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Spaceship Firepower Disscusion
#1
Question 
Greetings! I'm new to the lore of A1-0 and as such have a question. I still have to read most lore, as i unfortunately don't have that much free time, but what I wanted to question is this - How do you define the firepower of spaceships, individual or within a fleet? I am preparing my lore to be compatible with lore and rules of A1-0 but what I lack is information about spaceship/Fleet firepower when compared to others, as I don't want to make my own Empire and its elements overpowered.
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#2

Well, A1-0 is quite developed for newcomers. So I'll help you out on that front as well. Now concerning ships... Only Qwert and I made extensive wiki articles about our warships. Important to know is that Stoinian ships are slightly less reliant on shields and rather on armour and hull. They're also fairly specialized and armed to the goddamn teeth and quite over-engineered. The Treecuu ships are more generalized and optimized for multi-purpose. So somewhere in-between the two or like the Treecuu would just be fine. Another thing, which I plan to add in the warfare guide, is that spaceships should be true tanky things and not explode so easily. Think of them as a sort of mobile space fortress. Your engineers wouldn't just build a balloon in space now would they?
Now with firepower concerning fleets I don't quite understand your question. Do you mean fleet composition? Because there's nothing really too defined there, though perhaps the Stoinian navy composition can serve as a guideline. In terms of total navy size, the Tarassian Union can be considered the hard cap with a total of 625.000 ships. The Stoinian Star Kingdom, the most influential star nation as of now has around 530.000 ships, though again, it's a highly militarized society. Though I think an average star nation would have a standing navy at around 150.0000-250.000 as a good figure. Also important to note is that most of these ships would be patrolcraft, corvettes and destroyers. Not just star destroyers, for they need a wide variety of support vessels to optimally operate.
 
[Image: Navy-Composition.png]
Now to the lore part. I sometimes tried to condense recent evolution in news articles. Important to know is that time here doesn't pass the same as IC and OOC like in the Pacifica Canon. This so people don't have to wait for long space journeys to end when they might have other RL duties. A timeline of what's happened can be found here as well as the recent geopolitical developments between nations. But to give you and overview of the major players, I'll giver the Stoinian perspective. Though if you read the timeline, you should get a good grasp of the canon.

Stoinian Star Kingdom: A lost colony of humans that have faced multiple wars of extinction, forcing them to become a martial people. Not only are they a young and expanding nation, but they are ripe to spread their influence. Although politically speaking, the Terran supremacy belief is slowly starting to fade and will have some repercussions in the future.
Treecuu Star Empire: The "baddies" and buddies of the Stoinians who work together to bring forth their idea of order. They are quite "oppressive" rulers as their subject species are barred from space travel and confined to their planets.
Fortinian Confederacy: A nation of humans who've bio-engineered themselves. Though they haven't had much RP within the canon.
Badlands of Anarchy: A confederation of pirates, smuggles and all the scum of the galaxy.
Tiyanki Territories: A collection of smaller (inter-)planetary star nation.
Tarassian Union: Martial species united in their defensive military cause.
Ryccian Empire: The decadent empire of A1-0 who faced a democratic revolution roughly 1.000 years ago and since became a beacon of light for prosperity and progress. However, they're facing political turmoil due to recent instability.
Drakari Celestial Empire: The ancient drake species that had some previous beef with the Ryccian Empire. Quite similar to the Ryccians, though less decadent and with more WH40K Imperium vibes.
Zelvan Regime: A slaver empire in the corner of the galaxy that recently opened up to nations and wishing to spread their enslaving religion.
Venterran Federation: Extra-galactic augmented humans who now call them Venterrans. Quite a militant nomadic people who don't fool around.
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#3

(12-07-2021, 09:59 AM)StoicMetoik Wrote: Well, A1-0 is quite developed for newcomers. So I'll help you out on that front as well. Now concerning ships... Only Qwert and I made extensive wiki articles about our warships. Important to know is that Stoinian ships are slightly less reliant on shields and rather on armour and hull. They're also fairly specialized and armed to the goddamn teeth and quite over-engineered. The Treecuu ships are more generalized and optimized for multi-purpose. So somewhere in-between the two or like the Treecuu would just be fine. Another thing, which I plan to add in the warfare guide, is that spaceships should be true tanky things and not explode so easily. Think of them as a sort of mobile space fortress. Your engineers wouldn't just build a balloon in space now would they?
Now with firepower concerning fleets I don't quite understand your question. Do you mean fleet composition? Because there's nothing really too defined there, though perhaps the Stoinian navy composition can serve as a guideline. In terms of total navy size, the Tarassian Union can be considered the hard cap with a total of 625.000 ships. The Stoinian Star Kingdom, the most influential star nation as of now has around 530.000 ships, though again, it's a highly militarized society. Though I think an average star nation would have a standing navy at around 150.0000-250.000 as a good figure. Also important to note is that most of these ships would be patrolcraft, corvettes and destroyers. Not just star destroyers, for they need a wide variety of support vessels to optimally operate.
 
[Image: Navy-Composition.png]
Now to the lore part. I sometimes tried to condense recent evolution in news articles. Important to know is that time here doesn't pass the same as IC and OOC like in the Pacifica Canon. This so people don't have to wait for long space journeys to end when they might have other RL duties. A timeline of what's happened can be found here as well as the recent geopolitical developments between nations. But to give you and overview of the major players, I'll giver the Stoinian perspective. Though if you read the timeline, you should get a good grasp of the canon.

Stoinian Star Kingdom: A lost colony of humans that have faced multiple wars of extinction, forcing them to become a martial people. Not only are they a young and expanding nation, but they are ripe to spread their influence. Although politically speaking, the Terran supremacy belief is slowly starting to fade and will have some repercussions in the future.
Treecuu Star Empire: The "baddies" and buddies of the Stoinians who work together to bring forth their idea of order. They are quite "oppressive" rulers as their subject species are barred from space travel and confined to their planets.
Fortinian Confederacy: A nation of humans who've bio-engineered themselves. Though they haven't had much RP within the canon.
Badlands of Anarchy: A confederation of pirates, smuggles and all the scum of the galaxy.
Tiyanki Territories: A collection of smaller (inter-)planetary star nation.
Tarassian Union: Martial species united in their defensive military cause.
Ryccian Empire: The decadent empire of A1-0 who faced a democratic revolution roughly 1.000 years ago and since became a beacon of light for prosperity and progress. However, they're facing political turmoil due to recent instability.
Drakari Celestial Empire: The ancient drake species that had some previous beef with the Ryccian Empire. Quite similar to the Ryccians, though less decadent and with more WH40K Imperium vibes.
Zelvan Regime: A slaver empire in the corner of the galaxy that recently opened up to nations and wishing to spread their enslaving religion.
Venterran Federation: Extra-galactic augmented humans who now call them Venterrans. Quite a militant nomadic people who don't fool around.

I looked at your military lore, and it's quite relieving to know that there is no real restriction towards weapon systems amount, as i have planned to make my ship HEAVILY tied towards anti-warp weapon systems. I still have to make the lore detailed, but i will say that my civilization will use Warp Travel and will be extremely influenced by the Precursor tech (With Umulan (a Planetary Ringworld build BY Precursors (simmilar to Halo in size, but not in function))) and that weapons of such origin are generally used against Warp Entities, and as result become extremely ineffective against anything "normal" by a factor of 20 (But not their passive defense systems). Does this fit within the boundaries of rules and lore?
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#4

Well it depends really what you mean by Warp Travel. Would is be a sort of Realspace travel like Star Trek or Warp Space Travel like in WH 40k? Because, either could do really. Though one has to wonder if it is Warp like in Star Trek, why your nation wouldn't just engage at warp speed to keep their advantage? Although we can easily write something in to prevent that, just so we don't have any potential godmodding.

As for the unlimited weapons, well, your ships still would need to function and not be drained from all its power in mere minutes. So don't go like 50 quad canons on your destroyer, but other than that, yeah no real cap I think.  Wink

Now we had a previous discussion concerning the Precursors and I don't think your origin would be too OP as long as you don't have too much reverse-engineered tech that gives you advanced powers compared to the other nations. Keep your interaction with Precursors limited and perhaps they're still a mystery for your people nowadays as their mysteries haven't been fully revealed yet. We also have a rule about mega structures, but I don't think you're planning on building too many of them. Even still, a halo could be considered just a planetary ring that's not in orbit of one. Though perhaps taking a look at the rules won't be a complete waste of time.
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#5

Sorry for being away for so long, a was busy with exams, as well as with trying to find proper design for precursor space ships (just one really). (Also sorry for lack of details as I had electricity cut off for half an hour, completely erasing my original script.) The ships used by Arcane dominion of Umulan use Warp Space Travel method of traveling. However, the unique part about Umulan based Warp Space Travel systems is the fact that it utilises Warp Beacons, which greatly affect travel time and speed by their presence (and absence). As such, travel time varies greatly as there are only a handful of beacons which cannot be produced over the logistical limit (but can be replaced), which makes their positioning extremely important. Ships using Umulan based engines can practically travel in any direction, with limitation being the fact that they must be within gravity or beacon well in order to exit warp space.
Travel time in Warp Space using Umulan based Warp Engines:
Between two beacons equals 5LY in 5 min;
To beacon from any non-beacon point equals 5LY in 25 min;
From beacon to any non-beacon point equals 5LY in 125 min (2 H and 5 min);
From non-beacon point to another non-beacon point equals 625 minutes (10 H and 25 min).

The most numerous (as well as the only precursor class) ship used by Arcane dominion of Umulan is the Super Light Escort, schematics and a few hulls of which were found upon the first arrival of Leimarite-Umulians to Umulan. Ships of this class were BY FAR THE SMALLEST AND WEAKEST among the armadas of precursors, but due to the fact that the datacores of Umulan were severely corrupted, the fact that the production data was extracted and made possible to be made in metal is a miracle of it's own. These ships utilise (the only 2 remaining precursor) omega class technologies of 4 dimensions and non-euclidean geometry, which allows them to have 4 times as much of internal volume (400% internal volume, 4 dimension tech), as well as reduce the vulnerable area of ship to 1/1000 of outer volume (0.1% of outer volume (reduced to 1/10 from all sides(x, y and z)), non-euclidean tech, the shape of the ships remains the same, but in order to deal critical damage one must go through the mass of armour an hull). The reduced vulnerable area is protected by special type of armour forming the Armored Core. Ships of this class also use Psi (Leimarite based) class technologies, which makes their weapons very powerful and their defence system very effective (relatively) against anything Warp based (related), but as the drawback, makes them extremely weak against anything non-warp based (related), reducing dealt damage by a factor of 20 (weapons deal only 5% of damage); makes Shields, Armour and Hull take twice as much damage (200% damage).

Ship class: Super Light Escort, Primarily Guardian class, as well as Protector class, lesser classes;
Ship type: Primarily Fleet Swarmer, other lesser subtypes;
Ship parameters: 1.250m tall, 625m wide, 125m long, 4 Wings and 1 Cross Hulls:
Ship systems: Umulian Warp Space Engines, Umulian Psi class Real Space Engines, 5x8 (40) Psi class Light Autocannons, 20 wings (200 units) of Sentinel class Fighter-Interceptor Strikecraft, 1 Psi class Outer Shield Matrix, 1 Psi class Inner Shield Matrix, 1 Psi class Mobile Armour Matrix, 1 Psi class Immobile Armour Matrix, 1 Psi class Hull Matrix, 1 Armoured core;
Relative Firepower: 800 Standart Ship Firepower units + 800 Standart Strikecraft Firepower units (40 + 40 against non-Warp based (related)).
Number of ships in service: 120.000 Guardian class ships, limited to protecting Planetary Ringworld of Umulan, 10.000 Protector class ships, 1.000 Watcher class ships, other lesser classes.

Is this something within limits, or do i have to remove omega class tech to make other factions competitive?
Also, the pictures bellow are the states of the ships (Ally territory; Active combat; Passive combat, Home territory, Idle, Non-Combat).

Attached Files Thumbnail(s)
           
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#6

I’m going to use this thread as it relatively fits my question: would I be allowed to have a starship that contains inside of it a Dyson sphere around a neutron star? Note it would cause the ship to have significant mass (although the volume is relatively small).
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#7

(07-22-2022, 12:33 AM)The Age of Utopia Wrote: I’m going to use this thread as it relatively fits my question: would I be allowed to have a starship that contains inside of it a Dyson sphere around a neutron star? Note it would cause the ship to have significant mass (although the volume is relatively small).

A Dyson sphere is stationary unless we go full gigastructure and move stars. Though that would imply that we can move celestial objects and alter star systems which is a bit too advanced for the canon. So a Dyson sphere I think it out of the question. However, you can still have a sun reactor as the main power source of your ships. The order of magnitude is acceptable and you still have the fundamental power source.
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#8

(07-23-2022, 10:19 AM)StoicMetoik Wrote:
(07-22-2022, 12:33 AM)The Age of Utopia Wrote: I’m going to use this thread as it relatively fits my question: would I be allowed to have a starship that contains inside of it a Dyson sphere around a neutron star? Note it would cause the ship to have significant mass (although the volume is relatively small).

A Dyson sphere is stationary unless we go full gigastructure and move stars. Though that would imply that we can move celestial objects and alter star systems which is a bit too advanced for the canon. So a Dyson sphere I think it out of the question. However, you can still have a sun reactor as the main power source of your ships. The order of magnitude is acceptable and you still have the fundamental power source.
Would I be able to have an artificial star, like maybe the volume of a neutron star, without the immense mass? And by “the order of magnitude is acceptable” you mean the volume, not the mass, right?
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#9

I believe size & mass are linked to each other by the types of stars. If I recall correctly, a neutron star is insanely dense and has a lot of gravitational forces for only a 20km diameter, which also should be too big for your ships. However, just a mere "small" artificial sun reactor should do the job. The most concrete example I can give is the sun machine of the Eternal empire from SWTOR which you can see down below. It's similar to a sort of singularity core used by the Romulans from Star Trek, or that's what Star Trek Online has taught me.
 
[Image: Sun-generator-inside-a-Star-Fortress.jpg]
Pacifica: MyriaSallodesia, Stoinia • A1-0: Stoinian Star Kingdom • Aurora: Kingdom of Threnebor
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#10

(07-26-2022, 10:30 AM)StoicMetoik Wrote: I believe size & mass are linked to each other by the types of stars. If I recall correctly, a neutron star is insanely dense and has a lot of gravitational forces for only a 20km diameter, which also should be too big for your ships. However, just a mere "small" artificial sun reactor should do the job. The most concrete example I can give is the sun machine of the Eternal empire from SWTOR which you can see down below. It's similar to a sort of singularity core used by the Romulans from Star Trek, or that's what Star Trek Online has taught me.
 
[Image: Sun-generator-inside-a-Star-Fortress.jpg]

wdym by it being too big for my ships? Is there a maximum ship size? I was planning on having my military generally centered around one or two very large vessels, larger than your superdreadnaughts. I understand that they would function as a massive target, being a massive blow to my military if they were destroyed.
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