NationStates Jolt Archive


Last Exile Designs

Christopher Thompson
16-12-2005, 05:08
OOC: This is a tech reference thread that will grow in time for a Last Exile rp world I'm starting soon. Questions, comments, tags and opinions are more than welcome.

http://www.freewebs.com/hfleet/Destroyer.jpg
Hiigaran Destroyer

The Hiigaran main-force vessel is constructed with the primary objective of intercepting enemy vessels. With that in mind, emphasis was placed heavily on long-range combat, defensive armor, and all-around turret coverage, as well as serving as a fighter Vanship carrier. Also, broad-side and upward-aiming combat is often in engagements, so the bridge and other structurally weak areas were placed on the side opposite where most of the battle damage occurs. It should be noted that the starboard side is mere armor-plating, and thus is not seen here, as there is little to explain.

Features and Armament

The Destroyer is the heavy mainstay of the fleet, and is outfitted for nuemerous roles, as Hiigarans have fewer, but more versitile ships.

Weaponry

The Destroyer employs two main methods of sinking enemy ships in ship-to-ship combat. First are the four dual-barreled sixteen inch propellant fluid-driven batteries located thrice on the deck and once on the cloudline (bottom) . These turrets are heavily re-enforced to withstand battering, and the barrels very wide and long to allow shells to be fired for hours on end at extreme distances without over-heating and at high accuracy. New to the gunner, and much loved, is the anchor system of turret engineering. Basically, the turret utilizes several gyroscopes on the turret and the ship, and then uses these relative bearings to keep the turret pointed in the same direction, even whilst the ship performs combat maneuvers. This enables gunners to more easily and readily track and kill their targets at high speeds, and has proven most effective in combat. Note that this system does not, however, track vertically.
There are two main shell-types in the Hiigaran Empire. The first is a standard armor piercing round. Cast iron, one of the strongest and heaviest metals known to date, is pressed at hundreds of pounds per square inch until it solidifies. It is then put inside another, larger mold, where the processs happens again and again until the final size is fit for a sixteen inch battery. This process creates a truly armor piercing round that punches through most armor with impunity. The second shell-type available is the incindiary-scattershot, also commonly refered to as “flak shot,” which, at times varying on what the gunner chooses, the shell explodes in a violent fury, spraying metal shrapnel, flame and smoke everywhere. The shell is filled with an explosive charge that is set off by a magnesium ribbon set into the shell which is ignited in the initial charge as the shell is propelled out of the barrel. Based on how long the ribbon is, the gunner can control with an error of approximately one second, when exactly the shell detonates. This shell finds its self being used to great effect against enemy vanships, and to a lesser effect, enemy Guild starships, as well as creating smoke-screens to confuse enemy spotters and noise to confound enemy sonar operators.
The second method of intercepting enemy vessels via ship-to-ship combat are the two forward-facing torpedo launchers that also serve as anchor-cable firers for the ship. There are two types of torpedos within the Empire. A standard torpedo is a high-yield explosive charge strapped to an outfitted vanship booster and, when it comes in contact with an enemy vessel, explodes causing massive damage. The second type of torpedo is acoustic, and is detailed later in the detection section of this document.

Detection/Counter-Detection

Detection in any battle is key. Without the enemy position, all the advanced weaponry on the ship is pointless. Therefore, the ship is outfitted with an integrated acoustical sonar system as well as four large, open survellance rooms that run most of the length of the ship. Just under the deck armor on the bow on either side, and under the middle turret bulk on either side are observation posts laden with stationary turreted spotter positions. These afford the ship a great visual detection range on nearly all vectors, as well as provide the ship with excellent visibility outside during peace-time running. All over the ship are small ports that tunnel back sound to the sonar operator of the ship who can interpret enemy positions. The only major area that is devoid of sound-collectors is the hardened vanship hangar in the rear, as hardening the entire aft of the ship made putting in the delicate and exact tunnels necessary to carry the sound all but impossible. The greatest detection device, however, is the acoustic torpedo. The acoustic torpedo, unlike the normal torpedo, is outfitted with a shaped charge that, when detonated via magnesium ribbon and small explosive chage, emits emmense ammounts of acoustic frequencies which aid any sonar operator in the vacinity greatly. This new method of detection has proven to be of great use during combat, and is being researched eagerly to perfection.
In the area of counter-detection, the ship is, when moving forward or in reverse, sleek to the air by comparison to other ships in service of the Empire. Also, the ship can be rigged, during combat, to be entirely air-tight, letting out very little sound. The armor is also coated with an ablative layer that absorbs sound waves up to an extent, however high winds and combat often damage it.
Flags and signal flares are flown or shot from the top of the bridge.

Hangar

The Hangar its self is the entire aft bulk of the ship below the aft-most deck gun. There are five levels with ample space each containing an entire four-Vanship squad at any given time, with the spares and jumbo Vanships stored near the rear of the third, and largest of the five, levels. The hangar door, which is made of solid cast-iron, as is the entire door casing to prevent enemy infiltration and create a near-impenitrable barrier to enemy fire, open to the second, third, and fourth levels, with the first and fifth having to move down and up one level to take-off, respectively. This enables fast deployment of twenty highly-trained expert Fighter Vanships, and enables two-way, that is incoming and outgoing simultaneously, traffic.

Bombing Bays

A relatively new idea in the Empire, four bombing bays were equipped for use in destroying key enemy structures should the Hiigaran Navy find its self on the offensive. These four bays can unleash massive ammounts of fire power in the form of bombs ranging in size (and number, respectively) from bomlets numbering in the thousands, two-hundred-sixty pound bombs in the hundreds, and the new twenty-six-hundred pound heavy bombs in the single-digit to a dozen at a time.

Defense

Being primarily defense-based, these ships’ whereabouts will normally be known to an enemy attacker, and thus the ship cannot rely upon its own offensive force and counter-detection measures to pull it through in most combat situations. Eventually, the ship will be bracketed and come under accurate enemy fire, and this ship has been equipped to deal with just that. Utilizing new armor, developed independantly and in secret, this ship can witstand intense ammounts of fire for prolonged periods of time. Combat trials have shown time and time again that this armor can and will survive, and initial tests show it to be twice as durable as standard Anatoray armor on the ships-of-the-line. On all areas of the ship where sensetive and vital areas are found, in particularly the hangar door, bombing bays, torpedo/anchor tubes, the armories found near the center of the ship, the Claudia unit which is found in the center of the ship, and the doors that open-up to reveal the anti-Vanship gunners, one will note a light grey coloration in stark contrast to the sky-blue of the rest of the ship. These areas have been highly re-enforced, often with Cast-Iron bulkheads or coated in Cast-Iron to deter enemy ordinance from damaging these vital areas of the ship.
However, simply being able to take damage is not enough. Near the bottom of the vessel aft and stern on either side are shielded, upward-retracting doors that, when open, hold sharp-shooters with anti-vanship rifles. The bottom amid-ship contains the same feature, but is thinner, allowing more cover and is three stories rather than one, allowing for many more sharpshooters with higher angles of attack to be able to cover more areas of the ship with their protective fire. There are also smaller doors located in two areas just outside the hangar, one with three horizontal-opening doors near the rear, and one more below and aft of the aft-most deck gun on either side. Also, being air-tight riggable, enemy infiltration through musket squads as well as through Guild Starships is rather hard by comparison with other ships.

Engines/Manouverability

This ship utilizes the newest, greatest model of Claudia unit known to the Hiigaran Empire. Using industrial espionage to their advantage, the Hiigaran Empire managed to recover the new Guild Mk II unit, and through laborious research and often trial and error experimanting, several improvements were made to the design, greatly expanding its abylities. Why the Guild has never seen it fit to make a newer model than the Mk II is beyond scientists within the Empire as there are several minor changes to the design that greatly increase output, but most assume that the lack of need to change their design due to their high number of them is to blame. The Five-Stage Integrated Compound Claudia Unit aboard the ship provides her with unparalleled power within the Empire, and is widely regarded nationally and abroad as one of the greatest units in current use. It can put out a whopping one-hundred-eighty-two thousand horsepower, which is enough to drive the Destroyer to its top speed of eighty-six and five-tenths knots. While Anatoray Ships-of-the-line move at one-hundred knots approximately, the lower speed is made-up by firepower, defensive armor, and versitility. The ship utilizes a balanced, re-enforced rudder that is attatched to the super-strucutre of the ship.

Below is the main spec sheet for the vessel.

Weapon Velocity Range
16" Gun 3,180 fps 120,000 ft at 45 degree elevation
Torpedo 922 fps (effective) 250,000 ft
Anti-Vanship Sharpshooters (effective) 1200 ft

Length: 1775’ (541 m)
Height: 720.8’ (219.7 m)
Beam: 333.3’ (101.6 m) (at side plating)
Beam: 468.5’ (142.8) (at deck plating)
Standard Displacement: 153,900t
Full Load Displacement: 189,200t
Powerplant: Vertical Five-Stage Compund Integrated Claudia Unit
Horsepower: 182,000 (ship design)
Speed: 86.5 knots
Maximum Armor:
External Side Armor: 15.75" (400 mm)
Cloudline (Bottom): 9.84" (250 mm)
Bridge: 9.5” (240 mm)
Deck: 15.75" (400 mm)
Crew Compiment: 2580
Vanship Lift: 2 Multi-level Design
Equipped Aircraft:
20 x Regular Use
4 x Spares
2 x Jumbo Vanships

http://www.freewebs.com/hfleet/LE03.jpg

Relatively new to the skies of combat, at least for non-Guild nations, is the fighter Vanship. The Hiigaran Empire’s latest Fighter Vanship for use by their standard military is no joke. The construction and durability of the airframe is on par with those of standard Vanships, but because two high-output engines have been mounted inside it, it posesses power and maneuverability far greater than other Vanships. This surplus power made it possible for the first time to mount fixed armaments. It is equipped with two steam-driven machine guns as standard weapons, and also has pylons under the wings, to which range-extending drop tanks are attached. Furthermore, the Vanship can be outfitted with two two-hundred-sixty pound bombs or one torpedo of either variety. Also, in addition to a sextant for navigation, it is equipped with a field clinometer for observation, with the aim of improving its reconnaissance capabilities. Below is the spec sheet for the standard Fighter Vanship of the Hiigaran Empire.

Total Length: 28.35’ (8.64 m)
Height: 7.91’ (24.1m)
Wingspan: 10.86’ (3.31 m)
Body Length: 23.62’ (7.2 m)
Empty Weight: 3836 lb (1740 kg)
Gross Weight: 5545 lb (2515 kg)
Nominal Horsepower: 880 hp x 2
Power/Weight Ratio: 1.43
Maximum Speed: 380 kt @ 15,000 ft (703.8 km/h @ 4500 m)
Effective Ceiling (with minimal load): 44300’ (13500 m)
Fuel: 2 x 35.2 gal + 2 x 33 gal drop tanks
Range: approx. 800 nautical miles @ 140 kt (259.3 km/h)
(with full load, 30 min @ full speed + 2.5 hours @ 240 kt)
Crew: 2
Standard Armament: 2 x steam-driven machine gun (ammo: 100 duplex rounds, spare 100 duplex rounds)
SeaQuest
16-12-2005, 05:33
OOC: Last Exile? Sounds interesting. I enjoyed that series and might even join in this RP version of yours.
The Humankind Abh
16-12-2005, 18:37
Funny, I am building ships like this for my ground worlds.
Christopher Thompson
18-12-2005, 07:28
http://www.freewebs.com/hfleet/Artwork_2.jpg

Hiigaran Carrier

The Hiigaran flagship vessel is constructed with the primary objective of supporting friendly ships with Fighter Vanships, and for offensive roles in carrying musketeers into battle. With that in mind, emphasis was placed heavily on long-range detection, defensive armor, and troop transport, as well as serving as a fighter Vanship carrier. Also, broad-side and upward-aiming combat is often in engagements, so the bridge and other structurally weak areas were placed on the side opposite where most of the battle damage occurs. It should be noted that the starboard side is mere armor-plating (save the bulk on the starboard side where troop landings are made), and thus is not seen here, as there is little to explain.

Features and Armament

The Carrier is the king vessel of the fleet, and is outfitted for nuemerous roles, as Hiigarans have fewer, but more versitile ships.

Hangar

The Carrier employs a single, frighteningly effective method of sinking enemy ships: Hundreds of Fighter Vanships.
The Hangar its self is the entire bulk on the front-starboard side of the ship. There are five levels with ample space each containing ten four-Vanship squadrons at any given time, with the spares and jumbo Vanships stored near the rear of the third, and largest of the five, levels. The hangar doors, which are made of solid cast-iron, as is the entire door casing to prevent enemy infiltration and create a near-impenitrable barrier to enemy fire, open to the second, third, and fourth levels, with the first and fifth having to move down and up one level to take-off, respectively. This enables fast deployment of two-hundred highly-trained expert Fighter Vanships, and enables two-way, that is incoming and outgoing simultaneously, traffic.

Detection/Counter-Detection

Detection in any battle is key. Without the enemy position, all the Vanships on the ship become pointless, especially with its lack of artillery armaments. Therefore, the ship is outfitted with an integrated acoustical sonar system as well as six ultra-massive, protected survellance rooms. Two, one looking upward and all around and one looking downward and all around are observation posts laden with stationary turreted spotter positions off the bow of the ship. Four more surround the re-enforced bridge on the far starboard side of the ship, two focused forward and two focused to the rear. These afford the ship an excellent visual detection range on nearly all vectors, as well as provide the ship with excellent visibility outside during peace-time running. Two crew lookouts, where any crew member may come to gaze at are in front of the bridge as well. All over the ship are small ports that tunnel back sound to the sonar operator of the ship who can interpret enemy positions. The greatest detection device, however, is the acoustic torpedo. The acoustic torpedo, unlike the normal torpedo, is outfitted with a shaped charge that, when detonated via magnesium ribbon and small explosive chage, emits emmense ammounts of acoustic frequencies which aid any sonar operator in the vacinity greatly. This new method of detection has proven to be of great use during combat, and is being researched eagerly to perfection.
In the area of counter-detection, the ship is, when moving forward or in reverse, sleek to the air by comparison to other ships in service of the Empire. Also, the ship can be rigged, during combat, to be nearly air-tight, letting out very little sound for a ship of its size. However, it should be noted that a ship this large is rather easy to detect. The armor is also coated with an ablative layer that absorbs sound waves up to an extent, however high winds and combat often damage it.
Flags and signal flares are flown or shot from the top of the bridge.

Command/Muskateer

The ship is outfitted with thousands of Muskateer soldiers trained in infiltrating and gaining control of enemy structures, and if necessary, can put them to good use quickly. The forward bulk on the port side of the ship is just that; a massive, six-level gathering room that funnels down to one level where massive quantities of Muskateers can be deployed at once in order to sieze an area, with theirs’ and the crews’ quarters being stationed in the three bulks fore and four aft of the main gathering room. The Muskateer command room and general assembly room for commanders in a fleet, found behind and left of the bridge (the dome structure), posesses open-air walkways and a small garden outside, on the bottom where the dome meets the ship. The dome its self is where meetings of action may take place away from the Diamid, or ruling council of Hiigara, and where parties are held as well as planning by officers. This dome, which is a structurally sound shape, is protected by solid Cast-Iron, and is fixed to the super-structure. The circular structure fore and to the right of the dome is the hardened armory for the vessel.

Defense

Being primarily defense-based and very massive, these ships’ whereabouts will normally be known to an enemy attacker, and thus the ship cannot rely upon its own offensive force and counter-detection measures to pull it through in most combat situations. Eventually, the ship will be bracketed and come under accurate enemy fire, and this ship has been equipped to deal with just that. Utilizing new armor, developed independantly and in secret, this ship can witstand intense ammounts of fire for prolonged periods of time. Combat trials have shown time and time again that this armor can and will survive, and initial tests show it to be twice as durable as standard Anatoray armor on the ships-of-the-line. On all areas of the ship where sensetive and vital areas are found, in particularly the hangar doors, command rooms and bridge, the armories found near the center of the ship, and the six Claudia units which are found in the rear of the ship under bulkheads, one will normally note a light grey coloration in stark contrast to the light green of the rest of the ship. These areas have been highly re-enforced, often with Cast-Iron bulkheads or coated in Cast-Iron to deter enemy ordinance from damaging these vital areas of the ship. Also, being near air-tight, enemy infiltration via Guild Starship is very difficult.

Also, along the sides, top and bottom of all the observation posts are gunner positions with retracting doors that enable a great field of fire along most of the ship, blanketing incoming enemy fighters and starships with anti-air fire. Tests have shown that the sheer number of men brings down squadrons -- especially ones' engaged in sinking the ship or dogfighting with fighters launched from the carrier -- to be devastatingly effective.

Engines/Manouverability

This ship utilizes the newest, greatest model of Claudia unit known to the Hiigaran Empire. Using industrial espionage to their advantage, the Hiigaran Empire managed to recover the new Guild Mk II unit, and through laborious research and often trial and error experimanting, several improvements were made to the design, greatly expanding its abylities. Why the Guild has never seen it fit to make a newer model than the Mk II is beyond scientists within the Empire as there are several minor changes to the design that greatly increase output, but most assume that the lack of need to change their design due to their high number of them is to blame. The Six Five-Stage Integrated Compound Claudia Units aboard the ship provides her with unparalleled power within the Empire, and is widely regarded nationally and abroad as one of the greatest units in current use. It can put out a whopping one-hundred-eighty-two thousand horsepower per unit, which is enough to drive the Carrier to its top speed of fifty-four and five-tenths knots. The ship utilizes five balanced, re-enforced rudders that run along the length of the ship on the bottom and are attatched to the super-strucutre of the ship.

Below is the main spec sheet for the vessel.

Length: 8875’ (2705 m)
Height: 720.8’ (329.55 m)
Beam: 999.9’ (101.6 m) (at side plating)
Beam: 468.5’ (304.8 m) (at deck plating)
Standard Displacement: 769500t
Full Load Displacement: 946000t
Powerplant: Six Vertical Five-Stage Compund Integrated Claudia Units
Horsepower: 182,000 per unit (ship design), 1,092,000 total
Speed: 54.5 knots
Maximum Armor:
External Side Armor: 15.75" (400 mm)
Cloudline (Bottom): 9.84" (250 mm)
Bridge: 9.5” (240 mm)
Deck: 15.75" (400 mm)
Crew Compiment: 12,350 + 6,000 Musketeers
Vanship Lift: 2 Multi-level Design
Equipped Aircraft:
200 x Regular Use
40 x Spares
20 x Jumbo Vanships
Christopher Thompson
18-12-2005, 22:33
Also, if anyone's interested in making a last exile rp world with me, or have ANY questions whatsoever about any of the world or ships, lemme know.
The Humankind Abh
18-12-2005, 23:01
I'm game. Just post something when you have an idea or need some.
Christopher Thompson
19-12-2005, 06:30
well, I have a few ideas on time/place/where tech is, but I'd like to hear what you two have to say (and anyone else!)
Christopher Thompson
20-12-2005, 06:59
Alright, here are some outlines in my head. Also, this is unorganized thought, so expect no organization!

As far as nations go, one could play the disith, anatoray, or a guild nation, but not on the scale that they are in the anime. This would have to be a same principle but alternate universe type of world, with nations being primarily guild tech or anatoray/disith tech based, rather than having the actual nations being so immensly powerful. I'm thinking of a map that could accomodate about twenty people max, as this idea is only really marketable to a small number of NSers, and I'd rather keep those people active with high quality postage.

As far as ships go, follow the same principle that most NS ft nations do: the fewer the ships, the higher the quality. Same goes for weapons on those ships.

Population, however, could be tricky. There is a severe limitation on prester in the way of water, so we could take everbody's pop. and cut it someway, because I simply have too many people for a single nation on this planet. But I dunno. It's really up to popular vote. Also, we'd have to have a map with grand stream currents, and good reference pages on technology, as detail is key here. I don't expect everyone to have reference pages as extensive as mine are, but something better than normal.

Also, I was thinking of mostly a poor populus as in the anime, with nobles and large shipping companies having units to haul cargo in great quantity over large distances quicker than caravan or by land. How we could do this economically is interesting, but I was thinking that we have certain nations, upon plot choosing, be rich with certain natural resources. Some will have water, terrain advantage, fertile soil, ores and fuel and claudia. Anything goes, really.

Comments, Q's, suggestions?
The Humankind Abh
20-12-2005, 16:55
Well I have no problem with being any of the techs personally. I'll fill in whereever you need someone. So I am guessing that these are going to be FT ships and not like the actual Last Exile style tech?

As far as pop, how about it's limited to whatever style tech they use? Or just give them all limit. No more than say a couple million each.
Punishment castle
20-12-2005, 17:05
you have some awesome ships at your disposal, i have no problem with powersources and weaponry
Christopher Thompson
22-12-2005, 05:04
you have some awesome ships at your disposal, i have no problem with powersources and weaponry
Why thankyou :D
Christopher Thompson
22-12-2005, 05:09
Well I have no problem with being any of the techs personally. I'll fill in whereever you need someone. So I am guessing that these are going to be FT ships and not like the actual Last Exile style tech?

As far as pop, how about it's limited to whatever style tech they use? Or just give them all limit. No more than say a couple million each.[/QUOTE]
No, no. They're not FT, they're last exile ships. It's just that the ships that are here, although are originally designed for space combat in the game homeworld 2, transfer over very well into the last exile world, in particularly the destroyer. It flows nearly seamlessly from HW2 to Last Exile.
Primarily, you will have three choices when making tech choices:
The Guild Tech
Anatoray Tech
Dissith Tech

You can, like I have, make major improvements upon that tech, and perhaps one person may, with a lot of time and investment, invent gunpowder. Basically, I'm working off of the quality=quantity system here. I may be a very large nation in the last exile world, but I'll probably have fewer than two-hundred ships regardless, because each of my ships are so powerful, whereas if you were to join this and use bare-bones Anatoray technology, you'd probably have around 350 ships, even though you're much smaller than me.
Christopher Thompson
22-12-2005, 05:12
Oh, and as far as on off-site forum goes, I'll probably have one up shortly after X-mas.
SeaQuest
24-12-2005, 04:52
well, I have a few ideas on time/place/where tech is, but I'd like to hear what you two have to say (and anyone else!)

If I recall correctly, the place was inside a massive (and I mean Death Star II large, at least), hourglass-shaped structure in space (at least that is what I infered from the ending). The Grand Stream was at the narrow point where the two halves met.

Tech level, I would judge to be no earlier than late PMT. The Guild craft were the most advanced tech wise (no visible engine and a non-plane like shape). They had anti-gravity (via the Claudia units) at least. So, sometime between late PMT-mid FT.
SeaQuest
24-12-2005, 04:53
Oh, and as far as on off-site forum goes, I'll probably have one up shortly after X-mas.

I got five, or six, (actually, I lost count) already, what's one more. I would be happy to go ahead and start some up for you.
SeaQuest
24-12-2005, 05:01
You may find these images useful.

The Vanship (silver one from the series):
http://www.jvcmusic.co.jp/m-serve/last-exile/mecha/img/vanship1.jpg
http://www.jvcmusic.co.jp/m-serve/last-exile/mecha/img/vanship2.jpg

The Silvarna (Main capital craft from the series):
http://www.jvcmusic.co.jp/m-serve/last-exile/mecha/img/silvarna1.jpg
http://www.jvcmusic.co.jp/m-serve/last-exile/mecha/img/silvarna2.jpg

Guild Command Ship:
http://www.otakuaniverse.com/reviews/lastexile/lastexlite-ss05.jpg

Capital ships from series:
http://www.otakuaniverse.com/reviews/lastexile/lastexlite-ss11.jpg
http://www.otakuaniverse.com/reviews/lastexile/lastexlite-ss02.jpg
http://www.otakuaniverse.com/reviews/lastexile/lastexlite-ss04.jpg
SeaQuest
24-12-2005, 05:04
Alright, here are some outlines in my head. Also, this is unorganized thought, so expect no organization!

As far as nations go, one could play the disith, anatoray, or a guild nation, but not on the scale that they are in the anime. This would have to be a same principle but alternate universe type of world, with nations being primarily guild tech or anatoray/disith tech based, rather than having the actual nations being so immensly powerful. I'm thinking of a map that could accomodate about twenty people max, as this idea is only really marketable to a small number of NSers, and I'd rather keep those people active with high quality postage.

As far as ships go, follow the same principle that most NS ft nations do: the fewer the ships, the higher the quality. Same goes for weapons on those ships.

Population, however, could be tricky. There is a severe limitation on prester in the way of water, so we could take everbody's pop. and cut it someway, because I simply have too many people for a single nation on this planet. But I dunno. It's really up to popular vote. Also, we'd have to have a map with grand stream currents, and good reference pages on technology, as detail is key here. I don't expect everyone to have reference pages as extensive as mine are, but something better than normal.

Also, I was thinking of mostly a poor populus as in the anime, with nobles and large shipping companies having units to haul cargo in great quantity over large distances quicker than caravan or by land. How we could do this economically is interesting, but I was thinking that we have certain nations, upon plot choosing, be rich with certain natural resources. Some will have water, terrain advantage, fertile soil, ores and fuel and claudia. Anything goes, really.

Comments, Q's, suggestions?

Or we could focus on a few characters (two at least) (like in the series) and have them do currier duties (as depicted in the series). Our characters can meet up with each other and have adventures together (like in the series).
SeaQuest
24-12-2005, 05:05
I'm game. Just post something when you have an idea or need some.

As am I. Same goes for me as well.
SeaQuest
24-12-2005, 05:07
Alright, here are some outlines in my head. Also, this is unorganized thought, so expect no organization!

As far as nations go, one could play the disith, anatoray, or a guild nation, but not on the scale that they are in the anime. This would have to be a same principle but alternate universe type of world, with nations being primarily guild tech or anatoray/disith tech based, rather than having the actual nations being so immensly powerful. I'm thinking of a map that could accomodate about twenty people max, as this idea is only really marketable to a small number of NSers, and I'd rather keep those people active with high quality postage.

As far as ships go, follow the same principle that most NS ft nations do: the fewer the ships, the higher the quality. Same goes for weapons on those ships.

Population, however, could be tricky. There is a severe limitation on prester in the way of water, so we could take everbody's pop. and cut it someway, because I simply have too many people for a single nation on this planet. But I dunno. It's really up to popular vote. Also, we'd have to have a map with grand stream currents, and good reference pages on technology, as detail is key here. I don't expect everyone to have reference pages as extensive as mine are, but something better than normal.

Also, I was thinking of mostly a poor populus as in the anime, with nobles and large shipping companies having units to haul cargo in great quantity over large distances quicker than caravan or by land. How we could do this economically is interesting, but I was thinking that we have certain nations, upon plot choosing, be rich with certain natural resources. Some will have water, terrain advantage, fertile soil, ores and fuel and claudia. Anything goes, really.

Comments, Q's, suggestions?

Will we be using cannon ships, the ships you posted, or can we modify our own designs (I got some that could go well with Last Exile tech)?
Christopher Thompson
25-12-2005, 17:24
I got five, or six, (actually, I lost count) already, what's one more. I would be happy to go ahead and start some up for you.
Thanks!
Christopher Thompson
25-12-2005, 17:26
If I recall correctly, the place was inside a massive (and I mean Death Star II large, at least), hourglass-shaped structure in space (at least that is what I infered from the ending). The Grand Stream was at the narrow point where the two halves met.

Tech level, I would judge to be no earlier than late PMT. The Guild craft were the most advanced tech wise (no visible engine and a non-plane like shape). They had anti-gravity (via the Claudia units) at least. So, sometime between late PMT-mid FT.
Schwaa?? How did you infer that?
Oh, and for tech, it doesn't fall into any of the normal parameters for tech (at least not the anatoray and guild nations) I'd say it's mostly AWT
(just coined it, alternate world tech), because it's a mix of some things.
Also, I'd like other nations joining (when we eventually get up a forum and active join thread on NS and II) to start at base level tech, that is, at the same tech that one of the three powers (Dissith, Anatoray, and Guild) had, and then advance from there. We (since we'd be the three admins) could give ourselves a little boost in power from the beginning just 'cause, if you wanted too. Also, I'd like each of us to take a tech so people know how to rp as that society. I'll (obviously) take anatoray, so people who choose to be in that tech know what the life of ordinary ppl is like, how the basic fabric of society works and so on. I would like each of you two to decide and take either a guild nation or dissith nation and rp their culture and society a bit from the beginning so new people know kind-of an outline for how their nation might work. If that's okay with you two, anyway.
:fluffle: if you do...
Christopher Thompson
25-12-2005, 18:56
Or we could focus on a few characters (two at least) (like in the series) and have them do currier duties (as depicted in the series). Our characters can meet up with each other and have adventures together (like in the series).
We could do both. Havge a courier/charachter rp section as well as a nation-rp section for those interested in only one or both ideas. The charchter rp section would also be affected by the nation rp section in things such as geo-political climate and such for a changing world that the characters live in.
Christopher Thompson
26-12-2005, 02:37
shameless bump on X-mas b/c jolt is suprisingly busy
Kyanges
26-12-2005, 03:04
Wha? 3 Admin type RP'ers? Hmmm... Could I...join in?
As background, I've watched the series. But while I didn't totally get into it, I did like the series as a whole, and found their technology to be pretty interesting. If I can join, I'd start out at the Guild level of tech. Would that be acceptable?
Christopher Thompson
26-12-2005, 03:39
Wha? 3 Admin type RP'ers? Hmmm... Could I...join in?
As background, I've watched the series. But while I didn't totally get into it, I did like the series as a whole, and found their technology to be pretty interesting. If I can join, I'd start out at the Guild level of tech. Would that be acceptable?
Excellent....
*strokes white cat*
(Yes, you may)
Kyanges
26-12-2005, 03:55
Heh, sweet.
Christopher Thompson
26-12-2005, 13:06
Now about that forum...
SeaQuest
27-12-2005, 02:46
Schwaa?? How did you infer that?
Oh, and for tech, it doesn't fall into any of the normal parameters for tech (at least not the anatoray and guild nations) I'd say it's mostly AWT
(just coined it, alternate world tech), because it's a mix of some things.
Also, I'd like other nations joining (when we eventually get up a forum and active join thread on NS and II) to start at base level tech, that is, at the same tech that one of the three powers (Dissith, Anatoray, and Guild) had, and then advance from there. We (since we'd be the three admins) could give ourselves a little boost in power from the beginning just 'cause, if you wanted too. Also, I'd like each of us to take a tech so people know how to rp as that society. I'll (obviously) take anatoray, so people who choose to be in that tech know what the life of ordinary ppl is like, how the basic fabric of society works and so on. I would like each of you two to decide and take either a guild nation or dissith nation and rp their culture and society a bit from the beginning so new people know kind-of an outline for how their nation might work. If that's okay with you two, anyway.
:fluffle: if you do...

Actually watched the series in 2004, from start to end (more than once).

As for your suggestions, I have no problems with any of them.

As for my tech, I'll probably go Guild (I like the design of their craft the best).
SeaQuest
27-12-2005, 02:48
Now about that forum...

I'll get started on it.
SeaQuest
27-12-2005, 02:51
I'll get started on it.

Here is the link: http://s14.invisionfree.com/Last_Exile_II/index.php?

Abh and Chris, please join so I can give you your admin powers. Then we can work on building the forums in anyway we like.
Christopher Thompson
27-12-2005, 05:55
*bing*
registered. Requesting adminship.
Christopher Thompson
27-12-2005, 06:05
This is how it works in my brain:
Now, we're going to have two main forums:

Charachter RP

Nation RP

You can do both, if you like. In charchter rp, you assume any charachter you want, a courier, a front-line soldier, who cares? Not I, and play through their ordinary life. You have a nation of origin, and where you live and all that goodness that comes with real life. And, the political climate around you is affected by the rps that take place in the nation rp. This is pretty open-ended.

Nation RP

Pretty straight-forward. Pick a base tech, a spot on the map (that is to be created soon), and have a jolly good time.

Now, once inside, we have several categories.

Nation RP

POLITICS
Internal
Inter-National

WAR
Civil
Regional/Global

ECONOMY
Global
Anatoray
Disith
Guild
Individual

DEVELOPMENT
Technological
-War
-Commerce/Private
Economic
Other

OTHER CATEGORIES (pssst...you can suggest stuff)

Charachter RP

Charachter/Group 1
2
3
4
5
...

Not really many ideas here. I haven't really thought of this one much...any ideas?
SeaQuest
27-12-2005, 06:15
*bing*
registered. Requesting adminship.

Done. Even gave you your own special usergroup.

I'll take care of the usergroups and post count rank stuff after we (you, Abh, and I) create each section that is needed.
SeaQuest
27-12-2005, 06:47
This is how it works in my brain:
Now, we're going to have two main forums:

Charachter RP

Nation RP

You can do both, if you like. In charchter rp, you assume any charachter you want, a courier, a front-line soldier, who cares? Not I, and play through their ordinary life. You have a nation of origin, and where you live and all that goodness that comes with real life. And, the political climate around you is affected by the rps that take place in the nation rp. This is pretty open-ended.

Nation RP

Pretty straight-forward. Pick a base tech, a spot on the map (that is to be created soon), and have a jolly good time.

Now, once inside, we have several categories.

Nation RP

POLITICS
Internal
Inter-National

WAR
Civil
Regional/Global

ECONOMY
Global
Anatoray
Disith
Guild
Individual

DEVELOPMENT
Technological
-War
-Commerce/Private
Economic
Other

OTHER CATEGORIES (pssst...you can suggest stuff)

Charachter RP

Charachter/Group 1
2
3
4
5
...

Not really many ideas here. I haven't really thought of this one much...any ideas?

All that's left is to make the Character RP section and finalize the forum. Then we can start recruiting more.
Christopher Thompson
27-12-2005, 07:09
Oh, we're also going to need a background section for new pwoplw who aren't familiar with last exile and want to educate themselves. I'll write up the lengthy what you need to know sometime in the near future. Thanks for all your help, we've got a long ways to go tho..g'night.
Christopher Thompson
27-12-2005, 07:11
P. S.
and a reference place for ppl to post their ships, history, etc.
SeaQuest
27-12-2005, 07:30
P. S.
and a reference place for ppl to post their ships, history, etc.

A Last Exile Library is on my to do list.
SeaQuest
27-12-2005, 07:30
Oh, we're also going to need a background section for new pwoplw who aren't familiar with last exile and want to educate themselves. I'll write up the lengthy what you need to know sometime in the near future. Thanks for all your help, we've got a long ways to go tho..g'night.

Not a problem. You are quite welcome. I'll also pull up what I can on Last Exile.
SeaQuest
27-12-2005, 07:32
Here is a little tid-bit I have already about the Last Exile anime series:

Prestel, a world filled with the atmosphere of the time when it went through industrial revolution remains.

There lives Klaus Valca, a 15 year old who using the Van Ship (a small flying ship) left behind by his father, made his home in the sky along with his childhood friend Lavie Head who is also 15.

Their dream was to surpass what their fathers couldn't do and that was to pass through the storm known as "Grand Stream". But, one day, a mysterious girl Alvis Hamilton, aged 11 is entrusted to them by the battle airship Silvana and they get dragged into a battle that shakes the world. The world of Prestel where a sea of wind and clouds stretch out.

The Grand Stream, sweeps across high in the skies.
Two countries that confront one another, Anatorel and Dysis.
Now, is the start of a terrible and exciting story!

That is a direct quote from another site, so I am not sure about the spelling.
Tannishar
27-12-2005, 07:58
I might join this. SeaQuest do want some help building the site?
SeaQuest
27-12-2005, 08:34
I might join this. SeaQuest do want some help building the site?

Its Christopher Thompson's call on who gets admin powers. Lets wait till he gets back on and see what he says. If he says yes, then I'll bring you onto the construction team.

OOC: This really is my last post for the night, lol.
Christopher Thompson
27-12-2005, 18:12
I wouldn't trust the speeling either. And when I said reference (library), I meant mostly just what the LE universe is like. Ya know, claudia units, the guid politics, etc. The story with Claus and Lavie can be damned for all I care, I want this world we're making to be truly independant of their actions, as if they had never existed.
SeaQuest
27-12-2005, 18:46
I wouldn't trust the speeling either. And when I said reference (library), I meant mostly just what the LE universe is like. Ya know, claudia units, the guid politics, etc. The story with Claus and Lavie can be damned for all I care, I want this world we're making to be truly independant of their actions, as if they had never existed.

Understood.
SeaQuest
27-12-2005, 18:57
Here is the info I found on Prester, the actual Last Exile world (Spoiler Warning):

Prester (sometimes called "Prestale") is the name of the floating world in which the story of Last Exile takes place. The world of Prester is divided up into two lands - Anatoray and Disith - and the only way of reaching one from the other is to cross the Grand Stream, the endless and torrential storm that forever rages high in the skies.

It is strange at the beginning of the series to understand how the two lands of Anatoray and Disith can only be traveled between by flying high into the sky, entering the Grand Stream, and flying through a bottle-like hurricane out to the other side. In the last episode, when the great vessel Exile is finally found and used to dissipate the Grand Stream, we see that these two lands are actually two separate worlds that literally face one another. Once the skies are clear, a person above the permanent cloud cover on Anatoray can look up and faintly see the landscape of Disith facing back at them.

This is what the phrase written on the book at the beginning of every episode means:

λαστ εξιλε ιν τηε βοττλε
"last exile in the bottle"

The phrase is written in Greek letters, like all other text in the series, and refers to the fact that Prester is a world shaped like a bottle, or an hourglass. It has a narrow portion in the very middle, which is filled with the Grand Stream until the last episode, and it widens out at either end, and these ends contain the miniature planets that come to be called Anatoray and Disith.

In the series, the character Alister uses a sextant to plot her position according to the stars. This is when she utters the phrase, "The stars have become unreliable." She is referring to the slow, spinning motion that the enormous hourglass-shaped world of Prester is making in the heavens, giving the stars an erratic pattern across the sky when viewed from Anatoray, which roates on its own within its half of the hourglass.

Exile carried the first colonists from Earth to Prester hundreds of years ago. Upon arrival and disembarking its passengers, it holed up in the bottleneck and created the Grand Stream. Once it was reactivated, it began its preprogrammed behavior by continually travelling back and forth between the Earth and Prester.

The only time Prester is truly shown in this form is on the last episode when the cast looks out from the deck of Exile. Up until that point, the author / art director of the series had been playfully toying with revealing that fact by spreading the hourglass shape all over the series in the form of maps, icons, artwork, and royal emblems.
SeaQuest
28-12-2005, 00:37
I got Orange pips for regular members. Guild RP'ers will get White pips, what colors should Anatoray and Disith RP'ers get?

I got the following colors:

Black
Blue
Bronze
Brown
Cream
Green
Navy
Orange
Red
Silver
Teal #1
Teal #2
Violet
White
Yellow #1
Yellow #2

Please note, not all styles have the above colors. The following are examples of the pips I already put in.

Standard Member: http://kuro-rpg.com/rank/alt-silver/o-o7.png

Guild RP Member: http://kuro-rpg.com/rank/alt2-officer/w-o7.png
Christopher Thompson
28-12-2005, 06:51
Why green pips, of course
-Noir-
28-12-2005, 07:46
Nice, Last Exile. I loved the series.
---

If you guys are starting an RP, I'm interested.
SeaQuest
28-12-2005, 09:04
Why green pips, of course

For Anatoray or Disith RP'ers?
Christopher Thompson
28-12-2005, 09:31
Nice, Last Exile. I loved the series.
---

If you guys are starting an RP, I'm interested.
You may of course join.
What tech do you prefer to begin as? Anatoray, Disith, or Guild?
Christopher Thompson
28-12-2005, 09:32
For Anatoray or Disith RP'ers?
Anatoray, of course.
SeaQuest
28-12-2005, 18:59
Anatoray, of course.

Okay, here is an example of an Anatoray RP'er pip.

http://kuro-rpg.com/rank/ds9-o/g-o7.png

Now, which of those colors, exluding Green, White, and Orange, for Disith RP'ers?
-Noir-
29-12-2005, 02:25
I would honestly take Guild tech because both Anatoray and Disth ships rely on Guild technology.
SeaQuest
29-12-2005, 02:42
I would honestly take Guild tech because both Anatoray and Disth ships rely on Guild technology.

Register on the forums and I'll set you up with your Guild pips.
Christopher Thompson
29-12-2005, 07:23
I would say a deep frosty blue for Disith, and white for guild if you haven't already made a color for them.
SeaQuest
29-12-2005, 07:32
I would say a deep frosty blue for Disith, and white for guild if you haven't already made a color for them.

Here are the blue and blue-like colors I have got:

Blue: http://kuro-rpg.com/rank/ds9-o/c-o7.png

Navy: http://kuro-rpg.com/rank/ds9-o/n-o7.png

Teal #1: http://kuro-rpg.com/rank/ds9-o/t-o7.png

Teal #2: http://kuro-rpg.com/rank/ds9-o/t2-o7.png
Christopher Thompson
29-12-2005, 07:42
One or two, I can't decide. Go ahead and make the choice.
EDIT: And by that I mean blue or navy blue...
SeaQuest
29-12-2005, 07:44
One or two, I can't decide. Go ahead and make the choice.
EDIT: And by that I mean blue or navy blue...

Blue, then. It looks the most 'frosty' like.

I'll get the pips uploaded (though in a different style to help distinguish them from the other two) once the forums are back up (server is currently down for maintenance).
-Noir-
29-12-2005, 09:46
The website is the one in your sig, right?

I signed up just right now.