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10 yrs ago
I'll be away on a trip for a few days so my activity will be low
11 yrs ago
I'll be on vacation for a few days so my activity will be low

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I was tired and on a phone when I wrote that.
I suspected something similar. don't worry about that, it's fine.
I just felt it'd be better if you give it another look.
Pardon me if my reaction felt negative.

Replicators have never been in a RP I have GMed, because they cause way to much trouble. Matter transformers I could allow, but they need to be very small scale and expensive to use.
Really?
I am pretty sure Stardust to Stardust had them in both incarnations. I admit I haven't participated in most of your games so my claim was kinda lacking in support.

As for fighters, I am putting anything above 50 meters in length is a fighter. Lets not go with W40K estimates shall we? That universe is a bit ridiculous as is. I guess I am fine with the Beehive warheads, for now. I am going to say no to neutronic matter.
Well, I feel that 50m would be a bit too large if you really don't want to get to W40k side of things.
How about the high en being just slightly larger than a real world fighter?
Granted, this may disqualify quite a few bomber and space gunship concepts even though they tend to be the heavier hitting alternatives to space fighters.
So yeah, perhaps you're right with the 50m cap.
On the other hand that pretty much makes my lightest Escort ships into space fighters, see:

This is an escort ship as it was designed to move together with warships and provide them support. On the other hand they're well within your parameters for fighter size.
Granted my largest escorts are 80+ meters long and basically are pocket warships.

As for making planets valuable, thats why theres a system limit. Realistically your only going to have two habitable planets for a few systems, with most having one. Population would also be concentrated more on the Capital World and those that were first colonized, thus making a situtaion where loosing a planet may not hurt you, but loosing a core would.
I feel it differently.
While limiting empire sizes are fine the fact there's just way too much space that are inexplicably are completely empty is an issue. I don't want super densely packed systems where every habitable planet has the ownership flag of some civilization.
But this feels like the opposite end of it.

There is going to be a limit of three races per a minor civ, and 5 systems per a minor civ. Putting that out there now, there tech also must be limited.

Okay that's helpful. So assuming 20-30 civs that means circa 60-90 species at best. Alright, that's enough fun, I guess.
Assuming 3 systems as the average that also gives me similar number of star systems to visit. I think I won't get bored with that for a long time.


I'm finally not the one doing really long posts to discuss things with the GM!

Well, you worded it right. I intend this to be merely a discussion and not an actual argument. I am not confronting Duck but asking if certain things are permitted. That and I tried to give him an idea which would reconcile the low species count with the vastness of space. Basically to host the game in a smaller field.
There would be no physical boundaries preventing you to go elsewhere but given the capabilities of FTL drives (by making them slow and less reliable for longer distances, especially without waypoints) it just wouldn't worth it.
With smaller "playfield" you have less planets and everything would be far less dispensable, AKA every planet counts.

Anything above a fighter in size counts towards the ship coubt unless its a unarmed

You haven't changed my mind on on ground units having no antimatter.

As for the hundreds of civilizations. Hundreds imply well over a 100 which is not what I want. There is still a high number, in the 60s, but the other is to high to handle.
You may want to read my post again. Not as if I'd be set to start an argument here but I feel you only skimmed through my post.

An what counts as a fighter? I mean on low end we have the tiny TIE Fighters from SW that are 6-10m in dimensions while there's the Fury starfighter from W40k which is 70 whole meters long.
Many of my escorts would fit for the latter.
Then there's the Xeelee Nightfighter with wings IIRC 2000 meters long. Scale can vary a ton.
Just like the previous discussion about ship classes, the distinction between escorts and fighters seem rather arbitrary.

Granted with the reduced size of White Corps I probably barely even a tenth as many starships than before.256 warships and say 1208 accompanying escorts should be enough. BTW, how many civilizations am I allowed to be in contact with? 20-30? More? 60 appears to be the maximum number of civilizations you wish to consider. But how many alien races that would mean? Many civs unite multiple races and this is why I am asking this. It's important for maintaining the variety within my staff. More alien races means the more diverse and fun my company staff could get.

Speaking of scale this is a constant problem with space NRPs. The galaxy is just too huge.
If you worry about having too many races I beleive the best approach would be to reduce the playground to begin with. Instead of making FTL engines extremely good, make a rule that they are relatively slow. No need to mention hard numbers just say that crossing the galaxy is nearly an impossible venture and focus everything to just a specific part of the galaxy, say a 1000x1000x1000 lightyear section. I know I am not the GM and can't just tell you what to do. It's just an idea of mine. People worry about making things too big while dropping people in the ungodly vastness of the Milky Way Galaxy. Of course things get like that.
What you need is to limit the playing field in accordance to what kind of game you want, IMO.

Anyways, I don't quite mind the ban on antimatter weapons for ground warfare. I don't even remember trying to convince you much besides explaining why I have them. I already thought of a much more amusing idea just now. BTW, are we allowed to mess with neutronic matter (like the stuff found in the center of neutron stars, ungodly dense and just as unstable). If yes, I go with plan B and extend this to starship weapons, too.

On the other hand I didn't hear you commenting much on my quantum forging tech, because I DID try to convince you there:
<Snipped quote by duck55223>IIRC, many of your previous space NRPs had replicators as a nearly standard tech.
What caused the turnaround now? If you are worried I may abuse this like grey goo, instant ship construction or as free factories on infinite loop then there's nothing to be afraid of.
Quantum Forging isn't anything as convenient. True it can allow creating matter out of energy but even in this futuristic world power won't be free, neither truly inexhaustible. Assemblies for vehicles or mining raw materials are still very prevalent.
I don't wish to portray replicators as something which makes economy or industry meaningless.

That being said if even with these restrictions you don't wish to deal with replicators then fine, I'll remove them.
As an alternative is it fine to have "transmuters"? As in devices which can turn one type of matter to another? My replicators are already mostly working by this mechanism because they're such power hogs so this could let me keep my tech while closing off any loopholes.

tl;dr
I was saying to switch replicators to matter transformers which can turn compressed storage of metastable matter to smaller objects. For example it can be used in place of an ammo clip for guns or transform poison into breathable air for environmental suits. Things like that.
Would that be a fine alternative? It erases any fears of me abusing the tech while most of their equipment remain functional.

Also are my Beehive Warheads fine after I clarified a few things with them?
Namely that they don't just instantly expand to cover the area but require to be from sufficient distance away from the target. thi is why enemy fighters can dodge the pellets to begin with.

Don't know whether to decide for a shrunken unified EU or a Fourth Reich.

The picture shows Brussels as the capital, so that's the EU one.

Personally i find the Fourth Reich a more interesting option, but damn if it would trigger anybody.
You may also try to think of a less typical idea. Both the EU and Fourth Reich are overdone, IMO
Given that you mostly control Germanic territories you could establish something with that theme. A Neo-Barbaric nation could be fun, too.

I'd like to reserve the island of Sardinia if that's okay with everyone. Oh and @Willy Vereb, would it happen you know a website where I can get a good overview of the moon at its named regions? I want to get a Helium-3 colony on the moon.
Both Google and Wikipedia can help you massively in that, no need for anything else. Pardon me for responding this late but our mention didn't show up as an alert.
Anyways, I think it'd be a bit too much to ask people to pick places which are well-suited for mining. I mean given the limited Moon landings not even scientists working with the space program should know this exactly.

Oh and AFAIK if you want "cheap" Helium-3 you gotta visit the Jupiter.
That's why I have a small installation over there with the Carpathian Union.

Need to do a few things first so I am just skimming, but I can already say that even if there just escorts, 10208 ships is way to much. Mothballed ships also needs to be turned down. I also feel that a Megacorp should have quite a few less then 2000 ships.
Given the size of the megacorp 2000 ships seemed like a reasonable amount to protect their interests. Albeit given your response in the "full review" that may change.
As for my escort count, why is that even an issue?
I don't remember you putting up a hard cap for fighters, land vehicles and soldiers.
You only limited warships. Escort vessels are between fighters and warships in size with the expected decrease in fighting power compared to warships.
Fact that 8 escorts (if not more) roughly equal to one warship is telling already.
Albeit if we go by math and convert escorts to warship equivalent count then I suppose I went a little over the limit (3000+).

Oh well, I reduce my fleet size anyways so this issue is most likely void.

@Willy Vereb

Full Review:

Replicators are an absolute no in my eyes, and you will need to remove them. The power of the beehive missile needs to be turned down, and one of your weapons mentions use of antimatter in weapons for ground units, this is also a absolute no in my eyes.

One more minor thing, besides ship count adjustment which I already mentioned, is that again, we dont have hundreds of civilizations. While it is extremely minor I dont want a new player to read your app and see that, and thus get the wrong idea.
IIRC, many of your previous space NRPs had replicators as a nearly standard tech.
What caused the turnaround now? If you are worried I may abuse this like grey goo, instant ship construction or as free factories on infinite loop then there's nothing to be afraid of.
Quantum Forging isn't anything as convenient. True it can allow creating matter out of energy but even in this futuristic world power won't be free, neither truly inexhaustible. Assemblies for vehicles or mining raw materials are still very prevalent.
I don't wish to portray replicators as something which makes economy or industry meaningless.

That being said if even with these restrictions you don't wish to deal with replicators then fine, I'll remove them.
As an alternative is it fine to have "transmuters"? As in devices which can turn one type of matter to another? My replicators are already mostly working by this mechanism because they're such power hogs so this could let me keep my tech while closing off any loopholes.

Beehive type missiles are really just fridge brilliance. In the age of nanoscale forging it isn't difficult to create nanometer thick pellets and since this is a space opera style NRP that means acceleration is easy/cheap, too. Creating a relativistic KKV is easy. I just did that and added the feature to spread massive amounts of pellets to generate a large screen. Basically I just used my head.
That being said Beehive warheads aren't all that superior. They work the best when there's still quite a distance between the ship and the targets to intercept. Beehive missiles require some time to accelerate and they need to spread their pellets from distance. As you can expect to get them spread to 1000km radius I'd need to detonate the mini charges some thousands of kilometers in front of the enemy, sometimes much more. Furthermore deployment of the Beehive's pellets depend on the projected distance of the enemy. Say the charges detonate 4000km away to make formation with 1cm wide gaps. If it hits from 2000km distance then the pellets would be 0.5cm away and cover the radius of only 500km. If it hits from 8000km away then the gaps would grow to 2cm and the "cloud" radius to 2000km. This may not matter at times or even allow a degree of flexibility but the heart of using Beehive warheads is good planning and sufficiently long engagement ranges. Besides it always bothered me how close ships/fighters stay to each other in most media. What's the gain in that? At least my opponent would get a good reason to put their fighters in a looser formation here.

Antimatter weapons are similarly just "common sense" in a setting like this. Where ships casually expend tons of antimatter or its equivalent then the same force should be able to spare a few grams or micrograms to their ground troops. And how do you make an anti-vehicle weapon compact yet powerful? Give them something truly energetic to throw at the target. That's the antimatter projector here, the nightmare of vehicular armor. I can throw these out if you want but as I said it was just common sense to have something like this for my ground troops. But without anti-matter projectors I have to use the plain-old anti-tank missile concept which is honestly boring.

One more minor thing, besides ship count adjustment which I already mentioned, is that again, we dont have hundreds of civilizations. While it is extremely minor I dont want a new player to read your app and see that, and thus get the wrong idea.
I had to repeat this paragraph to check I am not just seeing things.
Excuse me what?
The galaxy has 300 billion stars and roughly billions of habitable planets yet apparently there aren't even a hundred places where sentient life managed to develop?
What happened? Did the "precursor civilization" mentioned in the OP systematically murder most of the other races?

Actually, this is the most major change for my faction of all. white Corps has contact with hundreds of civilizations but that's by no means all of them. Evidenced by the fact Keith White III managed to quadruple his client base in 10 years by actively searching for new civilizations to make contact with.
Similarly this means I don't have literal hundreds of amusing alien race types I can just invent for the entertainment of the readers (none of them are really powerful... just different).
In addition of course if there aren't anywhere near to hundreds of civilizations then the size of White Corps decreases considerably.
That means I pretty much need less of everything else which is good. But it also makes me feel less like a galaxian capitalist as I wanted Keith White to be.

Aside from me, it's also sad for other players. I mean they can't have random encounters with new and different species because literally most of the alien races will be just other players. Well, interacting with a player is better but people like me tend to prefer more variety.

Alright, I think I'm pretty much done with the profile.
The only thing is left for me to detail some military units in the future.


As you can guess I pretty much just re-wrote White Corps' profile from the True Vacuum RP.
For this reason I am slightly afraid that my technology level could be a little too OP.
Oh well, it's up for the GM to decide.
I'm cool with toning down whichever tech Duck requests me to change.
<Snipped quote by Willy Vereb>

How would this megacorp be formed?

I mean, first, this megacorp would have to originate from somewhere- likely being a corporation within a pre-existing nation. When there is enough trust between multiple nations that have made contact with one another, then they would have to try and branch out to other nations, would could be taken as a sign of aggression, politically and economically. That, and nations would be uneasy with a foreign corporation sticking its nose in and buying up everything to sell it to everyone else- it could either greatly increase economy, or greatly hinder it, while giving the corporation significant power if it becomes successful, because then they'd have a large part of the economic system.

That, and you'd have to create some kind of UN to create either a galactic currency, or to agree on a currency exchange that is suitable for all involved parties.

A megacorp in the early contact-and-establishment part of the roleplay wouldn't be logical. Unless someone is foolishly trusting of others, then getting a foothold in other alien nations and integrating into their economy would be problematic and difficult, especially with nations that have only one race- they might be xenophobic on a whole.

This is, of course, what I think, not the truth or the word of law.
Well, the megacorp was established about 200 years ago albeit it's by no means connected to every nation. Unless we discuss otherwise prior I'll treat every player civilization as if I met them for the first time.
Let's say the people who made White Corps used every means possible. Open corporate system when allowed, secret buy-outs and proxy entities when it was more problematic.
As for exchange while free flow of money is preferable there are many other means by which you can get profit through trade.
This is actually the reason why the White Banking Company began to expand their horizons and now they are practically involved with every industrial sector.

As for the company had to be founded somewhere, you are absolutely right. It's just that the proper origins of White Corps are covered in many mysteries. And yeah, given the countless challenges it almost seems impossible to form such megacorp, especially not under just 200 years. This is another one of the mysteries.
There's technically an explanation to all these but telling it would be a spoiler. That and I haven't yet worked out the full backstory in detail. But if you really need some food for thought:


EDIT: As for whether the activities of White Corps stimulate or strangulate the economy is a complex question to which would be very difficult to properly answer.
I plan White Corps to have nearly 1% of the entire galaxy's GDP.
In a way this can be interpreted as that I siphon out 1% of the entire galaxy's money from the civil and national treasuries.
On the other hand I give them my wast resources, technical knowledge and overall support to the said nation. In this sense I am pretty much boosting their economy.
Not to mention that in spite of owning 1% of the GDP it doesn't mean I just grubber up the money and sit on it all day with glee.
White Corps invests the money and wealth in other projects so technically "what goes around, comes around".

This is kind of the same as letting foreign companies build factories and establish daughter firms in your country. Just turn it up to eleven.
These lands are mine. Halved France to distance my state from Nerevarine's.
I can't see anything.
Did you forget to link your picture?

BTW, I am taking Carpathia and all countries near it.
As for colonies the Carpathian Union holds the settlements and mining establishments in the Von Neuman crater on the Moon.
Some mining establishments in the asteroid field and Jupiter also exists.

Eurgh

Why don't we just play it out?
Everyone has their own ship classes, but when/if (More likely if) a sort of United Nations is formed, then they can go and vote or whatever on various propositions and bills. For example, a couple nations could communicate, draft up a firm galactic standards for ships, and then propose it in the Galactic Conference or whatever, where all the nations can say yay or nay, and then if it passes, the spacey-UN can enforce it among its member nations and try to put it on outside nations.

It's also quite possible that if my nation were to be in such a UN of sorts, other nations could draft up a no-slaves no-indenturedservants proposal, pass it, and then my nation would be forced to give up significant industrial power and economic efficiency, to 'free' and establish rights and fairer quarters/treatment for the former slaves. Then my own nation would be at a political disadvantage, because those alien races would still be under the Hocklyn flag, but could wield political power, and would probably outnumber Hocklyns as a whole, and take political, economical, and industrial power within the nation.
That's a quite plausible solution for late game.
But until a truly United Galactic Nations Commune is formed we'd play out God knows how many first contact style scenarios.
If we get to late game of course it's a possible idea to introduce an universal ship classification system.
As such it'd erase most confusion.

Or wait!
Ashes to ashes, dust to dust.


This is the fate that many nations faced, death came to them, and wiped them from the universe. Only a few traces of their once vast civilizations remained, most of it crumbling, to become dust. However as civilizations fall and life fades, so does new life rise and began to establish dominance once more. Civilizations spread out, grow, and become strong. Some are new, having come from their homeworlds and begin to reach out beyond their home. A few come from the, ruins of the old begin to rebuild, using what is left of their ancestors to rise once more. But in time, all shall become ashes.


According to the fluff there was a vast galactic civilization in the past. What if by this civilization's influence most if not all civilizations we encounter are using the same or at least very similar means to classify their ships?
Similarly we can say that the language of this ancient civilization remained and now forms the basis of the common tongue across the galaxy (dubbed as "Galactic Basic" or whatever).
These two additions can solve many of our headaches.

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