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Post by The_JJ: Solaris Council on May 13, 2010 23:48:50 GMT 1
And as of yet there's been no first contact.
Re: Expanding the network.
Nodes can be 'developed' around sufficiently large stars with sufficient application of power. So far, putting more than four nodes around a star causes destabilization, eventually collapsing a node. Destinations are random, be generally land within a few galaxies of the start node. Generally.
Developing a node is a highly specialized, expensive, and time intensive process that requires a lot of ground work. Mostly the Network is expanded by the Miner (not Minor) Houses.
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Post by puppyavenger on May 14, 2010 0:06:49 GMT 1
So how fast does non-network travel go? is travel limited to between systems with nodes?
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Post by The_JJ: Solaris Council on May 14, 2010 0:21:19 GMT 1
Pretty much. No hyperdrive so... you could launch a between system ship. It'd just have to obey the universal speed limit.
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Post by puppyavenger on May 14, 2010 0:40:34 GMT 1
so what speed can they get too? .9c or thereabouts?
also, I assume this means that doing that isn't common practice?
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Post by The_JJ: Solaris Council on May 14, 2010 1:41:37 GMT 1
Yeah, not really.
However, you have to get off the network and hump it in real space across system to the next node, so there's lots of opportunity for capital ship goodness.
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Post by puppyavenger on May 14, 2010 1:44:10 GMT 1
So where in the system are the nodes? scattered around the outer belt? by the Sun? etc.
also, does it take special treatment or qualities (or a massive spacial engine) to travel via network? or cna any dingy do it?
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Post by The_JJ: Solaris Council on May 14, 2010 1:54:45 GMT 1
Nodes are evenly spaced around the sun, in line with it's axis of rotation (e.g. along the plane with most of the rest of the matter in a system.) Their location varies with the size of the node and the size of the star, but the close end of the spectrum is about Saturn levels and some are way out in the Oort.
You need a Mobius Engine and, for larger or underpowered ships, Gaussian adjusters, to 'climb up' to a Node. The adjusters change the shape of the 'pocket' that get lifted to the Network, but the default is a long ellipsoid.
You can also 'climb up' outside of a node, but it takes a truly massive amount of time and power for even small scoutships. Sometime a 'ghost ship' will pop up, running on autopilot, crew long dead of starvation or asphyxiation or in deep cryo (which is really rare, since no one really uses cryo tech since the Network.) Falling off the Network is generally considered a Bad Idea.
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Post by puppyavenger on May 14, 2010 1:59:10 GMT 1
Okay, sounds good
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Post by Surly on May 14, 2010 4:22:39 GMT 1
I'll repost my write-up of Cirig here, plus the stats JJ gave me in the TW2260 OOC thread.
Cirig MO: Originated from a small group of Russian and Mongolian mercenaries wandering on the outskirts of the Sol system, and steadily grew in size and power over the centuries, developing into a distinct culture. They mostly act as wandering miners and traders, but everyone knows that when they go to war very bad things happen. Research: Average. Every so often someone comes up with something cool and shares the schematics with everyone else via their very robust communications network; that's the closest thing they have to a formal research establishment outside the Khan's inner circle. But they're pretty creative, and there are a lot of them. Economy: Average, from mining, mercenary work, guide and navigation work, and piracy other legitimate business ventures. Most of their food is grown on their ships using sunlight and waste-recycling systems, though there are also large orbital greenhouses and farms. Military: Very high in space, virtually nonexistent on land. Most of them spend their entire lives without setting foot on a planet, and virtually all of them are highly experienced pilots. Many gain combat experience in disputes with others of their nation; dueling (yes, in combat spacecraft) is certainly not illegal in Cirig, and raiding other citizens' property to steal from them is considered completely normal. Morale: Low. They don't dislike their government, they just don't see any reason to listen to it most of the time. Disorder is considered the natural state of things during peacetime. FO: Low. While corps know the Cirigai are great for finding rare materials, plotting safe courses through treacherous areas of space, and raiding the competition, they are still vicious Space Mongols and not to be trusted. Espionage: Average to high. They're great at smash-and-grab operations, and are quite good at monitoring foreign communications. Since getting interesting secrets back to the Khan is a sure way to get a nice reward, many Cirigai work quite hard to find out what's going on in other nations. Evolves from: Mongolian and Russian nomads/mercenaries. Territory: the system of Nova Mongolia, plus a few small nomadic enclaves wandering through other systems. The only notable bodies in Nova Mongolia are Balcir and Asena, two small (each about one-fifth the size of Earth) but habitable watery planets that rotate at approximately the same distance from the sun on opposite sides. Most of Nova Mongolia is a massive debris field, slowly rotating around its sun and only vaguely divided into distinct sectors. Capital: Jaghan,the Khan's flagship
Stats:
Space Military: ++++ Ground Military: +
Base Production: ++ Unique Goods: None Resources in reserve: +
Trades deals with: None. Trade style: Direct.
Informational Espionage: ++++ Black Ops Espionage: ++++
Government Style: Decentralized Loyalty: +++
Tech Level: +++ Research Level: ++
Reputation: Dangerous nomads. Probably pirates. Guardian status: Safe Known Allies: None Known Enemies: None
Specials: Nomadic, Network Normals
Characters: Boroslav Khan. The current Khan is an excellent military commander, inspiring to his soldiers, rather crafty, and not much else. His lack of diplomatic skills is breathtaking, and his boyans (generals) try to do all the talking for him whenever possible. Still, the Khan is highly popular at home, and has managed to keep foreign relations at tolerable levels despite his occasional belligerence, frequent drunkenness, and ill-timed fits of lechery.
Akilina Sarangerel. Boyan of the Node Defense Fleet, Akilina spends considerably more time on trade than on warfare. She is responsible for the two network nodes that are the only ways in and out of Nova Mongolia, and has an excellent grasp of foreign affairs; she's the one who makes sure the people can get whatever they need, the Khan can get whatever he wants, and no one too powerful comes in after suspected pirates. The Khan has proposed marriage to Akilina in thanks for her handling of various crises several dozen times; she generally refuses, and occasionally tells him that they are already married. No one is quite sure whether she is joking or not, and no one dares to ask.
Anna Cherlina. Cirig's best-known scientist, she has developed numerous handy devices to make the average Cirigai's life easier, including improved mining drills, water recyclers, and a variant of the nutrition algae most citizens grow as an emergency backup food that doesn't taste like socks. As a result, Cherlina is extremely popular and can travel anywhere in the system without fear. Cherlina has a reputation for eccentricity and moves around a lot even by Cirigai standards, constantly seeking inspiration for her next project.
Gansukh Khanovich Urban. One of the Khan's favorite sons and quite popular with the common people, Gansukh is expected to be elected as his successor when the time comes. Until then, he will continue his glorious and lucrative exploits as a mercenary, working primarily outside his home system.
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Post by dargon on May 14, 2010 5:23:54 GMT 1
How big can capital ships get? And would energy in space all be sustainable or would the ships need fueling.
I might have an idea of playing a sort of space going nomadic humans, how viable is that?
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Post by puppyavenger on May 14, 2010 20:16:27 GMT 1
could someone explain the stats to me?
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Post by xavierdawn on May 14, 2010 22:15:44 GMT 1
Think of playing some type of society based around Mentats
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Post by The_JJ: Solaris Council on May 14, 2010 23:35:06 GMT 1
Stats: Space Military: ++++ Ground Military: + Base Production: ++ Unique Goods: None Resources in reserve: + Trades deals with: None. Trade style: Direct. Informational Espionage: ++++ Black Ops Espionage: ++++ Government Style: Decentralized Loyalty: +++ Tech Level: +++ Research Level: ++ Reputation: Dangerous nomads. Probably pirates. Guardian status: Safe Known Allies: None Known Enemies: None Specials: Nomadic, Network Normals Yeah, all that, probably subject to a lot of change. Military will be split space/ground, and probably come in tens. (One military in the old system = 10 in the new. Just for differentiation.) Econ will be split into trade/production/logistics. You'll have to split up you production to your projects. Logistics lets you move more efficiently through things like army upkeep. Trade is cash, easy to earn, easy to spend. I'll keep track of things like 'unique goods' and such, but I'll roll it into trade. Espionage is split between Black Ops (sabotage, assassinations, etc. etc.) and information gathering (double agents, turncoats, data and information.) There will be tech levels (Weapons level x or ship design y or consumer goods z or whatever) and then research level. You can be high tech but stagnant, or low tech but growing. Instead of quantization FO, you get a reputation. NPC's will interact with you on an individual basis. (Some will hate you, others not.) Similarly, everyone gets a stat, ranging from Safe to Enemy of Humanity, reflecting the Guardian's public view on their faction. Known Allies/Known Enemies will mostly be short hand to tease out the relationships of NPC's, though I'll let you know who in the world hates/likes you. Morale will be split into Fear and Love, and a composite of the two reflecting you Loyalty. The two are not mutually exclusive. Umm... yeah. So that up there was months old brainstorming during a downtime in the game. Re Capital Ships: The biggest in the Network are the Guardian Ships Fire, Earth, Water, and Air. And they are 'damn big.' Not quite Death Star, but are bigger than a Star Destroyer. Right not the upper limit isn't size but resources. Most ships need to refuel 'eventually' though a ship built for it could function indefinitely on solar power. Nomads are viable, but you'll have to compete with a few other PC's already thinking on those lines.
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Post by dargon on May 15, 2010 2:10:41 GMT 1
Alright I think I'll go with this instead. What do you think?
Clamin
A relatively new group. The Clamin are famous for their terraforming technology and their massive colony ships. On the leading edge of humanities expansion they are closely allied with the Miners guild and are often the first ones to enter a new solar system. A very tolerant people most people are pretty happy but of course their are some groups that don't get along with each other. Has a very fractured government that has already lead to some systems gaining independence. However the Clamin have no problems with systems governing themselves and have allied with many of their once colonies.
Strengths Lots of resources from whatever planet is being colonized, high technology, good logistics, constantly receiving immigrants from other worlds wanting a new life on the frontier
Weakness Very little military beyond basic defenses, zero black ops ability, vulnerable to spies as there are many new people joining every month. A lot of resources are always being diverted to the latest colony.
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Post by The_JJ: Solaris Council on May 15, 2010 2:21:19 GMT 1
Hmm... the Miner's generally make their living by in house strip mining the systems, and then selling the leftovers at truely huge prices. Letting someone else in to do it for them seems... odd.
If you want to have Node Creation abilities of your own, then it works out perfectly. The Miner's will hate you, and some Houses will probably resent having their serf drained off, but more will probably thank you for taking their problems away.
Fair warning though: as the game goes on, with or without your consent your turf will become (one of many) hotbed for anti-House sentiment.
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