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If people want full control of their ship's captains decision making. They shall have it, then.
The only thing that is held to chance (and at worst case scenario a 3 out of 4) is how your civilization reacts when first encountering another galactic civilization. Everything else is up to you.

The determinant is up there. The mechanic is random.org
You would think! However, construing it in this manner does not create a story based on Circumstance but rather Convenience.

Allow me to explain. There are three civilizations, named A, B and C respectively.

A and B jump into the same system and A (who is RP'ing a militant faction), declares war on B. Their initial contact has ended in hostility.

The very next turn A and C meet each other. 9/10 Player A will opt for peace with that nation, because he is at war with another nation.

The aspect of chance here is represented by the fact that while you represent your civilization, you do not control the utmost decision making of every single person/construct within it. This is not undermined by an inability to make peace following initial hostilities, however. So have no worries.

If need be, ask yourself what you would do -- were you a soldier -- and you were guarding the President of the United States when an alien space shuttle landed somewhere in the domestic United States. You're ordered by your superior to protect the President at all cost, and the aliens walk down the ramp with what appears to be assault rifles in hand and body armor on. They point it at the President. What do you do? Right, right. You just started an intergalactic war and all that alien was trying to do was get a seismic reading on the planet on which he had just landed.

Or maybe you don't shoot, and he blows the fuckin' Presidents head off. History is made of impulsive stuff.
I'll just make a note on why I enjoy STAT based nation RP's. I enjoy reading the Cold War IC thread, but without any actual stats there is some ridiculous measures being taken. The first of which I saw was the French Republic raising 100,000 soldiers in the span of a month.

I feel much like it's like playing a game of soccer without a referee.

I have responded to your PM, Hekazu.
Still working on it.

By the way, Hekazu I don't have a PM from you!
The closest two players are merely two solar systems away from one another. The furthest I believe is seven. In case anyone was curious.

The way it is works is if two players jump into a system simultaneously without military escort, than there is a 25% chance of conflict.

If one player has a military escort, it is a 50% chance of conflict.

If both players have a military escort, it is 75% chance.

You may think "Well I just won't use military escorts at all!" well there is still a chance regardless and if they do have an escort it fairs badly for you.
For those who have PM'd me asking to join this RP, there is currently a waiting list. Post your Nation App and you'll be archived until a player drops. Now post IC.
What is your native language, Cryptiic?
Seems reasonable. I'll jot it down. The bonus doesn't necessarily have to be in regards to colonization.

For the Insectoids, I almost thought that they could be imbued with larger troops numbers; such as x1.5 per Toughness over 1. Though those are just ideas. Or when you "COLONIZE" you colonize 2 planets instead of 1. Who knows. Keep the ideas coming.
Cryptiic and I had an interesting conversation. Each of the following: Mammalians, Reptoids, Mechanoids and Insectoids will have a BONUS.

The bonus for MECHANOIDS is this:
-- Mechanoids will not require to use the SURVEY option in order to know the amount of Inhabitable planets within an explored solar system.

Bonuses for the other three are pending. Suggestions are welcome!

And if you are wondering why a Mechanoid wouldn't be able to inhabit every planet in a solar system -- this is more just a game mechanic. I guess you could if you wish, but there are certain planets that are viable for mineral exploitation and some would be deserts of sulphur dioxide, helium or magnesium oxide which are relatively pointless in substantial, civilization wide uses.
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