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An easy way to increase the travel time would just be to make it so that warp systems require 'cool down time' meaning it's cheaper to jump to the nearest system to save on wear and tear of systems. Then you spend time traversing smaller systems overall.
 
I will need to write something regarding the change of leadership, and the idea to build Gates/Ley Lines/Something to shorten the trip between Nepleslia/Lor. Was thinking of a name of the replacement Premier/Government Official to act as Nepleslia's figurehead for future diplomacy, or I could adopt Charlie Coast - but I do fear I won't be able to play Coast to his strengths, so I'll write a bio for someone called David Gorman.

I will agree though, the apparent fastness of everything FTL-related is a tadge confusing since I see the numbers on ship pages and don't really know how fast that actually is. I've always thought it was bad for pacing, since I remember running into this issue during Akahar without realising just how fast ships are to create dramatic tension.

I'll settle for using the Nepleslian-Made solution regarding warp gates from Nepleslia to Lor, since it's already written and easy enough to produce in Nepleslian core systems such as Nepleslia System and Nepleslia Prime. Internally, we can use a Ley Line between the major Nepleslian. Both solutions in tandem make local and international logistics a lot easier.
 
You always were an asshole, Gorman.

Couldn't resist the Aliens quote.
 
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I'd have it so that there's just 3 of the links (maybe four?)

>Nepleslia-Nepleslia Prime
>Nepleslia-Lor
>Nepleslia Prime-Largest Free Spacer Fleet/System in the Blue Rift?

That'd cover all factions in DATAASS?

Otherwise I'd only add in 1 link for each additional group, based on actual distances, so if the other faction is closer to Lorath, then it'd link through Lorath.
 
I think it does. @DocTomoe, can you confirm if this is a suitable arrangement for you?

Also, @Wes, where's the little green 'FM of Nepleslia' bar?
 
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What's a suitable arrangement? The gates?

Keep them quick, keep them flowing, keep them working within technologically feasible parameters.

We do need the following: >Lor-Occhestia, >Lor-Nepleslia Prime, >Lor-Bridge of Sighs

Additional gates can be made to connect to future DATASS signatories.

Furthermore, solidly recommend that the gates require a four-way 'AND' format handshake 'Gate AND Gate AND Nepleslia AND Lor' to activate for transit.
 
Yeah but I mean 'more how is it supposed to function' than anything else.

I also think a 'circuit' makes less sense than measuring based on distances. I'd also make sure Nepleslia Prime was in the circuit, and connected to Nepleslia itself, if only so that Nepleslia isn't dependent on that bridge of space: Himeko's Gift.
 
*raises hand*
I'd like to point out that this improvement in logistics that you find appeal to in the use of gates might be a OoC two-edged sword. Fast speeds made it difficult to stage anykind of trouble in transit, that's true, but GM could still fudge up something. An established gateway network that will end up being more widely used will make things like piracy nigh-impossible to perform from the perspective of privateers.

Perhaps my knowledge on that level is dated, but I read that privateers are supposed to be a thing for Nepleslians - despite the order brought about by the currently dominant Greens. the gateway solution may be too perfect to build certain stories in the setting, especially from the perspective of independants.

I realize you want to go on a roll, especially with fresh participants and the need to start gaining momentum with the faction as faction manager as well. All I'm saying is be careful.
 
Hypothetical scenario:
Let's say a GM wants to conceive an antagonist wanting to make a plot to try to pit nations against each other.
The antagonist could be, say, Mishhuvurthyar.
The Mishhu in question could use battlefield salvage to cobble up ships that could pass as Star Army warships and then use them on vulnerable convoys going from Neplelsia to Lor across the northern reaches of Yamataian territory.
So, high profile shipments and transports end up being attacked by these Yamataian looking ships and the survivors carry those stories both to their destination and back home.
Political friction happens - roleplay between faction happens too. While Yamatai tries to placate the two other factions and deny involvement, the GM gets to involve his players in finding out the cause of the problem to keep the peace before things get ugly.

This same scenario can't happen with a gateway network as envisioned. The important shipments would go the assuredly-safe way. Of course, the same could happen with more mundane transports, but it'd take far more interference directed over civilians to have governments ready to throw hissy fits at each other.
Hence my take that making something too perfect could deny certain gravitas and roleplaying opportunities.
 
I can think of two reasons why the gates wouldn't circumvent that, and why this wouldn't be possible -anyway-

1) The ships never have to leave FTL speeds -anyway- until they reach the system where they are destined. Ambushes are already impossible by the current FTL rules.
2) The gates are only a hand full, and expensive to set up, while it's unlikely the Mishhu could intercept homeworld to homeworld convoys... anything else has plenty of other chances to intercept, or they would if not for the fact that FTL is set up in such a way that you don't have to drop out of FTL until you arrive at the final destination system -anyway-, thus making the only ambush site possible (the destination system) still viable as an ambush site.
 
I personally don't agree with your assessment, but this isn't a thread for me to debate into.
I'm not saying don't cross the street. I'm saying look both ways before crossing the street.
 
1) The ships never have to leave FTL speeds -anyway- until they reach the system where they are destined. Ambushes are already impossible by the current FTL rules.

Just a reminder that this cuts both ways. You can already hyperspace directly from point A to point B. Getting ambushed along the way is impossible. Travel time is the same. There really is no difference between having a hyperspace gate and not having a hyperspace gate unless your ship lacks a hyperdrive of its own or if you just want to throw cargo containers through.

The original gate system was setup in an Era where Interdiction Dominance was king. It let Nepleslia throw up heavy interdiction fields around all of its worlds and strictly control/monitor ships coming and going. It also had the added benefit of keeping the Yamatain blockade from working.
 
yeah it does, but mostly I'm assuming the Nepleslians would make it as a 'just in case measure' given the level of super tech involved here, and you can -still- get a fleet to a location marginally faster given the fact wormholes get 10 lightyears to the second.
 
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