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Dreadnought

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Dreadnought Empty Dreadnought

Post by Bob Sat Feb 20, 2010 8:56 pm

Perhaps it is time to attempt a revival of the Galactic Arm and its strife.

Dreadnought is the name of a realm of my own creation, some time ago. It worked out fairly well considering practically no player base. Think of it as a much cooler version of Solar Empires, where instead of getting only a single planet to start with, you get a much larger interstellar nation with a wider array of technologies available to you. There are still limits, of course, but it allows for much more dynamic universe of large interstellar nations with hundreds of planets and the diplomatic and warlike actions between them.

Any type of interest in this? Originally it had several boards and many different threads so many different storylines could take place at the same time.
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Post by KOOPS95 Sun Feb 21, 2010 8:11 am

I r liek teh ideuh, can i plai as teh Rz Clan?
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Post by Bob Sun Feb 21, 2010 7:54 pm

I don't speak retard....

Anyway, consider these factors when posting your race/empire/faction:

Faction name:
Dominant Race:
Technology level: (9 is interplanetary, 10 is interstellar, 11 is antimatter, 12 is contragravity. Only the top 5% of all races are tech level 12, but there are a lot of NPC factions as well)
Faction size: Small (1-50 developed planets, 10-50 billion population), Medium (51-200 developed planets, 51-200 billion population), Large (200 billion - 1 trillion population, 200-500 developed planets), Huge (Over 1 trillion population, not an option at race creation).
Dominant Weapons technology: (Lasers, particle beams, and nukes are examples of TL9-10, more powerful energy weapons and antimatter missiles at 11+)
Dominant Defensive technology: (Armor available to all, Shields are only available at TL11+, no complete invisibility cloaking)
Dominant engine technology: (Reaction or reactionless, and type)
Other significant technologies:
General military information:
Government and economic information:
General description of faction:


I might think of other stuff, but that's a good start.
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Post by BrotherhoodUK Mon Feb 22, 2010 12:09 am

Solar Empires is realism-based, i.e. no Imperium of Man technologies for me.

I still think that SE is a lot cooler.
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Post by Bob Mon Feb 22, 2010 12:45 am

"Realism" is in the perspective of the designer. You can be very realistic while allowing for higher levels of technology. SE has a lot of nonrealistic factors in it and their "realism" is really just regulating a much lower tech level, basically nothing higher than 9 or 10 by my standards. That's fine if that's what you want the norm to be, but I tend to prefer slightly more advanced technology, without going too far overboard.
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Post by KOOPS95 Mon Feb 22, 2010 8:03 am

Faction name: Rz Clan

Dominant Race: Rzklik

Technology level: 10

Faction size: Medium

Dominant Weapons technology: Lasers, Fracture Torpedoes

Dominant Defensive technology: Titanium Alloy/ Iridium Plating

Dominant engine technology: Hydrogen Fusion Engines

Other significant technologies: Complete Cybernetics (Brain has been coded into a computer, AI-type but has emotions and personality of original person)

General military information:


- Ground Support Cruiser (8,510): A tiny craft deployed from Minor Core Ships (Cool, Core Ships (12), and the HomeCore Ship (300). GSC's are used to supress enemies on the ground of a planet using 8 swivel-mounted fragment plasma turrets. Not warp-capable. Size: 1

-Hoverscourers (1,300): These floating weapons platforms are used as long-range artillery units that blast open enemy positions on the ground with 4 heavy laser cannons.

-Necronaut Body Units (600): Massive behemoths of steel and aloy-muscle, Necronauts are used as a distraction that soaks up damage from the lighter infantry while dishing out more than a bit itself.

-Minor Core Ships (2,980): A basic spacefaring ship, the Minor Core Ships provide cannon fodder and quick transport methods for the Rzklik. Armed with 8 green laser cannons. Size: 3

-Core Ships (230): A much beefier version of the MCS, the Core Ship makes up about 35% of the Rz Clan fleet. Use 26 green laser cannons to tear open enemy shields and rip out the innards of the target. Size: 6

-HomeCore Ship (1): There is only one HomeCore Ship in existence, and for good reason. This incredibly massive vessel is armed with a cache of hydrogen missiles capable of eradicating all life on a planet (depends on size, however. If a planet is large enough, some of the atmosphere would be spared ionization.). The HCS employs 600 green laser cannons to annihilate those who challenge it. Size: 10


Government and economic information: The Rz Clan is lead by the Council of Superiors. There are twelve Superiors, and one High Superior (Garn Tutora).

General description of faction: The Rzklik are a race that has completely encoded their brains into a massive machine database. Thus, they have mechanical bodies, but the minds of an organic sentient race. They are generally agressive after coming out of hiding to recapture the many planets they have lost to the more powerful factions of the galaxy.


Last edited by KOOPS95 on Mon Feb 22, 2010 4:22 pm; edited 2 times in total
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Post by Bob Mon Feb 22, 2010 10:52 am

The weapons and defensive technology are completely feasible at that tech level... brain converted into cybernetics is a bit of a stretch, might just be easier to transplant the brain into a cyborg body.

However, logistics IS a a factor of realism that I will enforce. No ship can ever "extend halfway across an Earth-sized planet" as such a feat of engineering and logistics would require millions of times the resources that a nation with 200 billion population could ever produce in a hundred years. Due to the square-cube law, when you double the length of a vessel, you increase its mass by eight times, so ships don't ever get THAT long...

It's easier to just classify ships by size category. Starships can range from size 1 to size 10, with anything bigger being only feasible by large nations and incredibly rare. The Homecore ship MAY be size 11, but only if your nation doesn't have any ships at size 8 or 9. You don't seem to have a large variety of ships in your fleet, so that may be entirely possible. Anything larger than size 6 is considered a Capital Ship.

Ship size categories: Generally, escort ships range from 1 to 3 in size, cruisers range from 4 to 6, capital ships range from 7 to 9, unique/semi unique flagships are 10+. Fighters are smaller than size 1, the 1-10 only applies to long-range interstellar starships.

Additionally, antimatter missiles are unavailable at tech level 10. They require tech level 11.
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Post by KOOPS95 Mon Feb 22, 2010 2:28 pm

Sorry, I was in a hurry so I just copied the stuff straight from the Imperial Galactic Fleet whatsit thread in the Evony forum. Edited.
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Post by Bob Mon Feb 22, 2010 4:16 pm

A twentieth of the diameter of Earth is still over a thousand miles... millions of times larger than a size 10 ship. Just say it's "big" and size 10 and you're good.
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Post by Heraclius Mon Feb 22, 2010 4:20 pm

I'd be intersted in taking part in this as well, though I missed Galactic Arm so I'm not entirely sure what its about. I'll take a bit to look for/at it and then come back when I know what this is about.

Oh, and in my defense on Solar Empire's realism, it does only take place in the twenty-ninth century, so things won't be as advanced as something taking place thousands of years in the future, its to be expected.
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Post by KOOPS95 Mon Feb 22, 2010 4:23 pm

Bob wrote:A twentieth of the diameter of Earth is still over a thousand miles... millions of times larger than a size 10 ship. Just say it's "big" and size 10 and you're good.

Edited again, Bobsta'.
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Post by Bob Mon Feb 22, 2010 4:32 pm

Winding back the clock a little bit on my faction... on the previous site, they had grown to a size that made them more powerful than anything other people could compete with. I'm winding the clock back to a time during their expansion to such a size.

Faction name: The Achenaran Imperium
Dominant Race: Achenarans, with several other significant races
Technology level: 12
Faction size: Moderately Large (500 billionish)
Dominant Weapons technology: High-energy focused plasma beam cannons, antimatter missiles
Dominant Defensive technology: Extremely durable isometal armor with thermal superconducting coating, force fields, stealth technology (active, passive, and chameleon, but not complete invisibility)
Dominant engine technology: Advanced Warp Drive with counter-warp field generation, Gravity drive
Other significant technologies: Extremely high overall technology, but military tech is more advanced than civilian.
General military information: The Achenaran Imperial Armada is one of the most feared fighting forces in the Known Galaxy, both for its extremely advanced weaponry and for the efficiency in design of their ships. The Imperial Armada is seeing incredibly rapid expansion to their already significant numbers as many of the neighboring nations and unclaimed worlds are being integrated under Achenaran authority. Additionally, marines are armed in heavy battlesuits capable of turning a single man into a walking tank.
Government and economic information: The Imperium is ruled by an Emperor, but also has a senate of sorts where citizens can convene to discuss issues and concerns. Citizenship is not granted freely, but must be earned via service to the Imperium. Economy is a strong capitalism, with the government assisting in strengthening the economy as a whole in order to provide resources for their military, predominantly.
General description of faction: Some view Achenarans as honorable guardians, others as dangerous expansionists. They make no effort to hide the fact that they are a dominant military power and seek to expand their influence, and often conquer weaker nations claiming that it is for their own good. But the Imperium looks out for their own, and none can argue that they'll leave their men out to dry. A complex code of honor tends to govern the everyday life of the Imperium.
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Post by Bob Mon Feb 22, 2010 4:32 pm

Rz clan looks good now.
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Post by Heraclius Mon Feb 22, 2010 4:54 pm

How is this for a start?


Faction name:
The Transcendii

Dominant Race:
Humans

Technology level:
11

Faction size:
Small, Three star systems and one billion humans

Dominant Weapons technology:
Antimatter Warheads mounted in cannons and also on missiles
Positronic Beam Weaponry
Fission based nuclear warheads
Electromagnetic Pulse (usually produced from the detonation of a nuclear warhead, or rarely from specialized EMP generators)

Dominant Defensive technology:
Iridium hull composition
Plasma based shielding technology that protects against optical based weaponry only.

Dominant engine technology:
Antimatter Engines

Other significant technologies:
Antimatter Power Generation
Blue Spectrum Lasers


General military information:
The Transcendii Military is weak by any standards. Consisting of very small quantities of ships, it uses its rather advanced weapons systems to overpower technologically inferior fleets, even of much larger size. Transcendii ships are small in bulk, but pack a lot of weaponry onto the small frame. No Transcendii ship is a kilometer in any dimension [Height, Length, Width], and most are far smaller still.

Government and economic information:
The Transcendii Government is a mix between constitutional monarchy and republic, with a Grandmaster acting as supreme leader, and the Grand Council to back him up.

General description of faction:
The Transcendii began their days as the Transcendii Research Initiative (TRI) in Earth's olden days. They were a successful order, who pulled nearly 1 million people to their cause, the advancement of science at any cost. However, these goals brought them into conflict with the leaders at the time, who were afraid of advancement. In the end, the TRI were branded as witches and traitors to humanity by the governments and religions of the world, and they were hunted down and slaughtered. It was the ultimate transgression, but rather than war on the world, the Transcendii left peaceful, on the TIS New Horizons, the first warp capable ship in human history. This was in the Earth year 2036.
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Post by Bob Mon Feb 22, 2010 5:00 pm

Current Earth year is 2010. So you'll have to revise that civilization a bit. Maybe a human-like alien race, since humans don't have interstellar space travel yet.

Also, a "positron" is an anti-electron, which would make your "positron" cannon an antiparticle cannon, which is a TL12 weapon, not 11. Unless you meant "proton" beam technology, which would just be a particle beam.

Aside from those two factors, however, it looks good.
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Post by Heraclius Mon Feb 22, 2010 5:16 pm

Oh? I would have thought that being an antimatter capable civilization would allow you to manipulate it. All you really need is a magnetic field? Based on the current Earth year though, it doesn't matter. I'll just make something else up.
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Post by Bob Mon Feb 22, 2010 5:51 pm

TL11 is the fundamentals of antimatter power, 12 revises it a great deal. Using antiparticles as a weapon requires the advanced antimatter manipulation tech of tech level 12.
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Post by Heraclius Mon Feb 22, 2010 5:52 pm

Could you post a list of these things or something, so I know what is available to me at different levels?
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Post by Bob Mon Feb 22, 2010 6:14 pm

Well it's largely up to your own intuition as far as tech goes, but I can post a few things.

First FTL drives are at TL9, as well as laser beam weaponry and the first particle and mass driver techs.

At TL10 you get the advanced FTL required to create large interstellar empires, as well as advanced particle cannons and x-ray lasers, and fusion power plants.

At TL11 you get antimatter missiles, antimatter power plants, force fields, and fusion gun type stuff, as well as a lot of the biotech stuff.

And at TL12 you replace all your electromagnetic weaponry with contragravitic, get the most advanced weaponry, shields, and propulsion currently in existence in the known galaxy. But still no complete invisibility or teleportation technology.
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