- Neil Alden Armstrong
BEYOND THE VOID (2.0): A sci-fi RP
History of Humanity: 2190-Now wrote:The 21st and 22nd centuries of Earth's history were defined by civil conflict and constant warfare and the total stagnation and near collapse of society. Yet despite the hardships of those days, there were always individuals willing to fight for a better future not just for themselves, but for all of humankind. With the establishment of the World Union government in the later half of the 22nd century, Earth's various nations and peoples were finally unified under a single, centralized governing entity. Probably the most important of the developments that occurred during this era was that of the Michio-Hawking Warp Drive. While incredibly slow by modern standards, it ushered in a new age for humanity: one in which we would traverse the galaxy and establish ourselves a future beyond the void...
The year is 2950 CE, nearly 400 years since the fall of the humanity's former all-unifying govt: the "First Terran Republic". As its two large successor states fight a seemingly never-ending war against one another, across the galaxy empires expand and collapse, conflicts are fought, and exploration is conducted by countless enterprising individuals. It's a turbulent time, one of great change and constant activity.
Your civilization has proven its worth in advancing through the eras, and has finally made a stake for itself in the galactic community. Yet nothing stays certain, and what you have today may be lost tomorrow. Will you stand the test of time and prevail?
Rules
1. Standard NS Rules Apply
2. Respect any ruling made by the OP or even the Co-Ops
3. Respect Thy Neighbor (Respect Each Other)
4. No God-Modding, Meta-Gaming, Etc...
5. Abilities like Psionics and even Alchemy as well as Magic is allowed to be used in this Rp, but if the user is able to perform feats like taking a massive army on with only one person, this will not be tolerated. If there are any signs of abuse with these abilities, the Op and Co-Op will act accordingly on it.
6. If you have any questions for the Co-Ops or Myself, please feel free to ask at anytime!
7. Create Your own Nation! We will not be using pre-existing Sci-Fi Nations.
8. Have Fun! The Galaxy is a big place for exploration and can hold secrets that are beyond comprehension as well as those who are also hidden among the stars, there is a LOT to do here!
IMPORTANT THINGS TO NOTE:
Starting Date: January 1st, 2950 CE / UC (Universal Century) 740
- Most ships should be below 10km in length (with certain exceptions such as the infrequent supercarrier)
- Newcomers should not make human majority states (the human population is largely taken up) unless said states are otherwise quite small
- It should be noted that up till the 2500s, all of humanity had been united under a single state
- New nations should have 10,000 or fewer systems under their control (unless you've been told otherwise prior to the OP being released)
- More information can be found on discord (please go there)
- THE MAP WILL COME LATER (if you want to bother me, do it on discord)
Management
- OP: Democratic East-Asia
- Co-Ops: Dansha (CREDIT TO HIM FOR MAKING MOST OF THE OP), Hashirajima
Technology Restrictions:
FTL Drives:
The ships of this RP use "Warp" Drives, systems that work along similar lines to the slipspace used in HALO with elements of star wars hyperspace as well. Warp is only possible on "hyperlanes": naturally occurring areas of the galaxy where ships are capable of entering FTL. This has allowed vessels to traverse the Galaxy in breakneck periods of time, with the fastest vessels capable of traversing the galaxy in under half a year. That being said, existing warp drives still suffer from a number of issues: they require time to recharge (due to massive energy consumption), aren't the most accurate (in many cases) for pinpointing a "drop-off" location, and are incredibly vulnerable to gravity disturbances (making artificial grav wells a suitable defense against ships).
- It should be noted that "conventional" Alcubierre drive exists, but is nearly 15-20 times slower than "warp" and higher in terms of energy consumption.
Jump / Wormhole Gates:
Another notable way of getting around the galaxy is the use of jump gates / wormholes. A large enough gate can allow upwards of an entire fleet to near instantaneously reach another point of the galaxy (provided its linked to a gate on the other end), making control of these points quite lucrative and strategically valuable. Only the largest warships around are equipped with gates of their own, and similar to their station-based counterparts, these gates require both an entry and exit point (a single ship with a wormhole generator cannot actually do anything unless there's another one on the other end). Wormhole / gate tech is generally quite expensive: a good deal of smaller nations will lack it.
Zero-Point energy:
Despite being theorized by countless scientists and worked on by multiple civilizations, zero-point energy is sadly still a thing of the future: nobody has it and nobody will for a very long time. However, if predictions are right, zero-point energy reactors could prove near 100% efficient and yield many times the amount of energy a conventional reactor could ever hope to. As of now, there's only one place in the galaxy that has this technology...
Links
OOC: You are Here
IC: Over here
Discord: https://discord.gg/AEF3RvB
Nation / Faction Application
- Code: Select all
[box]
---General---
NS Name:
Name:
Flag:
Government Type:
Capital:
Population: (generally evens out to 1-2 billion per solar system on avg in many nations)
Major Species:
History:
Territory Controlled (in systems):
---Economic---
Economic Type:
Major Industries:
---Military---
Total Military Population: [You can break it down if you want, if you do just keep track of what you have.]
Types of Units: [OPTIONAL]
Military Technologies:
Standard Infantry:
Standard Vehicles and Warships:[/box]