Hurricane's Space Nation RP [WIP]
,or how I learned to stop worrying and love hard-ish sci-fi
[This is a rough sketch, please share your interest/ideas]
TALES OF FUTURE PASTWelcome to the development thread for Hurricane's Space RP
[trademark pending], a nation rp dealing with the politics of smallish nations. These nations lie in a small region of 52 stars divided into a few constellations. Future history tells us that once upon a time there was a wormhole and people from Sol went through it. After a few decades, the wormhole collapsed and left the colonies to themselves, cut off from Holy Terra. The colonies, being reasonably built up, survived and had a provisional government for a while, then started breaking away peacefully.
FLUFF TECHWe make four handwaves-
Alderson Tramdrives between stars, can only be used on Alderson tramlines for point-to-point travel
Alcubierre Drives for interplanetary travel (Speeds measured in fractions of an AU/Day, new technology)
Microscopic wormholes, serve as the basis for FTL communication, you CANNOT push ships through
A substance that somehow breaks the third law of thermodynamics and can vent heat into a vacuum with reasonable efficiency.
There are none of these-
Artificial gravity/gravity manipulation
Antimatter
Nanobots
Shielding systems
'Inertial Dampeners'
Stealth in space
These are common-
Massive orbital colonies
Colossal SSTO's
Space Ships
Habitat Domes
Slow terraforming
Map So FarWe're using a simple node map system. Stars that are linked share Alderson Tramlines, of course, this will be complete tomorrow.

ResourcesA few resources will drive
conflict trade. Here's what I have as an idea so far.
-Helium 3 (Military constraint)
-Fissile Isotopes (Uranium, Thorium)
-Naturally found Technetium
-Superheavy Stable Elements(?)
-Truely Habitable Planets
ResearchThere will be a research tree.
ConflictPlayers can construct ships at a cost to their economy, this is regulated by an economic regulating system. Each system will have a basic economic rating that can be increased by building up the system, simply by role playing posts. Points are deducted from the economic rating system for each ship/squadron. The percentage of unused economic points will judge how good the player's economy is doing. Points will be added to a players economy rating if they take actions towards trading.
The player's ships will have the same basic stats, but can be augmented through research in a similar manner to how
OGame's combat research system works.Battles will be fought in a similar manner to Ogame's battles, or conflicts.
I will keep track of fleets, colonies, resources, and bases in a spreadsheet, doing math and checking the tolls taken on a player's economy. This is a measure to prevent asspulling.