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Remember that chances are I can't use everything, so don't be discouraged if your suggestion doesn't get used.  I appreciate the help.
Remember that chances are I can't use everything, so don't be discouraged if your suggestion doesn't get used.  I appreciate the help.


==Sign your suggestions==
I mean it. :p
==Five's Crazyshit==
Alright, so, like, I was thinking. Why not, for Core and ZOCU PCs, give them an extra history path thaat outlines their involvement in the war, ranging from merely lip-service to it, to Financial and second-line support, to being on the front-lines.
Also, why not, in addition to history path stuff, give PC nations like 2 positive nation traits and 2 negative ones, for more customization.
==Defences==
Several paths give +defences. Additionally, people might want to spend their military points (or possibly stockpiles?) on them. Here are some things they can buy.
*Citadels: To protect against mass destruction attacks and restrict enemy lines of attack, entire settlements can be hidden behind natural defences. The archetypical example is the asteroid colony as a replacement for more vulnerable cylinders and toruses in space, but planetside populations can be hidden inside rock formations. This is cheaper in hostile environments, as heavy industrial investment is already assumed by the simple fact of existence in such circumstances.
*Fortifications: Settlements can also be designed with tactical military defence in mind, by careful consideration of street plans and architecture.
*Fortresses: The traditional castle concept, in space or on the ground. Heavy weaponry and thick armour protect a staging area and command centre.
*Batteries: Arrays of big guns, like MACs, or GTO launchers. ''Really'' big guns (GOD sats, Thor Hammer, etc.) are not standardised or normally available.
*Bunkers: Fortifications that sacrifice firepower and logistic value for resilience and potential secrecy. Your NORADs, cryofronts and secret asteroid bases.
*Insurgents: Nations under threat of invasion by a superior force often prepare to continue fighting the enemy even if overrun. This can involve anything from training civilian volunteers as saboteurs to a secret weapons cache in every cellar. Examples include WW2 Britain and modern Iran. This is cheaper with high morale, while nations with especially low morale may find opportunist insurgents targeting their own territory.
:''Insurgents do not spawn as explicit troops except in small-scale sims. Their game effect is to impose potentially crippling logistics penalties on occupying forces.
*Hardening: In the computerised future, virtual and physical attacks on communication and information systems are a critical part of warfare. National and local firewalls, shielded computer systems and multiply-redundant comms networks help preserve the netsphere of a nation in the event of conflict.
:''Covert paths like TEMPEST and Greatest Firewall provide some stuff for this.
[[User:Peel|Peel]] 12:15, 29 July 2010 (UTC)
==FBH equipment suggestions==
Long Range AA missile <br>
A big missile designed to shoot down incoming bombers and stuff. <br>
Spaces: 2 (or 3) <br>
Range 35, accuracy +8, penetration +3, Strength +0, Guided +10, 1 Shot <br>
HVM <br>
A big hyper velocity anti aircraft missile, only available at advanced missile technology <br>
Stats TBA <br>
Atmospheric Maneuvering Pack <br>
A specialist booster pack that allows mobile suits to perform better in atmosphere, examples from fiction would be a Code Geass Float System or one of the wing packs from SEED <br>
Stats TBA <br>
==Stuff from MJ12==
[[Economy Suggestions]]<br>
[[Economy Suggestions]]<br>
[[Tech and Transhumanism]]<br>
[[Tech and Transhumanism]]<br>
[[Personnel Acquisition]]<br>
[[Personnel Acquisition]]<br>
[[Trade Prototypes]]<br>
[[Economy and Diplomacy Prototypes]]<br>
[[Rim Path Prototypes]]<br>
[[Minor Powers Prototypes]]<br>
[[Transgenic Civilian Bonuses]]<br>
[[Infantry Construction Suggestion]]
===Analysis===
[[Sphere 2 Transgenics/Paths Analysis]]
===Individual Faction Bonuses===
I'd actually suggest having the option of one of two or three bonuses to choose from.
*PACT:
: Skunk Works: As an integrated Core power, PACT can often put technology into play from the drawing board far faster than an Expanse power, owing to joint R&D and access to some of the Sphere's best R&D facilities.
:: Effect: Cheaper Prototypes.
: Drone Hunters: Research in drone cognition from the large anti-drone campaigns in the PACT arm has resulted in their achievement of much better specialized anti-drone tactics, making drone hunting much more viable for these factions, which often bolster their own technical advancement with captured and reverse engineered xenotech.
:: Effect: Improved doctrine/command against drones.
*EU:
: Skunk Works: As an integrated Core power, the EU can often put technology into play from the drawing board far faster than an Expanse power, owing to joint R&D and access to some of the Sphere's best R&D facilities.
:: Effect: Cheaper Prototypes.
: Gundam Jack: There were a handful of Orbital Frames produced by ZOCU in the waning years of the war. Not all of them fought on ZOCU's side.
:: Effect: 1 super prototype mecha (OF), bonuses to missions involving theft of military materiel.
*China:
: Neo-Confucian Teachings: Neo-Confucianism is a rebuttal to Strauss-Kaserism, noting that even inherent aristocracies of talent can be mitigated in inequality by strict systems of loyalty to friends and family, understanding of charity, and unbiased meritocracy as individuals gravitate to their level of competence (where they should and are generally satisfied with) in a strict, unbiased meritocracy. Although minor in China proper, more than a few breakaway systems have embraced these teachings.
:: Effect: Reduced Caste System penalties.
*Magnate:
: Waste Not Want Not: The demands of the Magnate War and how it was fought, with mainly local resources, have given your world an interesting perspective on the idea of "that which does not kill me makes me stronger."
:: Effect: More enemy units are salvaged rather than destroyed.
: Not Human: What do ''you'' care about those ants? Morality is a sham. Free will is an illusion.
:: Effect: No cost for atrocities.
: Bleeding Edge: Although Magnate technical standards are subpar compared to the Core and only roughly equivalent to ZOCU, their intellect-enhanced scientists come up with far more ideas than their industrial base can support wide production of.
:: Effect: Prototype technologies are cheaper to purchase and research.
: Exhuman Haven: Many Magnate worlds are particularly harsh, and their advancement in genetic and cybernetic science as well as ample opportunities to test these augmentations makes them havens for exhuman gatherings.
:: Effect: Cheaper/Better Supersoldiers?
*League:
: Waste Not Want Not: The demands of the Magnate War and how it was fought, with mainly local resources, have given your world an interesting perspective on the idea of "that which does not kill me makes me stronger."
:: Effect: More units are salvaged rather than destroyed.
: Hardened Population: Your population has been forged in the crucible of war. Every home has a grenade launcher in the closet, every man and woman learns to shoot. When they come next time, you'll be ready.
:: Effect: During wartime, you gain extra Domestic Support for the purposes of raising light infantry (militia) only.
: Drone Hunters: The League's "drone whaling" operations were and still are extremely valuable sources of income, technological progress, and employment today.
:: Effect: Improved doctrine/command against drones.
: We Die Standing: Suicidal holding actions were depressingly common during the early stages of the Magnate war. Those men and women who died will be remembered.
:: Effect: Something related to dying heroically.
*ZOCU:
: Deus Ex Machina: ZOCU's research into theotechnologies greatly improved its military situation, producing systems such as the mega particle cannon. Some worlds have dedicated themselves entirely to this research.
:: Effect: Spending Dust for research discounts has a much better TL:resource ratio.
: Fighting the Last War: Normally, studying for the last war might be a bad idea, but there are a few ZOCU worlds who expect that there's going to be a rematch.
:: Effect: Improved command against (pick one) PACT or EU.
: You have to break a few eggs: A very small minority of ZOCU worlds have seen truly brutal warfare, such as New Mercia. And to win their desired freedom, they are willing to do ''anything''.
:: Effect: Atrocities affect support less, some other minor bonus?
==Planetary Conditions==
Planets may have conditions! Of course any given battle on a planet may be in the polar regions or amid a chemical spill or whatever, but these conditions describe the entire world (or those parts relevant to warfare) and are relevant to strategy. Bear in mind that Sphere armies are designed to operate on many different worlds, and in battlefields filled with advanced ways of killing. Equipment is versatile and resilient and a 'hell world' bad enough to severely impede a properly equipped army is bad enough to prevent any major colony being established there
:'''Good''' conditions, such as on Earth, are generally within human habitable ranges in all respects. Immigration is slightly easier, but invading armies will have an easy time operating. Garden worlds, Terraformable Worlds with Get To Work or Artifact Rush.
:'''Tolerable''' conditions, such as on Haraway's World or Erebus, require additional provisions to be made for the health of the troops and the maintenance of equipment. Resource-Rich Worlds.
:'''Bad''' conditions, such as on Adhara or Theia, require significant additional legwork to maintain and operate an army, such as oxygen supplies and anticorrosion coating. Hell worlds or Terraforming Failure worlds may choose one of the following Conditions:
::'''Extreme Temperature:''' The hottest regions have a siberian chill, or the coldest regions demand refrigerating vests.
::'''Foul Weather:''' The planet is wracked by storms, winds and foul precipitation that impede atmospheric mobility and sensors
::'''Ghastly atmosphere:''' Requiring more than just breathing apparatus, the atmosphere is very high pressure, corrosive or some other dreadfulness.
::'''Beasties:''' Big nasty horrible ones that require constant vigilance and agent orange.
::Or maybe not and it's just a logistics penalty.
====Spacenoids====
Being in space presents its own set of issues. Even on hell worlds, battles can take place on the surface between armies of suited troops and sealed vehicles, but the only troops that operate in space are jet-equipped specialists. Space control is critical and the movement of troops is severely restricted. On the positive side, it is very much easier to prevent the enemy landing troops at all, so ground armies can be neglected in relative safety. Space-based armies and army elements typically focus on conventional infantry, powersuits, and small urban combat vehicles rather than tanks and air support.
The elephant in the room in discussions of space strategy remains the 'nuclear option', deliberate destruction of habitats leading to the deaths of almost all inhabitants. Moral outrage shields most space-based powers from this possibility, but nations that are paranoid or facing uncompromising enemies can benefit from establishing their colonies inside asteroids or otherwise fortifying them.
As an additional positive, space colonies have an easier time with interstellar logistics and trade as they can reach deep space without costly (and vulnerable) space elevators.
[[User:Peel|Peel]] 04:04, 20 February 2010 (UTC)
==Drone Strains==
[[User:Peel|Peel]] 22:59, 17 February 2010 (UTC)
====Velan Drones====
The first alien drones were discovered in the 2080s. Even the crude weapons of that era could easily drive off curious or hungry workers, and despite a subsequent ‘militarisation’ in response to human culls indigenous drones are no longer a significant threat to shipping in the Expanse.
====Choson Strain====
Choson remains the only known example of terrestrial alife. While the crystalline flora is indigenous, the ambulatory fauna is of Velan heritage, and unfortunately for the Chosonese still well-armed.
====Eridanus Strain====
The Eridanus campaign of the early 22nd Century was humanity’s first confirmed contact with hybridised drones. The Eridanus ‘hunters’ exhibited not only the dramatically improved engine and weapon output now common to feral warriors, but also superior intelligence, low sensor profiles and, most alarmingly, crude jumpdrive capability. Subsequent analysis revealed these capabilities to be based on posthuman-heritage structures inside the drones, a discovery that shook the military establishment as much as the discovery of the Velans enthused the public.
Eridanus drones continue to spread throughout the sphere, crossbreeding with Velan drone colonies as they meet them. Eridanus drones have the ability to assimilate human technology, which has led to some distinct successor strains emerging among established populations.
====Adharan Strain====
Mostly identical to the normal Eridanus drone strain, the drone-friendly beliefs of the Eschatonic religion meant Adhara had a habit of feeding outdated material to the drones insystem in lieu of recycling. Although with roughly identical capabilities, the Adharan strain is slightly more domesticated and less aggressive, normally doing no worse than following ships insystem for scrap. This changed behavior has led some to theorize that the feral drones could be domesticated and has revitalized research in drone control subversion over Adharan protests.<br>
--[[User:MJ12 Commando|MJ12 Commando]] 22:11, 18 February 2010 (UTC)
====Soukou Strain====
The original Eridanus drone colonies faced the first battles of hybrids against human technology, and spent the longest time in conflict against it. When the breakdown struck, they were left with large quantities of stranded, destroyed or half-digested PACT technology in their systems, which was rapidly consumed and then slowly assimilated over the thirty years of isolation. When the exploratory cruiser ''Soukou'' from Horizon reentered the former Eridanus systems after the end of the breakdown, it found a new and sophisticated breed of drone with key human-derived technologies seamlessly integrated into the original physiology.
====Solomon Strain====
By the 2140s, Eridanus drones had reached the Sea of Solomon and rapidly uplifted the native drone populations. Hybrid drone jumpdrives were not immune to the breakdown, and the new colonies were stranded in the Sea just like the humans they terrorised. Unlike in other regions however, the drones' patient vigil was interrupted by the Magnate War. Convoys and scouts provided rich feasts for the lurking hybrids, and they in turn were hunted and killed en-masse by League whalers desperate for any advantage. Drones hybridised with human ships and human ships incorporated drone technology, producing an incestuous feedback loop that eventually gave rise to the modern 'Solomon-strain' of highly adaptive drones.
====Ophiuchus Strain====
The rimwards side of the Atlantic Gulf was the site of many skirmishes between advanced Core warships and theotechnological Zodiac craft, and many wrecks could not be accounted for. Now, increasing incidents of ships being lost in the region have prompted a ZOCU investigation.
====The Mother of Machines====
The ability of drones to consume and hybridise with human technology is truly remarkable. Of course, as the exhumans are tiresome in reminding us, ultimately the human body - and its sapient brain - is just another form of technology.
==Reverse Engineering==
Foreign-built designs are useful for both sides-one makes money while another gets cool things. On the other hand, foreign-built designs, even when black-boxed, are somewhat vulnerable to reverse engineering. Although frowned upon, it is difficult to prevent a power from disassembling a foreign design to give a TL boost to research in any areas it is superior to the reverse engineering power to, much like how one can expend dust to research theotech or use drone bits to research xenotech.
--[[User:MJ12 Commando|MJ12 Commando]] 18:34, 7 February 2010 (UTC)
==Ground Units==
Make Ground Units cheaper than space units for a given unit of capacity, seeing as they can't really move between planets without space units to facilitate them, and are less useful for force projection etc.
-FBH
==Trade==
There are two types of goods:
*Bulk goods are made with PIP, representing refined metals, clothes, computers assembled from foreign components for export, and so on.
*Complex goods are made with CIP, representing microchips, holoprojectors, vaccines, smallcraft rockets and so on.
Each IP spent on goods gives a certain return dependent on various factors:
*Tech level. Bulk good return varies with global tech level, and not by very much. Complex good return varies with civilian tech level, much more strongly.
*For some SP you can buy a space elevator which gives a bonus. Being already in space gives it for free as a compensation for vulnerability.
*Being catapulted could give a bonus in which case it would charge SP.
*Theo and xeno-tech could give a bonus of some kind.
*Relations are important, depending on trade routes. The Magnates, despite having higher technology than the League, are probably less able to trade externally.
*Exotic goods, (like theo and xenotech). Questionably balanceable, but could be a counter to low ZOCU and League industries.
Returns are generally better than 1:1 ratio, but this raises the problem that it makes industry better than wealth. Potential counterbalances:
*Piracy: A significant issue in the lawless Rim, but not so much in the Expanse and certainly not in the Core or ZOCU.
*Blockades: Only relevant in wartime.
*Wealth increases the trade return: I dislike this because it makes wealth doubly effective.
*Decoupling trade from IP: Returns us to the problem that there's nothing else to do with industry save make guns. The merchant marine concept from S1 could make a return here, along with wonders and infrastructure.
====Trade Routes====
*End at designated trade hubs, like Londenium and Phezzan.
[[User:Peel|Peel]] 21:48, 5 February 2010 (UTC)
==Debt==
Debt is negative stockpiles. Each -debt puts you 2,500 WU in the hole. Interest is 15% yearly, or 375 WU. Failure to pay interest causes a vicious economic collapse - you lose two points of wealth ''infrastructure'' for every five WU of interest owed and your population and creditors will be furious. On the upside, the loan is effectively written off, since you have declared you will not pay it back. On the downside, if you are compelled by diplomacy or gun barrels to start paying again, the interest will have compounded.<br>
<br>
-Peel
==Building Population==
You can build population, like other infrastructure. This is normally highly inefficient, representing child subsidy and a trickle of immigration. It becomes more efficient with: garden worlds, catapults and membership in a Core faction (+immigration) and with exowomb/bioroid/genetics technology (+babies). The 20-year waiting time for new kids from the latter to enter the workforce can be fudged/handwaved for game purposes.
Negative modifiers would include low morale, no world/hell world, and possibly high-end transgenic templates.
Thought: What about poor places having huge population growth? That should be reflected.


==Sign your suggestions==
-Peel
I mean it. :p


==Technologies==
==Technologies==
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===Variable Fighters===
===Variable Fighters===
Suggestion for a new unit type.
Suggestion for a new unit type. With modifications from Five because PACT Wants its transforming stuff. --[[user:sixmarks|Five]]
 
Required Technology Levels:<br>
:Aerospace 25, Mecha 25


Required Technologies:<br>
Applications:<br>
'''Practical Transforming Mechanisms'''<br>
:Pri-Ah who the fuck cares a flying fuck, Its not like Shrike will actually give PACT something like this.
Requirements: Mecha Construction 2, Aerospace Construction 2


'''Variable Fighter Construction'''<br>
'''Variable Fighter Construction'''<br>
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: '''Near Invulnerability''': A damper field is an extremely capable shield system that can deflect even the heaviest weapons with ease.
: '''Near Invulnerability''': A damper field is an extremely capable shield system that can deflect even the heaviest weapons with ease.
: '''Single-Use''': A damper field's power draw is such that it only is useful against an enemy's initial assault, after which the field projector shuts down for a span of several minutes to hours.
: '''Single-Use''': A damper field's power draw is such that it only is useful against an enemy's initial assault, after which the field projector shuts down for a span of several minutes to hours.
'''
 
EM Projector''' (Shield Tech)<br>
'''EM Projector''' (Shield Tech)<br>
One of the most basic shield designs, the EM Projector's operating principles were developed long before even the Scattering Field, but only recently has technology advanced sufficiently to allow its use. Despite this, it still provides an adequate defense against most weaponry-if the user is willing to accept the shortcomings.
One of the most basic shield designs, the EM Projector is more primitive than even the Scattering Field. Developed by the League, it is quite effective against Magnate ballistic weaponry despite its very low cost although essentially useless against other weapons systems.
: '''Magnetize!''': The EM projector primarily protects against projectile weapons, giving moderate protection against particle beams, and no protection whatsoever against lasers.
: '''Magnetize!''': The EM projector primarily protects against projectile weapons and gives much-reduced protection against energy weapons.
: '''Stealth? What stealth?''': A vessel with an EM projector is extremely detectable.
: '''Stealth? What stealth?''': A vessel with an EM projector is extremely detectable.
: '''Fragile''': The projector itself is thousands of thin, relatively fragile antennas on the hull of the vessel. Any damage to the vessel disables the projector.
 
'''Weapons Modifications'''<br>
: '''Beam Cannon Overload Mode''': Beam weapons and Mega-Particle Beam Weapons can be set to overload, reducing their collimation ability but increasing their damage potential.
:: Weapon may switch to Overload mode (-50% range, -2 Accuracy, +2 penetration, +100% damage, cool-down 1)
: '''Railgun Overcharge Mode''': Some railguns are built with the capability to "charge" their attacks to increase their effective range and damage, making them significant threats at longer range. (0 Space, +50% Power, +Cost)
:: Weapon may switch to Overcharge mode (+50% range, +3 penetration, +3 strength, +100% damage, warm-up 1, cool-down 1)
: '''Improved Autoloaders''': When you need a railgun, a cannon, or a missile launcher to fire faster...
:: +50% size, +100% power, +1 RoF
: '''Extended Magazines''': When you want more missiles on your fighter.
:: +50% size, +100% shots
: '''Ballistic Weapon Munitions''': Most ballistic weapons have various munition modes. Some are for both, others are chemical-gun only.
:: APDS Rounds-They go right through armor nicely, but a neat hole doesn't do much damage. (+2 Penetration, +4 AP, -3 Strength)
:: Splintering Shells-Great against soft-skinned vessels, not so good against heavily armored battleships (-3 Penetration, +3 Strength)
:: Duplex Shells-Two for the price of one. (-1 Accuracy, -3 Penetration, -3 Strength, -50% range, +100% RoF)
:: Shard Rounds-Who knew that ball bearings could be so nasty? (-50% range, Accuracy +2, -8 Penetration, -8 Strength, Burst Bonus +10)
:: Sensor Shells-Information is power! (Shoot sensors into the enemy's midst, chemical weapons only)
:: Gun-Launched Missiles-Missiles and guns go together like vanilla and chocolate. (+range, +guidance)
 
===MJ12's Craft Components Ideas===
'''Armor'''<br>
A few new armor type ideas.<br>
: '''Bonded Metaplastic Armor''': Metaplastic Armor was developed for aerospace craft requiring lightweight armor that did not interfere with maneuverability. Although exceedingly bulky compared to standard armor, it greatly reduces agility penalties.
:: 2 Space, +1.5 Armor, -0.25 Agility
: '''Ceramic Armor''': Ceramic Armor provides much poorer protection against projectile attacks but is both penetration-resistant and energy-resistant.
:: 1 Space, +0.5 Armor, -0.33 Agility, +1 Armor (Energy), +1 AP Protection (Kinetic)
: '''Electro-Reactive Armor''': Electroreactive armor uses smart materials to provide protection with minimal agility penalty but a high power premium.
:: 1 Space, +1 Armor, -0.25 Agility, Uses 1 Power.
: '''Ablative Armor''': Ablative armor materials are bulky but provide excellent protection for their mass, and their method of "carrying away" momentum and energy makes the craft less vulnerable to penetrating damage.
:: 3 Space, +1 Armor, +1 Hit
: '''Crystalline Aligned Armor''': Aligned Armor is extremely penetration resistant and lightweight but inordinately brittle.
:: 1 Space, +0.25 Armor, +1 AP Protection
 
'''Armor Addons'''<br>
Armor addons are "attachments" which make your armor better. Probably directly related to your armor tech in how many you can add-a power with no additional applications should get 1, a power with 1 should get 2, so on.<br>
: '''Beam-Ablative Coating''': Originally, they used stuff like this in the 20th century to make reentry heatshields, you know that? Turns out, they work just fine against MPBs too.
:: +1 Armor (Energy), +1 AP Protection (Energy)
: '''Face-Hardening''': You can face harden most armor-makes the top layer hard and brittle to break up a penetrating projectile. Helps a bit against EU railguns.
:: +1 Armor (Kinetic), +1 AP Protection (Kinetic)
: '''Self-Healing Materials''': Using shear-thickening fluids and gel that hardens on exposure to an electrical current, minor breaches can be sealed. It's not going to save you from big guns but it'll keep your machine together after some damage.
:: Heals 1 Hit at the end of any turn where your machine took 2 Hits or more on a craft. May have different effects on a ship.
: '''EM-Absorbent Material''': It's not as good as a dedicated stealth design, but coating your armor with RAM and IR insulators can keep you from looking like a shoot me sign on enemy scopes.
:: Stealth +1
: '''Foamed Materials''': Foamed materials are nearly as tough as solid materials but weigh a hell of a lot less. Using them for the airframe and armor helps agility.
:: -1 Armor, Reduces Agility/Mobility Penalty by 1
: '''Smart Armor''': Dotting the armor with a lot of cheap, low-res sensors isn't an uncommon practice. It doesn't mean much normally but when you add up a million sensors and interpret them through a good computer, the entire thing acts like a giant compound eye with 360 vision.
:: +2 Sensors
 
=== Application Suggestions ===
 
[[Electronics Application Suggestion]]


==Sentient AI==
==Sentient AI==
Line 210: Line 447:
'''Extend'''(Peel)<br>
'''Extend'''(Peel)<br>
Home of the Dust Engineers, who live in a series of diamondoid kilostructures and constantly war with defence drones over access to crucial fabricators and delta fountains. Explorers who brave the space perimeter find eager traders whose technology is dust-laden but generations out of date and whose bodies have been altered by persistent exposure to posthuman nanotechnology.
Home of the Dust Engineers, who live in a series of diamondoid kilostructures and constantly war with defence drones over access to crucial fabricators and delta fountains. Explorers who brave the space perimeter find eager traders whose technology is dust-laden but generations out of date and whose bodies have been altered by persistent exposure to posthuman nanotechnology.
'''Rifulveldt''' (Mal)<br>
Early colonists in a constant struggle against a hellish, dust-laced biosphere.
'''Potos''' (Mal)<br>
The Magnates removed a Postie thingie and now the feral drones circle like vultures.
===EU===
===EU===
'''Rosa'''(Peel)<br>
'''Rosa'''(Peel)<br>
Line 449: Line 693:
:[Garden World|Cash Crop] +2 to any two fields
:[Garden World|Cash Crop] +2 to any two fields
:[Garden World|Xenomorphs] +3 to any weapon
:[Garden World|Xenomorphs] +3 to any weapon
:[Isolated|Experimental Drives] +10 Basic Theotech
:[Artifacts!|Useful Fnds] +5 Electronics (by Lokar)
<b>League Paths</b>
:[Battlefield World] +5 Ground Tech OR +10 Materials [25] (Ground or defensive tech, respectively)
:[Salvation Armada] +3 Common Tech (Definitely)
:[Magnate Killteams] (Needs a bigger boost to stealth tech- bringing stealth tech up to, say, 20, preferably)
:[Guts!] +4 Ground Tech (Researching how to build the better suicide bomb :p)
:[Basketcase] +Common Tech? (Well, you are rebuilding from the ground up, right?)
:[JITTerbugs] +Common Tech (Well, +STL drives, but those are covered under common tech. You're sticking fabbers into ships and moving them around. Very logistical- and that's common tech)
:[Ideological Purification] +Civilian Tech? (All the people normally fighting over shit are dead or on your side)
:[Nobel War Prize] + GTL? Maybe +X to Y techs instead? (If you researched it enough to use it, you should know more about it then the average bear)
:[New Begnings] +Civilian Tech (It's a new start, away from the war mongering of the old states. It's obviously prosperous- they've gotta be making money on something. And thematically, it's a very civilian path)
:[Be Interventionalist] +2 to any two weapons techs?

Latest revision as of 08:49, 8 June 2011

Put any and all your random suggestions here. Please try to avoid one-sentence suggestions unless they're pretty self-evident. A short description of the idea would be nice. Also, please sign the suggestion so I know who to get back to in case I need clarification or expansion.

Possibilities could include

Technologies
NPC worlds
Rules for anything
Fluff (I'll contact you to hash it out in greater detail)
Plot hooks
Political events
Histories
Art
General suggestions
Things to keep in mind
Criticisms or pitfalls

Keep it constructive!

Remember that chances are I can't use everything, so don't be discouraged if your suggestion doesn't get used. I appreciate the help.

Sign your suggestions

I mean it. :p

Five's Crazyshit

Alright, so, like, I was thinking. Why not, for Core and ZOCU PCs, give them an extra history path thaat outlines their involvement in the war, ranging from merely lip-service to it, to Financial and second-line support, to being on the front-lines.

Also, why not, in addition to history path stuff, give PC nations like 2 positive nation traits and 2 negative ones, for more customization.

Defences

Several paths give +defences. Additionally, people might want to spend their military points (or possibly stockpiles?) on them. Here are some things they can buy.

  • Citadels: To protect against mass destruction attacks and restrict enemy lines of attack, entire settlements can be hidden behind natural defences. The archetypical example is the asteroid colony as a replacement for more vulnerable cylinders and toruses in space, but planetside populations can be hidden inside rock formations. This is cheaper in hostile environments, as heavy industrial investment is already assumed by the simple fact of existence in such circumstances.
  • Fortifications: Settlements can also be designed with tactical military defence in mind, by careful consideration of street plans and architecture.
  • Fortresses: The traditional castle concept, in space or on the ground. Heavy weaponry and thick armour protect a staging area and command centre.
  • Batteries: Arrays of big guns, like MACs, or GTO launchers. Really big guns (GOD sats, Thor Hammer, etc.) are not standardised or normally available.
  • Bunkers: Fortifications that sacrifice firepower and logistic value for resilience and potential secrecy. Your NORADs, cryofronts and secret asteroid bases.
  • Insurgents: Nations under threat of invasion by a superior force often prepare to continue fighting the enemy even if overrun. This can involve anything from training civilian volunteers as saboteurs to a secret weapons cache in every cellar. Examples include WW2 Britain and modern Iran. This is cheaper with high morale, while nations with especially low morale may find opportunist insurgents targeting their own territory.
Insurgents do not spawn as explicit troops except in small-scale sims. Their game effect is to impose potentially crippling logistics penalties on occupying forces.
  • Hardening: In the computerised future, virtual and physical attacks on communication and information systems are a critical part of warfare. National and local firewalls, shielded computer systems and multiply-redundant comms networks help preserve the netsphere of a nation in the event of conflict.
Covert paths like TEMPEST and Greatest Firewall provide some stuff for this.

Peel 12:15, 29 July 2010 (UTC)

FBH equipment suggestions

Long Range AA missile
A big missile designed to shoot down incoming bombers and stuff.
Spaces: 2 (or 3)
Range 35, accuracy +8, penetration +3, Strength +0, Guided +10, 1 Shot

HVM
A big hyper velocity anti aircraft missile, only available at advanced missile technology

Stats TBA

Atmospheric Maneuvering Pack
A specialist booster pack that allows mobile suits to perform better in atmosphere, examples from fiction would be a Code Geass Float System or one of the wing packs from SEED

Stats TBA

Stuff from MJ12

Economy Suggestions
Tech and Transhumanism
Personnel Acquisition
Trade Prototypes
Economy and Diplomacy Prototypes
Rim Path Prototypes
Minor Powers Prototypes
Transgenic Civilian Bonuses
Infantry Construction Suggestion

Analysis

Sphere 2 Transgenics/Paths Analysis

Individual Faction Bonuses

I'd actually suggest having the option of one of two or three bonuses to choose from.

  • PACT:
Skunk Works: As an integrated Core power, PACT can often put technology into play from the drawing board far faster than an Expanse power, owing to joint R&D and access to some of the Sphere's best R&D facilities.
Effect: Cheaper Prototypes.
Drone Hunters: Research in drone cognition from the large anti-drone campaigns in the PACT arm has resulted in their achievement of much better specialized anti-drone tactics, making drone hunting much more viable for these factions, which often bolster their own technical advancement with captured and reverse engineered xenotech.
Effect: Improved doctrine/command against drones.
  • EU:
Skunk Works: As an integrated Core power, the EU can often put technology into play from the drawing board far faster than an Expanse power, owing to joint R&D and access to some of the Sphere's best R&D facilities.
Effect: Cheaper Prototypes.
Gundam Jack: There were a handful of Orbital Frames produced by ZOCU in the waning years of the war. Not all of them fought on ZOCU's side.
Effect: 1 super prototype mecha (OF), bonuses to missions involving theft of military materiel.
  • China:
Neo-Confucian Teachings: Neo-Confucianism is a rebuttal to Strauss-Kaserism, noting that even inherent aristocracies of talent can be mitigated in inequality by strict systems of loyalty to friends and family, understanding of charity, and unbiased meritocracy as individuals gravitate to their level of competence (where they should and are generally satisfied with) in a strict, unbiased meritocracy. Although minor in China proper, more than a few breakaway systems have embraced these teachings.
Effect: Reduced Caste System penalties.


  • Magnate:
Waste Not Want Not: The demands of the Magnate War and how it was fought, with mainly local resources, have given your world an interesting perspective on the idea of "that which does not kill me makes me stronger."
Effect: More enemy units are salvaged rather than destroyed.
Not Human: What do you care about those ants? Morality is a sham. Free will is an illusion.
Effect: No cost for atrocities.
Bleeding Edge: Although Magnate technical standards are subpar compared to the Core and only roughly equivalent to ZOCU, their intellect-enhanced scientists come up with far more ideas than their industrial base can support wide production of.
Effect: Prototype technologies are cheaper to purchase and research.
Exhuman Haven: Many Magnate worlds are particularly harsh, and their advancement in genetic and cybernetic science as well as ample opportunities to test these augmentations makes them havens for exhuman gatherings.
Effect: Cheaper/Better Supersoldiers?
  • League:
Waste Not Want Not: The demands of the Magnate War and how it was fought, with mainly local resources, have given your world an interesting perspective on the idea of "that which does not kill me makes me stronger."
Effect: More units are salvaged rather than destroyed.
Hardened Population: Your population has been forged in the crucible of war. Every home has a grenade launcher in the closet, every man and woman learns to shoot. When they come next time, you'll be ready.
Effect: During wartime, you gain extra Domestic Support for the purposes of raising light infantry (militia) only.
Drone Hunters: The League's "drone whaling" operations were and still are extremely valuable sources of income, technological progress, and employment today.
Effect: Improved doctrine/command against drones.
We Die Standing: Suicidal holding actions were depressingly common during the early stages of the Magnate war. Those men and women who died will be remembered.
Effect: Something related to dying heroically.
  • ZOCU:
Deus Ex Machina: ZOCU's research into theotechnologies greatly improved its military situation, producing systems such as the mega particle cannon. Some worlds have dedicated themselves entirely to this research.
Effect: Spending Dust for research discounts has a much better TL:resource ratio.
Fighting the Last War: Normally, studying for the last war might be a bad idea, but there are a few ZOCU worlds who expect that there's going to be a rematch.
Effect: Improved command against (pick one) PACT or EU.
You have to break a few eggs: A very small minority of ZOCU worlds have seen truly brutal warfare, such as New Mercia. And to win their desired freedom, they are willing to do anything.
Effect: Atrocities affect support less, some other minor bonus?

Planetary Conditions

Planets may have conditions! Of course any given battle on a planet may be in the polar regions or amid a chemical spill or whatever, but these conditions describe the entire world (or those parts relevant to warfare) and are relevant to strategy. Bear in mind that Sphere armies are designed to operate on many different worlds, and in battlefields filled with advanced ways of killing. Equipment is versatile and resilient and a 'hell world' bad enough to severely impede a properly equipped army is bad enough to prevent any major colony being established there

Good conditions, such as on Earth, are generally within human habitable ranges in all respects. Immigration is slightly easier, but invading armies will have an easy time operating. Garden worlds, Terraformable Worlds with Get To Work or Artifact Rush.
Tolerable conditions, such as on Haraway's World or Erebus, require additional provisions to be made for the health of the troops and the maintenance of equipment. Resource-Rich Worlds.
Bad conditions, such as on Adhara or Theia, require significant additional legwork to maintain and operate an army, such as oxygen supplies and anticorrosion coating. Hell worlds or Terraforming Failure worlds may choose one of the following Conditions:
Extreme Temperature: The hottest regions have a siberian chill, or the coldest regions demand refrigerating vests.
Foul Weather: The planet is wracked by storms, winds and foul precipitation that impede atmospheric mobility and sensors
Ghastly atmosphere: Requiring more than just breathing apparatus, the atmosphere is very high pressure, corrosive or some other dreadfulness.
Beasties: Big nasty horrible ones that require constant vigilance and agent orange.
Or maybe not and it's just a logistics penalty.

Spacenoids

Being in space presents its own set of issues. Even on hell worlds, battles can take place on the surface between armies of suited troops and sealed vehicles, but the only troops that operate in space are jet-equipped specialists. Space control is critical and the movement of troops is severely restricted. On the positive side, it is very much easier to prevent the enemy landing troops at all, so ground armies can be neglected in relative safety. Space-based armies and army elements typically focus on conventional infantry, powersuits, and small urban combat vehicles rather than tanks and air support.

The elephant in the room in discussions of space strategy remains the 'nuclear option', deliberate destruction of habitats leading to the deaths of almost all inhabitants. Moral outrage shields most space-based powers from this possibility, but nations that are paranoid or facing uncompromising enemies can benefit from establishing their colonies inside asteroids or otherwise fortifying them.

As an additional positive, space colonies have an easier time with interstellar logistics and trade as they can reach deep space without costly (and vulnerable) space elevators.

Peel 04:04, 20 February 2010 (UTC)

Drone Strains

Peel 22:59, 17 February 2010 (UTC)

Velan Drones

The first alien drones were discovered in the 2080s. Even the crude weapons of that era could easily drive off curious or hungry workers, and despite a subsequent ‘militarisation’ in response to human culls indigenous drones are no longer a significant threat to shipping in the Expanse.

Choson Strain

Choson remains the only known example of terrestrial alife. While the crystalline flora is indigenous, the ambulatory fauna is of Velan heritage, and unfortunately for the Chosonese still well-armed.

Eridanus Strain

The Eridanus campaign of the early 22nd Century was humanity’s first confirmed contact with hybridised drones. The Eridanus ‘hunters’ exhibited not only the dramatically improved engine and weapon output now common to feral warriors, but also superior intelligence, low sensor profiles and, most alarmingly, crude jumpdrive capability. Subsequent analysis revealed these capabilities to be based on posthuman-heritage structures inside the drones, a discovery that shook the military establishment as much as the discovery of the Velans enthused the public.

Eridanus drones continue to spread throughout the sphere, crossbreeding with Velan drone colonies as they meet them. Eridanus drones have the ability to assimilate human technology, which has led to some distinct successor strains emerging among established populations.

Adharan Strain

Mostly identical to the normal Eridanus drone strain, the drone-friendly beliefs of the Eschatonic religion meant Adhara had a habit of feeding outdated material to the drones insystem in lieu of recycling. Although with roughly identical capabilities, the Adharan strain is slightly more domesticated and less aggressive, normally doing no worse than following ships insystem for scrap. This changed behavior has led some to theorize that the feral drones could be domesticated and has revitalized research in drone control subversion over Adharan protests.
--MJ12 Commando 22:11, 18 February 2010 (UTC)

Soukou Strain

The original Eridanus drone colonies faced the first battles of hybrids against human technology, and spent the longest time in conflict against it. When the breakdown struck, they were left with large quantities of stranded, destroyed or half-digested PACT technology in their systems, which was rapidly consumed and then slowly assimilated over the thirty years of isolation. When the exploratory cruiser Soukou from Horizon reentered the former Eridanus systems after the end of the breakdown, it found a new and sophisticated breed of drone with key human-derived technologies seamlessly integrated into the original physiology.

Solomon Strain

By the 2140s, Eridanus drones had reached the Sea of Solomon and rapidly uplifted the native drone populations. Hybrid drone jumpdrives were not immune to the breakdown, and the new colonies were stranded in the Sea just like the humans they terrorised. Unlike in other regions however, the drones' patient vigil was interrupted by the Magnate War. Convoys and scouts provided rich feasts for the lurking hybrids, and they in turn were hunted and killed en-masse by League whalers desperate for any advantage. Drones hybridised with human ships and human ships incorporated drone technology, producing an incestuous feedback loop that eventually gave rise to the modern 'Solomon-strain' of highly adaptive drones.

Ophiuchus Strain

The rimwards side of the Atlantic Gulf was the site of many skirmishes between advanced Core warships and theotechnological Zodiac craft, and many wrecks could not be accounted for. Now, increasing incidents of ships being lost in the region have prompted a ZOCU investigation.

The Mother of Machines

The ability of drones to consume and hybridise with human technology is truly remarkable. Of course, as the exhumans are tiresome in reminding us, ultimately the human body - and its sapient brain - is just another form of technology.

Reverse Engineering

Foreign-built designs are useful for both sides-one makes money while another gets cool things. On the other hand, foreign-built designs, even when black-boxed, are somewhat vulnerable to reverse engineering. Although frowned upon, it is difficult to prevent a power from disassembling a foreign design to give a TL boost to research in any areas it is superior to the reverse engineering power to, much like how one can expend dust to research theotech or use drone bits to research xenotech.

--MJ12 Commando 18:34, 7 February 2010 (UTC)

Ground Units

Make Ground Units cheaper than space units for a given unit of capacity, seeing as they can't really move between planets without space units to facilitate them, and are less useful for force projection etc. -FBH

Trade

There are two types of goods:

  • Bulk goods are made with PIP, representing refined metals, clothes, computers assembled from foreign components for export, and so on.
  • Complex goods are made with CIP, representing microchips, holoprojectors, vaccines, smallcraft rockets and so on.

Each IP spent on goods gives a certain return dependent on various factors:

  • Tech level. Bulk good return varies with global tech level, and not by very much. Complex good return varies with civilian tech level, much more strongly.
  • For some SP you can buy a space elevator which gives a bonus. Being already in space gives it for free as a compensation for vulnerability.
  • Being catapulted could give a bonus in which case it would charge SP.
  • Theo and xeno-tech could give a bonus of some kind.
  • Relations are important, depending on trade routes. The Magnates, despite having higher technology than the League, are probably less able to trade externally.
  • Exotic goods, (like theo and xenotech). Questionably balanceable, but could be a counter to low ZOCU and League industries.

Returns are generally better than 1:1 ratio, but this raises the problem that it makes industry better than wealth. Potential counterbalances:

  • Piracy: A significant issue in the lawless Rim, but not so much in the Expanse and certainly not in the Core or ZOCU.
  • Blockades: Only relevant in wartime.
  • Wealth increases the trade return: I dislike this because it makes wealth doubly effective.
  • Decoupling trade from IP: Returns us to the problem that there's nothing else to do with industry save make guns. The merchant marine concept from S1 could make a return here, along with wonders and infrastructure.

Trade Routes

  • End at designated trade hubs, like Londenium and Phezzan.

Peel 21:48, 5 February 2010 (UTC)

Debt

Debt is negative stockpiles. Each -debt puts you 2,500 WU in the hole. Interest is 15% yearly, or 375 WU. Failure to pay interest causes a vicious economic collapse - you lose two points of wealth infrastructure for every five WU of interest owed and your population and creditors will be furious. On the upside, the loan is effectively written off, since you have declared you will not pay it back. On the downside, if you are compelled by diplomacy or gun barrels to start paying again, the interest will have compounded.

-Peel

Building Population

You can build population, like other infrastructure. This is normally highly inefficient, representing child subsidy and a trickle of immigration. It becomes more efficient with: garden worlds, catapults and membership in a Core faction (+immigration) and with exowomb/bioroid/genetics technology (+babies). The 20-year waiting time for new kids from the latter to enter the workforce can be fudged/handwaved for game purposes.

Negative modifiers would include low morale, no world/hell world, and possibly high-end transgenic templates.

Thought: What about poor places having huge population growth? That should be reflected.

-Peel

Technologies

I recommend that these be ones that fit the paradigm.


Baseline Tech

Spinal Cannons
Pin-Point Barriers
Overshields
Ablative armor
Fission reactor
Breeder fission reactor (bulkier, higher endurance)
Liquid-metal fission reactor (higher power, more vulnerable to damage)
Thorium fission reactor (cheaper fuel costs, bulky)
Fission-fragment reactor (expensive to build, but comparable to fusion reactors in effectiveness and size)
Improved Fusion reactors
Monopole-Catalyzed Fusion (higher efficiency, requires monopoles)
Muon-Catalyzed Fusion (more compact, requires dust to build)
Hydrogen-Iron Fusion System (maximum fuel efficiency, extremely large and heavy)
Polywell Fusion (Extremely small, expensive, fuel-hungry, probably require dust.)
Chemical population control
Specialist shells
Overload
Dust disruption (exotic)
Gunk
Chaff
STACK
Armour-piercing
Added propulsion

Exotic Tech

Combat Teleport
I-Fields
Forcefield drives
Self-repairing armor
Photon Matrix (high-storage batteries)
Decoherence beams (shield disruptors)
Megaparticle Shell (projectile disintegrator)
Dust cybernetics
Glitterblower ECM
Radiation wave
Holographic decoys -FBH
Mind control implants

Posthuman Hypertech Bullshit

Bendy Beams
Zero Shift
Longshot FTL
Geometry warpers
Asymmetric generator (perpetual power source)
attack memetics -FBH
Shear beams -FBH
Dust Jammer
Prador Hull Armor (self-repairs armor damage from energy weapons)

Miscellaneous Power Systems

Since this is better organized in one category.

Solar power (cheap, infinite endurance on a planet, zero performance)
Matter-conversion reactors (effectively infinite endurance, ridiculous performance, theta requisite, posthuman bullshit)
Superconducting storage grids (near-infinite capacity batteries, explode when breached)
Hypercombustion Engines (cheap, robust, can use just about anything combustible as fuel, low to moderate performance)

Variable Fighters

Suggestion for a new unit type. With modifications from Five because PACT Wants its transforming stuff. --Five

Required Technology Levels:

Aerospace 25, Mecha 25

Applications:

Pri-Ah who the fuck cares a flying fuck, Its not like Shrike will actually give PACT something like this.

Variable Fighter Construction
Requirements: Practical Transforming Mechanisms
Permits construction of Variable Fighters.

And the subsequent hull expansion techs.

Variable Fighter
Internal Component Space: 8
Hull Growth Factor: 2
External Carriage: 10
External Growth Factor: 2
Hull Coefficient: 1
Base Armour:
Base HP:
Base Agility:
Base Speed:
Base Deck Points: 4
Deck Point Growth Factor: 1/3

Very preliminary figures at the moment. General logic is that it has lower internal space and growth factor due to the space taken up by the transforming mechanisms, but larger external carriage, comparable to that of a Combat Frame. It also has the same deck size and deck size growth factor as a Heavy Fighter/Combat Frame.

That's the best I could come up with on my own, feel free to help develop the idea. --Dacis2 12:15, 18 August 2009 (UTC)

Additional notes: Both Fighter and Battroid modes will share a similar agility value, but Battroid mode will have speed halved in exchange for mecha abilities like arms and ability to walk around. Any ideas for Gerwalk mode? The only thing I could come up with is that they become like gunships or something.

Can anyone come up with a tech that'll give it external carriage that permits it to carry FAST Super Packs and Armour packs.

I tried adjusting the hull growth and carriage growth as a temporary measure. --Dacis2 06:46, 20 August 2009 (UTC)

More Stuff From MJ12

Armor Upgrades on Small Craft
The scale for small craft and armor upgrades is pretty small, but if you change how they work on the fighter/mecha/tank scale you can have them viable for smaller units. Suggestions.
Dilatant Armor Core: +1 level of armor against kinetic weapons.
Superconductive Grid: +1 level of armor against energy weapons.
Bafflecladding: +something to stealth.

Damper Fields (Shield Tech)
Damper Fields are a extremely powerful, high-draw shield technology that bends space similar to a reactionless drive. However, the lower sustained impulse (albeit higher peak impulse) allow them to function without Theta. A damper field is nigh-impenetrable when active but its systems burn out rapidly. Because of its characteristics it is primarily a defense designed to protect scout units, allowing them to use their great speed to break contact while the damper field protects them.

Near Invulnerability: A damper field is an extremely capable shield system that can deflect even the heaviest weapons with ease.
Single-Use: A damper field's power draw is such that it only is useful against an enemy's initial assault, after which the field projector shuts down for a span of several minutes to hours.

EM Projector (Shield Tech)
One of the most basic shield designs, the EM Projector is more primitive than even the Scattering Field. Developed by the League, it is quite effective against Magnate ballistic weaponry despite its very low cost although essentially useless against other weapons systems.

Magnetize!: The EM projector primarily protects against projectile weapons and gives much-reduced protection against energy weapons.
Stealth? What stealth?: A vessel with an EM projector is extremely detectable.

Weapons Modifications

Beam Cannon Overload Mode: Beam weapons and Mega-Particle Beam Weapons can be set to overload, reducing their collimation ability but increasing their damage potential.
Weapon may switch to Overload mode (-50% range, -2 Accuracy, +2 penetration, +100% damage, cool-down 1)
Railgun Overcharge Mode: Some railguns are built with the capability to "charge" their attacks to increase their effective range and damage, making them significant threats at longer range. (0 Space, +50% Power, +Cost)
Weapon may switch to Overcharge mode (+50% range, +3 penetration, +3 strength, +100% damage, warm-up 1, cool-down 1)
Improved Autoloaders: When you need a railgun, a cannon, or a missile launcher to fire faster...
+50% size, +100% power, +1 RoF
Extended Magazines: When you want more missiles on your fighter.
+50% size, +100% shots
Ballistic Weapon Munitions: Most ballistic weapons have various munition modes. Some are for both, others are chemical-gun only.
APDS Rounds-They go right through armor nicely, but a neat hole doesn't do much damage. (+2 Penetration, +4 AP, -3 Strength)
Splintering Shells-Great against soft-skinned vessels, not so good against heavily armored battleships (-3 Penetration, +3 Strength)
Duplex Shells-Two for the price of one. (-1 Accuracy, -3 Penetration, -3 Strength, -50% range, +100% RoF)
Shard Rounds-Who knew that ball bearings could be so nasty? (-50% range, Accuracy +2, -8 Penetration, -8 Strength, Burst Bonus +10)
Sensor Shells-Information is power! (Shoot sensors into the enemy's midst, chemical weapons only)
Gun-Launched Missiles-Missiles and guns go together like vanilla and chocolate. (+range, +guidance)

MJ12's Craft Components Ideas

Armor
A few new armor type ideas.

Bonded Metaplastic Armor: Metaplastic Armor was developed for aerospace craft requiring lightweight armor that did not interfere with maneuverability. Although exceedingly bulky compared to standard armor, it greatly reduces agility penalties.
2 Space, +1.5 Armor, -0.25 Agility
Ceramic Armor: Ceramic Armor provides much poorer protection against projectile attacks but is both penetration-resistant and energy-resistant.
1 Space, +0.5 Armor, -0.33 Agility, +1 Armor (Energy), +1 AP Protection (Kinetic)
Electro-Reactive Armor: Electroreactive armor uses smart materials to provide protection with minimal agility penalty but a high power premium.
1 Space, +1 Armor, -0.25 Agility, Uses 1 Power.
Ablative Armor: Ablative armor materials are bulky but provide excellent protection for their mass, and their method of "carrying away" momentum and energy makes the craft less vulnerable to penetrating damage.
3 Space, +1 Armor, +1 Hit
Crystalline Aligned Armor: Aligned Armor is extremely penetration resistant and lightweight but inordinately brittle.
1 Space, +0.25 Armor, +1 AP Protection

Armor Addons
Armor addons are "attachments" which make your armor better. Probably directly related to your armor tech in how many you can add-a power with no additional applications should get 1, a power with 1 should get 2, so on.

Beam-Ablative Coating: Originally, they used stuff like this in the 20th century to make reentry heatshields, you know that? Turns out, they work just fine against MPBs too.
+1 Armor (Energy), +1 AP Protection (Energy)
Face-Hardening: You can face harden most armor-makes the top layer hard and brittle to break up a penetrating projectile. Helps a bit against EU railguns.
+1 Armor (Kinetic), +1 AP Protection (Kinetic)
Self-Healing Materials: Using shear-thickening fluids and gel that hardens on exposure to an electrical current, minor breaches can be sealed. It's not going to save you from big guns but it'll keep your machine together after some damage.
Heals 1 Hit at the end of any turn where your machine took 2 Hits or more on a craft. May have different effects on a ship.
EM-Absorbent Material: It's not as good as a dedicated stealth design, but coating your armor with RAM and IR insulators can keep you from looking like a shoot me sign on enemy scopes.
Stealth +1
Foamed Materials: Foamed materials are nearly as tough as solid materials but weigh a hell of a lot less. Using them for the airframe and armor helps agility.
-1 Armor, Reduces Agility/Mobility Penalty by 1
Smart Armor: Dotting the armor with a lot of cheap, low-res sensors isn't an uncommon practice. It doesn't mean much normally but when you add up a million sensors and interpret them through a good computer, the entire thing acts like a giant compound eye with 360 vision.
+2 Sensors

Application Suggestions

Electronics Application Suggestion

Sentient AI

Given the processing and efficiency constraints on sentient AI, battlefield deployable sentient AI may be rare to nonexistent-a nonsentient tactical savant will do just as well without the morality questions and expense of making and growing your own sentient mind. Furthermore, given the primary use of AI technology is to reduce overall losses, AI technology should be generally used to make expendable troops more morally acceptable or as assistance to human piloting-low cost, low-capability units given AI governance to allow them to be spent like munitions or systems designed to improve the situational awareness and reaction speed of a (trans)human pilot. More advanced AI systems, capable of matching a skilled pilot or soldier, should be a rarer, more expensive, and difficult to produce (high CIP cost) option. This is only for battlefield designs-large-scale civilian networks can be made sentient for cheaper, as they rarely suffer the same space and hardening constraints-and when you have a planet's mass to play with hardening isn't hard. --MJ12 Commando 03:44, 19 July 2009 (UTC)

Supersoldier Stuff

Supersoldier Stuff Scribbles
--MJ12 Commando 03:34, 30 July 2009 (UTC)

Prestige Projects

By MJ12
Or: Because everyone likes one-upmanship.

Prestige projects are high-profile projects that stretch the limits of human science and technology, impressive constructs that are spoken of in awe. These are projects like the Apollo Launch, the construction of the Empire State Building, building the LHC-projects that of themselves have little benefit, but in the end are beneficial because of how they advance one's technical base.

In effect, a Prestige Project is a method to trade PIP and CIP for morale and RP-by demanding that this must be built, one creates a pull for technology in a specific field, which often makes significant breakthroughs trying to supply the resources needed to construct something of this magnitude, and by finishing it your nation has something its people can be proud of, a legacy to remember for centuries to come.

Prestige Projects are not to be taken lightly, and are a significant investment, but their rewards can be worth it. A Major prestige project, like the Large Hadron Collider, Panama Canal, or Hoover Dam, often instantly grants a free advancement in a related technical field as well as a morale booster-building a hypercollider that spans the planet's diameter may increase one's expertise in the field of particle weapons, while building a powerful AI control system might increase expertise in the field of artificial intelligence, or something such as a massive kilometers-high megascraper might translate into improved structural engineering technology. Furthermore Major projects grant a significant morale boost. In some cases, prestige projects may have significant other effects, like terraforming a continent from a patch of sand and sun into a verdant garden world.

Minor prestige projects are smaller and more commonl, but still expensive undertakings. These often simply add RP to certain fields, making further research into them somewhat cheaper. An example may be attempting to break the speed record for a powered vehicle, which could translate into advancements in aerospace or mecha technology, or a massive public transport array might translate into improved prosperity (RP put into economic development.) Minor prestige projects grant morale boosts but they are proportionally less extreme than the ones from major prestige projects, owing to their smaller scale.

Fun stuff from OmegaPaladin

Moved here

ZOCU

Given ZOCU gets both starting debts and treaty of Sirus, you might want to consider what they get in return in order to make the game a bit fair, especially given the ZOCU alliance as a whole seems to be less powerful than the Core.

Speaking of the Treaty, is it safe to say that ZOCU players will start with the same limits as before (i.e., 5 cruisers or 3 cruisers and one battleship; no carriers and no stealth ships)? -Lokar

PL's suggestions

History Paths

Accumulated - penalties beyond 0, for things that a player might have no interest in or ability to buy anyway such as theta or transhumanism, should assess a penalty of some kind. -transgene should apply a penalty to diplomacy with Those Freaks. I have no idea what -theta might mean but almost every Core world would have it.



- Since -theta is never actually present beyond Core faction modifiers, I think it should be replaced with something else. Currently, theta backgrounds are utterly useless for Core world unless you take two or more, which sucks if you create a backstory that best fits that path.

Instead, all theta production for Core worlds should be drastically reduced ('half' is my first thought, but Shrike can decide). This would make theta-related background somewhat viable for Core worlds (thus meaning backstories with them can get some benefit out of a single theta point, beyond just some tech modifiers), but will still reflect how rare this is for said worlds. -BM

NPC worlds

ZOCU

Belinta
Heaven's Shore (Mal)
Nidaros (Mal)
Ophen (Lokar)
Welkin (Peel)
Welkin was founded in the early colonial days, as a model project by France and Germany. When the breakdown came, Welkin joined the Zodiac union, but was an eager trader with the Core worlds and a voice of opposition to the War. They joined their allies when the declarations went out, but the sad experience of fighting their european brothers and sisters and having their economy broken to pieces by strain and bombs led them to the strong conclusion that the whole affair was a bad idea.
As Welkin produces an awful lot of tanks, ZOCU is rather eager to keep them on side - and the EU is just as eager to pry them out.
Early/baseline/resource/ores/quiet/migration/resources/broken/energy independent/solidarity/ouster/depression/giant robots rule/fort up

PACT

Mandala(Peel)
Early PACT subsidised augmentation colony. Uncovered dust, then active machinery. Eschatonic taliban were about during breakdown which led to some bad things (sometimes involving said active machinery) not seen since the Crazy Times. PACT came back in force once contact was reestablished, but there remains no stable government. However despite the enormous expense they will not withdraw, as Mandala remains their only stable source of the precious theta dust.

League

Bhutijan(Peel)
Native ecological world settled by transgenic exiles, who wanted to build a peaceful utopia. Some of the plants produce a compound that has a fascinating effect on human psychology. The natives failed to stamp out its use and eventually legalised and taxed it, but external governments took persistent objection to the narcotics entering their markets. During the breakdown, the pleasant climate of Bhutijan recieved legions of refugees from the Magnate wars and in return contributed troops. The refugee strain caused the already creaky government to collapse into a military junta, which to this day battles and has a hand in any number of criminal enterprises in the trackless forests and bustling shanty towns. This 'economic activity' has made Bhutijan what passes for a League financial centre, and given it the funds to attempt a modernisation of the military.
Misc. Note: A common story for poverty tourism networks is of the couple in poverty scrimping and saving money to buy an upgrade package for their next child.
Longshot/transgene/garden/cash/lacus/crisis/privatise/military/narco-warfare/broken-down/refugee hub/league/law of gun/black market/copycat

Van der Teega (Peel)
Earth is corrupt! The global village is a false eden, and we eschew its stifled decadence. Humanity must ever spread outward, its fresh growth at the edges better than the rot at the centre. So said the colonists who settled on cold, volcanic Van der Teega and siezed hold of its ores and relics to make themselves a new society. Said relics also attracted the Magnates, hungry for production, and the inhabitants fought years of battles across the firey plains and haphazard spiretowns inbetween haphazard reinforcements from either side. Now Van der Teega is an important production centre and advocate of exploration of the Rim, to map the variety of humanity and take the fight back to the Magnates.
Misc Note: Every citizen of Van der Teega is guaranteed a basic income from the fabricator output. The remainder is used by the government for various purposes, and a capitalist economy fills in needs beyond that.
Longshot/mixed/resource/ores/artefacts/fabs/artefacts/fabs/isolated/brazil/fie/exploration/battlefield

Rim

Extend(Peel)
Home of the Dust Engineers, who live in a series of diamondoid kilostructures and constantly war with defence drones over access to crucial fabricators and delta fountains. Explorers who brave the space perimeter find eager traders whose technology is dust-laden but generations out of date and whose bodies have been altered by persistent exposure to posthuman nanotechnology.

Rifulveldt (Mal)
Early colonists in a constant struggle against a hellish, dust-laced biosphere.

Potos (Mal)
The Magnates removed a Postie thingie and now the feral drones circle like vultures.

EU

Rosa(Peel)
Called 'Europe's unluckiest colony'. In March 210X, the EU arrived on their garden world to build a model society. In August, the asteroid hit. Forty years of choked skies, flailing climate and fascinating extinction science later, the breakdown occured, shortly before their catapult was due to arrive. The swift application of martial law by the in-system commanders prevented collapse, and careful rationing saw them through the lean times.
With utopian plans in tatters, advanced EU investment has long since been elsewhere, leaving the grim planet to develop a large basic industry and build ships for the merchant and military fleets. However during the ZOCU war experience with heavy mining loaders and a vast waiting industry made Rosa the epicentre of the 'gundam counterattack', attracting a degree of fame which the canny colonial governor has transformed into increased investment.
Early/terraformable/failure/crisis/get help/quiet/broken down/martial law/EU/bureaucracy/regulated/gundam

Indie

Pierson's World(Peel)
Garden world colonised by generic pioneer types during the longshot period. Sucked up immigrants during the transgene exodus and Breakdown refugee crisis, and also subsidised childbearing and the bioroid industry. Currently building up its industrual and financial base from this large potential. Sees itself as a potential 'second earth' far from the Core and likes to compare itself to Industrial America and Information China. Current problems include placating the myriad ethnic and interest groups, and maintaining the immigrant flow.
Longshot/garden/boom/migration/quiet/broken/refugees/independence/phezzan/regional hub/????

Wellspring(Peel)
Wellspring is a system with a hot jupiter, and the resultant water-rich inner planets, including one in the goldilocks zone. The aquatic inhabitants have constant arguments with the HEC over their cut of its vast operations on the irradiated gas giant, which has led to some violent attacks by extremist groups both in space and on the glacier-based spaceports.

Magnate

More (Peel)
A place for everything, and everything in its place. Neat and clean Mirror's Edge future where everyone is socially and genetically engineered to fulfill their place in society. A true utopia.

Longshot (+fabbers) Transgene (++transgene) Garden World Population Boom (++pop, -wealth) Quiet (+pop, +wealth) Quiet (+pop, +wealth) Future Government (++morale, +transgene) I’m A Magnate (+morale) Perfected Society (+pop, +CIP, +doctrines, +transgene) A Truly Managed Society (+trangene, +population, +wealth, +PIP, +morale, Managed Society) The Science of War (+transgene, +logistics, ++ doctrines, +morale)
Total: +fabbers, ++++++transgene, ++++++pop, ++wealth, +++++morale, +CIP, +++doctrines, +PIP, Managed Society, +logistics

Chaotic Events

Rather than have a preset list of events deemed suitably chaotic, just let everyone exchange 1 +x for 1 -y after history path.M.M. 03:00, 18 July 2009 (UTC)


Megaprojects

Megaprojects are big things you can spend time and effort on for some bonus. Here are some concepts.

Space Elevator (+trade)
Solar Power Array (+industry)
Mass Augmentation (+transgene)
Advanced Transport Network (+industry, troop mobility)
The Space Internet (+RP, +morale, +CIP)
Giant Science Machine (+RP, +prestige)
Hyper Computer(+RP, +AI}
Thermal Boreholes(+PIP bonus maybe?) [Ws60]


See also Prestige Projects above, they would be a subset of megaprojects providing less tangible bonuses.

Technical Essays

Infantry Scale Technology --MJ12 Commando 16:07, 20 July 2009 (UTC)
Stealth Systems --MJ12 Commando 22:54, 22 July 2009 (UTC)

Diplomacy

Diplomatic Blandishments--FBH

Civilian Ship Component Suggestions

Suggesting a few civilian ship components as below. How the civilian ship stuff works is that you start from the same base templates as a military ship, but you 'declare' it as civilian and incur some penalties to weapons. On the flipside you get the much more favorable ship modifiers below. System may need a lot of work though - Singh.

Docking Collar Allows docking and towing of two cargo containers per collar. Allows towing of other ships, however speed is determined by number of engines available. Several collars can be taken on a ship upto a maximum of 6.
Cost: TBD
Space: Hull coefficient x5

Tow Lines Ranged version of the docking collar. Essentially used by pirates to harpoon containers or ships and drag them along. Success of towing depends on engine power of the ship(s) involves. Useful for also pulling wrecks or heavily damaged ships. Structural enhancements and firing system takes more space than a regular docking collar. Only one can be placed on a ship.
Cost: TBD
Space: Hull coefficient x7

Small Cargo Bay Best cargo bay for storing supplies, but not much else. Can be taken multiple times but still holds only supplies. No structure penalties apply. Cost: TBD
Space (Military ships): Hull coefficient x4
Space (Civilian ships): Hull coefficient x2
Storage capacity: (Hull coefficient) x 20 Supplies or (Hull coefficient) x 1/4 Battalion of troops or (Hull coefficient) x 1/2 DIP of inactive fighters

Medium Cargo Bay
Suitable for storing some more stuff, including personnel or inactive fighters.
Cost: TBD
Penalty: Ship structure is slightly weakened.
Space (Military ships): Hull coefficient x7
Space (Civilian ships): Hull coefficient x5
Storage capacity: (Hull Coefficient) x 15 Supplies or (Hull coefficient) x 1/2 Battalion of troops or (Hull coefficient) x 1 DIP of inactive fighters

Large Cargo Bay
Really big cargo bay around that carry quite a bit.
Cost: TBD
Penalty: Ship structure is severely weakened.
Space (military ships): hull coefficient x9
Space (Civilian ships): Hull coefficient x7
Storage capacity: (Hull Coefficient) x 30 Supplies or (Hull coefficient) x 2 Battalions of troops or (Hull coefficient) x 2 DIP of inactive fighters

Superlarge Cargo Bay
Sometimes you need to really move stuff around. Thats what this baby's for. Can only be put on Civilian shipping and generally takes up most component space.
Cost: TBD
Penalty: Its a big fat freighter that pop easily :(
Space (Civilian Ships): Hull coefficient x15
Storage Capacity: (Hull Coefficient) x 60 Supplies or (Hull coefficient) x 4 Battalions of troops or (Hull coefficient) x 5 DIP of inactive fighters

Ration Reactor
A Ration reactor is an additional reactor placed on a ship that essentially feeds secondary material into traditional fusion reactors as an alternative to He3. Although not as efficient or as clean as pure He3 fusion, it has found popular use amongst the rim where He3 is in significantly short supply.
Special: allows power to be paid by supply as opposed to He3.
Special: Can be switched on or off
Penalty: reduces total power generated by 25%
Cost: TBD
Space: Hull coefficient x5

He3 Tanks
Allows for storage of He3 beyond what is immediately needed by the ship.
Cost: TBD
Space: 15
Storage Capacity: Allows for storage of (hull coefficient) x 10 units of He3

Deep Space Sensor Array
"I can see you!"
Cost: TBD
Special: Allows scanning an entire system for stealthed ships.
Penalty: Equipped ship cannot use stealth tech when activated
Penalty: Weakens ship structure
Space: 20

Mobile Research and Laboratory Module
Come accross a posthuman artifact? Want to know what lurks in that nebula? Wondering why the sun in your sector's winking at you? Look no further for your answers than the Mobile Research and Laboratory Module (MRLM). Filled with scientists working around the clock to determine if that brown substance is chocolate or a screaming postie pile of goo, this module is your one-stop-shop for solving all those mysteries out in the wild, wild frontier of the rim.
Cost: TBD
Special: Allows for more plot hooks/lewt from your exploration missions!
Special: Only available to rim/indie/expanse league states
Space: 15

He3 Scoop and Refinery
Allows for mining of gas giants or direct collection of He3 sources while on the go. Most useful in the deep rim.
Cost: TBD
Special: Allows mining of He3 on the go.
Space (Military Ships): Hull Coefficient x4
Space (Civilian Ships): 5

Mobile Spacedock
Like floating drydocks of today, they permit the conduct of ship repair where proper infrastructure is lacking.
Cost: ?
Special: Allows for major repairs to be conducted to ships. Only ships of similar size or smaller may use the mobile spacedock
Space: ? Probably a large amount, say 80-90% of all available space.

Salvage Smelter and foundry
Allows Salvage and stripping of shipwrecks/asteroids for their supplies/raw materials.
Special: Converts shipwrecks into supplies
Special: Converts suitable asteroids into supplies
Cost: TBD
Space (Military Ships): Hull Coefficient x8
Space (Civilian Ships): Hull Coefficient x5
Penalty: Reduces hull structure strength 50%

Support Tender
Designed to provide support to multiple ships, this component represents a ship's ability of conducting repairs to other vessels, including via EVA walks and usage of multiple shuttles. It is capable of conducting basic repairs to vessels and holding significant number of supplies without incurring major penalties.
Bonus: Reduces small cargo bay space requirements by 50%
Special: Allows for basic repairs and refueling in the field
Cost: TBD
Space (Military Ships): Hull Coefficient x9
Space (Civilian Ships): Hull Coefficient x6
Penalty: Reduces ship strategic speed by 15%

Heavy Support Tender
Similar to the support tender, save that this one is far more advanced and allows for significant repairs to be committed even to badly damaged ships.
Special: Can pay a supply cost to give shipwrecks a minimum functionality
Special: Allows for advanced repairs and refueling in the field
Cost: TBD
Space (Military Ships): Hull Coefficient x12
Space (Civilain Ships): Hull Coefficient x9
Penalty: Reduces ship strategic speed by 30%
Penalty: Reduces ship tactical speed by 30%


Magnate History Path Suggestions

Join The Magnates: +Transgene, +Military, +Logistics, -Rim Relations, -Theta or Join The Magnates: +Transgene, +Military, +Logistics, -Rim Relations, May not Select Artifact Find: Found Theta

Magnate Default Tech Choices

Cybernetics Tech
Xenotech
Theotech
Ground Tech
Aerospace Tech

Political

We're People Too (+ARROWs relations)
Transgene supremacy (++transgene, -relations
Outward Bound (+logistics +FTL tech)
Detente (+league relations, +ZOCU relations)
House of War (+transgene, +military, -relations)
Inward-turning (+wealth +morale)
Buddy System (++Techlevel, -Military)
We Must Repent (+Morale, +Relations, - Military)
The Only Good Drone: ++PIP, ++CIP, -Morale
Exhumans r' Us: +Transgene, +Cybernetics Tech, +Morale
Evangelical Transhumanism: +Military, +Doctrines, +Logistics

Economic

Genejack Factories: +PIP, +CIP, +Pop
Clones Clones Clones: ++Pop, +CIP
A Model Society: ++morale, population works better
Send In the Drones: ++PIP, +CIP
Robots in Disguise: ++AI Tech, +(Robot) Pop
The Fifth Element: ++Pop, +Tech
The Cheese Stands Alone: ++Wealth, +Pop, -Rim Relations
Mine, Mine, Mine! :+++ Wealth, -Morale
Center for Research (++ Techlevel, + tech, + CIP, - PIP)

You thought harder, a lot harder. Sadly most of the discoveries haven't panned out but with a well-funded research base and lots of high-tech industry you're sure it's only a matter of time.

Military

Series VII Replicas: +Military, +Transgene, +Pop, +Ground Doctrines
Cyborg Ninjas: +Sneaky Shit, ++Doctrines, +Cybernetics Tech
Holy Shit it's the Clans: ++Techlevel, ++Tech
The Science of War: +transgene +logistics ++doctrines
Reverse Engineering: +Mecha Tech, +Tech, +Ground Doctrines, +Air Doctrines
Supersoldier Factory (+ tech, + transgene, ++ supersoldiers)
Some Magnate worlds breed or construct the notorious Magnate Supersoldier, a high tech transhuman warrior.
War Winner (+Theta, +Tech, +Doctrines)
Your military was hardened in the crucibles of war, succeeding where many others failed to acquire the theta dust that the entire conflict was fought for.
Transhuman Wave: +PIP, ++Logistics, ++Military, -Techlevel
Some magnate worlds were low-tech and relied on numbers in their invasions instead of qualitative superiority.


History Path Tech Bonuses (for the ones missing entries)

Universal


[Dominantly Baseline] +3 Civilian Tech
[Hell World|Tough It Out!] +5 Tech Efficiency? (maybe +resiliency tech?)
[Resource Rich World|Simple Ores] +3 Mass Production
[Resource Rich World|Fascinating Pharmaceuticals] +5 Civilian Tech
[Resource Rich World|Relic Dust] +5 Basic Theotech
[Terraformable World|Get To Work] +5 Civilian Tech
[Garden World|Population Boom] +10 Civilian Tech
[Garden World|Cash Crop] +2 to any two fields
[Garden World|Xenomorphs] +3 to any weapon
[Isolated|Experimental Drives] +10 Basic Theotech
[Artifacts!|Useful Fnds] +5 Electronics (by Lokar)


League Paths

[Battlefield World] +5 Ground Tech OR +10 Materials [25] (Ground or defensive tech, respectively)
[Salvation Armada] +3 Common Tech (Definitely)
[Magnate Killteams] (Needs a bigger boost to stealth tech- bringing stealth tech up to, say, 20, preferably)
[Guts!] +4 Ground Tech (Researching how to build the better suicide bomb :p)
[Basketcase] +Common Tech? (Well, you are rebuilding from the ground up, right?)
[JITTerbugs] +Common Tech (Well, +STL drives, but those are covered under common tech. You're sticking fabbers into ships and moving them around. Very logistical- and that's common tech)
[Ideological Purification] +Civilian Tech? (All the people normally fighting over shit are dead or on your side)
[Nobel War Prize] + GTL? Maybe +X to Y techs instead? (If you researched it enough to use it, you should know more about it then the average bear)
[New Begnings] +Civilian Tech (It's a new start, away from the war mongering of the old states. It's obviously prosperous- they've gotta be making money on something. And thematically, it's a very civilian path)
[Be Interventionalist] +2 to any two weapons techs?