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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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1.) As you are aware I did read the OP and don't wish to start with any unfair advantages. On the other hand I am a thinker and like to use technology in a savvy way which is plausible yet not your standard faire.

2.) I don't wish to change the single system rule. Rather the opposite. I know the Luxons are fine but I need more past adversaries to make my backstory work. The prates/raiders would have been a civilization whose homeworld got destroyed in the Kilonova Disaster. They would be reoccouring opponents in the past until the Morte pushed them out of the system. After that their fate could remain uncertain. If you don't wish to deal with them, just pretend they went away somewhere and never be heard of again. Writing a story has many conveniences.

3.) Where would it improve from here? Only the sky is the limit. There are so many applications for sci-fi technology fields that we can list it all day. I agree that gravity manipulation is versatile but that's what you get with broad definitions. Regardless that's what you get when FTL is involved since spatial manipulation goes in hand with gravity. That and without some artificial gravity tech things could get really strange. Anyways, as I said my only objection is with artifical gravity not allowing gravity based accelerators like my Grailguns. I don't mind the grav lances since they are indeed OP for now (it's also a show what you can do with improved gravity tech). Also gravity-based shields are quite a bit more basic than the typical sci-fi energy shields. These are the reasons why I am surprised you don't wish to allow them. That's almost like banning guns while nuclear ICBMs are allowed.

4.) I do recognize your authority in this game and that's why I wish to discuss things. If you feel this is an attack then there's something wrong in our communication. On the other hand GMs using their position of power instead talking things out is a good way of chasing me away. In that case you'd be right I signed up for the wrong game.

5.) I repeat, I don't wish to make my nation too powerful, either. A few tech which I noted are overboard already and I work on to balance them out. On the other hand I don't agree with your assessment on certain advancements which is why I am trying to continue the disxussion.
Battlestar Galactica, huh? They are pretty hard to rank in tech but generally they are considered on par with Mass Effect sans the numbers.
Personally the thing I had in mind is Legend of the Galactic Heroes.
@Willy Vereb

OK, so I decided to cap technology level at antimatter after all. I'll give you the anti-star since you ditched the relic option despite me wondering just how catastrophic would solar wind be on contact with the atmosphere of the planet.

The tech... there are so many little hitches that by the time they're all ironed out it's going to look nothing like the original. I want everything above antimatter to be the occasional irregularity, in a sense that you got it to work, you are not exactly sure how and if your theories are even correct and you are drawing blanks on how to make them better. I'll give you using gravity fields to generate thrust, inertial dampening and gravity for crew; shielding and weapons not that much. I am not banning more advanced tech, but I want to have technological progress on that level to happen IC, whether with relic assistance if you're lucky or on your own.

From what I read on the sites you linked, it seems like the biology, mentality, gov, history, ... of the empire will be fine once the fact that they didn't meet any aliens yet is taken into account.

If you feel like those are too drastic changes I ask of you, then I'd bid you to reconsider using this nation for this RP. I am adamant at everyone starting at more or less the same conditions - if you want to conquer others with superior technology then you're going to have to invent it, all you can do now is lay the ground work for the rapid progress which I think your people have in check.
Solar winds hit our planet semi-regularly and the reason why we are alive is Earth's magnetosphere. The same method would work regardless if the winds are made of matter or antimatter. Though interactions between the antimatter winds and the magnetosphere are part of the reason why radiation levels are so high.
I don't really think having this weird star is an advantage beyond having an antimatter mine, especially while the rest of my civ suffers greatly.

As for gravity weapons and shields, it makes absolutely no sense to disallow them. They are all related. Unless you mean grav lances which I am okay banning as well as certain exotic methods. Really, I knew they are OP and plan to tone things down but first I wanted to create the new tech base which used the Morte tech and then mixed with my other NRP civs.

As for alien contact, can you reconsider it? I mean we can have factions with multiple races. I plan to have 2-3 alien races harassing them in the past. One of them were the Luxans from the neighboring Planet Lux and then I at least plan to have conflicts with nomadic space pirates and similar visitors who were gradually pushed out of the system.
Morteans are no conquerors, though. They might be xenophobic but they are very willing to negotiate. Especially since their situation is desperate what with living a century without wars and the population boom threatening to leave them with no habitable area left.

My faction profile. Still work in progress.
I think I will also change up a few things later but I don't have the time right now.
I feel some of the categories miss a few essential elements so I think I will use a modded version of the NS scheme to account for those.
I will have to think on the use of antimatter further - when I'm not as tired as right now. I may develop a sort of "tech scale" and put a general stop at some point, right now I am thinking

Fossil fuel < fission < fusion < antimatter < subatomic < exotic particles < subspace < singularity/gravity < ???

I am just not sure whether for the cap to be right short of antimatter usage or subatomic particles - the latter is a no go that's for sure.

Point is, civs in this RP are still very young. It took humans 250 000 years to go form fire to very basic space program, and here you are reaching for the stars in just 10 000, likely because of the 'libraries' found on each of the homeworlds (I may have to edit that timeframe yet).

As far as the warp drive goes, I guess it depends on one thing: What happens when an object using it DOES crash into something? Because you don't have to be mounting it on just ships.

FTL sensors are good, just remember though that using any active sensors is basically yelling "I AM HERE SHOOT ME".

Now, i seriously need to sleep xD
I don't know to whom you addressed the first part of yor reply and assume it's not me.

As for warp drive they are surrounded in a sorts of gravity bubble which repels smaller impacts (depending on the power of the warp drive) and anything stronger than that essentially bursts the bubble and cancels warp travel so it would impact like normal. There are many alternative mechanisms but this is the one I'll plan to be using.
Otherwise Warp Drives might be indeed effective to punch the target with its own density so I suppose in that sense they could be good FTLKKVs. But nah, I'd rather make it so that the mechanics themselves would prevent such abuse.

Well, there could be passive FTL sensors using some tachyonic mechanics. For example I wish to have tachyonic cameras. I nearly always use them in space NRPs. Basically it makes images by gathering tachyonic rays. It's an explanation behind the common sci-fi trope where ships can watch camera images in real time in spite of the target is light-seconds away or so. I think such device is another necessity for interstellar NRPs because otherwise you'd technically need to account for light-lag from even mundaneish distances (thousands of kilometers).

Have a nice sleep, BTW!
Ok, let me say no to normal space FTL straight away. That is a potential relativistic weapon right there, and I'm having none of that, not even speeds like in stargate where ships clocked at 0.6c. If somebody wants to render a planet uninhabitable, they're going to have to put effort and risk into it, not just send a comet at light speed at anyone they don't like.

As I said, the relic to start with is not necessary and you can ask for something else or nothing at all, my folks are at disadvantage by design too. I just don't recommend continuing down that road with the relics you discover afterwards, that's a shortcut to getting extinct xP
Just because something travels at FTL speeds in "normal space" doesn't mean it would have the same energy (hell, given relativity that's an oxymoron).
Warp drives either warp space or manipulate mass to mess with relativity. Either way they can't be used to make RKKVs because they essentially cheat exactly that. In case of the former the ship is actually well below the speed of light but warping space acts like a multiplier. In case of the latter your ship has no mass to speak of so it cannot impact with any force. Either way once the FTL effect is off the ship would return to the level of speed its normal parameters would demand.
I don't like the Mass Effet interpretation (and it'd also lead to abuses in other ways) so I would stick with the classic space warping effect. That's roughly the same method you can use other FTL methods to. Just without accessing another dimension.

On the other hand like it or not RKKVs are damn easy in any such setting. Just attach a cheap engine on the asteroid and wait till it gradually speeds up. Though I don't say they are truly effective means of warfare here. Intercepting them would be child's play.

Also I hope you have nothing against FTL sensors because they are very essential for any interstellar NRP. Not as much as FTL comms but close. This is something not all people realize.

@ForsytheCan you read the military and tech sections in these links?
tales-of-andromeda.wikia.com/wiki/The_..
roleplayerguild.com/topics/74392-from-..
roleplayerguild.com/topics/80178-stell..
Tell me if there are any details you don't like. Would help a great deal to mold my new version of Morte the way it fits this game.
For the record they are mostly the same in all 3 links so after reading the first you can just skim the rest and check for differences.
Again, you only need to check for technology and military sections. The rest are nice but not relevant for game rules or balance.
Thank you in advance!
I am going to use warp drives akin to Star Trek.
Basically I am traveling faster than light in real space and have similarly designed comms and sensors to keep up. The warp fields may handle micro meteorites but for other obstacles I would gotta maneuver my ship.
Warp drives are slow compared to other methods but they have the advantage of lower energy drain thus effectively no downtime. Even then warp drives usually take longer to reach a target even accounting for the limited range and downtime of other designs.
Alternatively I can have a subspace drive for longer treks as per the rules state. But I don't mind if I get the disadvantage of being slower than the rest, either.
I don't see any list of ancient techs here.
Also I think the GM said they are supposed to be random. Personally I don't want any relic at the beginning. My nation is the ultimate hardworker type. Make your own destiny!
Also, if you would like to call dibs on your relics, do so asap - first come first served basis, and no, no two races will start with the same thing - at best I might accept one of you keeping an artifact and the other reverse-engineering it, that would depend on the artifact in question.
Then I just make it the Morte reverse engineering the aliens' FTL a while before the start of this game. Would that be alright?

That system is something along the lines I was thinkign at. I already tried the idea similar to the warp ghates, but it was crashing too much with the relics being thrown into the mix.

As for the territory, the relics take care of that - if you settle systems without those, you will be left hopelessly behind and ready for others to tear you apart. As far as fleet movements go, sure you can stage your task group in a different system, but that would leave you a few ships short on defense - it just isn't practical.

And yes, that is a problem unless those species are within the same star system. I want everyone to start off on relatively equal footing, realism has to make way for gameplay in that regard. You could go that way, or have two sapient species evolve on one planet to fight like the Centauri from B5. Or maybe jsut have your people born with different colors of skin and have them go on a genocidal rampage like we humans like to do

I see.
Well, the point would be exactly that these aliens would strike from other star systems or be nomad/pirate factions that ravaged their civilization for centuries.
Morte would've eventually repelled these enemies through attrition and heavy defense. They would only develop FTL technology after they find a relic in their home system. Up to that point the Morte thought FTL travel is impossible and the fact their enemies didn't line up for a second invasion kinda confirmed their views (those aliens may or may not had FTL prior).

Anyways, I have a faction which is similar to the Morte but being assholes without alien invasion. They are called the Galaxian Empire (or at this point they're rather the Terran Empire). They think humans are God's creation and they have the right to eventually control the stars. Think of a less grimdark version of the Imperium from Warhammer 40000.
As for what would humans do here when the said race is extinct. Parallel development theory. Basically the assumption that in a similar environment it's highly likely that a similar race with eerily similar culture may develop. Of course this is BS kinda abused by Star Trek but that's a reason enough to have "humans" here.

As for the detailed version on the two-phase turn system:
forums.sufficientvelocity.com/threads/..
It also includes a bunch of other mechanics so if you don't wish to read it all go down near the bottom of the first post.
You can also check the IC thread to see this in action:
forums.sufficientvelocity.com/threads/..
Go till you find something with the strategic turns.
@Forsythe
Copy-pasting this so you don't need to zig-zag between two threads.
And if I am at it...
roleplayerguild.com/topics/80178-stell..
roleplayerguild.com/topics/74392-from-..

Examples of the Morte from previous NRPs. Although I plan to rework them considerably.
Another option could be the Martians but they work the best when:
- they have other races to manipulate
- The setting has humans to whom they have hateful ancient history
So that kinda rules out this game.
I have other options but somehow I wish the Morte be in for this mess.
Some info on the kind of civ I plan making.

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