NationStates Jolt Archive


OOC Thread: {[ATTN]}: All FT Rpers (Need help with FT)

Dweladelfia prime
04-10-2005, 01:20
Ok This is what I need. I need to know all the diffrent FT weapons/ ships/ planets (Technology in general) . And I also need to know how to Rp in FT. And I would also like to make a thread that has Dweladelfia Prime coming up into FT, like a first contact thread.

And I need allies.

Thanks!
Theao
04-10-2005, 01:24
People use tech from Star Trek/Wars, Babylon 5, Andromeda, Warhammer 40k, Stargate and many other sources.

For Rp, it's similar to any other, just in future tech.

Also link to links about FT intro posts:
http://forums.jolt.co.uk/search.php?searchid=406092
Dweladelfia prime
04-10-2005, 01:25
Kinda like photon torpedoes, and stufff like that.
Dweladelfia prime
04-10-2005, 01:28
How long are normal ships?
Otagia
04-10-2005, 01:29
Weapon Types

Plasma- superheated ionized gas. Short range, but cuts through stuff like a hot knife through butter, as it has both mass and extreme amounts of heat.

Lasers- coherent beams of light. Work by superheating their target and thus melting a hole in it. Variants such as microwave lasers (masers) and "lances" exist.

Railgun- launch a solid slug by accelerating it along a magnetic rail. Good KE damage, infinite range.

Torpedo/missile- rocket-propelled (usually) projectile, can contain a warhead (nuclear, antimatter, fusion, whatever). Good KE damage, infinite range, big booms, guided (usually).
Theao
04-10-2005, 01:30
You can use nearly any technologies you can think/seen/read/heard of for your nation. The major 'limit' is don't build a bunch of UBER ships, and a mass of others, essentially the watchword is balance, just like any RP era.
Otagia
04-10-2005, 01:31
How long are normal ships?
Normal ships vary in size. There really isn't a normal, in fact. Some nations cruisers (mine, for example) are a bit over a klick long. Others (my puppet Khurgan's) can be around 8 km long. Just don't go overboard. Stuff over around 18km gets peoples goats.
Dweladelfia prime
04-10-2005, 01:31
ok so no like 5000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000

Planet distroyers. lol
Theao
04-10-2005, 01:32
How long are normal ships?
Ships that are over a Kilometer are considered the general limit for main ships, anything bigger(Except for command(Rare)/superships(Very Rare)) and you can run the risk of getting a GM label slapped on.
Dweladelfia prime
04-10-2005, 01:32
How many feet is that, could a mother ship be 18km long?
Otagia
04-10-2005, 01:35
How many feet is that, could a mother ship be 18km long?

Oh god, metric to english? 20,000 x 3 = 60,000, so roughly 60,000 feet. Ask for miles and I'll hurt you. Yes, a mothership/superdreadnought could be about that long, although I do recommend smaller, unless you plan to have only a few dozen ships, or have everything else stay rather small.
Theao
04-10-2005, 01:35
How many feet is that, could a mother ship be 18km long?
59055 Feet, and yes you could have one that size, but keep it balanced.
Hyperspatial Travel
04-10-2005, 01:38
Size matters not. In reality, if someone sees you have an 18km ship, they're going to assume it's piss-weak, rusty, and easy to destroy. If you pulled something that size outta your butt, and decided to go pwn someone's home planet, they'd probably send a kilometre long ship, and take very little damage.

Y'see, population/(fleet numbers + average size of ships) = power/m. Think of that as a very basic equation to use in making your fleet, mmkay?
Dweladelfia prime
04-10-2005, 01:38
Ok miles is good (JK)
Dweladelfia prime
04-10-2005, 01:41
So whats an avrage numbe of ships does fleet have?
Chronosia
04-10-2005, 01:43
Well, I'm big, so I have a few thousand ships; mostly warships and transport vessels for my Space Marine Legions and Imperial Guard Divisions.

I use Wh40K Imperium and Chaos tech.
Dweladelfia prime
04-10-2005, 01:44
ok
Theao
04-10-2005, 01:48
My total fleet is 728, made of two fleets of 364 ships. Ratio is one fleet/600 million people.
Otagia
04-10-2005, 01:54
Otagia has a thousand or so ships, with 6 Echidna Superdreadnoughts as command ships.

Khurgan has sixty cruiser+ ships, with twenty cruisers, fifteen battle cruisers, thirteen battle carriers, twelve battle ships, plus the Changer of the Ways, my flagship.
Dweladelfia prime
04-10-2005, 02:34
How this for a FT ship? http://i10.photobucket.com/albums/a147/darth_avondale/Attackcrusir.jpg
Theao
04-10-2005, 02:42
The pic is to indistinct to tell.
Dweladelfia prime
04-10-2005, 02:49
indistinct? heres the update: http://i10.photobucket.com/albums/a147/darth_avondale/Attackcrusir222.jpg
Theao
04-10-2005, 02:53
Looks good, thought what's with the target on the side of it?
Balrogga
04-10-2005, 03:42
My ships generally go from 250 meters to 1000 meters. I have three sizes of carriers. My Intruder Class is 1000 meters. Mt Avatar Class is 3000 meters. My Deity Class is 6000 meters.

This is to account for the room needed for launch bays, crew space, supplies, machine shops, bathrooms, quarters, entertainment, medical facilities, clone tanks, exercize areas, ect...

I have four Dreadnaughts. The largest is the Imperial Flagship. The other three are flagships for the three branches of my Navy. They are all over 1000 meters but smaller than my Deity Class Carriers.

Each of the three branches of my Navy is divided into 5 fleets. Each fleet has 1 deity, 2 Avatar, and 3-4 Intruders. The rest are battleships, cruisers, frigates, and destroyers.

I don't really count support ships as part of my military forces because they don't fight. They are there but I will not use them in battles. They remain in the background 99.9% of the time.

If you want to look at my ships, check out the link in my Sig.
Dweladelfia prime
04-10-2005, 14:55
So whats a good number for a starter fleet. (O and the target on the side is the Red Cross of Dweladelfia Prime (NOTE: nothing to do with the red cross in real life.)
Chronosia
04-10-2005, 14:56
A good starter number; maybe 0-200?
Dweladelfia prime
04-10-2005, 16:18
ok, what types of ships are good to start out with?
Dweladelfia prime
04-10-2005, 18:19
Hows this for a ship: http://i10.photobucket.com/albums/a147/darth_avondale/Battlecrusier.jpg
GadgetCorp
04-10-2005, 18:22
A good starter fleet may consist of cruisers and frigates for their biggest ships, probably. I think, anyway.
Dweladelfia prime
04-10-2005, 18:34
k
SeaQuest
04-10-2005, 19:12
Also, if you are going to use stuff from a sci-fi universe, it helps to know its strengths and weaknesses as cannonically as possible. So, no X-Wing fighter (Star Wars) that can take out a Galaxy class (Star Trek). I use mostly Stargate ships and I did tons of research to find out the canon sizes, offensive capabilities, defensive capabilities, docked craft capacity, troop capacity, crew size, et cetera. So, if you do decide to bring in ships from an existing universe, try to keep them as canon as you can.
Admiral Thrawn II
04-10-2005, 19:21
I too have wondered about the questions this thread poses. If can't tell from my name, I am an avid SW fan. Because I am currently small (only 29mil, tears...) I have made it to where I currently have only four Imperial-class Star Destroyers, 5 Victory-class SDs, and a few Dreadnoughts. That fits as a small fleet, yet at the same time packs a solid punch. Like right now, I'm using the fleet for the first time in the thread where Dratheria is making war with the GE, since I am a member I got involved, and a good time to see if my writing skills pay off.

From what I learned from playing D&D for nearly 10 years is, the more you rp and interact, the better you will get. And like one of these guys keeps saying. Balance. Its all in the balance.
SeaQuest
04-10-2005, 19:28
Also, having your nation in the right region also helps. If you have powerful allies in your region, you might be able to call on them for help. You may also be able to pool your resources.
Admiral Thrawn II
04-10-2005, 19:31
-Nods head- Yup, I myself am in the region of 'Sparta' :D
SeaQuest
04-10-2005, 19:33
And I founded and reside in the United Earth Oceans region (kinda went with my nation's name). I have managed to get 7 other nations to join and we pool our resources and will defend each other if any of us get attacked.
Dweladelfia prime
04-10-2005, 21:28
i c
Dweladelfia prime
05-10-2005, 01:01
bump
Dweladelfia prime
05-10-2005, 02:55
bump
Dweladelfia prime
05-10-2005, 23:08
bump
GadgetCorp
05-10-2005, 23:36
((So, uh...Why all the bumps? What do you want to know?))
Al-Imvadjah
05-10-2005, 23:46
Hmm. FT, eh? I have been known to dabble ther a little. (Tee hee hee- that's all I do).

Well, for a nation thats your age, I'd say stick to one 18+km ship. And that 18km monster better have a pretty good RP backstory if you want it to get respect. And respect is really what it's all about.

As for other capitalships- it depends. Nowadays there's a trend toward greater realism. That means most of your capships will be no bigger than 2km at the most (a Star Destroyer is ~1.6km). And the fleet of a good-sized nation (2 billion plus) will number between 500 and 2000 capitalships. But I remember back in the day (summer of ought-four) when everybody had at least 10,000 capships, and a few people would RP entire fleets of worldships (a ship the size of a planet). Now that was wankery. Especially when I ended up having to shoot my way out through a formation of them that had surrounded my ships.

But smaller escort ships are limited by only a few loose varaibles: th bounds of good RP, how powerful each one is individually, and how many your population and economy can realistically support.

And never, ever, under any circumstances apply a population modifier. Some people, who shall remain nameless, like to multiply their NS-given pop by 1000 to make it seem more 'appropriate' for a nation with multiple planets. Do not do that. It makes you look like a smacktard
GadgetCorp
05-10-2005, 23:51
Oooh, very good advice. Very inspiring. I like it.

...Oh, and what's the purpose of a ship the size of a world when it costs more to maintain than it's worth using?
Christopher Thompson
06-10-2005, 00:32
3.28 feet in a meter
Al-Imvadjah
06-10-2005, 01:00
Oooh, very good advice. Very inspiring. I like it.

...Oh, and what's the purpose of a ship the size of a world when it costs more to maintain than it's worth using?

I dunno... it's big with lots of guns and hard to kill. Until I came out with missiles designed specifically to kill worldships... Those were the days, you shoulda seen them. No tactics, no planning, just numberwanking out the ass. Actually thinking about logistics (anything sounding like logic actually...) was...highly unusual.

Except me of course. When I first arrived I had a fleet of a couple dozen capships for 500 mil pop. I had to jack that up just to even have a chance (the less is better rule hadn't been invented back then). Even then I had teh novel idea of equiping my ships with "long-range" sensors and highly advanced missiles to shoot from a distance instead of just throwing huge numbers into an all-out brawl. Though to be fair, I did degenerate eventually.
Hyperspatial Travel
06-10-2005, 02:39
Mmmm. A decent-sized nation (4 billion! Tee hee hee!) will generally have learnt not to have a mammoth fleet, unless you're absolutely obsessed with war. You just have to learn to keep the fleet down, and try and have a vague history, and a document detailing what your nation's like at the moment, so you can say things like "Well, I'm in the middle of a war now. I might start a thread detailing a fleet buildup". Always keep a record of your nation, so you can roleplay IC effectively. When you get down to it, it doesn't matter how you RP, how many ships, whatever, but it matters that your RPs stay uniform in timeline and character. This allows people to RP well with your nation, and makes for a better RP.
SeaQuest
06-10-2005, 02:45
Mmmm. A decent-sized nation (4 billion! Tee hee hee!) will generally have learnt not to have a mammoth fleet, unless you're absolutely obsessed with war. You just have to learn to keep the fleet down, and try and have a vague history, and a document detailing what your nation's like at the moment, so you can say things like "Well, I'm in the middle of a war now. I might start a thread detailing a fleet buildup". Always keep a record of your nation, so you can roleplay IC effectively. When you get down to it, it doesn't matter how you RP, how many ships, whatever, but it matters that your RPs stay uniform in timeline and character. This allows people to RP well with your nation, and makes for a better RP.

Very good point. I am actually keeping all my posts in various FT threads in the same universe. That way, if I mention one ship by name in one post and have it on one side of the galaxy, it won't end up on the other side of the universe in another thread a few minutes later. I am going for continuality.