Author Topic: Hurricane's Space Nation RP Development  (Read 5652 times)

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 PAST

Welcome 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 TECH
We 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 Far

We're using a simple node map system. Stars that are linked share Alderson Tramlines, of course, this will be complete tomorrow.






Resources

A 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




Research

There will be a research tree.




Conflict

Players 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.
« Last Edit: December 16, 2015, 07:06:21 PM by Mr. Hurricane »

Reserving this for my future reference.  I am not planning to place a reservation unless you permit it.



Y  R  U  D  I  T  H

"Diplomacy, Democracy, Dialogue."




DESCRIPTION

The Yrudian people are a fiercely proud people, who put their institution of democracy on a pedestal, sacrosanct, and to be untested.  However, during any time of crCIA, the nation's leaders, as mandated in the constitution drafted twenty-five years before, are permitted to act in any way to guarantee the safety of the nation.  Although the all-pervasive orthodox faith dominates the culture, the government does not recognize it as a state religion, despite the growing trend of bills in government to implement this policy.  Yrudith as a whole believes that following the breakup of human civilizations, it is only right that humanity stick together in the face of the unknown of space.  They believe in the advancement of technology so that future generations may benefit from the actions of the present.  Concerning economic and diplomatic policy, the nation prefers to be involved with others, but not in an aggressive way.

STATISTICS

Nation Name:     Yrudith
Demonym:     Yrudian
Government Type:     Moralistic Leftist Democracy
Leader:     President Ztoma Vejrely
Economic Type:     Free[. . . | . . . . . .]Command
Population:     [No Parameters]
Languages:     Yrudic
Major Religions:     Orthodox Christianity
               
DIPLOMACY

Star Systems:     <none>
Planetary Settlements:     <none>
Key Settlements:     <none>
Trade Partners:     <none>
Independent Alliances:     <none>
Independent Trade Sanctions:     <none>
Economic Unions:     <none>
Alliance Networks:     <none>



MILITARY

<none>



DISCLOSED  RESEARCH

<none>
« Last Edit: December 16, 2015, 01:51:29 AM by SWAT One »

Inwant in too but since it's 1am, I'd rather go to bed and post tomorrow

Don't get too ahead of yourselves. This is all just in the planning phase.

Have some questions about the missing tech in fluff.

1) "No artificial gravity" - What about centrifuges? That's a practical concept being pursued by NASA, something like this.
 
Gravity exists for everyone inside the ring as they are pulled towards the outside edges.
2) "No stealth in space" - I'm really not understanding this. The vast nature of space allows for an almost unlimited area to hide in. The only two ways to detect a craft would be a form of radio detection, which is easily defeated, and heat signatures, which can also be at the very least significantly hidden by specialized ships. This is augmented by the fact that you specifically mentioned a substance that bypasses the third law of thermodynamics.

Additionally, what sort of size are we talking about for combat ships? Something along the lines of a modern day water navy, or smaller? Or bigger, even?
« Last Edit: December 15, 2015, 11:15:55 PM by CypherX »

1. Centrifuges are the main means for simulating gravity. There is no manipulation of gravity.

2. No stealth in space. Your ship will always be hot to be livable.

Also we break the second law of thermodynamics I guess, not the third.

Should terraforming be a thing? If yes, then collecting water/Hydrogen/Oxygen/carbon would be important.

Also fusion should also be a thing since deuterium can be found naturally around space.

Two doesn't make any sense for a number of reasons. Whatever. It's removing a cool aspect of space combat.

Should terraforming be a thing? If yes, then collecting water/Hydrogen/Oxygen/carbon would be important.

Also fusion should also be a thing since deuterium can be found naturally around space.

There are multiple fusion fuels. He3 is particularly coveted. Terraforming is slow and takes decades even for planets that need minor adjustments. This is subject change because of the timescale of the RP

Two doesn't make any sense for a number of reasons. Whatever. It's removing a cool aspect of space combat.

How does it not make sense? There cannot be stealth, because spacecraft are always hotter than their background, and they always radiate heat. Also consider that the thrusters to move these ships are immeasurably powerful, almost weapons in the themselves. They give off large heat plumes.

On top of all this, the wake of warping ships can be detected, and their warps inhibited as the logical consequence of having a device that can compress and expand space.

I suppose the best you can do is hide small unmanned things in asteroid belts and among debris fields, though a systems' orbit guard will find it eventually.
« Last Edit: December 16, 2015, 09:05:56 AM by Mr. Hurricane »

The idea is that you're not going to be shooting or moving much. Second time I'm going to reference Elite: Dangerous, sorry, but the game does a lot of things right; "stealth" is a tactic more akin to a submarine than something like a B-2 or F-22. The ship powers down most non-essential modules until its heat signature is so small that it would take a serious search of the area near it to be discovered. Some ships can handle and/or vent heat better, ergo, they can keep more modules online. The idea is to remain in wait as a form of spying or simply to ambush unsuspecting ships, at which point you turn the rest of your ship on and pounce on the unsuspecting prey.

These are just two of many uses, but they're the most straightforward and non-gameplay dependent. It would allow for an entirely new layer of combat, and sufficiently skilled admirals can use this ability to great effect.

It's not so much a passive stealth quality as much as a temporary ability.


I should note, however, that it's not something that all ships inherently can do. Bigger ships output more heat and will do this less effectively/efficiently and perhaps not at all. Ships with more focus in other areas that produce more heat will do this less effrctively. Doing this for long periods of time will more than likely cause irreparable harm to the crew and/or the ship. It wouldn't even be much of a stretch to say that unless the ship in question is designed to do this, it can't.
« Last Edit: December 16, 2015, 10:11:14 AM by CypherX »

I like the ideas, but please tell me the map will look a bit better than that I hope?

Will each system have controllable planets or will that be abstracted?

I think that stealth is too hard to add in, cause it will complicate fighting further from just armor, weapon and health variables.

Cypher for the love of all that is loving holy, there is no stealth in space. Voyager's 20 watt signal with power comparable to a lightbulb can be detected by a ground based telescope on earth in a few seconds.

I like the ideas, but please tell me the map will look a bit better than that I hope?

Will each system have controllable planets or will that be abstracted?

The map will look infinitely better. Each system will have preset planets. The owners of the systems will get to name them though.

I think that stealth is too hard to add in, cause it will complicate fighting further from just armor, weapon and health variables.

It's impossible in space. Small stuff can hide in asteroid belts or rings, but you won't be around torcreeping freighters in anything large.

I'm thinking that a nation's Heat Management Tech will dictate how many exchanges a fleet can go through before having to break off from combat.

On that note, is transferring heat in a vacuum in this RP solely there to thwart stealth, since traditionally it is radiation alone that could be detected?

With that note, on the concept of micro-wormholes for FTL communication?  How common are these?  It sounds like trying to make a "radar gun" out of these would be impractical since one would have to know precisely where in the universe to transmit these signals.  They kind of work like connecting things wires from telephone poles:  It only connects two specific places, and as it gets further apart, you need more infrastructure to support it.

Stealth can still be used additionally if you are a small enough object or a large enough object far away that you navigate starward in-line with the sun and the detector.

Forgive me if I find it amusing that you abuse other hokey science fiction devices but make a firm stand against stealth.