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Topics - Josasa

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Adventures in Space!

This thread is based on Aurora. It's a crazy fun space 4x game. I've never played Dwarf Fortress very much, but all the comparisons have said that this game is Dwarf Fortress in space, except that Aurora has a steeper learning curve. What follows is the adventures of the Northern Defense Union and their expansion out of Sol and into that great big universe thing.

This is really just an outlet for me to get some more writing in, something that I've been wanting to do for a while. One of the fun ways to involve the community in these games is for them to have their own characters. Basically you can just ask for a position, give that character a name, and watch them go. You never really know how they're going to die in this game. They could be killed by a random accident while unassigned or they could be ripped apart by lasers at a first contact meeting.

So if you want to get your name in here, just let me know. There are basically four occupations: Ground Force Commander, Scientist, Civilian Administrator, and Naval Officer. Naval Officers are generally the only ones that get any action, which also means they're a lot more likely to be put in the face of danger. You can also request command of a specific ship. They're roles should be pretty self explanatory (see below).

Northern Defense Union
The Northern Defense Union is basically the conglomeration of the European Union, North America, and Japan. It all started with the discovery of trans-newtonian technology that completely shifted the course of humanity. This came about from a joint research project between the United States and Japan. After a few years of keeping it to themselves, they figured they'd let the EU, Canada, and Mexico in on the secrets, because, why not? The more the merrier, so long as Russia, China, India, and Africa were excluded, because those places suck anyway.

This discovery of trans-newtonian technology happened in 2017. Within five years most of the major conventional industry had been converted to much more efficient trans-newtonian facilities, increasing production nearly tenfold. It quickly became apparent that humanity would need to expand into the solar system. The technology only made this expansion easier. Exploration of the Sol system exploded as the demand for the new minerals was insatiable.

Private industry exploded as shipyards in Earth's orbit were constructed and expanded. Fuel was the major driving force. Harvesters capable of extracting sorium, the mineral used for fuel production, were created. These massive machines were designed to orbit gas giants where large concentrations of sorium were likely to be found. There they could convert the sorium directly into fuel for other ships.

During this period, colonies were established on both Luna and Mars. The major reason for these colonies was a new place for humans to live. Massive amounts of infrastructure were placed on these planets to support millions of settlers. Along with this, plans were laid out for the gradual terraforming of both the moon and Mars. Luna didn't have any minerals, while Mars had a limited amount. This forced the establishment of automated mines on less friendly worlds like Venus.

In 2023, another mind blowing research paper was released. Jump Point Theory, as it came to be known, hypothesized that there were likely gravitational anomalies throughout the solar system that could be detected and then used to transit into nearby star systems. Research grants poured money into this area of science. Early testing indicated that this theory was sound.

On January 1, 2024, the Northern Defense Union launched twin sister ships designed to not only pinpoint these jump points, but to navigate them with their jump engines. Things were looking good for humanity.

C John Henry Mk.I class Asteroid Miner    100,000 tons     960 Crew     3178 BP      TCS 2000  TH 0  EM 0
1 km/s     Armour 2-191     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 20    Max Repair 120 MSP
Intended Deployment Time: 17 months    Spare Berths 0   
Asteroid Miner: 19 module(s) producing 190 tons per mineral per annum
This design is classed as a Commercial Vessel for maintenance purposes
In Service: x2

These ships are relatively new. Rather than focus on building automated mines and having freighters ships them around, these asteroid miners are able to setup camp (with the help of a Hercules) around an asteroid and chow down on any minerals within.

C Petrograd Mk.I class Fuel Harvester    100,000 tons     380 Crew     1759 BP      TCS 2000  TH 0  EM 0
1 km/s     Armour 1-191     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 11    Max Repair 30 MSP
Intended Deployment Time: 30 months    Spare Berths 1   
Fuel Harvester: 37 modules producing 740000 litres per annum

Fuel Capacity 5,000,000 Litres    Range N/A
This design is classed as a Commercial Vessel for maintenance purposes
In Service: x5

As already explained, these are designed to orbit gas giants and suck fuel out of them. Currently, these five harvesters are in the orbit of Saturn which has over 28 million tons of 0.8 accessibility sorium. In other words, we don't have to worry about fuel for a very long time. This is awesome because there is generally a mineral crunch in these games between sorium (fuel) and duranium (used to build absolutely everything).

C Petrov Mk.II class Tanker    10,450 tons     50 Crew     373.4 BP      TCS 209  TH 480  EM 0
2296 km/s     Armour 1-42     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 2   

240 EP Freighter ID0.8 (2)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 5,000,000 Litres    Range 2125.9 billion km   (10716 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
In Service: x1

This is the ferry service that empties the fuel tanks of the harvesters when they get too full. It's also used in a military support role for deployments beyond the orbit of Saturn, as the military ships guzzle up fuel.

C Liberty Mk.II class Freighter    34,050 tons     95 Crew     415.6 BP      TCS 681  TH 720  EM 0
1057 km/s     Armour 1-93     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cargo 25000    Cargo Handling Multiplier 10   

240 EP Freighter ID0.8 (3)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 500,000 Litres    Range 65.2 billion km   (714 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
In Service: x5

These ships are used to ferry around installations between Earth and any colonies within the solar system. For the most part, they've been tied up moving infrastructure to either Luna or Mars to support the growing populations on those bodies.

E Explorer Mk.II class Survey Ship    10,000 tons     300 Crew     1400.6 BP      TCS 200  TH 240  EM 0
1200 km/s    JR 3-50     Armour 1-41     Shields 0-0     Sensors 60/60/3/1     Damage Control Rating 25     PPV 0
Maint Life 14.7 Years     MSP 2206    AFR 31%    IFR 0.4%    1YR 19    5YR 286    Max Repair 143 MSP
Intended Deployment Time: 120 months    Spare Berths 0   

J10200(3-50) Military Jump Drive     Max Ship Size 10200 tons    Distance 50k km     Squadron Size 3
240 EP Freighter ID0.8 (1)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 750,000 Litres    Range 333.3 billion km   (3215 days at full power)

Thermal Sensor TH10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km
EM Detection Sensor EM10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km
Gravitational Survey Sensors (3)   3 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
In Service: x2 (Leif Ericson, Yuri Gagarin)

These are the newest ships constructed by the NDU. Designed specifically for exploration, these ships are able to detect jump points and any mineral concentrations on bodies. Along with this, they are equipped with a jump drive to transit said jump points and also have an extensive passive sensor suite. This is extremely important for a ship with this role since it is unarmed and slow. It needs to be able to detect active sensor emissions or engine thermal signatures so that it isn't completely blind.

It also has a lengthy deployment period of 10 years and a maintenance life to match. It would be very unfortunate to have an engine failure somewhere out in the middle of nowhere.

E Hercules Mk.I class Tug    7,700 tons     189 Crew     1151.4 BP      TCS 154  TH 1500  EM 0
9740 km/s     Armour 1-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
Maint Life 3.36 Years     MSP 935    AFR 47%    IFR 0.7%    1YR 126    5YR 1883    Max Repair 375 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Tractor Beam     

750 EP Tug ID0.8 (2)    Power 750    Fuel Use 69.88%    Signature 750    Exp 12%
Fuel Capacity 1,000,000 Litres    Range 33.5 billion km   (39 days at full power)
This design is classed as a Military Vessel for maintenance purposes
In Service: x1

This little tug is the one that hauls around the John Henrys and the Petrograds. Since both of those ships lack engines, the Hercules is required to tractor beam them to their required destination.

M Acre Mk.II class Destroyer Escort    6,000 tons     148 Crew     868 BP      TCS 120  TH 450  EM 0
3750 km/s     Armour 3-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 44
Maint Life 2.3 Years     MSP 271    AFR 96%    IFR 1.3%    1YR 70    5YR 1046    Max Repair 225 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 216   

450 EP Destroyer ID0.8 (1)    Power 450    Fuel Use 97.83%    Signature 450    Exp 12%
Fuel Capacity 360,000 Litres    Range 11.0 billion km   (34 days at full power)

25cm C3 Plasma Carronade (2)    Range 128,000km     TS: 4000 km/s     Power 16-3     RM 1    ROF 30        16 8 5 4 3 2 2 2 1 1
PCFC R64-S4 (1)    Max Range: 128,000 km   TS: 4000 km/s     92 84 77 69 61 53 45 37 30 22
GCFR PB-4.5 (2)     Total Power Output 9    Armour 0    Exp 5%

Mk7 ML-3 (8)    Missile Size 7    Rate of Fire 350
ASMFC AS21-EM6 Res 120 (1)     Range 20.7m km    Resolution 120
ASM-45 Katana (31)  Speed: 23,400 km/s   End: 13.8m    Range: 19.3m km   WH: 8    Size: 7    TH: 101/60/30

SSS AS21-EM6 Res 120 (1)     GPS 6300     Range 34.5m km    Resolution 120
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
In Service: x6 (Badger, Beatty, Belknap, Bristol, Brooks, Dewey)

This is the second edition of the first warship ever constructed by the NDU. Originally, the ship use only beam weapons (non-missile), but newer technology has armed this design with both missiles and a plasma carronade. The idea with these ships is to be able to engage possible targets from a distance with their missiles. In case of a beam fight, the ships are more than prepared with their dual plasma carronades. Their low rate of fire is more than made up for with the sheer amount of damage these weapons can spit out.

M Aegis Mk.I class Area Defence Cruiser    8,000 tons     171 Crew     1281.6 BP      TCS 160  TH 480  EM 0
3000 km/s     Armour 6-35     Shields 0-0     Sensors 60/1/0/0     Damage Control Rating 6     PPV 42.24
Maint Life 3.72 Years     MSP 601    AFR 85%    IFR 1.2%    1YR 68    5YR 1017    Max Repair 168 MSP
Intended Deployment Time: 12 months    Spare Berths 3   

240 EP Cruiser ID0.8 (2)    Power 240    Fuel Use 64%    Signature 240    Exp 10%
Fuel Capacity 500,000 Litres    Range 17.6 billion km   (67 days at full power)

Twin Gauss Cannon R3V2-50 Turret (4x6)    Range 20,000km     TS: 16000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
GCFC R32-S16 (2)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

MSS AS21-EM6 Res 1 (1)     GPS 168     Range 10.1m km    MCR 1.1m km    Resolution 1
Thermal Sensor TH10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km
This design is classed as a Military Vessel for maintenance purposes
In Service: x2 (Astoria, Atlanta)

The Aegis is the newest warship design, aimed specifically at missile interception. Originally, the first military ships constructed by the NDU focused entirely on ICBM interception to prevent China and Russia from starting a nuclear war. They were the NDU's biggest threat. That led to the creation of the Guardian-Sentinel combination. Over time, it was decided that a mobile missile interception platform was a good idea. The Aegis was born.

M Guardian Mk.II class Orbital Defence Monitor    500 tons     12 Crew     68.6 BP      TCS 10  TH 0  EM 0
1 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 8
Maint Life 5 Years     MSP 26    AFR 6%    IFR 0.1%    1YR 2    5YR 26    Max Repair 44 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

Single Gauss Cannon R3V2-67 Turret (1x3)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
GCFC R16-S20 (1)    Max Range: 32,000 km   TS: 20000 km/s     69 37 6 0 0 0 0 0 0 0
This design is classed as a Fighter for production, combat and maintenance purposes
In Service: x10

As mentioned above, the original concern for the NDU was an ICBM launch by any power other than themselves. The Guardians are capable of being constructed planetside and being launched into orbit. This lack of a need for a shipyard made them the perfect early defense. Their fast tracking turrets keep a watchful eye for any aggression from other earth powers. Of course, if they needed to intercept incoming alien missiles, they would be more than up for the task...

M Sentinel Mk.I class Planetary Surveillance Base    75,300 tons     200 Crew     2352.8 BP      TCS 1506  TH 0  EM 0
Armour 10-158     Sensors 1/210     Damage Control Rating 0     PPV 0
Intended Deployment Time: 12 months    Flight Crew Berths 127   
Hangar Deck Capacity 5000 tons     Troop Capacity: 25 Battalions   

Fuel Capacity 250,000 Litres    Range N/A
PDC MSS AS21-EM6 Res 1 (1)     GPS 210     Range 12.6m km    MCR 1.4m km    Resolution 1

Strike Group
10x M Guardian Mk.II Orbital Defence Monitor   Speed: 1 km/s    Size: 10

This design is classed as a Planetary Defence Centre and can be pre-fabricated in 31 sections
In Service: x1

The Sentinel serves as a maintenance ship for the Guardians, as well as the active sensor platform for the orbital monitors. It was decided that having each guardian sport its own active sensor would be too costly. Instead, their fire controls are linked to the sentinel's active sensor, allowing for firing solutions on enemy missiles.

The thick armor of this installation should protect it from most nuclear attacks while there is enough room for an entire brigade to live inside its walls.

Coming up next: The Explorer Mk.IIs begin their search for grav points. What will they find?!

Spore: Roleplaying and Story Games / [KSM] To Switch a Pirate OOC
« on: June 19, 2011, 11:16:30 pm »
This is the official OOC for the Kosmosis: To Switch a Pirate RP. All out of character information and talk should be posted here so that the official RP thread is nice and clean and orderly. This is also the place to find the background information on any of the characters participating in the RP. All those wishing to join should create a character using the following format:


All of these should be pretty self-explanatory, but if you have any questions, feel free to ask them. This RP should be starting up in a couple of days once we have enough participants.

The Participants

Dantares (Daeluush) played by Raz
Krag (Krin) played by GroxGlitch
Ketser (Seeonsurm) played by Badger Man 22
Navor (Forthi) played by Josasa
Suul (Forthi) played by Josasa
Taca-zotle (Machy) played by Crazen
Zuron (Furon Tze) played by Yuu

Spore: Roleplaying and Story Games / [KSM] To Switch a Pirate
« on: June 19, 2011, 11:11:13 pm »
Source High Circuit – Planet Fons
256 PC

Conduit Phara stood in front of the assembled Program, scanning the faces of each and every alien that sat before her. These were all the best of the best when it came to their respective races. Some were excellent with weapons, some were intelligent, some were devout zealots, while others were just very well connected. Whatever the reason, they were sitting in this room, waiting for her to begin the briefing.

“Some of you may have heard of this name,” Phara clicked a button and the wall behind her flickered to life. A large portrait of a Forthi was presented. There didn’t seem to be anything special about this particular individual, except for a massive scar that ran down the right side of his face. The wound started from the top of his skull and stretched down and out of the frame of the photograph, suggesting that it continued down a good portion of the upper body. This wasn’t really saying much, though, as the Forthi were smaller creatures.

“He goes by the name of Sigma Suul, and pirating is his profession of choice,” Phara continued as the group stared at the hardened face of their new foe. “The reason that you’ve been called here, is that Suul recently attacked a Source ship that was travelling between Octanus I and Reeva IV.” Phara clicked another button, and the picture behind her changed to show these two solar systems and the highlighted planets.

“Our ship was following protocol, although it was on high alert, as the areas surrounding Reeva IV are known for pirate activity. The standard distress signal was reported shortly after leaving warp, as the Source ship had to exit early due to the asteroid field that sits relatively close to Reeva IV. This is also the reason for increased pirate activity, as the asteroid field gives them somewhere to hide. Not much information was gleaned from this distress signal, except that it was sent one hour and thirty two minutes after exiting warp and that three pirate ships were spotted. The identity and actual number of these ships are unknown, since that information was not broadcast, although we are assuming that they were all frigates. These are the ships that are known to be under the command of Sigma Suul.

“Now we know that these ships were under the command of Sigma Suul, since the crew members of the abducted Source ship were released planet side several days later. Alongside this, we have a number of sources in the pirate community. All but Suul claimed no involvement in this attack on the Source. It seems that many people realize the power of the Source, and understand that we are not to be trifled with.” Phara smiled as she said these words, as did most of the people in the room. It was no secret that the Source was nearly everywhere in the civilized galaxy. Several different governments officially sanctioned the religious organization, and the number of Links within the Source numbered in the billions. This made for a very lucrative collection pool, which made sure that the Source always had capital to ensure its spread.

“Further probing of our contacts in the pirate community turned up where Suul frequents and where he could most likely be found. Using this information, we are sending you out on a search and destroy mission. Sigma Suul himself is to be apprehended and brought in alive. His entire crew is to be eradicated as are his ships and equipment. Suul has strayed and he must be switched. He has lost his way, and it is up to the Source to right his wrongs. Let our brother’s energy be purified.”

Spore: Creation Corner / [KSM] The Forthi
« on: June 19, 2011, 12:29:20 pm »
The Forthi

Picture courtesy of nuclearchinchila

Picture courtesy of a14gt

I've decided to bring the Forthi back for Kosmosis, for several reasons. The first is that they were my first and favorite creature. The second is that I've done the most RPing with them, and I feel like I've got a better feel for them than all of my other creatures combined. Rather than going through the actions of trying to think up a new creature, I want to bring this one back and continue to have adventures with them. For me, the creature develops through the RPs that they participate in, and that's why I've decided to do this.

The Forthi stand between 125 and 150 cm tall on average, and usually weigh around 50 kg. For all intents and purposes, these little creatures are basically humans, in aquatic form. They are bipedal, with two arms and two legs. They have two eyes that sit on the upper part of their head, whereas their scent organ is located on their upper back. A hearing organ sits atop their head, allowing them to 'listen' to things without having to come fully out of the water. Because of this, Forthi have an amazing sense of hearing, which serves as both a blessing and a curse. They can easily tell when someone or something is sneaking up on them, but are very sensitive to loud noises.

Forthi hands consist of three fingers that are all equidistant from each other. In a sense, these are all opposable thumbs that give the Forthi a rather strong grip. Their feet are really retractable fins that allow them to easily navigate both land and water environments. When on land, the fins are retracted and the Forthi walk around on what appear to be feet. When in the water, the fins deploy and allow them to easily move around underwater.

Three spikes jut from the back of the male Forthi. These are vestigial, in that they were formerly fins that helped the Forthi move around in the water. Since then, they have developed into spikes that are a good indication of how old a Forthi is. The only major use these spikes serve are to attract mates and scare off predators. The Forthi are able to move the spikes around almost like an arm. They can be used to make the Forthi appear larger than they actually are.

There are two sexes within the Forthi race, male and female. Both are required in order to have children. When pregnant, the female's sac, located on the upper back, becomes larger and more noticeable from the outside. After a period of roughly three months, the young eggs are birthed into the sac where they continue to grow for another two to three months. During this time the mother is able to remove the babies from her sac for short periods of time. After this time, the young Forthi are removed from the sac, although they will still be reliant on their mother for the next two to three years.

Forthi young are normally born in litters of three to five young. This is not only hectic for a young married couple, but can be made all the worse when sibling rivalries arise, since they are all roughly the same age. At the same time, because all of these young are birthed at the same time, they naturally form strong familial bonds that are very, very hard to break. In general, this passes on to the entire Forthi race. Compared to other races in the galaxy, the Forthi are strong and mostly united. There is a strong bond between all Forthi, even though the Forthi may be complete strangers with each other.

More to come!

Storytelling and Roleplaying / New Civilization - Voting Game Thingy
« on: September 10, 2010, 10:21:16 am »
I've got some extra free time on my hands and because of a history course that I'm taking, I've been really inspired to create something that can really link up with history or something... Anyway, I'm creating a little 'Civilization' game that will be a voting based game. It will be open to comments (in fact I encourage them). I want this game to be as openended as possible. I will warn you all though, I'm going to be using the history of earth as a large precedent for the results of our actions.

But now for our setup. There are a couple of things we need to vote on to set ourselves up. Vote once for each section and then we can move on from there:

A. Grassland
B. Steppe
C. Forest

A. Matriarchal
B. Patriarchal
C. Neutral

A. Hunter-Gatherer
B. Rancher
C. Farmer

A. Pagan
B. Meditative
C. None

Major Trait
A. Expansive
B. Militaristic
C. Creative

Hopefully this is all self-explanatory. This should setup a nice basis for the startup of this game. If there aren't too many people involved in this I can just let it sink to the bottom of the page, without worrying too much. I just wanted to get this out there.

Storytelling and Roleplaying / Cunae Testing RP
« on: July 06, 2010, 03:17:00 pm »
Nikos Verdo looked out over his balcony and into the inner city of Cunae. It was a beautiful day, all the more pretty because of the festival that would be going on later tonight. There would be music, dancing, good food, drinking, but most importantly, the other noble families of Cunae. This was the reason that Nikos was going to attend. For the past several years he had dreamed about starting his own family. In some of the dreams he led a simple life, but in others he was the father of a burgeoning family that had influence throughout Cunae. Verdo was a powerful name, and the mere mention of it could get things done. But it was only a dream, no matter how badly Nikos wished it to be true.

But tonight could be different. Tonight was the night that he was going to make his entrance into the social life of Cunae, and hopefully secure a position among their elite. It wouldn't be easy, but the fact that he was a distinguished man of the military and a well known war hero would help. That and the fact that his great aunt had somewhat paved the way by knowing people in higher places. Now Nikos just had to connect the two in order to make his name more well known.

Nikos stepped back into his villa. It was a nice establishment, although far from the nicest in Cunae. It was something that he could afford without spending all of his inheritance on land. But it suited his needs perfectly. Nikos made his way over to his dresser, going through the robes he had acquired over the years. Royal blue or military red? he asked himself. After a few seconds of indecision he settled on military red, thinking that this would make him more recognizable to the people at the festival.

"This should be interesting," Nikos mumbled to himself as he slipped out of his toga and into the red robe.

Spore: Creation Corner / [AC] The Slorv
« on: January 03, 2010, 02:02:17 pm »
((Disclaimer Beware: I know that I have used these creatures several times, but I was never truly able to RP with them and flesh them out. I hope that this AC allows me to do so. This is the new thread for the Slorv and hopefully a lot more streamlined.))

The Slorv

((Image thanks to Kenotai))

Alright, i know that's not the best picture quality, but its the best picture that i was able to draw of them. All other attempts at a cleaner, and nicer picture turned out horrible and didn't seem to capture it the way this picture did. I'll attempt to redraw them eventually. For clarification they have a large set of armor plating on their back and they are a light blue in color, except for their belly which is a light tan/white.

The Slorvs are about 8ft tall, have a length of about 12ft and are about 4ft wide on average. The average Slorv weighs about 250lbs.

The very front of the Slorv is a long trunk. This allows them to grab foliage from both the ground and higher up in the trees. The end of the snout can expand, allowing the Slorv to take larger mouthfuls of food. Lining the inside of the snout are a large amount of teeth that allows them to chew up the food as it travels along their snout.

Two eyes are located further back, allowing the Slorv to see its surroundings.

The Slorv has four appendages, two with graspers and two with feet. The graspers are actually large pincers that can be quite sharp, used in primitive times to deter predators from attacking. The feet are large hooves that allow the Slorv to move about somewhat quickly for such a large animal.

Along the Slorv's back is a huge armored shell that once helped to protect it from the predators that roamed the planet. Since then the shell has somewhat decreased in size, but it still takes up a large portion of the Slorv's back.

The tail of the Slorv ends in a large egg shaped form, because that's basically what it is. The end of the tail is where the young, when in incubation, are kept. When there are no young the Slorv can use this large tail as a club to protect it against enemies.

The Slorv has five basic systems that make up its body:

-Nervous The brain of the Slorv is located directly between the two eyes. This is where all of the nervous system leads. Throughout the body are smaller nerves that allow the Slorv to realize when it is being attacked, or when it has hurt a specific part of its body. Throughout its evolution the Slorv has developed a natural painkiller that can be released in cases of extreme pain that would otherwise hinder movement. In many cases during the Slorv's primitive years a Slorv would be severely injured, but thanks to the painkiller, the nervous system would be overridden, allowing the Slorv to escape. The painkiller only works for a short period of time though, normally allowing just enough time to get away from a predator.

-Digestive The digestive system of the Slorv starts with its long snout. The food is acquired with the snout and transfered through it, all the while being chewed and prepared for the stomach. The stomach itself is located below the brain. All food is digested here. Following this is a track that leads to another smaller stomach farther back in the Slorv. After this, the food exits the body at an orifice between the legs. There is only one waste exit. Also of note is a large sac that is located between the 1st and 2nd stomach where water is collected. Because the Slorv evolved on a slightly drier planet, they can go for long periods on the water collected within their water sac.

-Body Support This system is mainly a connection between a respiratory and cardiac system. A large heart sits at nearly the center of the Slorv, above the 2nd stomach and farther back than the brain. In the space between the brain and the heart are three different small lungs. In reality there are really only two lungs with the middle 'lung' actually just being a large air sac. There have been several cases where one lung has failed and the middle lung has actually worked to pump air throughout the body. The reason for this large air sac is that it conserves energy instead of wasting it by constantly breathing in air all the way from the snout. Thanks to this air sac the Slorv can hold its breath for roughly 10 minutes.

-Muscular The Slorv has many muscles that help support the body and control its movement. The trunk, tail and back of the Slorv should be noted for their flexibility and strength. The trunk is able to bend in all directions, even directly backwards while almost retaining its entire length. On the back of the Slorv there is actually a large muscle that can push the armor up and away from the body, creating a small sac which can allow the eggs in the tail of the Slorv to enter under the armor and helps better protect them. This can only be used by the females and is only used when there are young in incubation. When sleeping, a Slorv will normally curl its tail below its body and sit on it, using it as a cushion against the hard ground.

-Reproductive The reproductive system starts directly behind the waste orifice, with another similar orifice. For males this is an 'inverted' phallus which protrudes during sexual activity. For the female this is an entrance that leads to the large egg sac located in the tail of the Slorv. Both male and female have egg sacs, but only the females have an entrance from the outside that leads to the eggs. A Slorv reaches adulthood around its 20th year after going through puberty. Normally a Slorv produces two offspring which are known as 'bond brothers/sisters' and are always of the same sex. It is impossible to have both a male and female due to the way the sperm is accepted into the eggs. These twins always share a strong bond, thus they are known as 'bond brothers/sisters'. Rarely are they separated.

It is hard to classify the Slorv under any specific type of government. In some cases they are very individualistic, even though everyone shares a 'bond brother/sister.' In other ways they are very community-oriented, placing the greater good over their own needs. Family ties play a great role in the government, and it is not uncommon for certain herds to hold power for several decades. At the same time, due to their individualism, corporations have become more and more involved in the Slorv government. Many Slorv fervently follow their corporation, as it is the key to their success as an individual. Competition and the ability to earn money make the Slorv very aggressive businessmen.

The Slorvs were giant herbivores that slowly developed intelligence over time. What had once been herds of Slorvs developed into small settlements, which in turn developed into towns, then cities, and eventually sprawling megalopolises later in time. The earliest civilizations were based around survival. As the immobile lifestyle slowly took over the Slorv race, their population multiplied. Because of this, it became harder to sustain the large numbers of Slorvs living in the towns. They slowly came around to the idea of agriculture and controlled growth of plants in order to feed everyone.

But even with this new period of growth, the Slorv population was never gigantic. They were herbivores, and large herbivores at that, each individual consuming vast amounts of foliage over long periods of time. As the population grew, so did the amount of food required to support everyone. It turned out that the Slorv race was unable to keep up with the required food production. There just weren't enough people to work the giant forests that supported the cities. This led to the creation of the mechanical workforce that the Slorv have been known for ever since. Robotics at its earliest stage began several thousand years after the first Slorv settlement. At first they were simply machines that required a Slorv to work it. This increased food production, but this turned out to not be enough. There were not enough farmers to support the Slorv race, especially as more and more chose professions dealing with things other than food.

This put pressure on the mechanical industry to develop something that could work by itself, which resulted in the first automated machines. They were simple constructions of wood and stone, and they still required a 'crank' from a Slorv to get them going, but the most advanced of these machines could carry out their duty for long periods of time. These machines dominated Slorv food production until electricity and automated thought processes came into play. These greatly increased the production capacity of the machines, allowing for greater food production and creating a small population boom late in Slorv terrestrial history.

At the time of the first space programs, the Slorvs had reached a population of 5 billion, and were beginning to realize that their planet could only support so much. Because of this, greater attention was paid to these exploration expeditions, so much so that only three decades after their first satellite launch, a permanent colony had been established in orbit over their homeplanet. It only took another decade before several more colonies were constructed, along with a one being established on their moon.

By the year 8000 (8000 years since the first Slorv settlement), the Slorv race had fully colonized their solar system and were attempting several long range probing expeditions to nearby star systems.

The Slorv communicate using their trunk to create sounds very similar to that of an elephant. The very tip of the trunk can be controlled and manipulated so that different sounds can be formed, although it isn't as developed as humans. Because of this, tone plays a major role in determining what a Slorv is trying to say, while at the same time showing the emotions of the Slorv.

Louder noises are generally more aggressive and depict anger. More energy is being put into these noises showing that the Slorv is ready for action. This can also be a sign of excitement. Lower tones require less energy and can show that the Slorv is being more submissive, shy, or even tired.

Body Language
Body language also plays a major role in determining the mood or emotions of the Slorv. Their trunk plays a major part in finding out the feelings of the Slorv. It is very common for the Slorv to roll up their trunk into a ball and proceed to unroll their trunk. This can be both a sign of nervousness and one of anxiousness. Sometimes it can even be a sign of excitement.

When a Slorv raises his trunk into the sky, showing the underlying 'belly' it is a sign of great joy. This is normally coupled with a loud noise or 'whoop' coming from the trunk. Wagging the trunk from side to side can be a sign of playfulness or boredom, depending on the situation.

The tail of the Slorv is most often used as a weapon. Most movements of the tail, including wagging, turning around to present the tail more clearly, or even bashing it against a surface are signs of aggression or anger. Keep an eye on the Slorv's tail if you feel you may have angered them in any way.

The pincers of the Slorv are really only able to 'click' together. This is normally a sign of boredom, although if the pincers are presented in front of the Slorv, this is a sign of defensiveness. The Slorv most likely feels provoked and is showing that he is ready to defend himself if need be. This is normally accompanied by a wagging of the tail.

Stomping is a common action that all Slorv participate in. There are a variety of meanings that can be taken from a Slorv stomping on the ground, it all depends on the situation and who is present. At the same time, other actions of the body must be taken into account to better understand what the Slorv is trying to say through body language.

The lifestyle in general of the Slorv race is that of preservation of the environment. Since the beginning of their civilization, the Slorv have always maintained a healthy relationship with their surroundings, using them in sustainable and efficient ways. The Slorv have always had a close connection to nature, seeing it as the basis of all life. In a way, the early Slorv were nature worshippers, holding this in highest regard. They knew that without nature, they would never survive, and so they did their best to maintain everything the way it was.

Family has always played a major role in Slorv society, although extended family is just as important as mother, father, son and daughter. 'Clans' are the cornerstone of the Slorv society, this most likely descends from the herd-like mentality that was so prevalent in the ancestors of the modern Slorv. Originally these clans were the different tribes of the Slorv homeworld, but as societies formed and cities founded, numerous clans came together within the same area.

The cities of the Slorv slowly evolved from shallow beds of grass into giant megalopolises that span the underground of the planets that they inhabit. The first permanent shelters created by the Slorvs consisted normally of the giant tree-like plants that made up their forests. These plants were made of giant trunks of dead material at the center, and living material on the outside. They would normally expand to cover giant swaths of land. These could be hollowed out and used as simple shelters for the early Slorv clans.

Eventually the Slorv moved underground to maximize the efficiency of their planet's food production. Giant structures of concrete and plants formed the heart and soul of Slorv cities and massive networks of tunnels stretched across the planet. Solar stations in orbit collected the energy of the sun and beamed it back down to the planet in powerful lengths of microwave emissions.

Education has always been held in high esteem among the Slorv population. They quickly realized their advantage over the other wild beasts of their homeplanet and were quick to spread new ideas and philosophies. This, coupled with the fact that the Slorv live long lives, means that the Slorv are normally held within the educational system from the age of 5 to the age of 30.

The first 10 years of education focus on the basic fundamentals of the world and are very general. The following 10 years are more focused and specialized, placing each Slorv into the categories that they excel at. The final 5 years are very focused and are picked by the Slorvs themselves, based on what they wish to be when they grow up.

On a day to day basis, the average Slorv youngster spends about 10 hours in school with the remaining 14 hours to do whatever they want. Normally these 14 hours of freedom include playing with their robotic 'buddy', engaging in social activities such as sports or large entertainment events, or simple gardening, something almost all Slorvs find a pleasure in.

Storytelling and Roleplaying / Independence - Now With Crappy Pictures!
« on: September 30, 2009, 06:40:51 pm »
I'm not giving up on this yet. So instead of relying on a few people to control a bunch of nations, I'm going to rely on a bunch of people to control one nation. This is going to be one of those vote games that I hope more people will participate in. Eventually maybe some extra privileges will be passed on to those people that are more active and actually want to play a greater role. So here's the background:

The Federation has fallen. Overexpansion and mismanagement alienated the colonies, pushing them to eventually secede. The fight has just begun. Communication between systems has always been a government monopoly. Now that independence has been declared there has been silence. Even the merchants have stopped their routes, opting to lay in port until some sort of order has been restored.
There have been no moves made by the Federation's Navy, but the local militia has been mobilized and the defenses are being set up. We are unsure of how much time we have, but hopefully we'll be ready when they arrive...

H- Home
F-Federation Capital
X- Other Federal Colonies
O- Unexplored Systems

Basic Information
Our system is a rich one, but not very populated. For the most part we were exploited for our resources and taxed heavily. We never saw any of that money spent here unless it had something to do with our production of resources. Which explains why we’ve got our hands on such a surplus of materials. It really is a mystery on why a Small Shipyard was funded by the Federation. Everyone knows that their inner planet Duang is the major ship producer of the Federation. Even so this doesn’t do much good. Without connections to the Federation, the best we can produce are frigates with minimal weapons and defenses. But it’s still something. The Market Center in orbit around Milograd served as the focal point for the storage of all our materials until Federal ships could arrive to cart it away.

Meela I
Meela III    
Meela IV
Meela V
Meela VI
Asteroid Belt    
Asteroid Belt
Lvl 1 NR Refinery, Lvl 1 IM Refinery
Lvl 1 BM Refinery, Lvl 1 M Refinery, Small Shipyard, Market Center, Mass Driver Weapons Platform
Lvl 1 IM Refinery, Lvl 1 BM Refinery
(*N.R.-Natural Resources, I.M.-Inorganic Materials, B.M.-Base Metals, M.-Minerals)

Mass Driver Tech I
Armor Tech I
Tier I Production

We are currently producing +20 research a month

Frigate Draft
Name: Protector
Class: Frigate (FFG)
Weapons: Mass Driver Tech I
Defensive Systems: N/A
Production Cost: $4,250; 3 months to complete

We have four ships currently under our command, all of which are operated by local militia. In truth though, these are some of the best people we could hope to have. These men and women are the ones that are piloting ships everyday, be it through asteroid fields or in between planets. Those high class Federation people won’t know what hit them.
Three of the ships are frigates that served as the local protection, while the fourth is a Federal cruiser that was seized in port. We don’t have the capacity to make more of these (we would need a larger shipyard for that) but we can man it and use it to the best of it’s abilities.
Revolution Protector Class Frigate: +1 Mass Driver
Romanov Protector Class Frigate: +1 Mass Driver
The Colony Protector Class Frigate: +1 Mass Driver
Sol Federal Cruiser: +1 Mass Driver, +1 Armor

We have no connections with the outside world whatsoever. That includes trade. Instead we have roughly $30,000 in our budget with a monthly income of $2,000 from our population. A notification will be sent out if that information changes.

We are producing about 10 Research Points per month and have the option of researching one of the following:
- Tier II Production (500 Points)
- Missile Tech I (150)
- Beam Tech I (150)
- Mass Driver Tech II (300)
- Shields Tech I (100)
- Point Defense Tech I (100)
- Armor Tech II (200)

So... What do we do next? Where do we spend our money? What do we research? (If you have any questions see the main thread and the first post. There is a link to the Gaming Steve Wiki which contains all of the data)

Storytelling and Roleplaying / Confederacy of Humanity - Space Factions
« on: September 13, 2009, 11:11:36 am »
Welcome to the Confederacy of Humanity. This is the topic where all in-game information will go. Any out-of-character stuff should be placed in the Space Factions thread, which includes questions and comments. I would like to state from the beginning that this game is open to anyone that wishes to join. It will involve more work that a regular RP, but hopefully not too much. The more the merrier (but if it does get to be too much for me to handle, I will start closing off the game).

Confederacy Map
Some basic information about the map. Each square takes roughly 1 month to travel across. In this setup, diagnol movement is allowed. The Pythagorean theorem is used, rounding to the nearest whole number.
As for the key this is the background behind the different colors. The O represents the Kavla System which is the capital of the Confederacy. The other X's that are not colored in are open systems ready for colonization.

Confederacy Laws
First Law- Each State of the Confederacy will have one representative present at government affairs. These representatives are equal, and their votes count as one vote per representative.
Second Law- The borders of each State will be opened to all member States so that trade may pass freely among the Confederacy population.
Third Law- The Regent of the Confederacy will direct the affairs of the meetings involving the representatives. In the case of a tie in a vote, the Regent has the power to break this tie, or suspend voting until a later point in time.
Fourth Law- Diplomatic relations will be conducted by the Confederacy as a whole, and not as separate States, in the case of extraterrestrial contact or political unrest. If this situation arises, the representatives can either act as an elective body or choose a single representative as the ambassador.
Fifth Law- Laws can be passed by the Confederacy of Humanity with a vote of 1/2 in favor of. These laws go into effect throughout the Confederacy, including the States that make up the Confederacy.
Sixth Law- The military forces of each State are their own, and will be controlled as that State sees fit.
Seventh Law- Research will be conducted by the Confederacy and not the States. All research will be shared with each of the states.

(An excerpt from the Confederacy of Humanity’s Electronic Paper, The New Star)
Professor Rittoa, University of Benekkei:
Let me start off by saying that I am a supporter of this new Confederacy and everything that it stands for. I have long been a supporter of a united humanity, a return to the old Federation if you will. But that is another story.
If we are to move forward, it is absolutely necessary for this new Confederacy to have a capital, a center of government. There has already been much discussion about this, as the last few updates of The New Star have shown, and it has finally been concluded that the Kavla system is in the perfect position to serve such a purpose. It’s lone terrestrial world can serve as the figurative beating heart of this young Confederacy. I just hope that this does not fail as so many governments have before it.
The other major concern is what laws will be enacted in this new system, seeing as it separate from the many states this Confederacy is made up of. There is a simple solution, one that is quite obvious but apparently sneaky enough to escape the attention of the bigwigs making decisions. This Kavla system should only follow the laws it creates. No doubt this will consist of a patchwork of laws collected from the states that make it up, but as a sign of Federal sovereignty, it is a requirement that it follows its own laws and not those of its constituent states. For if this were so, what would the Kavla system be, but an extension of the state?

Storytelling and Roleplaying / Space Factions - Testing the Waters
« on: August 17, 2009, 08:16:01 pm »
Independence Voting Game

Information on Gaming Steve Wiki!

I've been messing around with an idea for a new forum game for quite some time. It would be a combination of several different games we already have, such as Ovi's Government Game, the old Government RP, A Tale of Civilizations, and probably a few others that I've forgotten. Basically this will be A Tale of Civilizations in space but with some distinct differences. At this point though I'm just posting to see what kind of interest this thread stirs up and who would be interested in participating.

Each person (or team depending on the setup) will get one race that begins and a predetermined location in the galaxy. Here the player will be able to customize several different traits their race has of which I'll go into greater detail later. At the same time the player would be able to create their own government description, after choosing several different scales on how their system works. Hopefully this will allow for a wide variety of possibilities while still keeping everything relatively 'fair' in terms of game play.

At the same time, instead of just having one game master managing this entire setup, it would probably be better to have a 'council' watching over everything. This way, it's possible to get things done much faster and splits up the workload which can put a damper on game speed.

Each person will have to fill out a basic setup for their races. Most of the stats won't make too much of a difference, such as height or weight, but they still serve a purpose to help other players picture them in their minds. Pictures are not required but they are welcome. But as mentioned before the appearance of the races won't really matter or affect the game play.

Name: -
Physical Description: -

*Under this section the player would be able to choose from a list of traits (most likely to be made at a later date) which modifies their race. The basic idea here are the racial abilities found in the Galactic Civilizations games. It might very well be set up the same way as well with each person given a certain amount of points at the start and distributing them as they see fit.

Planets will be 'generated' randomly whenever a race manages to reach another solar system. For simplicities sake, there will only be three major items of attention which are: planets, gas giants, and asteroid fields. Planets are the center of this game, they are home to the populations of each player and are used as the production centers of the empire. Gas giants are important because they are most likely to have moons orbiting their mass which could be used, for all intents in purposes, as planets. Asteroid fields can be seen as smaller planets, capable of hosting smaller populations while likely containing valuable minerals and resources which can be used for production purposes.

Out of all the planets there are 6 major types which have no real significance except for the fact that they are more likely to contain certain minerals or allow for a greater maximum population number. These types include: volcanic, frozen, desert, tropical, terran, and barren. Most of these are self explanatory while terran can be considered a combination of all of these types. The Terran type would be the home world of each of the races involved automatically.

For each planet inhabited there are two ratings given. The first is the maximum population the planet is able to support. This number ranges from 0-10, 0 being only the smallest research teams, while 10 is crawling with more critters than you can count. The second rating given is a production value. This also ranges from 0-10, 0 meaning that nothing is getting done while 10 is an industrial haven that just eats up minerals and resources. This number is usually a combination of the amount of resources found on a planet and the actual production capabilities of the planet.

All of this is subject to change as well as things move forward, yadda yadda yadda.

Here is another area the player would hopefully be able to customize as much as possible. It may end up that each race starts off with a similar government type and eventually works towards whatever system that player prefers, but it all depends. There are several different scales they would have to set. Also, depending on which way this game ends up going (whether it will involve teams or single players, how the player actually effects their race's actions, etc.) in depth knowledge of their government system would have to be a must. At the same time it would have to keep the happiness of their people in careful consideration. Most of this is taken from the civics of Civilization IV.

Government Type: - (There is a wide variety here, including those systems that aren't very popular or even present in human society. They could really be given any name they prefer. Some examples though are: Despotism, Hereditary Rule, Representation, Dictatorship, Universal Suffrage, Technocracy, Confederation, Federation, Corporatism, etc.)

{Free Trade} 0-10 {State Property}

Religious Connection:
{Government and Religion Unified} 0-10 {Separation of Church and State}

{Biological} 0-10 {Mechanical}

Individual Freedoms:
{Individuality} 0-10 {Community}


I would like for this to be as realistic as possible (not really, that would be just plain boring), but I do plan on having a basic setup with corporations popping up every now and then determined by random events and whatnot. This would all depend on the economic setups of the racial governments though, but the basic idea would be that there is some major 'group' that is producing a certain product which can be traded around the galaxy by the player. This could also lead to economic competition between different races which could cause some interesting scenarios. From all of this I've got a rough idea of different categories that will make up the galactic market. These include:
Agricultural Products (food), Consumer Goods (a wide variety of smaller, less important products; population plays a big role in this as does happiness), Basic Resources (you've got to make all of this from something), Refined Metal (seemingly very specific, but this is a crucial material when it comes to industrialization), Electronics (self explanatory; similar to consumer goods only more luxurious and expensive), Planetary Transport (this includes things such as cars, trains, and basic infrastructure for such things), Robotics, Ships (one of the largest and most expensive categories), Deep Space Infrastructure (which includes modules for space stations and such), and A.I./Computers.

There is a possibility of adding more to this or even getting rid of some of the existing ones depending on the situation. Basically these separate the economy into basic pieces which can be fought over in their own separate wars. At the same time each company or corporation would be given a galactic rating depending on their service or quality which helps establish credibility. There is a lot of potential here, but a lot of things need to be ironed out at the same time.

Inevitably there will be conflicts between races. For simplicities sake most, if not all, of this will be settled in space battles under the guise that the victor is then free to choke off the planet while bombarding it at the same time, effectively conquering and controlling it. From this there are two basic areas that can be focused on, the weapons and the ships.

The weapons are split into offense and defense. Each of these has three different categories creating an almost rock, paper, scissors feeling. This also comes Galactic Civilizations (mostly).

-Mass Driver

-Point Defense

Mass Drivers are not very effective against heavy armor, but they are against point defense systems and shields. Missiles are not very effective against point defenses, but they are against armor and shields. Beam weapons are not very effective against shields while they are against armor and point defense systems. That's the basic idea.

Damage System

Mass Driver
Point Defense

This system has been revised, after a little trial and error. From here on out the above system will be the one we use. It is pretty self explanatory. The total attack value will be added up, then the defense systems will be subtracted, with each system being paired as effectively as possible (this only matters when there are multiple defense systems and attacks/attackers, though). Here are several examples.

ex. #1 Beam-5 attacks Shield-1
5-1=4 Points of Damage

ex. #2 Beam-5 attacks Shield-2, Armor-2
5-[2(1)+2(.5)]=2 Points of Damage

ex. #3 Beam-3, Missile-1 attacks Shield-2, Armor-3
Here the shields are matched up to the beam, while the armor is matched up to the missile.
1+(-.5)=.5 Points of Damage

ex. #4 Beam-2, Mass Driver-2 attacks Shields-3
[2-2]+[2-1(.5)]=1.5 Points of Damage

Etc. These are some of the more common scenarios that I can think of. It's very basic stuff.

Combat System
(Basically copied from my other thread)

Frigate (FFG)
Destroyer (DD)
Cruiser (CA)
Battleship (BB)
Carrier (CV)
Fighter Drones (FD)
Bomber Drones (BD)
Mass Driver
Point Defense
CV x2
CV x2
Hit Points

The Playing Field
The playing field of this system is a simple grid of squares. Ships are able to move vertically, horizontally and diagonally. Range of a ship is determined by taking the actual range and extending that as far as possible up, down, left and right. Lines are then between these occupied squares. Those squares cut in half do not count as being within range.
ex. Destroyer has a range of 2. The destroyer can hit anything in the surrounding 8 squares along with those squares that are directly 2 spaces away (for a total of 12 squares to hit).

1) Attack
The ship is ordered to attack another ship. If the ship is not within range the orders are false and cannot be carried out.
ex. Destroyer #2 attack Cruiser #5
2) Move
The ship is ordered to move from one square to another. Two friendly ships cannot occupy the same square.*
ex. Destroyer #2 move left 3 and diagonally 1
3) Hold
No orders are given and the ship neither moves nor attacks.

*If two ships of opposite sides enter the same square whether on purpose or by accident these ships enter a deadlock. These ships cannot carry out move orders and essentially must fight it out until the end. Any fire directed at this square has a 50% chance of hitting the intended target.

4) Ram Them!
The ships must be in a straight line with each other. Here is the equation to determine the amount of damage done:
[(Total Hit Points)*(Position Modifier)] + (Basic Attack) + (Number of Squares Traversed) = Damage
Position modified is determined by a quick rock paper scissors scenario. The attack announces he is ramming. Then he picks a direction (North, South, East, or West) which will determine the way he is facing. The defender does the same. If the ships were to meet where the attack is coming at one of the sides of the ships, then the damage modifier is 75%. If it is head to head the modified is only 25%. If it is head coming to the rear then there is no damage modifier (I think this is what we agreed upon. I'm actually not sure anymore). The strategy here is to hold off on ramming until you are weak. Otherwise it is somewhat of a waste.

The outcome is that the rammer loses 25% of their total health points along with the basic attack from the defending ship. If the rammer is below 25% of its health then it is destroyed. The ship being rammed is then immobilized for 1 turn as it regroups, but it can still fire it's weapons.

5) Boarding
This can be announced whenever there is a deadlock. The equation to determine damage is:
(Current Hit Points of the Attacking Ship)*100 = Attacker #
(Current Hit Points of the Defending Ship)*100 = Defender #
[(Attacker #) * (Attack Value) - (Defender #) * (Attack Value)] or [(Defender #) * (Attack Value) - (Attacker #) * (Attack Value)]=(#/Attack Value)=Survivors
Base attack value is 5.
The defender gets a +1 to attack value.

The survivors health is determined by taking the average of the difference above and the winners health-difference.
ex. CA 23/25 attacks CA 21/25
(2100*6)-(2300*5)=1100/6=183 or just 200 for 2/25 Hit Points
Boarding a ship and winning the battle allows for the victor to actually take control of that ship. But, they must win the overall battle in order for this to occur. If defenders beat back the attackers, then they win, but the attacking ship is destroyed.

Order of Play
1) Attack Phase
All ships that are ordered to attack do so and score hits on enemy ships. If there are no attack orders given then this phase is skipped.
2) Damage and Removal
Damage for each of the hit ships are calculated. Earlier damage is added to the damage done this round. If the damage exceeds the hitpoints of the ship then that ship is considered destroyed and removed from play.
3) Movement Phase
All ships that are moved according to their orders. If there are no move orders given then this phase is skipped.

Once these phases are completed the phases are repeated until a winner is declared.

Similar to most games, there would be a technology tree here that each race advances however they see fit. Points would be calculated somehow by a combination of a bunch of awesome numbers. You get the idea.

So, this is to test the waters and see what kind of interest it generates. At the same time there is a variety of ways I could take this. I've considered getting rid of the whole race thing at first and just having everyone start off as humans (boring, I know, but it simplifies things for a trial run), or even running mini games with each section (military, economy, already did government, etc.). Another idea I've been toying with though is having everyone working within the same system of government or race, but placing them at various positions. The idea would be to gain the most wealth, power, influence, etc. but the problem is bringing this about. It could include CEOs of corporations, military leaders, politicians, and other important individuals. Just another idea I've had.

So really what do you guys think? Hit me with any comments, concerns, criticisms, ideas, anything you feel the need to say. I'm not accepting any entries at this point or anything of the sort, this is really in a setup stage and isn't ready to be completed just yet. So don't go plastering this thread with applications of races just yet.

But, if you are willing to put in a little time and work through this thing with me, I'm willing to work with those people willing to offer ideas and work together on this thing. This could probably be considered the 'council' when you think about it.

Information Center #2

Storytelling and Roleplaying / The Writer's Circle
« on: June 13, 2009, 06:52:45 pm »
I've been thinking about this lately, and I've noticed that there are a lot of awesome writers on this forum. There are some good RP's going on, but it seems like there could be a lot of good stories that could be told, rather than being limited by the restrictions necessary for RPing. So I was thinking that instead of just starting up another RP, that we start up this Writer's Circle and work at a large-scale story (or small-scale if that would be preferred) that isn't limited to one person controlling one character. I think we'd be able to come up with some pretty interesting stories.

Storytelling and Roleplaying / Government RP
« on: January 27, 2009, 05:40:20 pm »
This is the Government RP page that has all the information. This thread is for the general posting of character speeches, bill proposals, and election results. Only information and IC talk should be posted in this thread.

Storytelling and Roleplaying / Government RP (OOC)
« on: January 25, 2009, 08:15:43 pm »
Government RP Thread
Government RP Wiki

Hey everyone, if you haven't already, take a look at Guidelines for Role Playing at Gaming Steve! This is a basic rundown of what and what not to do while RPing. Read it carefully. Disruptive patrons will be asked to leave.

I tried this new RP almost a year earlier and was able to get through several turns before inactivity took its toll. I was thinking about bringing it back and because it's not a spore RP i figured i would place it here to open it up to more people. Here's the earlier thread i was talking about.
There are several things i'm going to try different though.

After years of separation and general destruction the human race has managed to unify under one general government known as the "Human Republic". But of course this was a huge undertaking and the general setup of the government is still under debate. Currently only one major organization, the Human Senate, has been created and the populace still needs to decide which representatives they wish to send to this new government. This is a truly open assembly.
All former political parties are now powerless as their constituents now consist of the entire world rather than the country they were once limited to. It is the perfect time for new political policies to enter the playing field, a perfect time for taking power.

-You are part of a small political party that has been behind the scenes for several years. Recently you were able to rise up the ladder and have been chosen to lead your party into new heights of power.
-Create a party and a character that leads your party.

There are five major classes that the population is split into.
Upper Class
Middle Class
Lower Class

In order for your party to be successful you must really focus on only one of these classes rather than a generalization that attempts to cover all three. Population distribution will be posted later along with the percentage of wealth each class controls. Just remember this, even though the Upper Class has very small actual votes, they control a majority of the wealth. And even though the Lower Class has huge numbers (votes) at their disposal they hold little real value. It would not be wise to shun either of these parties exclusively. Lack of wealth or lack of votes can be a bad thing for a party's health. Choose the right balance.

When creating your party you must include the following information:
Economic Standing:
(Choose between 0%-100%, 0% being free market and 100% being command economy)
Social Standing: (Choose between 0%-100%, 0% being free rights 100% being controlled rights)
Party Leader: The name of your party leader.
Leader Description: Any information you want to share about your party leader.
General Information: General information about your party and anything else you want to add.

-Each party is allowed to propose bills that will then be voted upon by everyone. There is a limit of only 1 bill on the voting floor at a time. Any more and it gets too hectic.
-This new Human Senate has been created with only 500 seats allowed. Elections will be held periodically.
-All sorts of diplomacy is allowed between parties and characters. It can be either up front or behind shady doors. Its up to the players.

In the event of a proposal, each creator chooses which way their party votes. In general all of the senators follow exactly what the party leader says. So if you have control of 30 seats and you vote in favor of a bill, 30 votes will be added for that bill.

 251/500 votes are needed for the passing of a bill.

The general layout should look like this:

*This contains any changes mentioned by another party and agreed upon by the party proposing the bill. There can only be one change per bill announcement.

Every once and a while (specific time period is not known at this point), there will be elections that determine the representatives to popularly elected government institutions (only the Human Senate at this point). Think of me as the public. I will determine which votes go where which will put certain parties in power. Anything you want the public (me) to see post in one of these topics. If not, then keep information secret. Declarations my parties can either be positive or negative.

Current Parties
The Caretakers
The Machinators
Party of the Ongoing Tree
The Socialist Party
The Cole-Bert Coalition
Democratic Order of Mediocrity
The Techno-Utopians

Spore: Roleplaying and Story Games / Forthi, First Steps Into Space
« on: November 29, 2008, 09:39:48 pm »
There seems to be a lot of different 'historical' threads being made and i just felt like posting something that i wrote a while back. Hope you enjoy it.

Memoirs of Admiral Lui Limenan Lee

My first memory was of a spaceship. A long slender cylinder, shiny in the sparkling daylight, stood over a launch pad several meters in diameter. I was sitting on my mother's lap, staring at the strange and foreign thing wondering what exactly it was. As a young kid I was normally rowdy and fidgety, it was out of character for me to sit so still as I was at the time. The ship just had a hold over me.
When the engines ignited I was caught by surprise. My mother always told me that at that moment my eyes went wide, looking too big to actually be a part of my body. I just laugh whenever I hear that. I watched as the ship slowly made its way up into the air, escaping the atmosphere and breaking free of Shonto's gravity. I will never forget that sight.
I was strange for a young Forthi. My mother only had one child, me. Normally Forthi females produce litters of three to five young, but in my case I was the only one. Needless to say, I was picked on a lot. Everyone thought it was strange that I did not have my family grouping with me wherever I went. Most of the time at school I would be bullied with no one to stick up for me. Now that I think back on it, the school years just built my character.
After the death of my mother as well as the passing of various jobs on Shonto I decided to join the FDM (Forthi Delegation Military). At that time the Forthi race wasn't fully united yet and the Forthi Delegation itself was not very powerful. Its military was a joke. Nonetheless, its special operations team was ranked very highly, having attracted elite Forthi from nations around the world.
I slowly made my way up the command structure, crawling closer and closer to the job I actually wanted, special operations. It took me ten years to reach the vaunted position. Ten years of peace keeping missions all over Shonto. Ten years of waiting to get shot at to see if I would be able to fire back. Ten years of losing friends.
After my experiences with the FDM I joined some crackpot organization known as the Forthi Delegation Space Agency (FDSA). At least it was viewed as a crackpot agency when I joined. The FDSA was known only for their costly rocket program and their accomplishment of launching satellites that allowed the Forthi people to communicate worldwide and bringing large amounts of information to each and every Forthi household.
This agency was riddled with corruption when I joined. The leaders of the organization were slowly draining the funds put aside for the agency for their own personal use. Besides the launching of satellites every few years, little else was being done.
I learned of this within the first few weeks on the job. Instead of getting angry and quitting I viewed this corruption as a challenge I needed to overcome. My lack of connections within the organization became something which held me back. I quickly worked to correct this and in the following years I was able to establish the needed connections throughout the FDM.
During this time several momentous events occurred involving the Forthi Delegation. The five great superpowers of Shonto joined together under the banner of the Forthi Delegation, relinquishing control of their regions and allowing the Forthi Delegation itself to govern these areas. Many smaller nations joined in this massive revolution and the Forthi Delegation was truly born.

It took some time, longer than it should have really, but eventually the Forthi began to truly expand into space. Under my direction the FDSA was able to launch the first workhorse of the Forthi race, the Nuuk Taa. I had supervised its entire development from the first drawings to the actual construction and its final launch. It was made with one purpose in mind; to construct the space structures needed for expansion. It was a beautiful design as some of you may know from the many pictures that were taken of it. A main body stretched for some distance. All along this body were portholes, four on each 'side'. From these holes construction pods would extend, attached to durable cables that anchored them to the ship. Forthi could work comfortably in these pods directing the many tools needed in during construction.
It was an ingenious design, one that the Forthi race would use for many years, and to great success.
The first structure that the Nuuk Taa worked on was the commercial spacestation FDSS-1, or High Flyer as it came it be called. The station was originally intended for scientific use, but when the Forthi Delegation fell on hard times financially it was converted to an expensive hotel that helped in large part to keep the FDSM in business. Many wealthy being wished to be the first customers of this enterprise and gladly forked over large sums of money for several nights stay. This station can still be visited while visiting Shonto, although its glamor and general upkeep is somewhat disappointing.
Over the next five years, the plans were laid for three more spacestations to orbit Shonto. It was also during this time period that the FDSM completed their first permanent settlement on our moon. It was dismal at best. I remember my first visit to the compound. Everything was too small and cramped. If you saw someone coming in the opposite direction in a hallway, one of you would have to turn around and wait for the other to pass. The living quarters of the station's crew was the only place where you could actually stretch your legs. Several years later the station had been expanded to enormous proportions, forming the first major Lunar Metropolis. I'm proud to say that this city was named in my honor.

Spore: Roleplaying and Story Games / New Battle System
« on: October 30, 2008, 05:30:42 pm »
Battle System

As some of you may know, Plank of Wood tried to make a battlesystem that would be used sparingly within the gaming forums. This really inspired be and although it has been a while i figured i would post my system and see if anyone would be willing to test drive it. There are several things that it lacks such as a 3D map, but that would be quite difficult. So here's what i've come up with so far:

- Destroyers
- Cruisers
- Battleships
- Carriers

- Attack (Firepower)
- Hitpoints (Armor)
- Movement (Maneuverability)
- Range (Ranger of weapons, that is)
- Special Abilities

These are very basic, and if this all works out and if there is enough interest it can be changed and added on to so that it better fits the needs of whatever it will be doing.

And here are the standard ship setups that i think would be most realistic. If this does work these stats could be personalized for each race etc.

Standard Ships
Destroyer (DD)
Attack: 4/10
Hitpoints: 15/50
Movement: 4
Range: 2
Special Abilities: Has a high interception rate of the strike craft squadrons (fighters and bombers).

Cruiser (CA)
Attack: 6/10
Hitpoints: 25/50
Movement: 3
Range: 3
Special Abilities:

Battleship (BB)
Attack: 10/10
Hitpoints: 40/50
Movement: 2
Range: 4
Special Abilities:

Carrier (CV)
Attack: 0/10
Hitpoints: 35/50
Movement: 2
Range: 3
Special Abilities: Can carry strike craft squadrons.

Fighter Squadron (FS)
Attack: 2/5
Hitpoints: 3/10
Movement: 8
Range: Home Carrier x2 (Standard: 6)
Special Abilities: Effective at defending against bomber squadrons.

Bomber Squadron (BS)
Attack: 3/5
Hitpoints: 5/10
Movement: 6
Range: Home Carrier x2 (Standard: 6)
Special Abilities: Effective at attacking slower moving targets (movement of 3 or less)

Playing Field
The playing field of this system is a simple grid of squares. Ships are able to move vertically, horizontally and diagonally. Range of a ship is determined by taking the actual range and extending that as far as possible up, down, left and right. Lines are then between these occupied squares. Those squares cut in half do not count as being within range.
ex. Destroyer has a range of 2. The destroyer can hit anything in the surrounding 8 squares along with those squares that are directly 2 spaces away (for a total of 12 squares to hit).

There are three different kinds of orders that can be given to each of the ships:
1) Attack
The ship is ordered to attack another ship. If the ship is not within range the orders are false and cannot be carried out.
ex. Destroyer #2 attack Cruiser #5
2) Move
The ship is ordered to move from one square to another. Two friendly ships cannot occupy the same square.*
ex. Destroyer #2 move left 3 and diagonally 1
3) Hold
No orders are given and the ship neither moves nor attacks.

*If two ships of opposite sides enter the same square whether on purpose or by accident these ships enter a deadlock. These ships cannot carry out move orders and essentially must fight it out until the end. Any fire directed at this square has a 50% chance of hitting the intended target.

Order of Play
1) Attack Phase
All ships that are ordered to attack do so and score hits on enemy ships. If there are no attack orders given then this phase is skipped.
2) Movement Phase
All ships that are moved according to their orders. If there are no move orders given then this phase is skipped.
3) Damage and Removal
Damage for each of the hit ships are calculated. Earlier damage is added to the damage done this round. If the damage exceeds the hitpoints of the ship then that ship is considered destroyed and removed from play.

Once these phases are completed the phases are repeated until a winner is declared.

So post what you think about it, suggest anything that comes to mind, or criticize it. If anyone is willing to test drive it go ahead and post. I think it would be interesting to try this out and see if it actually works.

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