Hyperspatial Travel
03-07-2007, 13:06
It's been awhile since I've had much fun in FT. Oh, there's wars, and there's occasionally a bit of diplomacy, but it all seems to end up in huge arguments about one nation's capabilities versus another. Colonial Sector One is designed to try and give those of us who prefer RPing with pre-quantified stats; clear-cut capabilities that allow us to match ourselves against another player and say "Yup, he's better than me in A and B, but he annihilates me in C", and those of us who believe diplomacy and trade should be as integral to FT as those multi-thousand ship fleets are.
Essentially, the rules in this little in-FT game are going to give us a limited, defined, and hopefully fairly fun environment to get some good RP going in.
Rules:
1) Obviously, no godmodding. Wanking will be more-or-less made irrelevent by the way you have to claim your nation, so godmodding and godmoding are the big two. If you're going to do that, please, just don't bother joining.
2) A half-decent grasp of spelling and grammar are required for me to accept your claim. If you have OpenOffice or Microsoft Word, and you know how to use the spellcheck function, that's good enough for me. But please don't turn up with chatspeech and a lack of capitalization and punctuation in your claim. If you can't bother to show some effort in your spelling, I can't be bothered accepting you.
3) Colonial Sector One is not part of the FT Universe as such. It still uses nations based on your FT ones, should you desire it, but no contact with the rest of FT exists, because, in CS1, the rest of FT doesn't exist.
4) The time-scale works as such. One real-life day equals one CS1 week.
Claimancy Rules:
The map below has 40 stars on it. The first nation is allowed to claim 6 stars. The next, 5. The next, 4. The next, 3. And when a minimum of 2 stars is reached, every other nation from there on in may claim 2. The first four nations will invariably be larger and more powerful than every other nation. Obviously, only 15 places are available in CS1. More may be made available if this fills up uber-fast.
Please post a name of your nation (you may use the same one as your normal FT one), and a list of its statistics, as well as a brief description. Furthermore, please upload a new map with your borders and name marked clearly on it, as taking descriptions of a mass of 40 randomly-placed stars will be nigh-impossible.
The Map of the Sector
http://i9.tinypic.com/68ayg5j.png
Creating a Nation:
Each nation in-game has four basic statistics. Industrial power, political control, battle technology, and FTL speed. These statistics each may extend from 0-20, (although having a 0 in a category other than political control will cripple your nation), barring Political Control, which is rated on a 0-10 basis. Each player has 20 points to spend on these statistics, with each extra point in each category costing 1 point.
Industrial Power: Industrial power governs how much raw MP, or Manufacturing Points, are generated by your nation each year. Multiply your IP by your number of systems, and you get total MP.
Political Control: Political control is simple. The more political control you have, the more % of your Industrial Power can be utilised during peacetime. Thus, with 10 Political Control, you can use all of your Industrial Power to build ships during peacetime. With 0, you can only build ships during wartime (when the amount you can use is automatically bumped up to 100%).
Battle Technology: Battle technology is the power one's ships have. A Tech 10 ship is 10 times better than a Tech 1 one. Note that ships cost a uniform amount to build across nations, so Tech 10 ships cost exactly the same as Tech 1 ones. For each point you spend on Battle Technology, you get 5 to spend in each of the sub-categories. Thus, the average of the sub-categories is your Battle Technology rank.
Sub-Categories:
Weaponry: As it sounds. Rank 10 in weaponry means your weapons are absolutely deadly.
Shielding/Armour: The opposite. Good shielding and armour prevents damage.
Sensors: Sensors allow you to target enemy ships more easily, from further away, and give you advantages when trying to pick up things like cloaked ships.
Maneuvering: Good maneuvering speeds generally won't allow you to dodge lasers - but since FTL drives can't be used in-system, having a rank of 10 will let you close into combat that much faster.
Special: From cloaking devices to molecular disintegrators, special weaponry is stuff outside the ordinary "I hit you with my weapons, your shields take damage.". Each point of Special allows you one special device, or an upgrade to an already existing device. For instead, a Special rating of 5, invested all into cloaking would make the ships practically undetectable except at very close ranges.
FTL Speed: For each point, you can travel 1 lightyear a week. 1 centimetre on the map is one lightyear, and, generally speaking, stars tend to be at least 3 lightyears apart. Thus, low FTL speed can cripple a nation.
- - - - -
A note regarding technology. You don't have to give up your old weapons and shields. You can call and describe your weapons whatever you like, as well as your FTL and sublight drives, to boot. This scale merely quantifies their raw capabilities versus one another.
Basic Ship Classification:
Note that this is only a guide. Essentially, your MP used on a ship, multiplied by your battle technology, will give you its rating against another. Thus, if you spent one MP on a frigate, with a Battle Technology of 10, it would have a rating of 10. If you spent 10 MP on a cruiser, with a Battle Technology of 1, it would have a rating of 10. It's a simple way to figure out the power of ships relative to one another.
Thus, you can design classes however you like, assign an MP value to them, and that will be the defining value for their size and power.
Fighter: Smallest ship in-game. Costs 1 MP for 50.
Corvette: Second-smallest ship, often used for patrolling and escorting. Costs 1 MP for 10.
Frigate: First real capital ship. Costs 1 MP.
Destroyer: First major capital ship. Destroyers tend to be an integral part of any fleet. Costs 5 MP.
Cruiser: Cruisers are often flagships of smaller nations, and are few and far between for larger ones. Costs 10 MP.
Battleship: Battleships are often flagships for most nations, and are highly effective in combat. Costs 25 MP.
Dreadnought: Dreadnoughts are the ultimate ship in the game, solely flagships, and rarely, if ever, come in twos. They cost 50 MP.
Ship Building: You can spend all of your available MP each turn, irregardless of whether it's on fighters or on dreadnoughts. There is no building limit, besides that provided by MP and Political Control.
Ship Upkeep: Ship upkeep is simple. One-tenth of the ship's cost becomes upkeep. Thus, maintaining 500 fighters costs 1 MP a week. If you had an output of 10 MP * 5 systems, and were at war, you would then have 50 MP a week, allowing you to upkeep 10 dreadnoughts. However, if you only had 1 Political Control, you could only retain one of those after the war. Likewise, if you ceded two systems as a result of the war, you couldn't upkeep any.
Treaties: People can choose to sign over systems, ships, or MP as a result of treaties. You may sign alliances, non-aggression pacts, and the like, as in normal FT, but MP treaties, system treaties, and ship treaties are dealt with directly by CS1, as these are actually part of the game, and are so moderated.
- - - - - - - -
List of Nations:
The Holy Principate of Thessaloni (Hyperspatial Travel)
The Stratocratic Imperium of Felysia (Tigerland)
The International Trade Hub (Balrogga)
The Black Feather Federation (Naasha)
The Federation of Kilani (Kilani)
Zai'thstar Interim Administration (The Emperor Fenix)
- - - - - - - -
The Holy Principate of Thessaloni: The Holy Principate is ruled by the Anointed Prince, who is in turn guided by the Quorum of Cardinals. The belief in Jad, the god of the Principate, is a major factor in its existence, and, indeed, their desire to bring the word of Jad to other worlds makes them an expansionist and often aggressive power. However, the religious fervour which grips the nation has slowed the growth of technology, in both battle technology, but primarily faster-than-light travel. Their industrial power is huge, and the degree of power the Anointed Prince and the Cardinals wield over the populace is much more than most nations would be able to.
Number of Systems: 6
Manufacturing Points: 24 peacetime, 48 wartime.
Industrial Power: 8
Political Control: 5
FTL Speed: 2
Battle Technology: 5
Weaponry: 12
Shielding/Armour: 8
Sensors: 2
Maneuvering: 3
Special: 0 (This means the Principate possesses no cloaking devices, nanobot or biological weaponry, or anything above and beyond the standard techonology of battle.)
Essentially, the rules in this little in-FT game are going to give us a limited, defined, and hopefully fairly fun environment to get some good RP going in.
Rules:
1) Obviously, no godmodding. Wanking will be more-or-less made irrelevent by the way you have to claim your nation, so godmodding and godmoding are the big two. If you're going to do that, please, just don't bother joining.
2) A half-decent grasp of spelling and grammar are required for me to accept your claim. If you have OpenOffice or Microsoft Word, and you know how to use the spellcheck function, that's good enough for me. But please don't turn up with chatspeech and a lack of capitalization and punctuation in your claim. If you can't bother to show some effort in your spelling, I can't be bothered accepting you.
3) Colonial Sector One is not part of the FT Universe as such. It still uses nations based on your FT ones, should you desire it, but no contact with the rest of FT exists, because, in CS1, the rest of FT doesn't exist.
4) The time-scale works as such. One real-life day equals one CS1 week.
Claimancy Rules:
The map below has 40 stars on it. The first nation is allowed to claim 6 stars. The next, 5. The next, 4. The next, 3. And when a minimum of 2 stars is reached, every other nation from there on in may claim 2. The first four nations will invariably be larger and more powerful than every other nation. Obviously, only 15 places are available in CS1. More may be made available if this fills up uber-fast.
Please post a name of your nation (you may use the same one as your normal FT one), and a list of its statistics, as well as a brief description. Furthermore, please upload a new map with your borders and name marked clearly on it, as taking descriptions of a mass of 40 randomly-placed stars will be nigh-impossible.
The Map of the Sector
http://i9.tinypic.com/68ayg5j.png
Creating a Nation:
Each nation in-game has four basic statistics. Industrial power, political control, battle technology, and FTL speed. These statistics each may extend from 0-20, (although having a 0 in a category other than political control will cripple your nation), barring Political Control, which is rated on a 0-10 basis. Each player has 20 points to spend on these statistics, with each extra point in each category costing 1 point.
Industrial Power: Industrial power governs how much raw MP, or Manufacturing Points, are generated by your nation each year. Multiply your IP by your number of systems, and you get total MP.
Political Control: Political control is simple. The more political control you have, the more % of your Industrial Power can be utilised during peacetime. Thus, with 10 Political Control, you can use all of your Industrial Power to build ships during peacetime. With 0, you can only build ships during wartime (when the amount you can use is automatically bumped up to 100%).
Battle Technology: Battle technology is the power one's ships have. A Tech 10 ship is 10 times better than a Tech 1 one. Note that ships cost a uniform amount to build across nations, so Tech 10 ships cost exactly the same as Tech 1 ones. For each point you spend on Battle Technology, you get 5 to spend in each of the sub-categories. Thus, the average of the sub-categories is your Battle Technology rank.
Sub-Categories:
Weaponry: As it sounds. Rank 10 in weaponry means your weapons are absolutely deadly.
Shielding/Armour: The opposite. Good shielding and armour prevents damage.
Sensors: Sensors allow you to target enemy ships more easily, from further away, and give you advantages when trying to pick up things like cloaked ships.
Maneuvering: Good maneuvering speeds generally won't allow you to dodge lasers - but since FTL drives can't be used in-system, having a rank of 10 will let you close into combat that much faster.
Special: From cloaking devices to molecular disintegrators, special weaponry is stuff outside the ordinary "I hit you with my weapons, your shields take damage.". Each point of Special allows you one special device, or an upgrade to an already existing device. For instead, a Special rating of 5, invested all into cloaking would make the ships practically undetectable except at very close ranges.
FTL Speed: For each point, you can travel 1 lightyear a week. 1 centimetre on the map is one lightyear, and, generally speaking, stars tend to be at least 3 lightyears apart. Thus, low FTL speed can cripple a nation.
- - - - -
A note regarding technology. You don't have to give up your old weapons and shields. You can call and describe your weapons whatever you like, as well as your FTL and sublight drives, to boot. This scale merely quantifies their raw capabilities versus one another.
Basic Ship Classification:
Note that this is only a guide. Essentially, your MP used on a ship, multiplied by your battle technology, will give you its rating against another. Thus, if you spent one MP on a frigate, with a Battle Technology of 10, it would have a rating of 10. If you spent 10 MP on a cruiser, with a Battle Technology of 1, it would have a rating of 10. It's a simple way to figure out the power of ships relative to one another.
Thus, you can design classes however you like, assign an MP value to them, and that will be the defining value for their size and power.
Fighter: Smallest ship in-game. Costs 1 MP for 50.
Corvette: Second-smallest ship, often used for patrolling and escorting. Costs 1 MP for 10.
Frigate: First real capital ship. Costs 1 MP.
Destroyer: First major capital ship. Destroyers tend to be an integral part of any fleet. Costs 5 MP.
Cruiser: Cruisers are often flagships of smaller nations, and are few and far between for larger ones. Costs 10 MP.
Battleship: Battleships are often flagships for most nations, and are highly effective in combat. Costs 25 MP.
Dreadnought: Dreadnoughts are the ultimate ship in the game, solely flagships, and rarely, if ever, come in twos. They cost 50 MP.
Ship Building: You can spend all of your available MP each turn, irregardless of whether it's on fighters or on dreadnoughts. There is no building limit, besides that provided by MP and Political Control.
Ship Upkeep: Ship upkeep is simple. One-tenth of the ship's cost becomes upkeep. Thus, maintaining 500 fighters costs 1 MP a week. If you had an output of 10 MP * 5 systems, and were at war, you would then have 50 MP a week, allowing you to upkeep 10 dreadnoughts. However, if you only had 1 Political Control, you could only retain one of those after the war. Likewise, if you ceded two systems as a result of the war, you couldn't upkeep any.
Treaties: People can choose to sign over systems, ships, or MP as a result of treaties. You may sign alliances, non-aggression pacts, and the like, as in normal FT, but MP treaties, system treaties, and ship treaties are dealt with directly by CS1, as these are actually part of the game, and are so moderated.
- - - - - - - -
List of Nations:
The Holy Principate of Thessaloni (Hyperspatial Travel)
The Stratocratic Imperium of Felysia (Tigerland)
The International Trade Hub (Balrogga)
The Black Feather Federation (Naasha)
The Federation of Kilani (Kilani)
Zai'thstar Interim Administration (The Emperor Fenix)
- - - - - - - -
The Holy Principate of Thessaloni: The Holy Principate is ruled by the Anointed Prince, who is in turn guided by the Quorum of Cardinals. The belief in Jad, the god of the Principate, is a major factor in its existence, and, indeed, their desire to bring the word of Jad to other worlds makes them an expansionist and often aggressive power. However, the religious fervour which grips the nation has slowed the growth of technology, in both battle technology, but primarily faster-than-light travel. Their industrial power is huge, and the degree of power the Anointed Prince and the Cardinals wield over the populace is much more than most nations would be able to.
Number of Systems: 6
Manufacturing Points: 24 peacetime, 48 wartime.
Industrial Power: 8
Political Control: 5
FTL Speed: 2
Battle Technology: 5
Weaponry: 12
Shielding/Armour: 8
Sensors: 2
Maneuvering: 3
Special: 0 (This means the Principate possesses no cloaking devices, nanobot or biological weaponry, or anything above and beyond the standard techonology of battle.)