[Space/Spaceships] TL9 nomad fleet - playable?
Greetings, all!
There are many examples of such autonomous, self-sufficient fleet-civilizations - the Homeworld fleet, the Quarian Flotilla of Mass Effect, the (not exactly self-sufficient) human fleet of Battlestar Galactica, the Nomads of Infinity, and likely many others I haven't mentioned. How would you go about:
Thanks in advance! |
Re: [Space/Spaceships] TL9 nomad fleet - playable?
Quote:
Quote:
|
Re: [Space/Spaceships] TL9 nomad fleet - playable?
Quote:
II. Hierarchy: Each player has multiple PCs. One upper level management (Admiral, President, Director of Science, Chief Diplomatetc), one naval crew (gunner, pilot, fighter jock), one marine (for land missions), and one "mook." Policy is decided by meetings of uppers, adventures conducted by others, with flavorful mixing at odd intervals. III. Grey Eminences: The PCs are assistants and troubleshooters for the leaders, who happen to be incompetent in entertaining ways. IV. Destroyer: the PCs are the crew of a small, long range, but powerful military vessel that gets sent off on its own a lot for various reasons. Quote:
Quote:
|
Re: [Space/Spaceships] TL9 nomad fleet - playable?
I would not build the fleet on a budget, in part because it usually requires a fair amount of handwaving to make a self-sufficient fleet anyway, in part because the numbers don't tend to have any real in-game use. Depending on the game, anywhere from a few hundred people to a million people seems playable.
|
Re: [Space/Spaceships] TL9 nomad fleet - playable?
Quote:
Quote:
Quote:
Quote:
But random and somewhat ineffective (due to sheer diversity of built, bought, stolen and scrounged vessels) distribution much more intresting to play and deal with. Quote:
Quote:
|
Re: [Space/Spaceships] TL9 nomad fleet - playable?
Quote:
I wouldn't use an FTL drive. I'd use a JAFAL drive that can't be used inside a solar system. |
Re: [Space/Spaceships] TL9 nomad fleet - playable?
Quote:
As to the specific needs of such a fleet, I looked over Spaceships, and noticed (1) that it is more important to figure the required proportions and the minimum size of a typical ship than a specific build for the whole fleet (since ships scale up with no overly complicated calculations) and (2) we have many of the tools necessarily to find those proportions. Here's what I found so far: Most ships need at least one system dedicated to one of each: Control Room, STL drive of some sort, reactor or other energy source, FTL drive of some sort, and a fuel tank (unless the none of the drives require fuel). At least one significant ship needs Mining and Refinery systems. It is not exactly clear if it would be more efficient to have a Homeworld-style Refenery ship with a Hangar, and lots of STL Miner Ships. 'Population' ships consist of the necessary systems, plus an Open Space (or two for redundancy), with the rest of the slots filled by Habitat systems. Note that they are not 100% living space - there are also schools, offices, labs, clinics etc. The % of space dedicated to each will probably be analogous to that on earth, with some corrections. Several ships should have Fabricators, preferably those with storage facilities. I'm not sure how to properly build a HW-style mobile shipyard in G:SS. Anyone willing to comment or expand on my simple observations? |
Re: [Space/Spaceships] TL9 nomad fleet - playable?
Quote:
Quote:
Quote:
Quote:
|
Re: [Space/Spaceships] TL9 nomad fleet - playable?
Quote:
...And figure out how you want to work the economics of it. But the shipyard design is probably solid. Quote:
Quote:
|
Re: [Space/Spaceships] TL9 nomad fleet - playable?
What kind of stl thrusters are you using? If it's anything non-superscience (especially at TL 9) you probably need more than 1 fuel tank. My general rule for non-superscience designs up to about TL 10 is half the craft is tankage.
|
| All times are GMT -6. The time now is 05:37 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.