not tell anyone how useful the weapon is as it does not include any information that would allow them to glean its actual effectiveness.

Is the firing ship maneuvering? If so, how fast? Is it only accelerating? Decelerating? Changing distance?

What is the type of target this is measured against? A stationary target? A slowly sailing target? A craft moving at combat velocities? One accelerating at constant g? Or how about the relative speed of the two craft? And what about target size? Is this against a small fighter? A lumbering freighter of a dozen kilometers? A sleek cruiser?

How is this weapon generating gravity? How is gravity off? How is it getting turned back on? Gravity itself is a byproduct of mass, it isn't a "force" in the traditional sense insofar as much as it can be manipulated like electromagnetism. Objects either have mass or they don't, and this informs their behaviour.

Also - gravity itself doesn't crush. It pulls objects; assuming for the briefest of moments you are able to utilize such a system, it will shred the target apart by pulling the nearest matter towards it faster than matter further away, effectively stretching a craft into oblivion. It will not "crush" an object in a given direction; it operates in a sphere.

PostPosted: Thu Jun 07, 2018 6:20 pm
by Multiversal Venn-Copard
Post is arriving soonish. Needed a lot of time to do other stuff, and my current post is looking to end up very long anyway.

Pordlandia wrote:No. At 1 AU from a target you have but a handful of seconds to evade an incoming round because sensory information is light speed. This means the information telling you the enemy has fired is only barely outpacing the salvo itself.

I don't think the current interdiction in the battlefield interrupts FTL sensory information, just warp/hyperspace travel, if I remember the IC posts correctly.

PostPosted: Thu Jun 07, 2018 9:03 pm
by Luminumbra
Pordlandia wrote:
No. At 1 AU from a target you have but a handful of seconds to evade an incoming round because sensory information is light speed. This means the information telling you the enemy has fired is only barely outpacing the salvo itself.

50% accuracy is a meaningless statistic. It does not tell anyone how useful the weapon is as it does not include any information that would allow them to glean its actual effectiveness.

Is the firing ship maneuvering? If so, how fast? Is it only accelerating? Decelerating? Changing distance?

What is the type of target this is measured against? A stationary target? A slowly sailing target? A craft moving at combat velocities? One accelerating at constant g? Or how about the relative speed of the two craft? And what about target size? Is this against a small fighter? A lumbering freighter of a dozen kilometers? A sleek cruiser?

How is this weapon generating gravity? How is gravity off? How is it getting turned back on? Gravity itself is a byproduct of mass, it isn't a "force" in the traditional sense insofar as much as it can be manipulated like electromagnetism. Objects either have mass or they don't, and this informs their behaviour.

Also - gravity itself doesn't crush. It pulls objects; assuming for the briefest of moments you are able to utilize such a system, it will shred the target apart by pulling the nearest matter towards it faster than matter further away, effectively stretching a craft into oblivion. It will not "crush" an object in a given direction; it operates in a sphere.



Yes accuracy matters because if a weapons fires like a musket with its projectiles not always going where it aims, that matters. Tests have shown the weapons to hit its target 50% of the time, half the projectiles fired by this weapons are off kilter--this is a real thing in the real world. Rockets can enter the wrong trajectory, and miss their targets altogether. Plus, they can evade the projectiles if the ship's systems detect the weapon fire before the eyes do. Just because we don't know how to do that in 2018, doesn't mean that can't be done at all--open your mind up to more possibilities. You know those german postcards that tried to predict the year 2000 from their 19th century understanding? Look them up. There's hundreds of them and only like, 3 are correct. (They predicted film projection correctly)

And about how my weapons generate gravity, I don't know...how does Aeieoiu's weapons use a reactionless drive, I'm not an engineer. We're not some primitive PMT nation that needs spinning space stations for its gravity.
Image
We can generate it like they do in star trek--and even in star trek they don't have internet. My point is, not all the technologies in these RPs will be well understood and we cannot accurately predict every kind of weapon that will be invented. In the year 1800 if you had told people you'd be able to one enter a room, hit a button or flip a switch and there'd be light in the room, they'd have called you crazy; same concept here. I'll change it so the gravity cannons shred apart--because I do agree with not breaking the laws of physics--but tone it down. The cannons won't crush, they shred apart. The result is still the same, dead crew and destroyed ships.

I appreciate the help, but now it feels that you're just micromanaging my RP style--specifically mine and not anyone elses, and that's kind of annoying. And I know that's what's you're subconsciously doing because I fired gamma ray lasers--and the other RPer said it destroyed his ships when in reality it should have fried the electronics on the ship. All I heard from you was crickets. And I didn't decide to correct his every RPing decision. No I just let it happen. It's not that I don't welcome the help, but it's the way you're doing it that's rubbing me the wrong way.

Like for example
--"Assuming you're able to utilize such a system"-- What do you know about what my nation is able to utilize that I don't know? I get that maybe there's some physics involved, but with this statement now you are just assuming a certain level of how advanced my technology is. That's annoying. Please stop. Yes, we can utilize such systems. I'll appreciate your help more if you don't make statements like that. If you're going to help me, just state the physics, but don't start dictating what my nation can and can't do. I'm not you, I may not RP exactly how you want me to, but that's okay.

PostPosted: Fri Jun 08, 2018 1:35 pm
by Seav
Luminumbra wrote:
Pordlandia wrote:I appreciate the help, but now it feels that you're just micromanaging my RP style--specifically mine and not anyone elses, and that's kind of annoying. And I know that's what's you're subconsciously doing because I fired gamma ray lasers--and the other RPer said it destroyed his ships when in reality it should have fried the electronics on the ship. All I heard from you was crickets. And I didn't decide to correct his every RPing decision. No I just let it happen. It's not that I don't welcome the help, but it's the way you're doing it that's rubbing me the wrong way.

...Oops. Perhaps I should have realized that those would disable electronics. *realizes that this is partially science based* Aight, and thanks for the hit statistics so that I can calculate.

EDIT: How close to lightspeed? (sorry, I'm one of those kind of people who try to get every last iota of info.)

PostPosted: Fri Jun 08, 2018 1:38 pm
by Multiversal Venn-Copard
Seav wrote:
Luminumbra wrote:

...Oops. Perhaps I should have realized that those would disable electronics. *realizes that this is partially science based* Aight, and thanks for the hit statistics so that I can calculate.

EDIT: How close to lightspeed? (sorry, I'm one of those kind of people who try to get every last iota of info.)

I mean, a powerful enough graser will probably end up penetrating shields or melting armor too. Though obviously it depends on what the attacker wants them to do: unanimous agreement on the effects of something is far more useful in a soft scifi RP than adherence to any one person's sense of "realism".

PostPosted: Fri Jun 08, 2018 2:42 pm
by Luminumbra
Multiversal Venn-Copard wrote:
Seav wrote:...Oops. Perhaps I should have realized that those would disable electronics. *realizes that this is partially science based* Aight, and thanks for the hit statistics so that I can calculate.

EDIT: How close to lightspeed? (sorry, I'm one of those kind of people who try to get every last iota of info.)

I mean, a powerful enough graser will probably end up penetrating shields or melting armor too. Though obviously it depends on what the attacker wants them to do: unanimous agreement on the effects of something is far more useful in a soft scifi RP than adherence to any one person's sense of "realism".


Right? And don't worry about it bruh, I wanted my gamma ray lasers to fry the electronics and possible start fires on board. They get pretty close to 99% the speed of light.

PostPosted: Fri Jun 08, 2018 3:44 pm
by Vogega
Deleted