Story Arc 2- The Conspiracy

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Ivan2006
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Re: Story Arc 2- The Conspiracy

Post by Ivan2006 » Mon Jun 10, 2013 10:06 am

Wait a minute!
*writes PM to Fenway*
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Re: Story Arc 2- The Conspiracy

Post by Prototype » Mon Jun 10, 2013 10:36 am

OOC: well we still have 41 rogue ARK stations running around, plus the unseen influence of [UNKNOWN], but nobody knows about that yet, or is this going to be the basis of ARC 3?


BIC:
:::WARP MISSILE SILO 4:::
>_Co-ordinate locked
>_Initiating firing sequence
:::END:::

A huge panel lifted off the surface of ARK-1, a fat, tall missile shot out, making its way out of the atmosphere. Once it was clear of the planet, it engaged its warp drive.

The missile was programmed to slip out of warp, just in front of the Lucifer, but with one slight difference, once the missile left warp, there would be no deceleration measures, and no "bubble" effect, meaning it would strike roughly 75% the speed of light, in other words, it's going to create a huge explosion, and with the Lucifer's shields and defences crippled, it was an easy target. The warp missile was a weapon rarely used by the NSCD, in fact only a handful had ever been made.

The Luficer did not stand a chance, it didn't even get time to register the missile dropping out of warp.


OOC: I believe I've already said that we use warp missiles on Vivisector classes, but they are not like this, those just warp to their target, and explode normally, these are our ICBM.
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Re: Story Arc 2- The Conspiracy

Post by Luna » Mon Jun 10, 2013 10:49 am

Prototype wrote: OOC: i believe i've already said that we use warp missiles on Vivisector classes, but they are not like this, those just warp to their target, and explode normally, these are our ICBM.
We have something like that. we call it the Jump missile, except it's not our ICBM (in fact it can fit on a large corvette) I'm just wondering though did anyone else come up with the idea of a missile with FTL capability?
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Re: Story Arc 2- The Conspiracy

Post by Crash Override » Mon Jun 10, 2013 10:50 am

Princess Luna wrote:
Prototype wrote: OOC: i believe i've already said that we use warp missiles on Vivisector classes, but they are not like this, those just warp to their target, and explode normally, these are our ICBM.
We have something like that. we call it the Jump missile, except it's not our ICBM (in fact it can fit on a large corvette) i'm just wondering though did anyone else come up with the idea of a missile with FTL capability?


OOC: Me. I have a warp planetary assault long range missile and the JAVELIN close attack warp missile.
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criminals.Yes, I am a crimial. My crime is that of curiosity."

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Re: Story Arc 2- The Conspiracy

Post by Ivan2006 » Mon Jun 10, 2013 11:12 am

OOC: Propably every interstellar fireing weapon has some kind of warp-projectile... so basically everyone.
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: Story Arc 2- The Conspiracy

Post by Prototype » Mon Jun 10, 2013 11:33 am

OOC: how many people thought of the missile using its own kinetic force as a weapon? Or does everyone else use it to deliver a warhead? Because something travelling at 0.75c is going to make a massive explosion if it hits anyone, I mean Death Star big, depending on the size of the missile.
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Mistake Not... wrote: This isn't rocket science, *!
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Re: Story Arc 2- The Conspiracy

Post by Ivan2006 » Mon Jun 10, 2013 11:37 am

OOC: Yeah, the only problem is using that on close range as it won´t be able to pick up enough speed, but it is a considerable idea for interplanetary warheads.
In fact, both the missiles in Reynold's novels as well as EVERY warhead in vanilla KSP work that way. Anyway, the EE usually relies on energy weapons for the most part.
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: Story Arc 2- The Conspiracy

Post by ACH0225 » Mon Jun 10, 2013 11:41 am

Will the Strigiforme cross-dimensional Yttrium portal have anything to do with the new Arc? Please note, Yttrium portals don't lead to 'red' or 'grey' dimensions, rather near-identical copies, usually devoid of sentient life until exposure.
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Re: Story Arc 2- The Conspiracy

Post by Ivan2006 » Mon Jun 10, 2013 11:45 am

Fact: I almost got Fenway to scrap the "imminent arc change" and instead bring more "action" into the conspiracy.
Thank you for your understanding.
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: Story Arc 2- The Conspiracy

Post by Prototype » Mon Jun 10, 2013 12:06 pm

ACH0225 wrote:Will the Strigiforme cross-dimensional Yttrium portal have anything to do with the new Arc? Please note, Yttrium portals don't lead to 'red' or 'grey' dimensions, rather near-identical copies, usually devoid of sentient life until exposure.
Nah, just the BFP in the lyat system leading to [UNKNOWN]
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Mistake Not... wrote: This isn't rocket science, *!
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Re: Story Arc 2- The Conspiracy

Post by Chairman_Tiel » Mon Jun 10, 2013 12:28 pm

I'm sick of plots revolving around one faction and no one else, to be honest. Before it was Striigiforme, now it's NCSD...the plot should be advanced by the players and their actions that the GM makes up creative impacts for. IE: Rescue doomed refugee fleet falling into black hole >>> turns out they're infected with some viral agent that kills a ton of your population. Stuff like that, not a system in which I do something and I determine what happens to my own gain, because inevitably you step on someone else's toes and s**tstorms ensue..

I'd also strongly suggest a system of numbers for the new Arc. Not anything too complex, perhaps just restricting research and, as I've noted multiple times, giving each ship a 'combat effectiveness' value that impacts a) how long researching & prototyping takes, b) how much you can build of them in a month (a week) within reason, problem solved below and c) how they stack up against other ships. This value would be stored along with the ship in their little snippet in the RP's OP. And perhaps more radically, I'd also suggest each ship have to be built in minecraft or given some graphical representation (like a rough sketch) before it could be used in the roleplay. Some people are really good about that already, like Targareyan, others not so much so *looks at ACH*. The general idea is to give everyone a good outline of what our stuff can and can't do.

Another thing is posts. Since keeping track of money is a futile endeavor and oft doesn't even make sense, your only limitation should be time and how vigilant people are in calling you out on nonsense. To this end, while restricting actions per day is far too much to ask, making certain ones have a hard limit of how long they'll take would help immensely. So, like a Research Project would always take a week (if we can agree that it equates to a month in-RP) or more, depending on how the GM estimates it'd escalate a player's abilities. Only one Research Project should be able to be worked on at a time; this would be noted by the GM and given a completion date in the faction's snippet within the OP, same as the ship descriptions.

And speaking of ships, instead of just building them wantonly here and there, organize them into Production Runs that would function similarly to Research Projects, taking the same amount of time and also being jotted down under an empire's snippet. You can have two Production Runs at a time, though, and how many ships you get depends on the class. Let's say,

512 heavy fighters
256 corvettes/pinnaces
64 frigates/lancers/freighters
32 cruisers
4 battleships/carriers/juggernauts
1 dreadnaught

per production run. Ships bigger than that would take an amount of runs determined by the GM. Shipyards should factor into this, but I'm not sure how. Having # of available productions run = # of shipyards would mean someone would have to keep track of that, which is too much. If I had to say, the best solution would to make it so that shipyards are strategic assets - you can't build any more than the amount you state in your application to the RP. It'd then be feasible to measure how many production runs you can handle in a week by having an empty one for each yard in the empire snippet. Having one or more destroyed would constitute the inability to utilize a Prod. Run until it's repaired - in a week.

The last thing I can think of is civilian developments, which essentially is making up some nonsense about your population suddenly coming up with this new innovation that makes you more powerful in some way. How about no. Let's not do that. Any 'random' events should be decided by the GM based on your prior actions.

Basically, the system I'm getting at here is to make things take a week. Research a new technology? Takes a week. Refit ships with said technology? Takes a week. Oh, what do you mean you have to replace the entire turret and power supply? Two weeks, then. Want to undergo a campaign against the Cave Ninjas? The GM takes your fleet sizes into account and decides whether it's a) feasible, and b) how many months (weeks) you can stay there before having to withdraw for lack of supplies. Defending against a Campaign would take no 'time', so to speak, so a counter-post can be made immediately following a declaration as it's your territory. As the GM is not omniscient, if a campaign is declared and is later found to be infeasible, all posts relating to it will be deleted and considered as if they never occurred.

An empire snippet would be like this:
Taln Protectorate
Relations with galaxy - Cool
Researching..: None
Production Run I: 256 Lithe Corvettes
Production Run II: None
Production Run III: None
Campaign: None
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Re: Story Arc 2- The Conspiracy

Post by Professor Fenway » Mon Jun 10, 2013 12:33 pm

Ok Tiel. You are officially in charge of the contemporary RP. The one with no set story, just nations start on a planet and build from there. Go on. Make it, balance it appropriately. I tried, and it was shot down. Now go!

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Re: Story Arc 2- The Conspiracy

Post by Chairman_Tiel » Mon Jun 10, 2013 12:39 pm

I'm not saying everything is broken or otherwise trying to belittle you here, please understand that. I'm just giving suggestions that you may or may not take into account when you make the new RP. I'd never even consider making a new roleplay after the colossal failure of Shinobi.
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Re: Story Arc 2- The Conspiracy

Post by Prototype » Mon Jun 10, 2013 12:44 pm

Not revolving around NSCD, we just triggered it, and there was a build up to that spanning several RPs. And this one will affect everyone, I took care in ensuring that everyone would be affected.

Unless we use that for arc 3, because to be honest, it might work better as a separate event, and might require a few years (RP years) for things to develop.

Although my one request, is that arc 3 does have a story, otherwise it will royally suck.
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Mistake Not... wrote: This isn't rocket science, *!
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Re: Story Arc 2- The Conspiracy

Post by Ivan2006 » Mon Jun 10, 2013 1:37 pm

Yeah, also THIS IS NOT REVOLVING AROUND THE NCSD!
It is revolving around something else noone is yet aware of.
The whole NCSD-thing is currently foreshadowing for Arc 3 or a side-plot, however you want to take it.
now, can we go back to in-game, please?
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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