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OOC [OOC] C2 RP Thread: Coordination

Discussion in 'Roleplaying' started by FatalPapercut, Jan 2, 2015.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. FatalPapercut Senior Engineer

    Messages:
    1,197
    Welcome, fellow RP'ers, to the Chapter 2 Space Engineers Roleplaying Coordination Thread.


    As discussed in the original RP Thread Coordination, this thread has been opened to deal with issues not related to the contents of the original RP Thread.

    Quick reference links:

    Original RP Thread links:
    Space Engineers Roleplay Thread.
    [OOC] RP Thread: Coordination.


    C2 RP General:
    Space Engineers C2 Roleplay Thread.
    SEQUINCE rules and code of conduct.

    New player guides:
    Faction Character Sheet Form.
    Ship Submission Form.
    Posting Style Guide.

    RP Lore:
    Universe lore.
    Operational notes of common tech.
    Player Factions.
    NPC Factions.

    Sessions:
    Session #1 sign up form. Status: Closed.


    ---

    So what's this thread all about?

    It's in here that we can talk about the upcoming games while out of character, leaving the actual C2 roleplay thread with a more natural flow, uninterrupted with walls of text that don't pertain to what the characters are doing. Any disputes or questions that arise can come here, and everything can be worked out without running up the post count in the main C2 thread with no plot updates. Here you'll also be able to compile any information about your in-game factions, such as backstory, named characters, and the ships that you'll be using.

    Why do we need a new roleplaying game?

    Originally, roleplaying was done somewhat out of place in a modding thread on one of the other sub-forums. However, things rather quickly dissolved out of hand as powergaming became rampant, and it was all off-topic from the modding thread anyway. Roleplaying was then moved to it's own dedicated thread here on the community creations board. Things proceeded fine for a while, but the nature of the free-for-all game made some players more important than others, and updates would grind to a halt for days until a keystone player would return to advance the story. Add to that the foul stench of powergaming resurfacing, and a battle that dragged on for way too long, the players collectively agreed that more reliable control would have to be implemented, using a more traditional RPG-style Game Master.

    Why do we need a Game Master?

    Rather than decide to continue the story as it was, it was opted that a new tone and setting be established, where the game would be controlled by the GM, who's responsibility it would be to keep everything in check. The GM's role is threefold:

    -Keep the peace, settling disputes and making sure a level of fairness is maintained.
    -Keep the plot moving, working as necessary to prevent the game from stalling out.
    -Control the NPCs, giving the players events to interact with.

    Who's the egomaniac taking over the GM role?

    Well, me. I offered myself up as a candidate in the original RP OOC, and took the position after several endorsements from fellow players. To maintain neutrality, though, I will continue referring to the GM in the 3rd person, as it's possible someone other than I may take the reigns somewhere down the line.

    How much power does the GM have over me?

    The GM is not here to control the players. Instead, the GM is here to direct the course of the game, providing a story for the players to follow along with. The GM has little control over the actual actions the players have their characters undertake, however the GM can instruct other players to ignore actions deemed disruptive, substituting alternatives to prevent problems from arising. In such matters, players participating in C2 are expected to abide by Rule Zero.

    What is Rule Zero?

    Rule Zero is a tabletop gaming convention that states, "whatever the GM says, goes." Keep in mind, that the GM might not always be right. If you feel a judgement made against you is unfair, don't hesitate to bring up the issue in the OOC, but unless overruled by a majority of players, the GM has the last word in any argument.

    How will C2 actually be conducted?

    Rather than one long, massive plotline, C2 will be broken down into smaller "sessions". Each session will proceed with players describing the actions of their characters up until a conclusion point, upon when a small break will be had until the next session. Each smaller game will happen in sequence, so there will still be a cohesive timeline of events to follow. The time between sessions is considered "down time" in-game, and it is here that players will be able to have their ships return to base, repair any damage taken, or whatever other off-camera activity they wish to undertake.

    So what stops me from building a million ships in my down time?

    Essentially, nothing. However, each new session will only allow a maximum number of ships per player faction. Having a stockpile of extra ships is a possibility, however once the session starts, no new ships may be brought into an active role.

    How do I know what ships I can bring?

    The assets useable by each faction must be listed as available on each player's faction sheet before the start of a session. There are no restrictions on ships fielded up to the total amount allotted, however it is important to remember that using the biggest ships available may not always be the best idea.

    Ships may be submitted for approval either in the C2 coordination, or as a private message to the GM, should there be features of ships the player does not want made public from the start.

    What if I want my ships to have features not present in Space Engineers?

    Simply put, because this is a roleplaying game, just about anything goes. Though remember, more fantastical equipment will drive up the points cost. It is also recommended that you talk to the GM if you want a feature that is particularly noteworthy or world-changing.

    What if I think this is all dumb and I don't want to play by your rules?

    That's fine too. Not everybody will want to participate in such a structured game. However, choosing to take part in this experience requires you to follow a common code of conduct. As such, you will need to read and agree to the common sense SEQUINCE rules, outlined below. Should you choose not to abide by them, we respectfully ask that you not interfere with the game and the players that do.

    Also remember, the original RP Thread still exists. With most players finishing up their involvement in that thread, there is more than ample opportunity for a new story to take root there, free from the restrictions that the C2 games will apply.

    So how do I get started?

    First, say hello! We're always welcoming of new players, but it helps to know you're interested before you get down to the business of making a faction. After that, use the faction character sheet in post #16 of this thread to organize all your details. Once your faction is posted and GM-approved, submit your faction's ships for approval, using the guide in post #3 below. Once your ships are approved, add them to your faction sheet, and you're pretty much done!

    Unfortunately, it might not be possible to add you into the middle of an ongoing session, so you may need to wait to start posting until the start of the following one.

    What if I have a question not answered above?

    Well, in that case, ask!

    ---
    Edit:

    As per discussions later in this thread, some of the requirements for submitting ships have changed, making some posts irrelevant. Apologies in advance for any confusion caused.

    Edit:

    Added quick reference links.

    _Fatal
     
    Last edited by a moderator: Feb 6, 2015
  2. FatalPapercut Senior Engineer

    Messages:
    1,197
    Presented below is a list of simple rules, that, if followed, will let everyone taking part in the C2 games have a smooth, fair, balanced and trouble-free experience. These rules are listed at the start of the thread so that everyone can see them. Posting in the C2 thread means that you have read and accept these rules. To make it easy to remember, this thread is governed by the SEQUINCE.

    Or...

    S.pace
    E.ngineer
    Q.uality
    U.pholding
    I.nstructions for
    N.ecessary
    C.ooperative
    E.njoyment

    1) Have fun! We're all doing this because we want to. Do your best to do right by your characters and factions, and let's put on a good show.

    2) Play nice! There's no reason to get angry with anybody. If any disputes arise, contact the GM and let him/her sort it out. Remember that the KSH forum rules and codes of conduct still apply here.

    3) Play fair! The more down-to-earth you present yourself, the more people will want to interact with you. Godmodding, invincibility, abuse of meta-knowledge and other forms of powergaming are displays of bad faith to your fellow players, and are counterproductive and harmful to the integrity of the game.

    4) Show up! You've taken the time to create a whole faction, a group of ships as well as people to put in them. Don't let all that go to waste, and show us what you've got and what you're capable of. Take note that the GM may direct your character's actions if too much time passes between your posts. Even without the actors, the show must go on!

    5) Speak up! This is a group activity, and as such, requires a deal of cooperation to work. Your opinions are valued, but remember that no single person is any more or less important than another. While frequent participation is encouraged, sometimes you may need to take a break. Send a message to the GM so they can create a workaround while you're away.

    6) Speak out! If something doesn't sit well with you, let us know! We're all intelligent enough to compromise on any issue that might come up.

    7) Listen up! Pay attention to the current status in game. Missing out on events can cause confusion and frustration, and be aware you may be reminded if you're skipping over something important.

    8) Play along! As this is a more traditional GM-governed RPG, it's important to remember that the GM has the final say in disputes. Consider any disadvantages against you as challenges to overcome instead of penalties.

    9) No spoilers! Sometimes, coming to a shocking revelation can be the most exciting part of the game. If you suspect a dramatic twist is heading for another player, let them experience it themselves! Nobody wants others to ruin their big surprises.

    10) Proofread! Even a basic use of grammer skills goes a long way to stop your posts from looking like an unappealing blob of text. While it's understood that English may not be every player's first language, is it the language with which the game will play out. If you want/need help with spelling, grammar, punctuation, or formatting, check Fatal's Posting Guide, or contact the GM before posting.
     
  3. FatalPapercut Senior Engineer

    Messages:
    1,197
    Presented below is the current build of the points value chart for ships participating in the C2 games.

    Things to remember:

    -Submit one form for each ship class.
    -Forms may be submitted in either the OOC thread, or via private message to the GM.
    -List only the items called for in each section.
    -List any flaws or drawbacks along with features.
    -Flaws will remove points from the ship's value.
    -"Flaws" denotes a problem with a basic design, not a drawback to an enhanced capability.
    -"Secret weapons" or "hidden flaws" must be listed as well. Submit them in a PM if you do not wish them to be known to the general public.
    -Ships using energy shielding of any kind will take 2 ship slots to field.
    -5 Strike craft may be fielded per 1 ship slot.


    Ship Submission Form

    Class name:
    The name of the type of ship. Not necessarily the name of an individual ship.

    Ship Class:
    Group classification of the ship. Some designations and functions may vary. Available categories are:

    Strike Craft-
    -Drone
    Unmanned craft. Armed or unarmed, their lack of a human pilot means they can operate in unsafe areas, however are much more susceptible to EMP.

    -Interceptor
    Light fighters used for quick response actions, often to engage other strike craft.

    -Heavy fighter
    Strike craft intended for direct and extended combat against other strike craft.

    -Bomber
    Used to engage larger targets, either by disabling subsystem targets or directly breaching hulls. Slow and heavily armed.

    -Strike Bomber
    Filling the space between heavy fighter and bomber. Capable of filling all duties, but excelling at none.

    -Shuttle
    Personnel transport. Armed or unarmed.

    -Dropship
    Subtype of shuttle capable of atmospheric entry and exit. Armed or unarmed.

    -Gunship
    Superheavy multi-seat ship specifically built to engage and dominate small targets or other strike craft.

    -Patrol Boat
    Lightly armored multi-crew vessel used for security and reconnaissance. Often armed, usually outclassed in engagements when alone.

    Warships-
    -Corvette
    Small, fast, agile. Lightly armed and armored harasser unit.

    -Scout Frigate
    Fast, lightly armed. Specializing in communication over combat.

    -Frigate
    Smaller, fast warship. Often deployed as fleet screens and to protect larger warships from strike craft. Sometimes fulfilling a more specific function.
    .
    -Heavy Frigate
    Trades speed for armor and firepower while maintaining size. Able to engage larger ships with more success.

    -Tactical Destroyer
    Small-medium sized warship intended to engage larger ships by attacking subsystem targets. Faster and more maneuverable, though more lightly armored.

    -Destroyer
    Small-medium sized vessel intended to engage larger warships. Balanced mix of capabilities, sometimes emphasizing fewer weapons with greater firepower.

    -Assault Destroyer
    Small-medium sides warship intended for more offensive roles. Emphasizing attack power and armor over agility.

    -Light Cruiser
    Midsized, relatively lightly armed and armored. Preforms well at suppressing smaller classes, though outclassed in heavy combat. Often used as military security.

    -Cruiser
    Multipurpose midsized warship. Balanced mix of capabilities, wide range of uses. Can be specialized for more dedicated roles.

    -Heavy Cruiser
    Midsized warship trading agility for armor. Heavily armed, capable of engaging all but the toughest enemies.

    -Battlecruiser
    Mid-large sized warship sporting heavy armor and heavy weapons. Often with higher than average speed, though with consistently lower maneuverability.

    -Light Battleship
    Mid-large sized, heavy warship. More cost effective when dealing with smaller threats. Mounts impressive firepower.

    -Battleship
    Large sized warship. Heavily armed and armored, capable of going toe-to-toe with all others.

    -Siege Battleship
    Large-superheavy sized warship. Equipped with weapons designed to destroy bases and other fortifications.

    -Strike Carrier
    Mid-large sized ship. Holds several strike craft. Lightly armed and armored, designed to quickly deploy strike craft and egress the combat zone, returning after combat has ended.

    Escort Carrier-
    Mid-large size ship. Holds several strike craft. Armed to defend itself, though not intended to directly engage enemies.

    -Carrier
    Large sized ship. Holds multiple strike craft squadrons. Slow and cumbersome, often remaining away from direct combat but still in the vicinity.

    -BattleCarrier
    Mix of carrier and battleship qualities. Capable of fighting line battles while still housing strike craft.

    -Dreadnought
    Superheavy warship. Largest of all, possessing unparallelled firepower. Able to engage smaller fleets on its own.

    Non-combat-

    Freighter-
    Any size, any armor. Armed or unarmed, though usually unarmed or lightly so. Used to haul cargo or other items between destinations.

    FTL Ferry-
    Large-superlarge carrier. Used to assist non-FTL capable ships in moving between jump gates in a single system.

    Mobile Refinery-
    Any size, any armor. Armed or unarmed. Dedicated vessel capable of processing raw materials into refined goods while in transport, though limited space increases refinement time.

    Factory Ship-
    Any size, any armor. Armed or unarmed, though usually lightly. Dedicated vessel capable of processing refined goods into finished products while in transport, though limited space increases manufacturing time.

    Industrial Ship-
    Any size, any armor. Typically unarmed. Covers any vessel intended for utility roles, including mining and drilling rigs, salvage and recovery ships, or construction depots.

    Image link:
    Link to an image or images of the ship

    Mission Role:
    Intended use of the ship. (Ex. combat warship, cargo hauler, industrial, exploration/research, ect.)

    Weapons Loadout:
    All equipped offensive systems. Include the following, with quantity, if applicable:
    -Gatling guns ( Rapid fire bullets. Fixed or turreted.)
    -Missile launchers (Guided self-propelled. Fixed or turreted.)
    -Rocket launchers (Unguided self-propelled. Fixed or turreted.)
    -Large caliber cannons (Slow firing ship-to-ship. Fixed or turreted.)
    -Energy weapons (Fixed or turreted. Include type of energy produced.)
    -Point defense weapons (Gun or launcher. Fixed or turreted. Projectile or energy.)

    Stored Munitions:
    Types of ammo for all equipped guns and launchers. Quantity is not important.
    -Normal shot
    -High explosive
    -Armor piercing
    -High velocity
    -Other (Specify)

    Defensive Capabilities:
    -Heavy armor plating (entire hull or specific locations)
    -Detachable armor plating
    -Energy shielding

    Special Equipment:
    Non-direct combat features. Items not included as standard features on a normal ship. Including but not limited to:
    -Enhanced sensors
    -Upgraded thrusters
    -Manufacturing capabilities
    -Hangar bays (May be free depending on ship class)
    -Included strike craft (Drones, shuttles, fighters, ect.)
    -Soldier compliment

    Additional Notes:
    Optional description of ship's history or any features not listed above.
    -Ship length
    -Ship mass
    -Crew compliment

    GM-Approved:
    Pending. (Change to Yes once formally approved.)

    ---

    *Edited, added in 'things to remember' section.

    *Edited, removed references to points system.

    *Edited, added ship class descriptions and non-combat ship classes.
     
    Last edited by a moderator: Jan 16, 2015
  4. FatalPapercut Senior Engineer

    Messages:
    1,197
    Fatal's Posting Guide

    INTRODUCTION

    Hello all, presented here is a template guide to aid in the ease of posting in the C2 Roleplay thread. The points in this guide are meant to ensure that everyone has a common ground of understanding of what your actions are, as well as eliminate confusion between In-Character (IC) and Out-Of-Character (OOC) information. This guide was written with the understanding that each player has their own unique style, and is not intended to infringe on your freedom as a player to write how you want. That said, collected here is a list of items that, if taken into consideration, will result in a more cohesive experience for everyone involved.

    Topics covered are format TAGS, CHARACTER ACTIONS, CHARACTER DIALOGUE, and post CONCLUSIONS.

    1)TAGS.

    Tags are used to separate additional information from your actual In-Character actions. Some players might use slightly different versions of the examples presented, but the intention will be essentially the same. Their common usage is as follows:

    a) Double parentheses (( and )) are used for informal OOC talk, typically for clarification when something you said might be read multiple ways, or to respond to other OOC comments. This is information that ~you~ as the player wish to convey, as opposed to things your characters say and do.

    EXAMPLE:

    ((The 'Thunderclap' missiles I fired are timed fragmentation, and are set to explode when they reach the group of incoming fighters. They'll explode into a cloud of shrapnel when they arrive.))

    b) Double angle brackets << and >> (also known as greater-than and less-than signs) are used to establish setting. Text in here is used to describe things that other players can see, hear, and feel. This information is also known as "flavor text".

    EXAMPLE:

    <<The hallway is dark and filled with a heavy mist. All that can be seen through the fog is a single door on the right hand wall, while the hallway itself quickly becomes obscured.>>

    c) Square brackets [[ and ]] are specifically for GM use. All text within will be bold for emphasis. These tags should only ever be used by the GM, and are reserved for overriding player actions or informing players when they miss details or violate the SEQUINCE rules. Anything within these tags takes priority over all else.

    EXAMPLE:

    [[Player, your sensor array was targeted and destroyed last round. You won't be able to achieve missile locks until you repair it. Remember not to ignore damage done to you.]]

    d) Line breaks --- or === or ~~~ or another similar symbol are used when you want to switch to another point of view within your post. Line breaks can be as short as only a few marks long, or they may contine across the entire page according to preference. If you have two or more characters, line breaks are useful for letting others know that the scene has shifted between them. It is assumed that events separated by line breaks are happening at roughly the same time.

    EXAMPLE:

    The captain of the battleship looked over the damage report.

    --------------------

    The fighter pilot finished his pre-launch checks and gave the technician a thumbs-up.

    2) CHARACTER ACTIONS

    The main body of your post contains the actions of your ships and characters; what your people are doing, as well as how they interact with other characters and the world around them. Here is where your characters talk to one another, move their ships, fire weapons and react to events.

    It's a good idea to keep your text style as the default. Just start typing, theres no need to make things complicated. Changing the font size or colors can make your post unnecessarly hard to read.

    The content is entirely up to you, however it should be relevant to the situation at hand, and take into account the actions of others before you. For the sake of fairness, in the event your ships or characters are attacked, it is asked that you resolve any attack made against you before making attacks of your own.

    While the role playing games this guide is designed for are based on Space Engineers, you do not have to feel bound by the mechanics of the game. Players may introduce elements that have not been developed, however only because many of these elements are necessary for proper communication and to simulate the actual daily lives of their characters. If you want to introduce a more fanstatical element, such as hyper beam phase cannons, space zombies or talking vegetable people, please consult the GM before adding them in your post. What may seem like a super-cool or hilarious idea to you may be gamebreaking, unfair, or more than annoying to others.

    It is also important to remember that your characters are only capable of responding to situations that they themselves are aware of. Meta-gaming and other improper uses of OOC information are against the SEQUINCE rules, and the GM will correct you.

    The actions in each post should be limited to what would be capable in a reasonable amount of time. Unless you reference events in other player's posts, it is assumed that you are setting the scale of time. Putting several hour's worth of events in your post might not mix well with another player who's only moving minutes at a time.

    3) CHARACTER DIALOGUE

    Characters interacting vocally give you the best way to tie your post into the other players'. It is important to note that mearly saying you open a channel and explaining what your characters say is not ideal. Instead, actually add their spoken dialogue in.

    When your characters are talking to one another, It's important to separate their dialogue from normal actions. Typing everything in a single massive paragraph makes it unappealing to read, and important details can be easily missed. While the most common way of writing dialogue is to use quotation marks (" ") to frame whatever is being said, other methods, such as coloring the text are also acceptable. However you choose to distinguish it, the most distinct method is starting a new line every time a new character talks.

    EXAMPLE:

    The soldier walked into the Captain's office and saluted.

    "You wanted to see me, Sir?" he said. "I got here as quick as I could."

    "Yes, sit down." The officer replied.

    4) CONCLUDING:

    After you've decided on your actions, it's handy to wrap your post up with a review of everything that happened. This is a player-developed technique that has proven to eliminate a lot of confusion caused by unclear character actions, and comes in two forms:

    a)Order Of Events. This is a collection of non-combat actions you have preformed. Actions listed in the OOE should consist of the action undertaken, and the person or ship that made the action. Possible actions may include:
    -Moving from one place to another
    -Examining something in the environment
    -Sending or receiving communications

    EXAMPLE:

    ORDER OF EVENTS:
    -Battleship 1 warps into the sector.
    -Battleship 1 sends message to nearby station.
    -Battleship Captain reads secret orders.

    b) Order Of Battle. Similar to Order Of Events, only OOB contains all the combat related actions. Keeping an accurate OOB means that none of your attacks get forgotten. When attacking, It's important to list the number of weapons being used, the amount of ammunition they fire, and their targets. Examples for the OOB include:
    -Taking damage.
    -Attacking with weapons.
    -Reloading weapons or changing ammunition types.
    -Moving for offensive or defensive positioning.
    -Reading an action to occur after another event.

    EXAMPLE:

    -Destroyer 5 takes heavy damage to starboard thrusters.
    -Cruiser 3 fires 6 Thunderclap missiles at enemy frigate 2.
    -Destroyer 5 retreats behind the nearby station for cover.
    -Carrier 1 will launch fighters if the enemy moves closer to the station.
     
    Last edited by a moderator: Jan 2, 2015
  5. Clyde A Glide Trainee Engineer

    Messages:
    65
    Good new thread is up! Time to finish my characters
     
  6. Anoth Junior Engineer

    Messages:
    972
    Thank you FP for the introduction for C2 =) I'm looking forward to launch the game asap^^

    "Attention all players! The Hype is real i repeat, the Hype is real! commence battle stations and prepare your space keyboards!"
     
  7. paswert Junior Engineer

    Messages:
    756
    Alrighty then, I'm going to need some point values. Just the fighters for now, I'm not going to make you work through all my frigates just yet :angel:

    Class name:

    HF-01
    Ship Class:
    Heavy fighter
    Image Link:
    [​IMG]

    Mission Role:
    Superiority fighter/light bomber
    Weapons Loadout:
    10 forward facing gatling guns
    2 torpedo mounts
    Stored Munitions:
    High explosive (gatling)
    Armour Peircing (gatling)
    Defensive Capabilities:
    Heavy armour frame (rear)
    Special Equipment:
    Torpedos (usually not equipped)
    FTL drive

    Class name:
    HF-01MKII (now with mods)
    Ship Class:
    Heavy fighter
    Image Link:
    [​IMG]

    Mission Role:
    Superiority fighter/light bomber
    Weapons Loadout:
    10 forward facing gatling guns
    2 weapon mounts
    Stored Munitions:
    High explosive (gatling)
    Armour Peircing (gatling)
    Defensive Capabilities:
    Heavy armour frame (rear)
    Special Equipment:
    Mountable weapon pod (2 foward facing small weapons)
    FTL drive
     
    Last edited by a moderator: Jan 3, 2015
  8. Tateo13TTV Junior Engineer

    Messages:
    524
    Well I'm glad to get this all started will have to take the weekend to figure out my posts since my original plans will probably be to large for me to manage along with the work schedule I have. If anything I will start with a small contingent of smaller craft. The large military industrial testing complex that I had thought of before the end of C1 will probably not work. Back to the DRAWING BOARD for me then. will submit the ships I will be starting with by monday.

    THE HYPE IS REAL


    Sincerely,
    -Tateo

    ps ... FP good setup of how the rp will work.
     
    Last edited by a moderator: Jan 2, 2015
  9. Dwarf-Lord Pangolin Senior Engineer

    Messages:
    2,597
    So excited that this is starting up!!!

    I did have a question/desire for clarification with regard to the ship value submission thingy; I believe I know the answer already, but I wanted to make sure. As everyone knows, a universal SE ship classification scheme has been, err ... difficult to achieve, which means everyone calls their ships something different.

    If I recall correctly, FP, your plan was work around this by designating submitted ships as being of a given class based on their capabilities, rather than what players call them. So as an example, you might classify my Caspian "frigates" as being light cruisers for point purposes. I could still call them frigates, because that's what their IC classification is, but they'd cost the same amount of points as another player's light cruiser because they'd be comparable in strength.

    TL;DR: players can't get around point limits by classifying dreadnoughts as interceptors, right? ;)
     
  10. FatalPapercut Senior Engineer

    Messages:
    1,197
    Paswert:

    Are your fighters meant to operate in squadrons or as separate entities? Point being, a squadron of fighters costs a single point if they come on a carrier ship, otherwise each individual one will cost you a different point.

    If they come as a squadron, fighters wont need evaluations.

    DL:

    You're mostly on point there. In game, your designation is all that matters. Mine are just to set the base points value. Required image is required simply so people cant skew the limits too far.
     
    Last edited by a moderator: Jan 2, 2015
  11. paswert Junior Engineer

    Messages:
    756
    They operate in squadrons but are equipped with FTL drives, meaning that carriers are not needed. What would the points be for that?
     
  12. FatalPapercut Senior Engineer

    Messages:
    1,197
    Well buggers if i didn't really plan for that.

    Squadron base point, +1 for FTL drive...2 points per squadron, i suppose. alanced by the fact you'd be limited to actions they could do in the cockpits unless they physically got out.
     
  13. Krovennan Apprentice Engineer

    Messages:
    382
    Applications for my KAE ships will have to wait. I can't copy/paste on a PS4 so I can't paste imgur links. They're all in my showcase thread but I don't think that counts. Also quick note, I believe Conradian first designed Styx, but I think he left Styx? Can't be sure right now.
     
  14. paswert Junior Engineer

    Messages:
    756
    Please correct me if I've gone wrong anywhere or have missed something.

    Class name:
    Tigershark
    Ship Class:
    Heavy fighter
    Image Link:
    [​IMG]
    Mission Role:
    ?
    Weapons Loadout:
    2 Gatling guns
    Stored Munitions:
    ?
    Defensive Capabilities:
    ?
    Special Equipment:


    Class name:
    Void Walker
    Ship Class:
    "Corvette"
    Image Link:
    [​IMG]
    Mission Role:
    "
    relatively compact (if you can believe it) yet powerful capital ship"
    Weapons Loadout:
    8 Gatling turrets
    8 Missile/rocket turrets
    5 Missle/rocket launchers
    Stored Munitions:
    ?
    Defensive Capabilities:
    ?
    Special Equipment:
    Onboard barracks
    Onboard resource processing & production facilities
    Brig (4 cells)


    Class name:
    Stingray
    Ship Class:
    Bomber
    Image Link:
    [​IMG]
    Mission Role:
    "single-manned large vessel for assaulting stations and large ships"
    Weapons Loadout:
    2 Rocket launchers
    Stored Munitions:
    ?
    Defensive Capabilities:
    ?
    Special Equipment:

    Onboard resource processessing & production facilities
     
    Last edited by a moderator: Jan 3, 2015
  15. Krovennan Apprentice Engineer

    Messages:
    382
    Thank you very much for that help paswert, they seem more or less spot on, only thing I'd add is the Stingray has two assemblers on it, so it can resupply from ship scrap, and the Void Walker possesses a four-cell Brig for imprisonment and interrogation. I'll try to get a hold of an iPad or something and add the rest as I plan to have the whole catalogue at my disposal (and if everyone isn't bored of my ships, some new additions too when I finally figure out what I'm doing with picking parts for a new £2000 rig). As far as the blank parts are concerned, all KAE ships have warp drive and use Titanium armour (I use light armour for aesthetic reasons, hate the camo), I'll get some munitions carrying capacity to you later, its late and I have a stabbing headache.
     
  16. FatalPapercut Senior Engineer

    Messages:
    1,197
    Put this together for anyone that could use a starting point for compiling their stuff.

    Faction Character Sheet

    Full Faction Name:
    Proper name for the group under your control. Also include aliases if desired.

    Named Characters:
    Important people that inhabit your faction. Also include military rank or other profession if applicable. Also provide more detailed information for each character if desired.

    Owned Territory:
    Star systems, planets, regions of space or other physical areas your faction has direct control over.

    Owned Installations:
    Space stations or other platforms your faction has direct control over.

    Available Assets:
    Ship classes, military or otherwise, that your faction has the ability to field. Also include the Points Value total once the class has been GM-evaluated. Also include quantity available, if desired.

    Unique Technology:
    Proprietary devices or items developed by your faction. If a technology is being kept secret, simply add "(Secret Technology)", and notify the GM via private message.

    Historical Notes:
    Historical information about the faction. Include noteworthy events in the faction's timeline, mission statements and goals, approximate population, relations with neighboring factions, or any other details.

    ---

    All the above information, save for available assets and unique technology, is considered lore-based and is not affected by the majority of limitation rules set by the GM, so you have free reign to build your faction as you see fit. Keep in mind that some events might contradict those described by others, and you may be asked to modify your entries. Also be aware that faction building is not locked until the C2 games actually start, so even if you post your character sheet early, you still have the ability to edit any details you wish until the first session begins.

    *Edited, added Unique Technology section.
     
    Last edited by a moderator: Jan 3, 2015
  17. Dwarf-Lord Pangolin Senior Engineer

    Messages:
    2,597
    Thank you for clarifying the ship class wossname. :)

    Sweet! I can start filling this out with the background I've been working on.

    BTW, do you have a timeframe in mind for when you're planning on commencing C2? I want to know how long I have before I have to turn my homework in. :D
     
  18. paswert Junior Engineer

    Messages:
    756
    Alrighty then.

    Full Faction Name:
    PasCO Freight Haulage, space dept.
    PasCO Security Forces
    PSC (Ship prefix)
    Named Characters:
    William 'Wilhelm' Pas, CEO, Owner & Head Engineer
    Allison 'Al' Jaxonno, Marine (private) & Wilhelm's bodygaurd
    Nigel Lych, Admiral (Fleet III)
    Kenneth 'Ken' Shirou, Captain (Fleet III, Ship recently destroyed)
    Fahim Chauhan, Pilot (Fleet III, Ship recently destroyed)
    Admiral Cain (Fleet I)
    Malcolm 'Mal' Mainwaring, Captain (Fleet I, Fr-04-S-07)
    Owned Territory:
    No directly owned territory, some frequently used trade lanes are considered PasCO territory.
    Owned Installations:
    PasCO HQ Compound
    PasCO Shipyards
    Available Assets:
    Fleet I
    Fleet II
    Fleet III: 5 Fr-03s, 12 Fr-01s and 3 Fr-01MKIIs, green markings
    Fleet IV
    Fleet V
    Fleet VI
    Fleet VII
    Fleet VIII
    Fleet IX
    Fleet X
    Fleet XI (reserves)
    A very large amount of freighters, couriers and utility craft.
    Ship types:

    Heavy Fighter: HF-01, Y
    Heavy Fighter: HF-01MKII, Y
    Frigate: Fr-01, Y
    Frigate: Fr-01MKII, Y
    Frigate: Fr-01MKII-R, Y
    Frigate: Fr-02
    Frigate: Fr-02MKII
    Frigate: Fr-03, Y
    Fr-03-S-04
    Fr-03-S-07
    Frigate: Fr-03-Ar, Y
    Cruiser: Cr-01, Y
    Unique Technology:
    GR.50, .50cal Gyrojet Rifles (Handheld weaponry)
    FC150, 150mm Flak Cannons (Ship weaponry)
    Power Armour. Wilhelm's buggering about with mass generators led to the creation of an anti-mass generator, an invention allowing objects to lower their mass allowing for massive objects to be equipped onto small platforms, e.g. PasCO marines. Wilhelm, being a massive nerd, decided that the first application of this technology would be to make an elite corps of space marines, and then a hoverboard, and he came to the conclusion of making a corps of space marines on hoverboards. This idea did not last for very long. PasCO assault marines are currently used to attack pirate strongholds by flying into the hangars and securing a beachhead for conventional troops to board and attack from.
    [Secret]
    Historical Notes:

    Here
     
    Last edited by a moderator: Mar 31, 2015
  19. FatalPapercut Senior Engineer

    Messages:
    1,197
    DL:

    Still a good ways to go before the first session gets underway. Things are proceeding smoothly, though Mina's dropped off the scopes again, and I really don't want to move too far ahead without her.

    Take your time for now, but the sooner everyone gets ready, the sooner we can start.

    All:

    Faction character sheet has been updated with a new section, please make additions to your information as necessary.
     
  20. Clyde A Glide Trainee Engineer

    Messages:
    65
    Since it seems everyone is going for a military angle here should I switch my role? I was going to go for a small mining fleet, but not sure what will happen in the sessions. FP what kind senerios are we talking about?
     
  21. FatalPapercut Senior Engineer

    Messages:
    1,197
    I wouldnt say you need to completely change your faction Clyde, just maybe expand on it a bit. I'm drawing inspiration for the sessions from some of the published one-off modules available for tabletop RPGs like D&D or Pathfinder. So while in those modules, a team of heroes may liberate a village from an evil cult, take part in a festival, or unravel a murder mystery. We'll be doing something similar, only in space and on a somewhat larger scale. (No spoilers yet!)

    Since combat became somewhat of a mess in the C1, I'm hoping to downplay large fleet battles for a while, and let fighting happen on a much more focused level. Be that as it may, i would recommend you add some degree of security force to your mining operations. That way, if bullets do start flying, you aren't left helpless in the engagement.

    It's important to remember that even though military action is a big part of these games, it's not the only part. There may be just as much demand, if not potentially even more so, for someone that's capable of requiring a large amount of resources without big corporate deal-making.

    Fighting, mining, economics and political maneuvering are all things to consider in determining what your faction can do.
     
  22. AegisFate Trainee Engineer

    Messages:
    5
    Figured I'd hop into this now that it's rebooting. Didn't want to get the meat into the metal when the old thread was in full swing

    Class Name:

    London Class Destroyer
    Fleet Role:
    Line Warship, Support Role
    Armament:
    Two M-49 Rotary 30mm Point Defense Turrets (Explosive)
    Alpha Refit:
    Two M-101 Railguns (Depleted Uranium Core, Tungsten Shell)
    Two Swordsman Class Interceptors
    Beta Refit:
    Eight M-88 'Longbow' Guided Missile Launchers (High Explosive Anti Ship)
    Tonnage/Dimensions:
    1500 Metric Tons
    125 Meters
    Crew:
    Twelve Personnel (Four Bridge Staff, Three Engineering Staff, Two Mess Staff, Three Marines)
    The Alpha Refit, in addition the normal twelve present, also has four personnel for interceptor operations, consisting of two pilots and two maintenance staff.
    History:
    The London Class was born out of a need for an agile warship to replace the then aging Nottingham Class, becoming a fleet line vessel in JAF-2997. Nominally, the original design of the London Class mounted a turret with a pair of M-101 Railguns in addition to a pair of the now defunct Blade Class Fighter, although during the brief confrontation with the Argos Pirate Lords, a pair of ships were instead re-equipped with eight M-88 Guided Missile Launchers in place of the Railguns and Strike Craft the ship nominally uses as a loadout. This alteration provided effective in targeting multiple hostiles instead of the singular enemies the original model was designed to target. Since then, the London Destroyers have been split into the two separate refits labeled Alpha and Beta.
    Appearance:
    Alpha Refit
    [​IMG]
    RNS Langschwert whilst serving as command ship for Battlegroup Endurance whilst on regular patrol.
    Beta Refit
    [​IMG]
    RNS Gladius supporting RNS Langschwert during routine patrols as part of Battlegroup Endurance.

    Class Name:
    Swordsman Class Interceptor
    Fleet Role:
    Anti Fighter Operations
    Armament:
    Two M-53 Autocannons (Explosive Armor Piercing)
    History:
    The Swordsman Class has been the workhorse interceptor of the Republican Navy since JAF-3021. Due to a growing lack of relevance of most fighters present in the fleet, the Swordsman was put into production by the Varos Corporation. Nominally, the design is 'efficient,' but due to the lack of sufficient power generation, its twin generators are often overloaded during combat situation. In addition, the twin M-53 autocannons are not designed to properly compensate for recoil, leading to a downwards nose drift during prolonged firing.
    Appearance:
    [​IMG]

    Lieutenant Anderson's Swordsman Class Interceptor on long range intercept of an untagged vessel.

    Class Name:
    Versailles Class Frigate
    Fleet Role:
    Patrol Craft, Fleet Support
    Armament:
    One M-49 Rotary 30mm Point Defense Turret (Explosive)
    Two M-55 Autocannons (Explosive Armor Piercing)
    Tonnage/Dimensions:
    400 Metric Tons
    63 Meters
    Crew:
    Five Personnel (Three Bridge Staff, Two Engineering Staff)
    History:
    The Versailles Class Frigate was created to fill the long need for a patrol craft to defend fleet convoys from pirate raids in JAF-2989. Whilst in regular fleet engagements its armament would be regarded as pitiful in direct fleet engagements, in encounters where hostile vessels are often lightly armored, they shine. The class' biggest success so far is the destruction of the Argos Pirate Lords capital ship 'Gladsten's Fury' during the brief confrontation on JAF-3001, utilizing rapid strike tactics to utilize the ship's autocannons on the weak reactor vents placed on the rear of the vessel.
    Appearance:
    [​IMG]
    RNS Jaeger supported by its sister ships RNS Blooded and RNS Talus during regular patrols as part of Battlegroup Endurance.
     
    Last edited by a moderator: Jan 4, 2015
  23. FatalPapercut Senior Engineer

    Messages:
    1,197
    Heyo Aegis, welcome to the C2.

    Points Value Redacted.

    London class destroyer approved.

    ---

    Points Value Redacted.

    Versailles class frigate approved.
     
    Last edited by a moderator: Jan 16, 2015
  24. Anoth Junior Engineer

    Messages:
    972
    I will make my entries for C 2 Tomorrow or later today but i cant promis anything becouse i have limited time today. ;) Can't wait to get started.
     
  25. Dwarf-Lord Pangolin Senior Engineer

    Messages:
    2,597
    I'm going to start with a single ship and leave it at that at least until we know the point total we're getting. If nothing else, I'm still a little burned out from managing a small squadron. :crazy: Currently alternating lore writing with trying to figure out which corvette to use; common sense says to use a general purpose vessel, but my general purpose corvette is boring. ;)
     
  26. FatalPapercut Senior Engineer

    Messages:
    1,197
    Oh psosh, DL. You did a damn fine job and you know it.

    As for the threat value, number 5 keeps coming to mind for the first session. Though maybe that's a soft number meant as 5 at most, since I'd prefer to see what everyone has available to use. Don't want to make it a 2-point game if nobody has anything less than 4, y'know?

    I'll do my best to have the groundwork for the lore setting up sometime tomorrow morning if I can. Hopefully nobody's gone too far ahead with their own based on events that won't have happened.
     
  27. paswert Junior Engineer

    Messages:
    756
    After this there's only one more ship and I'm done with prep, I think. Also, how much does the size of a boat squadron affect it's cost?

    Class name:
    Fr-01
    Ship Class:
    Frigate
    Image link:
    Here (MKI)
    Here (MKII-R)
    Mission Role:
    Boat destroyer
    Weapons Loadout:
    12 Gatling turrets
    Stored Munitions:
    AP and HE gatling ammunition
    Defensive Capabilities:
    Frontal crumple zone
    Spaced side armour, light (MKI)
    Spaced side armour, heavy (MKII, MKII-R)
    Special Equipment:
    Large sensor suite (MKII-R)


    Class name:
    Fr-03
    Ship Class:

    Frigate
    Image link:
    Here
    Mission Role:

    General purpose
    Weapons Loadout:

    12 Flak cannons
    4 Missile Turrets
    Stored Munitions:

    AP, Flak and APFSDS rounds (Flak cannon)
    Missiles
    Defensive Capabilities:

    Heavily armoured bow
    Special Equipment:
    N/A
    Additional Notes:
    Weapons cannot fire at targets directly in front of the ship.
     
    Last edited by a moderator: Jan 5, 2015
  28. Levits Senior Engineer

    Messages:
    2,122
    SRT-1.2 "Corsair's"

    Ship Class:

    Scout Fighter/Drone

    Image link:
    [​IMG]
    Mission Role:
    Short-range Interceptor and Scout
    (Effective Against: Strike-craft, Light Corvettes, and Exterior Ship Equipment)
    (Weak Against: Large Groups of Fighters)

    Weapons Loadout:
    Carrier Edition:

    1: SPA Cannon
    2: Internal Munition Bays (x12 Anti-fighter, Tactical Missiles or 6 SRM's)
    2: Wing-mounted, Hard-points (x12 Anti-fighter, Tactical Missiles)

    Interceptor:
    1: SPA Cannon
    2: Internal Munition Bays (x12 Anti-fighter, Tactical Missiles or 6 AF-SRM's)
    4: 20mm Wing-mounted, Rapid-fire guns (x2,400 Rounds)
    4: Wing-mounted hard-points (x4 AF-SRM's)

    Strike-Fighter:
    1: SPA Cannon
    2: Internal Munition Bays (x4 AFT-M's and 4 AS-SRM's)
    4: Missile Hard-points (x4 AS-SRM's)
    2: Wing-mounted Rocket pods (x32 Hazard-Point Rockets)

    Stored Munitions:
    -SPA Cannon Fires Short-range Particle Beam
    -20mm Guns Fire Timed Explosive Rounds w/ Penetrator Core

    Defensive Capabilities:
    -Automated Evasive Protocol
    -SPA Flares

    Special Equipment:
    -SPA Generator
    -Short-range FTL drive
    -Advanced Optical Scanners

    Additional Notes:
    The SRT-1.2 is a newer variant of the C-1's Corsair Proximity-Fighter line and is intended for the purpose of engaging enemy strike-craft, corvettes, and ballistic munitions in the midst of battle. Though it shares many systems and design features as that of the initial carrier-based Model-C, the Model-M variant forgoes the collapsible wings and instead has attachment points that allow for rapid alterations of wing-mounted payloads. In so doing, this unit is far more versatile than its predecessor as it can now be equipped in the heat of battle to deal with ever-changing situations.

    Though this fighter remains lightly armored and possesses a relatively modest munition hold, it excels in the field of anti-fighter and precision strike-craft by utilizing its superior maneuverability and advanced combat systems to engage enemy forces. In addition to this, this unit is optimized for forward recon as well as being able to target and destroy exterior devices upon enemy ships using its particle cannon. All of which are controlled and guided via integrated AI computer control.

    This final aspect of this advanced fighter also means that it can be used just as effectively as a drone without any aid or command input from a human operator or exterior source and though human pilots are still fielded, the actual act of piloting and controlling the fighters movements are commonly left up to the AI. Only pilot "intuition" remains the primary reason for actually having pilots at all.

    -Limited Ammunition: Due to the fact that they are heavily dependent upon the SPA weaponry and defenses, they are only often used as close proximity fighters during combat as they can very quickly run the risk of using up their reactors fuel reserves and ammunition. Though the unit has a failsafe to keep it from draining the reactor completely, once this limit is reached, it can no longer use its Flares or Main cannon.

    -Highly Effective Evasion: With the coupling of the ships Advanced Optical Devices and Evasive Protocol System, this unit can easily evade most traditional cannon-based weaponry. Though overwhelming fire from multiple sources can and will lead to inescapable situations where cross-fire is concerned, this system allows for far greater survivability than would otherwise be possible.

    -Short-range FTL: The Corsair possesses a short-range FTL drive that is used for scouting operations and to intercept targets. This range is limited to within roughly 100AU or just beyond the width of System SOL. Though this system can be used repeatedly to cross longer distances, it's overall single-jump range is limited due to its small capacitor reserves. However, unlike the typical long-range variants, these short-range drives are able to be recharged far more quickly.

    -Emergency Escape Capsule: In the event of an emergency, the forward cockpit section can be detached from the rest of the unit and act as an escape pod.
     
    Last edited: Aug 27, 2015
  29. FatalPapercut Senior Engineer

    Messages:
    1,197
    Lev:

    Corsair-Ms will cost you 2 points per squadron of 5, due to the addition of the extra offensive/defensive measures.

    All:

    While I'm able to reformat the submission forms fairly easily, I do request that you fill out and submit the form as it is posted. Changing categories and adding new ones makes things needlessly complicated when all I'm really looking for is a standardized list of features. Also, please use the additional notes section to elaborate on any items instead of describing them in the other categories.
     
  30. FatalPapercut Senior Engineer

    Messages:
    1,197
    A Brief Synopsis of Historical Accounts, circa 2077-2184.

    In 2077, the second space race was on. Using the vast amount of resources claimed from the asteroid belt, humanity had been able to migrate the overburdening population from its homeworld and across the Sol system. Despite the economic boom, mankind had been unable to shed the bonds of the past, and differences of ideology, nationalism, religion and politics still divided them. It seemed at the time that nothing would ever truly be able to unite people under a common flag.

    To further complicate matters, medical science was granted a monumental breakthrough. Dubbed "respawn technology" (presumably by a generation raised on too many videogames) it was discovered that a newly developed, relatively benign protomatter could be used to copy a person's exact physical properties, allowing a transfer of conscience should the original body become inoperable. Food production became even more strained on Earth as people who should have died, didn't, and the population in Sol began to swell even further.

    By the year 2079, construction was completed on the first Tannhauser Catapult, a device capable of sending vessels to near relativistic speeds and finally beyond the bounds of Sol. Built by a government or corporation who name has since been lost in the sands of time, the Tannhauser and its potential quickly became the spark of a new conflict: the Solstace Wars. Beginning on the summer solstace of 2080, the catapult changed hands in violent battles between numerous factions, as each attempted to reverse engineer it's technology for their own purposes. Then, on the winter solstace of 2081, the secret was finally unlocked and proliferated across the system, giving rise to dawn of commonplace faster-than-light travel.

    A massive 100 year exodus soon followed as factions spread themselves amongst the stars, occupying the inhabitable systems, the sectors within and the ghost spaces between. Though space seemed infinite, conflicts in the form of system wars still broke out, as those who did not wish to risk the unknown fought for what had already been discovered. Multiple life sustaining planets became the bedrock of new societies, while others stayed in space, harvesting the abundant mineral deposits of asteroids. Governments, corporations, pirates, mercenaries and explorers alike flourished. Humanity, it seemed, would expand forever.

    Earth itself, less burdened by the masses, was tended to by those that remained as a treasured garden. A central Earth government was installed, tasked with repairing and maintaining the delicate ecosystems. Farmland was expanded as abandoned cities were razed, leaving only a handful of major population centers in an effort to cut back on pollution. As the origin of humanity, Earth became neutral ground for factions to settle disputes, with embassies and corporate offices for just about all major powers. Earth also became home to a massive bazaar of sorts, offering goods and wares from all walks of life. It's been said that there was enough to see and do that a single lifetime wouldn't be enough to experience it all.

    In fact, in 2162, the true effects of respawn technology finally became known. The protomatter, as it turned out, could not sustain life indefinitely, and too many transfers would irreversibly degrade mental capacities. Faced with horrors both physical and mental, respawn technology became less and less widespread. As people opted to return to living their single natural lives, expansion eased and most factions turned their attention to developing the space they already gained. By 2180, life had essentially stabilized for most. Though wars were still fought, humanity had entered a time of relative peace. It seemed as if life would go on, much as it always had.

    That is, until the Sheshir arrived.

    In 2183, a monumental discovery was made. An abandoned warship of extraterrestrial origin was located, brought by an unknown benefactor to the salvage and research station Styx for analysis. The ship did not stay abandoned for long, as soon representatives of its owner, the Sheshir Dominion, a society made of several xenobiotic species arrived to reclaim it. Their intentions proved militaristic, and quickly the handful of human factions that were on hand had engaged them in battle. By the end of the conflict, the Sheshir's superior numbers fell before the combined arms and tactics of the humans, and to date, no further sightings of Sheshir vessels have been reported.

    Of special note, during the battles at Styx, a second unknown faction appeared. Identifying themselves as "Wanderers" they entered the battle on the side of humanity, much to the relief of the others present. The Wanderers origins could be traced back to before the second space race as the Earth Expansionary Coalition. Little information was readily available about the EEC, but it was discovered that at some point they had opted to leave the rest of humanity from their Lunar facilities, crossing the stars on their own accord. By most accounts, if not for their timely arrival and aid in the fight against the Sheshir, the battle would have ended much less favorably.

    With the events in Styx public knowledge, humanity once again went into a brief period of crisis. Rumors of Sheshir spies spread like wildfire. Friends turned against friends, and extremists rose to power in the ensuing chaos.

    As of 2184, however, the fervor has mostly died down. Though some are still wary, the vast majority of people have returned to the lives they led before, confident that the threat of evil alien invaders had been quelled. Though wars still break out from time to time, humanity, for the most part, is enjoying a time of peace.

    ---

    Tried to put that together with the best information I had available. I think its a good basis for anyone to use if they were waiting on world lore, but I'm still open to edits if anyone has an important detail they wish added or if something wont mesh right.
     
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