Ruins 2 Research, Exploration and Espionage

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Overview

In Ruins of Alien Suns 2, there is a unified self-moderated resolution system for a number of systems, namely research, exploration and espionage. The reasons for this are twofold: as these systems in particular are some of the most-contentious and moderation-heavy in the game, creating a standardized system where players can do much of the upkeep will expand moderation capacity in other fields. Furthermore, these systems are designed to shift the burden of one of the largest bottlenecks on player progression, GM attention and moderation of X specific event, to systems where the milestones to accomplish a goal are more clearly signposted than "finish in X quarters" or "finish X years".

Progress Currencies and Trading

The Progress Currencies that define these three subsystems are fundamentally currencies. They can be exchanged for one another at a 1-2 ratio, purchased using escalating amounts of regular income or traded with/given to other players.

Due to the sensitive nature of these items, they cannot be transferred be transferred between players instantly but instead make use of couriers to deliver them and are subsequently subject to transit time. By default these couriers are international civilian freight from respectable companies. Players can instead choose to ship currencies via their own armed warships or via third parties of choice, though the results of what are up to their discretion. If the convoy/person/facility holding the currency is attacked by a superior force and loses the ensuing firefight, or manage to be raided before the engagement ends, it can be stolen or destroyed.

By default progress currencies are assumed to be located at the game object (unit, facility or random encounter, etc) that generated them. Spies discovering Intel become its custodians, Laboratories accumulate Breakthroughs, alien artifacts may promise valuable technological insights but they have to be brought home first. Logistics and travel time now affect all of these systems equally.

Progress Currency Options

  • Buy 1 Currency of any type for XXX, increases linearly each time (so 2nd time is x2, 3rd time is x3, etc).
  • Trade any 2 Currency for 1 of another type.
  • Trade or offer any amount of Currency as tribute, not limits or escalating cost but the goods are subject to travel time.

A Self-Moderation FAQ

Research

Research Assets

Important Facets

  • Electronics
  • Engineering
  • Medical
  • Science

Progress Currency: Breakthroughs

Breakthroughs represent little bits of insight gleaned from the universe, the little nudge that can push research teams in the right direction and accomplish their objectives. Simulation cycles on advanced supercomputers, battle data from the high frontier or alien salvage can all be rendered as Breakthroughs in this way, with more Breakthroughs generated for more valuable hauls.

Labs vs Scientists

Lab Traits

+ Labs are built as General-purpose, being able to conduct research in any Field or Application. They can be specialized in order to increase their effective output and speed when performing research in that category by 50%, at the cost of being unable to conduct research outside that specific remit.
+ Labs can be physically expanded or their number increased to augment state research capacity.
+ Labs can be fortified with defensive structures or protected with ground units (typically Light Battlegroups).
- Labs are built in specific territory, this means they can be attacked by conventional forces destroyed or captured. Damage to territorial infrastructure can render them inoperable.

Scientist Traits

+ Scientists begin with a specialty each in a Field and an Application, gaining a bonus of +50% Breakthrough output and speed of conducting Feasibility Tests when participating in appropriate research.
+ Scientist production of Breakthroughs is based on their activity level: in addition to the 1 standard per anum they may also generate additional Breakthroughs when exposed to events as befitting the focus of their current research.
- Scientists can be kidnapped or assassinated by hostile agents, or even simply die in lab accidents.
- Scientists by demand certain privileges in exchange for their services, such as relative freedom of movement, access to information and perks as befitting national elites. They will rebuff onerous security measures or restrictions of their person and conspire against such unjust treatment.

How Research Works

Research Summary

1 Declare a new research project chosen from Curated Techs from current or past years (instant), or attempt Experiments (2 quarters).
2a For Current Techs, assign a lead Lab or Scientist and calculate necessary Breakthroughs based on Curated Tech listing and national modifiers (if any).
All expended Breakthroughs must be directed to the lead lab. These Breakthroughs are 'held' until the total number is achieved, and can be stolen, destroyed, etc.
2a.2 After accumulating all needed Breakthroughs, the research is instantly completed and the nation now has the ability to exercise their new capabilities.
For build time purposes and budgets, count from the month the research was completed, not the start of the year.
2a.3 All Breakthroughs assigned are expended, but the state generates one extra Breakthrough as a bonus, modified by the lead Lab or Scientist's specialties.
2b For Experiments, the player makes a request of the GM based on 3 parameters:
First, a general concept of what the desired technology is in abstract (e.g.: "I want an improved Starfighter that can go in atmosphere.")
Second, a classification of the technology's Applications and Field (e.g.: "An improved Starfighter would be a New Unit from the Aerospace Field.")
Third, technologies they already possess that may facilitate this research (e.g.: "I already have an Improved Engines technology for starships.")
In summary, a proposal for an Experimental tech should look like this: "I want an improved Starfighter that can go in atmosphere, which would be a New Unit from the Aerospace Field. I have Improved Engines from starships as the basis for this."
2b.2 Moderators will review Experimental tech proposals and give a Feasibility Check. This takes 2 Quarters from the time of request.
The qualities assessed for such a technology are 'game balance', 'suitability to the setting' and whether or not similar technologies are planned for the curated list in future years. Disruptive or out-of-theme technologies will generally be turned down, while future curated items will be assessed on a situational basis.
2b.3 If the technology is non-viable for the above reasons, the player is given a single Breakthrough for their trouble. If it is feasible, the moderator will produce a full listing of the technology-to-be with the number of Breakthroughs it'll cost to complete. As a general rule, Experimental techs take slightly more Breakthroughs to complete.
2b.4 Unlike the curated list, players can rush Experimental technologies, accepting severe flaws in exchange for a quicker time to completion.
2b.5 As with research from the Curated List, accumulating the required Breakthroughs completes the research. Upon completion, players have their choice of taking a prototype unit (a fully-built example of the relevant technology) or 2 Breakthroughs. The greater rewards for Experiments are factored into their Breakthrough cost.
3 Once the research is completed, the player possesses the technology. Technologies can be shared between states and other entities but must also be physically ferried between locations.

Exploration

Exploration Assets

Important Facets

  • Command
  • Diplomacy
  • Electronics
  • Supply

Progress Currency: Discovery

Probes vs Explorers

Probe Traits

+ Probes are Cheap
- Probes cannot deal with Setbacks and Challenges during Exploration, they are simply destroyed instead.

Explorer Traits

+ Explorers can be made out of any non-generic (customizble) starship, granting them durability and problem-solving in proportion to the capabilities of their vessel.
+ Explorers can survive most Setbacks and bad Challenge outcomes at least once, at worst becoming occupied for an indeterminate amount of time.
- Explorers tend to compete with eachother, slowing progress and jumping claims if made to explore the same system.

Espionage

Espionage Assets

Important Facets

  • Covert
  • Diplomacy
  • Electronics
  • Underworld

Progress Currency: Intel

Agencies vs Operatives

Agency Traits

+ Agencies are designed with purposes as broad or as narrow as the player desires, with no penalty either way.
+ Agencies can have ground forces (typically Light Battlegroups) assigned to them to bolster their capabilities.
+ Agencies easily replace casualties from failed missions and never face downtime from such events.
+ Agency branch offices give the Agency an extra ongoing mission apiece.
+ Agencies not tasked with missions are assumed to continue to act on their governing directives.
- Agencies are assumed to be acting with the interests of their governing state or non-state actor.
- Agencies are physically located in territory and so can be attacked. Additionally, Agencies are limited to acting within 1 jump of an active Headquarters or Branch Office.
- If given too broad a remit and too many forces, Agencies can outgrow their parameters and become a rogue state-within-a-state.

Operative Traits

+ Operatives are trained with specific purposes in mind, as defined by their upgrades making them powerful in particular contexts.
+ Operatives are deniable assets, they can be burned with impunity if caught for minimal (widespread) diplomatic consequences.
+ Operatives are cheap, generally costing less than a Branch Office even when highly upgraded.
+ Operatives get better with time, gaining an additional upgrade slot for every successful mission they accomplish.
+ Operatives are difficult to detect thanks to their small footprint.
- Operatives must physically travel to the location of their mission, which can be complicated by travel restrictions, blockades, heightened security, etc.
- Operatives work alone or in small teams, limiting the scope and scale of their actions.
- When they fail Operatives can become compromised to a permanent end, subverted by hostile agents or even go rogue if mistreated.