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 Arc III: Corruption (Cont.)

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Should we use the proposed system for fleets and/or planets?
Yes, I can dig all of it.
67%
 67% [ 6 ]
No, y u want us to write so hard ლ(ಠ益ಠლ)
11%
 11% [ 1 ]
I only really like the Fleet breakdown revision.
0%
 0% [ 0 ]
I only really like the Planet tracking revision.
22%
 22% [ 2 ]
Total Votes : 9
 

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Tiel+
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PostSubject: Re: Arc III: Corruption (Cont.)   Sun Dec 29, 2013 7:37 pm

Luna wrote:
OOC: Accepted?

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PostSubject: Re: Arc III: Corruption (Cont.)   Sun Dec 29, 2013 11:26 pm

Sorry, I've been waterboa-- I mean... uh... surfing in North Korea with no internet.

App in progress...

Jesus I'll need to do so much stuff
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PostSubject: Re: Arc III: Corruption (Cont.)   Mon Dec 30, 2013 8:35 am

MercurySteam wrote:
Sorry, I've been waterboa-- I mean... uh... surfing in North Korea with no internet.

App in progress...

Jesus I'll need to do so much stuff

Yeah, North Korea and internet are not really known for going well together...

BIC:
Application:

Empire Name: Moboquestrian Republic (MQR)

Alliance (SDI/UGC/EC): EC (host, representative)

Head Person(s)/Groups: SGM Emerson Brass (Executive); Emperor Louis of Acorn (Auditory); O4-IK-1/b (psionic AI in charge of EC operations); High Council (Legislative); Constitutional Court (Judiciary); CEO Selena Rodent (Monetary/CEO of government-owned companies)

Government Type: Federal Republic

Capital: Portal, Mobius (Executive and Auditory); New Mobotropolis, Mobius (Legislative); New Megaopolis, Mobius (Monetative); Central City, Mobius (Judiciary); Canterlot, Equestria (EC)

Key Planets:

  • Mobius IV [MQR capital, balanced usage]
  • Equestria V [EC capital, farm world]
  • Resurgam II [industrious world]


Wealth: 35

Size: 3

Military: 12

Social Progress Index: 60
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PostSubject: Re: Arc III: Corruption (Cont.)   Mon Dec 30, 2013 2:10 pm

Ivan2006 wrote:

Key Planets:

  • Mobius IV [MQR capital, balanced usage]
  • Equestria V [EC capital, farm world]
  • Resurgam II [industrious world]
Ivan lower Equestria's defense rating to at least 4, it doesn't make much sense for it to be a fortress world.
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PostSubject: Re: Arc III: Corruption (Cont.)   Mon Dec 30, 2013 2:30 pm

Luna wrote:
Ivan2006 wrote:

Key Planets:

  • Mobius IV [MQR capital, balanced usage]
  • Equestria V [EC capital, farm world]
  • Resurgam II [industrious world]

Ivan lower Equestria's defense rating to at least 4, it doesn't make much sense for it to be a fortress world.

You forget that Equestria has had a long history of being the most heavily attacked planet in all wars against the Strigiforme, not to mention that the EC joint forces military has its headquarters and fleet resting locations there, which also have defenses that add to Equestria's defense ratings. Also we have the HARMONY station, which is essentially a giant orbital defense platform after the psionic superweapon was removed.
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PostSubject: Re: Arc III: Corruption (Cont.)   Mon Dec 30, 2013 3:40 pm

WHY IS EVERYONE'S FACTION SO SMALL? We've been expanding for what, eight hundred years? In every galaxy map we've done, factions have encompassed not tens, but tens of thousands of systems.

unfinished:
 
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PostSubject: Re: Arc III: Corruption (Cont.)   Mon Dec 30, 2013 4:14 pm

MercurySteam wrote:
WHY IS EVERYONE'S FACTION SO SMALL? We've been expanding for what, eight hundred years? In every galaxy map we've done, factions have encompassed not tens, but tens of thousands of systems.

Well, for once, we only count inhabited systems, leaving out any systems with only unhabitable planets, which actually justifies an area large enough to be visible on a galaxy map.

Also, on the galaxy maps, this was always controllled space, AKA the range at which the coastguard (or whatever the space equivalent to one is) would ask you to either identify yourself or have yourself identified by warships. Considering FTL-drives with a galactic range are commonplace, it would make sense to claim a large area as 'close space' in order to have enough time to react to threats. That range would be somewhat similar to what we have with RL territorial waters. (interception legally possible at up to 24 (sea)miles. The fastest US ship (USS Freedom, 47 knots max) would take slightly over half an hour to cross that space)
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PostSubject: Re: Arc III: Corruption (Cont.)   Mon Dec 30, 2013 5:14 pm

I will write mine later because currently Im quite busy ...
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PostSubject: Re: Arc III: Corruption (Cont.)   Mon Dec 30, 2013 6:21 pm

Ivan2006 wrote:
MercurySteam wrote:
WHY IS EVERYONE'S FACTION SO SMALL? We've been expanding for what, eight hundred years? In every galaxy map we've done, factions have encompassed not tens, but tens of thousands of systems.

Well, for once, we only count inhabited systems, leaving out any systems with only uninhabitable planets, which actually justifies an area large enough to be visible on a galaxy map.

Also, on the galaxy maps, this was always controllled space, AKA the range at which the coastguard (or whatever the space equivalent to one is) would ask you to either identify yourself or have yourself identified by warships. Considering FTL-drives with a galactic range are commonplace, it would make sense to claim a large area as 'close space' in order to have enough time to react to threats. That range would be somewhat similar to what we have with RL territorial waters. (interception legally possible at up to 24 (sea)miles. The fastest US ship (USS Freedom, 47 knots max) would take slightly over half an hour to cross that space)

Among tens of thousands of stars, there would most likely be many more than three with habitable planets, and in the OP it describes systems as having more than one. Even within a hundred light years, one one thousandth of the diameter of the galaxy, there can be dozens of stars and potentially habitable bodies. After hundreds of years of unhindred expansion, galactic factions should be a little more than a drop of piss in the ocean. My faction's always had more than 75 planets, since the days of the FC wiki, anything smaller than ten systems is negligible in a lore where a whole planet can be bartered in a single battle.
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PostSubject: Re: Arc III: Corruption (Cont.)   Tue Dec 31, 2013 7:30 am

MercurySteam wrote:
Ivan2006 wrote:
MercurySteam wrote:
WHY IS EVERYONE'S FACTION SO SMALL? We've been expanding for what, eight hundred years? In every galaxy map we've done, factions have encompassed not tens, but tens of thousands of systems.

Well, for once, we only count inhabited systems, leaving out any systems with only uninhabitable planets, which actually justifies an area large enough to be visible on a galaxy map.

Also, on the galaxy maps, this was always controllled space, AKA the range at which the coastguard (or whatever the space equivalent to one is) would ask you to either identify yourself or have yourself identified by warships. Considering FTL-drives with a galactic range are commonplace, it would make sense to claim a large area as 'close space' in order to have enough time to react to threats. That range would be somewhat similar to what we have with RL territorial waters. (interception legally possible at up to 24 (sea)miles. The fastest US ship (USS Freedom, 47 knots max) would take slightly over half an hour to cross that space)

Among tens of thousands of stars, there would most likely be many more than three with habitable planets, and in the OP it describes systems as having more than one. Even within a hundred light years, one one thousandth of the diameter of the galaxy, there can be dozens of stars and potentially habitable bodies. After hundreds of years of unhindred expansion, galactic factions should be a little more than a drop of piss in the ocean. My faction's always had more than 75 planets, since the days of the FC wiki, anything smaller than ten systems is negligible in a lore where a whole planet can be bartered in a single battle.

Good point. I suggest rephrasing the term for one size point from 'system' to 'major system'.
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PostSubject: Re: Arc III: Corruption (Cont.)   Tue Dec 31, 2013 10:34 am

Wait, how would my SPI work on this? Its neither a socialistic paradise or anarchy, anyone causing trouble just gets tortured and shot by the totalitarian governent.
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PostSubject: Re: Arc III: Corruption (Cont.)   Tue Dec 31, 2013 11:16 am

MercurySteam wrote:
Ivan2006 wrote:
MercurySteam wrote:
WHY IS EVERYONE'S FACTION SO SMALL? We've been expanding for what, eight hundred years? In every galaxy map we've done, factions have encompassed not tens, but tens of thousands of systems.

Well, for once, we only count inhabited systems, leaving out any systems with only uninhabitable planets, which actually justifies an area large enough to be visible on a galaxy map.

Also, on the galaxy maps, this was always controllled space, AKA the range at which the coastguard (or whatever the space equivalent to one is) would ask you to either identify yourself or have yourself identified by warships. Considering FTL-drives with a galactic range are commonplace, it would make sense to claim a large area as 'close space' in order to have enough time to react to threats. That range would be somewhat similar to what we have with RL territorial waters. (interception legally possible at up to 24 (sea)miles. The fastest US ship (USS Freedom, 47 knots max) would take slightly over half an hour to cross that space)

Among tens of thousands of stars, there would most likely be many more than three with habitable planets, and in the OP it describes systems as having more than one. Even within a hundred light years, one one thousandth of the diameter of the galaxy, there can be dozens of stars and potentially habitable bodies. After hundreds of years of unhindred expansion, galactic factions should be a little more than a drop of piss in the ocean. My faction's always had more than 75 planets, since the days of the FC wiki, anything smaller than ten systems is negligible in a lore where a whole planet can be bartered in a single battle.

That's my fault, I guess. I did say 1-10. Let's just change that into a general statistic rather than having a specific weight behind it.

MrTargareyan wrote:
Wait, how would my SPI work on this? Its neither a socialistic paradise or anarchy, anyone causing trouble just gets tortured and shot by the totalitarian governent.


I hate to say it, but any society that works like that without any prospect of revolt has a high SPI just due to the government involvement alone.

What would really be a curveball is if someone had a faction identical to North Korea. Ha ha, that'd just mess up everything! It's a good thing no one will ever...hey, where are you going?

While we're here,

Ivan accepted
Cats, you're okay, just know that for the purposes of battle your defense fleets are going to count as reserves.

Also I'm going to extend the start time to around ~5 GMT today.
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PostSubject: Re: Arc III: Corruption (Cont.)   Tue Dec 31, 2013 11:57 am

Tiel+ wrote:

MrTargareyan wrote:
Wait, how would my SPI work on this? Its neither a socialistic paradise or anarchy, anyone causing trouble just gets tortured and shot by the totalitarian governent.


I hate to say it, but any society that works like that without any prospect of revolt has a high SPI just due to the government involvement alone.

What would really be a curveball is if someone had a faction identical to North Korea. Ha ha, that'd just mess up everything! It's a good thing no one will ever...hey, where are you going?
Actually, I thought it would mean a pretty low SPI (the people are miserable enough to only not revolt due to the military backing the dictator), but with a high portion of the military not accessible for combat due to the requirement of intimidating the population. (as soon as you drive all military towards the enemy, you will end up like the Tsar in WW1)
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PostSubject: Re: Arc III: Corruption (Cont.)   Tue Dec 31, 2013 12:02 pm

Ivan2006 wrote:
Tiel+ wrote:

MrTargareyan wrote:
Wait, how would my SPI work on this? Its neither a socialistic paradise or anarchy, anyone causing trouble just gets tortured and shot by the totalitarian governent.


I hate to say it, but any society that works like that without any prospect of revolt has a high SPI just due to the government involvement alone.

What would really be a curveball is if someone had a faction identical to North Korea. Ha ha, that'd just mess up everything! It's a good thing no one will ever...hey, where are you going?
Actually, I thought it would mean a pretty low SPI (the people are miserable enough to only not revolt due to the military backing the dictator), but with a high portion of the military not accessible for combat due to the requirement of intimidating the population. (as soon as you drive all military towards the enemy, you will end up like the Tsar in WW1)

My rationale there was that since it's a dictatorship, things can get done faster and more reliably - hence, more points need to be in SPI to match.

You make a good point though, let's go with that.

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PostSubject: Re: Arc III: Corruption (Cont.)   Tue Dec 31, 2013 12:03 pm

Empire Name: Royal Valyrian Dominion.

Alliance (SDI/UGC/EC): Once part of the UGC, though contact has not been made for nearly 60 years.

Head Person: High Emperor D'riqnar.

Government Type: Royal Dictatorship

Capital: New Valyria

Key Planets: List planets or other celestial bodies crucial to what you do, including your capital. The total number must be equivalent to your size statistic. Also, note the defense level of each - I is a backwater garrison, V is a fortress world.
New Valyria-VI (Capitol planet-In D'riqnars extreme paranoia he hordes warships around its location, though the concentration of ships makes navigation out of the system difficult)
Ak'anor-IV (Industrial planet)
Station Alpha-I (Enormous, but near abandoned residential space station)

Wealth: 20

Size: 3

Military: 45

Social progression Index: 32


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PostSubject: Re: Arc III: Corruption (Cont.)   Tue Dec 31, 2013 7:11 pm

OOC: We still have a problem. There is no Fenway.
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PostSubject: Re: Arc III: Corruption (Cont.)   Tue Dec 31, 2013 7:23 pm

It's okay. He can join later.

Just the same, though, I've got to go, so consider this postponed for at least a couple of hours.
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PostSubject: Re: Arc III: Corruption (Cont.)   Tue Dec 31, 2013 7:53 pm

Tiel+ wrote:
It's okay. He can join later.

Just the same, though, I've got to go, so consider this postponed for at least a couple of hours.
OOC: You don't understand, he is the one attacking me, I need his fleet number.
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PostSubject: Re: Arc III: Corruption (Cont.)   Tue Dec 31, 2013 9:59 pm

Luna wrote:
Tiel+ wrote:
It's okay. He can join later.

Just the same, though, I've got to go, so consider this postponed for at least a couple of hours.
OOC: You don't understand, he is the one attacking me, I need his fleet number.
Well, actually it is the international 'peacekeeping' organization that is attacking you and that can propably be run by most GMs I imagine...
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PostSubject: Re: Arc III: Corruption (Cont.)   Wed Jan 01, 2014 2:12 pm

Ivan2006 wrote:
Luna wrote:
Tiel+ wrote:
It's okay. He can join later.

Just the same, though, I've got to go, so consider this postponed for at least a couple of hours.
OOC: You don't understand, he is the one attacking me, I need his fleet number.
Well, actually it is the international 'peacekeeping' organization that is attacking you and that can propably be run by most GMs I imagine...

^

We're starting now, any longer this whole thing is just going to implode in on itself lol.

BIC:

Taln Protectorate has elected to equip its trading vessels with long range warp drives to better secure outlying markets
Recruitment for the Planetary Corps has ceased entirely. The media speculates a shortage of funding thanks to border skirmishes with nomads attempting incursions into Taln space.

End Report:
 

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PostSubject: Re: Arc III: Corruption (Cont.)   Wed Jan 01, 2014 3:12 pm

OOC: I was trying to make a reference of which of my ship classes would fit which role, but it turned out that my fleet organization was too different from the standard to fit my ships into these roles. Especiallly considering that the MQR doesn't use dedicated carriers, but instead has small fighter hangars on most ships size frigate and above.

Requesting permission to post my own fleet organization system. (will do in similar manner to standard)


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PostSubject: Re: Arc III: Corruption (Cont.)   Wed Jan 01, 2014 3:13 pm

OOC: Was I accepted?
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PostSubject: Re: Arc III: Corruption (Cont.)   Wed Jan 01, 2014 3:25 pm

MrTargareyan wrote:
OOC: Was I accepted?
Propably not if 'size' counts toward your total point limit.
Which it does.
Because that makes your points a total of 103.
Which you cannot start off with.
Also I doubt you read the aexchange between me and Tiel with the conclusion that a rutheless dictatorship would propably have a little lower SPI and instead higher military, with the 'special effect' that moving your ground forces away form your population may result in loss of opression and therefore rebellion as well as possible invaders having a high chance of being supported by the population.
This is the price one pays for control.

Of course, you could also be a 'friendly dictatorship' as I call it, which values its people and caters for them like a democracy would, but without elections.
Possible situations where that would be a good idea mostly incorporate societies where a majority whished to opress the minorities and the government keeps them from doing so, but with elections being unpractical, because the opressive majority would elect an opressive, while still democratically voted, government and parliament.

That is actually what the SPI means in dictatorships.
Please do not rename it into 'social opression index' as that
a) burns all possibility of comparison with other factions
b) opression goes into the military, not the SPI.
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PostSubject: Re: Arc III: Corruption (Cont.)   Wed Jan 01, 2014 3:40 pm

>> Imperial
The first manufactorum will be functional in 3 weeks, where it will become another military-focused shipyard. Construction of the second manufactorum is underway, it is estimated to be functional in 20 weeks and as a civilian-oriented manufactorum, it should increase their overall happiness with their lives raising the general wealth. The scouting squad is en route, estimated to reach its destination of 5 weeks at maximum speed, there they will study the system in greater detail.

End Report:
 


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PostSubject: Re: Arc III: Corruption (Cont.)   Wed Jan 01, 2014 4:06 pm

Ivan2006 wrote:
MrTargareyan wrote:
OOC: Was I accepted?
Propably not if 'size' counts toward your total point limit.
Which it does.
Because that makes your points a total of 103.
Which you cannot start off with.
Also I doubt you read the aexchange between me and Tiel with the conclusion that a rutheless dictatorship would propably have a little lower SPI and instead higher military, with the 'special effect' that moving your ground forces away form your population may result in loss of opression and therefore rebellion as well as possible invaders having a high chance of being supported by the population.
This is the price one pays for control.

Of course, you could also be a 'friendly dictatorship' as I call it, which values its people and caters for them like a democracy would, but without elections.
Possible situations where that would be a good idea mostly incorporate societies where a majority whished to opress the minorities and the government keeps them from doing so, but with elections being unpractical, because the opressive majority would elect an opressive, while still democratically voted, government and parliament.

Edited Smile I did read it, though for some reason I didn't catch the bit about lower SPI, just the special military effect. It isn't a friendly dictatorship, people get executed for no obvious reason and those not in the military are worked to death in brutal labour camps, resulting in D'riqnar being perhaps the most hated Valyrian alive.
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