Fenway's Super Official Super RP
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mod = modification in this case.
ACH is suggesting we put our thinktanks together and modify DEFCON to suit our sci fi universe and use it for roleplaying purposes.
e: That'd require everyone get the game though, and that's not really a 100% viable option I guess.
ACH is suggesting we put our thinktanks together and modify DEFCON to suit our sci fi universe and use it for roleplaying purposes.
e: That'd require everyone get the game though, and that's not really a 100% viable option I guess.

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Re: Fenway's Super Official Super RP
That... would take a lot of effort to code. I think.
In that case, I don´t think that´s a very good Idea.
In that case, I don´t think that´s a very good Idea.
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Re: Fenway's Super Official Super RP
@ Fenway I tie the fleet size to size for two main reasons - 1. Give another use to this stat, gl.
2. If you have 1 system under control you can't get millions of people to station on your ships out of nowhere unless you plan to mobilize the whole system.
Also ACH you can't pull invading fleets out of nowhere (unless you plan to be the ultimate villain so that everyone in the RP tries to hunt you down). As I said that system was heavily protected by different navies who had interest in it, jumping in the middle of that, without supplies routes, without allies, is bad.
2. If you have 1 system under control you can't get millions of people to station on your ships out of nowhere unless you plan to mobilize the whole system.
Also ACH you can't pull invading fleets out of nowhere (unless you plan to be the ultimate villain so that everyone in the RP tries to hunt you down). As I said that system was heavily protected by different navies who had interest in it, jumping in the middle of that, without supplies routes, without allies, is bad.
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Re: Fenway's Super Official Super RP
I've always been the invading villain. Don't you know, that's what we owls do. Genocide.

mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: Fenway's Super Official Super RP
Actually, if you consider a population in the billions per average planet (as earth), you would still only have 0.1% of your people in the fleet with 1M members.Iv121 wrote: If you have 1 system under control you can't get millions of people to station on your ships out of nowhere unless you plan to mobilize the whole system.
Also, in that case, it would be tied more to social, as this variable includes the population.
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Re: Fenway's Super Official Super RP
Not really. The game's primary modding focus is graphics.
Design a new map to make cities = planets, change unit icons to spacey stuff, done. But that's besides the point.
Design a new map to make cities = planets, change unit icons to spacey stuff, done. But that's besides the point.

Re: Fenway's Super Official Super RP
I don't think the populations are in billions like on Earth. Our population is damn dense. Considering you are all survivors of an annihilation war the population would be closer to fallout per planet. I assume around 30 million on each if not less.Ivan2006 wrote:Actually, if you consider a population in the billions per average planet (as earth), you would still only have 0.1% of your people in the fleet with 1M members.Iv121 wrote: If you have 1 system under control you can't get millions of people to station on your ships out of nowhere unless you plan to mobilize the whole system.
Also, in that case, it would be tied more to social, as this variable includes the population.
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Re: Fenway's Super Official Super RP
At around 80 person per ship, though, that means you can have quite a lot without reaching ridiculousity.

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Re: Fenway's Super Official Super RP
About that... Is it possible that the old owl empire sponsored someone by the name of Davros, cause that sponsorship could be what caused your doom.ACH0225 wrote:I've always been the invading villain. Don't you know, that's what we owls do. Genocide.
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Re: Fenway's Super Official Super RP
It takes 10,000 people to man a dreadnaughtTiel wrote:At around 80 person per ship, though, that means you can have quite a lot without reaching ridiculousity.
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Re: Fenway's Super Official Super RP
Depends on the dreadnaught. That's not a number you can just state like that.Iv121 wrote:It takes 10,000 people to man a dreadnaughtTiel wrote:At around 80 person per ship, though, that means you can have quite a lot without reaching ridiculousity.
;.'.;'::.;:".":;",,;':",;
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Re: Fenway's Super Official Super RP
Yeah my quantum ais cut crew sizes in halfLast_Jedi_Standing wrote:Depends on the dreadnaught. That's not a number you can just state like that.Iv121 wrote:It takes 10,000 people to man a dreadnaughtTiel wrote:At around 80 person per ship, though, that means you can have quite a lot without reaching ridiculousity.
Re: Fenway's Super Official Super RP
Well my capships in theory host 5000 people on board. Those are still formidable numbers.
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Re: Fenway's Super Official Super RP
It varies way too much to be certain, though. For example, the Invisible Hand is more than a kilometer long but only carries a crew of 350, because almost the entire ship is run by droids. By contrast, Dreadnaught-class heavy cruisers are only 600 meters long but require a crew of over 16,000. There's really no way to tell.Iv121 wrote:Well my capships in theory host 5000 people on board. Those are still formidable numbers.
;.'.;'::.;:".":;",,;':",;
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Re: Fenway's Super Official Super RP
All EE ships are designed in a way that the main functions can be operated by 6 people.Iv121 wrote:Well my capships in theory host 5000 people on board. Those are still formidable numbers.
However, if you run into problems, you are in trouble if you use the 6-man-crew configuration.
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