Fenway's Empire RP

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DeadlyMiddie
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Re: Fenway's Empire RP

Post by DeadlyMiddie » Thu Jul 11, 2013 5:19 pm

The 2nd Fleet was still engaged with the single Syndicate fleet. Their superior weaponry was inflicting heavy losses, but the Syndicate ships were causing ships to be lost in return. All the while, the 3rd Fleet was bushwhacking anything that came into its way, civilian or non-civilian.

//ABOARD THE HADES ARROW//
Targeting Officer: Target locked.
Firing Officer: Fire at full power.

The energy bolt streaked through space to impact the Syndicate ship Catvis Last, as that ship's position had been revealed by an Argus reconaissance probe. The bolt exploded about 10 miles away, more than close enough to cause damage.

//ABOARD THE DREADNOUGHT SPIRIT OF VENGEANCE, FLAGSHIP OF THE 2ND FLEET//
Admiral Schwartzkopf was watching the battle from the bridge of his dreadnought. The battle seemed like it was going in his favor. He turned to the fire control officer. Cease fire on the smaller ships, and concentrate fire on ships cruiser and above. Have the rest of the ships keep firing at current targets.
Officer: Aye aye, sir.

//MESSAGE TO THE FREEHOLDS//
We thank you for your support in this unfortunate matter. We owe you a debt.
//END//
Lead Me, Follow Me, or Get Out of My Way- General George S. Patton Jr.

Professor Fenway
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Re: Fenway's Empire RP

Post by Professor Fenway » Thu Jul 11, 2013 5:57 pm

Ok, I am going to suggest a fleet strength system. All RP is paused until we come to an agreement.

For this, we will use NeoRome as an example

The strength of a fleet is determined by each strength index. Your number of fleets has a minimum and theoretical maximum value. The minimum value is either 5 fleets or half your size value (Whether current or updated.) As such, NeoRome has a minimum of 20 standing fleets at any time.

The strength of each individual fleet is a fraction of total-military strength. Let's put this on the scale of thousands.

Each system you own (Size) adds a base value of 100 strength to the total military power from population and resources. As such, NeoRome has a base value of 4000. However, divided among 20 fleets, each is approximately 200 strong, more or less depending on how they are scaled.

Military power determines how many resources are dedicated to military production and upkeep. A value of 1, for example, means almost nothing is dedicated, while 100 means most industry is geared towards it. Each point adds 200 military power to the pool. This creates a theoretical maximum of 20,000 power. NeoRome would have 16000 power from this.

Political strength determines each individual fleet strength's maximum value. For each point, 200 maximum value can be added to a fleet. The starting balance level is determined by the maximum strength divided by the number of fleets. For example, NeoRome has 20,000 strength. It would cost no political points if each of the fleets was at 1000 strength. However, given the score of 20, it can only add 4000 points to any fleet's maximum strength. This strength must be subtracted from other fleets and/or unused military power. So, we could have one fleet of 5000 and the rest being 842. or two fleets of 3000 and the rest being 888.

Economy is a different factor. Your economy determines how MUCH military power you can restore at a given time. Each point adds 50 military power that can be restored per post (Yours and enemies) between battles. (NOTE- Purely OOC posts DO NOT COUNT. Filler posts purely for making fleets regenerate quicker will be deleted. Remember, story) With NeoRome's score of 50, we can restore 2500 fleet per post.

And Civilian? This is different. Civilian is the quality of life, no? You can DEGRADE civilian quality of life, either temporary or permanently, in order to boost your military power, even above 100. There are no numbers cost, but the karma system thing will come into play here. This is the only way to boost military power above 100. NeoRome, for example, could boost military to a theoretical maximum of 130, provided the civilian well being is not added onto over time.

So, let's do a theoretical match- NeoRome vs. The Planetary Dominion

NeoRome has 40 systems, so 20 fleets. 80 military means 16000 strength, and 40 size means 4000 strength. A total strength of 20000. 20 Political strength adds 4000 to the addable fleet strength maximum. The maximum fleet size is one of 5000 and the rest 840. Basic fleet strength is 1000 or less, depending on how many forces are active. 12000 total military power could be added in a crisis, but with severe retributions. 2500 fleet strength is recovered per RP post.

Now, the Planetary Dominion. In their case, a worldship counts as a system. They have one, so a minimum of 5 fleets and a base strength of 100. 100 military adds 20,000 strength. A total strength of 20,100. A political score of 100 means that up to 20,000 strength can be added to a fleet. The maximum fleet size is 24,016 and the rest at 1. Basic fleet strength is 4020 or less, depending on active forces. 2800 military power could be added in a crisis, but with minor retributions. 500 fleet strength is recovered per RP post.


Now, strength wise, we are both pretty evenly matched. The Planetary Dominion can field much larger fleets at one time, while NeoRome can rebuild them much faster. Under this system, the Planetary Dominion is best suited to short and quick fleet decimation and a quick war, and would win most engagements in a short time. NeoRome is better suited to drawn-out larger wars, and will excel in a war of attrition.

Now, super-ships and super-weapons are going to work on a slightly-different system. I am fleshing out the basic idea, so expect it posted soon.




EDIT: DeadlyMiddie, I just realized you didn't use the correct application. Please use the correct one- the tech strength index has been removed. I need it for proper indexing.

Jack Root
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Re: Fenway's Empire RP

Post by Jack Root » Thu Jul 11, 2013 6:23 pm

>>Message To Ambassadorial ship<<
Wait come back! Sorry we were trying not to get killed by these a**holes.
>>Message End<<

"We need peace Jack not more wars."
"Its not my fault! Contact NeoRome see if they help!"
"Alright then I will."

>>Message To NeoRome<<
This is Little can you help us my Comrade Jack is really not helping matters.
Please try to help us out this war with Orion Confederation and Co.
Thank you for your time. Also yes I am a Russian mix.
>>Message End<<

OOC: I'll just post this because I can't be bothered to type this again. Also Deadly Catvis Last is on standby in obit of my Capital planet.
Fate has a cruel sense of humor.

DeadlyMiddie
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Re: Fenway's Empire RP

Post by DeadlyMiddie » Thu Jul 11, 2013 6:28 pm

OOC: The location doesn't matter, it's a cannon that fires across interstellar distances.
Lead Me, Follow Me, or Get Out of My Way- General George S. Patton Jr.

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Re: Fenway's Empire RP

Post by Alduin » Thu Jul 11, 2013 6:56 pm

OOC: ok fenway, please tell me if this is what your system means:
Spoiler:
size=military population/resources
size/2=fleet amount
sizeX100=population/resource points

militaryX200=military points

Political=maximum points assigned per fleet
1 political=200 assignable per fleet

economy=amount military power regenerated per roleplay post
1 economy point= 50 regenatable military power per post

civillian=points transferable to military points
doing this will likely end badly if sustained longer than needed
Ambassador Yuron: Emperor Tiber, i have received a message from obsidian that they do want our help, they were just busy

Emperor Tiber: ok, turn your ship around and head back there and begin the negotiation thingy-whatever, just offer our help blowing stuff up
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Professor Fenway
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Re: Fenway's Empire RP

Post by Professor Fenway » Thu Jul 11, 2013 7:00 pm

RP is PAUSED until we sort out fleet-strength system

Essentially, yes Miraak. Size is population or resources, and each unit equals 100 military points.

I'm also considering allowing all strength indexes to, eventually, proceed to above 100, maybe to 1000. This will allow for scaling strengths, not just a static one that fluctuates.

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Re: Fenway's Empire RP

Post by Alduin » Thu Jul 11, 2013 7:07 pm

ok, i can agree with that strength system then, since i can understand it
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Ivan2006
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Re: Fenway's Empire RP

Post by Ivan2006 » Fri Jul 12, 2013 12:27 am

Soundsd good, but there´s one thing i don´t understand: Why should there be a minimum fleet ammount?
Edit: Can someone pls check if I did the encryption right? I wanted to test it before actually using it.
Spoiler:
|nTazp ip h tdpo.
Z qdawwj htsd tazp BWTTEY LTQKP TQ Z'WW BT ZNPHUD HGTNT OAZS FQJPOTBQASAZF VHEUEPP!!!|
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Re: Fenway's Empire RP

Post by Iv121 » Fri Jul 12, 2013 1:43 am

That sounds quite complicated and moreover hard to keep track of, especially when you suffer losses, also political an economy are barely important in it. I think they both should effect the regen rate while military should effect only troop quality to avoid OPness (Trying to balance all stats so no matter what you scaled up even if it political which for now is totally useless you will be able to use it to your advantage in combat).

It is easier to keep track of things if each size point is worth a fleet (unless you loose one) and they all share the same amount of military points as if you count the number of ships in fleets it is so much easier to estimate the balance of powers, you know that no matter what ships are in this fleet one fleet equals the firepower of another fleet if both nations share same military. As for the ships inside the fleet now that you know the initial balance of forces those will only effect your tactics and the way you deal with the fleet. Anyway just no matter what you do don't add more uses to military because it is quite powerful already and as it stands currently anyone with bad military is screwed.

I detailed it all quite well here: http://fc-mod.com/viewtopic.php?f=17&t=830&start=145
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Ivan2006
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Re: Fenway's Empire RP

Post by Ivan2006 » Fri Jul 12, 2013 1:51 am

Well, actually, Iv, your model doesn´t give people freedom to decide how they want their fleets organized.
People won´t be able to have, like, 1 main fleet and another fleet guarding each system.
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Re: Fenway's Empire RP

Post by Iv121 » Fri Jul 12, 2013 1:59 am

Yes they do - they can combine a few fleets together and leave the rest to guard their home (yes it won't be one fleet per star but again your one fleet per star is misleading as the truth is there will be much less ships in those fleets so they will be in fact less than one fleet per star, this system shows you it with amazing accuracy and by the (fleets left home)/(stars) ratio you can exactly know how strong your home fleet is ).
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Re: Fenway's Empire RP

Post by Ivan2006 » Fri Jul 12, 2013 2:13 am

Still like Fenway´s idea better...
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Re: Fenway's Empire RP

Post by Iv121 » Fri Jul 12, 2013 2:49 am

Ironically you specifically will benefit more from my system just because your military is some sort of riff-raff :P
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Re: Fenway's Empire RP

Post by Ivan2006 » Fri Jul 12, 2013 3:38 am

btw, Fenway, I know it´s a bit late for that, but it would make sense if the trade embargo I put on Strigiforme would have some effects in both our economis stats, just saying.
Quotes:
Spoiler:
CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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Re: Fenway's Empire RP

Post by Error » Fri Jul 12, 2013 8:05 am

OOC: Why not go with a simple system?
5 military Points = 1 "fleet". Regardless of what you want to say, 1 fleet = 1 fleet in ALL empires. Special weapons cost +1 MP to any fleet, but give you an advantage in combat.
20 MP = 4 fleets. 21 MP = 4 fleets, 1 with special weapon (of some type).
If 1v1 situations, both fleets employ Iv's encoder, and Fenway makes a "who wins, with what losses" decision from that.

With my current 40 MP, I get 8 fleets (Referred to by me as "Galaxies"), but no special weapons. I could drop one Galaxy and get a few SpecWeps, if I sod esired, or I could focus on boosting my MP (assuming that's possible).
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