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Yoshi
4th Dec 07, 1:48 AM
Heres my fleet bw that I've been thinking about. Granted its a fleet bw but also encourages ground and air warfare among the systems planets.

This will be the OOC thread if enough interest is shown in getting this off the ground. If you have any questions or suggestions please post them.

Battle of the Trias System

The Milky Way, a peaceful name, dreamy almost. The reality however is far from peaceful, wars rage all across the galaxy. Some races have banded together forming peacful alliances to fend off more ravenous foes that seem to strike with unending force. Aggressors sometimes form alliances for mutual benefit as well in order to counter their foes forming stronger lines of defense against them. Other aggressors simply bide their time awaiting the oppurtune moment to put their delicate plans into motion.

In this constant warfare and onslaught it was unlikely that the Trias System would ever gain any notice. Other systems beared far more strategic importance, while Trias was on the edge of the rim far outside any races normal territory. It wasn't until a pulse shockwave coursed through the galaxy that notice was paid. Races quickly determined the origin of the shockwave, Trias. In greater haste scouts were deployed by numerous sides in order to determine the cause of such a shockwave.

Upon arrival scouts reported picking up numerous energy readings spread throughout the systems. A moon of the Fifth planet in the system had detonated when its core composed of an unknown element had become unstable. Upon further analysis it was determined that this element was highly energetic and its potential for warfare and defense almost unlimited. Others viewed it as a gift from their god or gods something to be protected from exploitation. Whatever the views imediatly races across the galaxy mobilized fleets and dispatched them to secure the system for themselves or their allies. Due to the unstable nature of this element most rational races concluded that if others set up bases within the system that outright orbital bombardment was unwise.

Soon the war of the galaxy would be brought to all fronts in the Trias system.


Analyses of Element
Classified as Rikonstral
Rikonstral otherwise known merely as Rikon Crystals is the new material discovered in abundance in Trias. The Element bears a very organized crystalline structure that makes it extremely effecient at holding and releasing large amounts of energy. In its raw and unrefined form it is extremely unstable and a big enough shock can cause a chain reaction to occur through the crystal veins. Releasing massive amounts of energy and resulting in detonation of the vein.
Its hypothesized that this was the cause of the original Trias Shockwave. A meteor or some kind of asteroid impacted one of the systems moons. The impact hit a Rikon vein directly that had been exposed by a previus impact and the kinetic and thermal energy release ended up blowing the moon in half. Debris found in the system supports this theory and indicates it has probbaly happened several times in the past.
Uses for Rikon span both commercial and military uses. As both a source of power for ships as well as uses in exotic weapon designs. Being a focal point for energy or a high yield bomb.
Surprisingly their are several races that view the other races mining of Rikon Crystals as sacrilege against them, they believe it was placed in Trias by their gods for them. They have moved on the Trias system in order to stop other races from mining the material determined to protect it in the name of their gods as well as use it on other in that same name.

The Trias System

This solar system is composed of binary stars as well with 16 planets orbitting them, from solid lumps of rocks, to earthlike worlds as well as icecubes and gas giants. Most planets have atleast one satellite if not more.
While the planets are varied their are a few noteworth ones, one is the large moon that triggered teh Rikon Shockwave. It has been severely damaged by the detonation with most of its mass orbitting around the moon as the moon orbits around the eleventh planet of Trias. its mother planet was also damaged by the explosion the majority of its atmosphere being burned away leaving a acidic and desolate wasteland filled with electrical storms caused by the Rikon discharge.
Also to note on this planet and its shattered moon is that one race has managed to beat the others to Trias and established two seperate bases one on the planet as well as one of the broken moon. This secretive and agressive race is already entrenched and begun its mining ops with further plans to branch out.

Race Setup
The technological level for this board war is semi-high for spacefarers. Meaning shields, advanced energy and ballistic weapons. ect ect. Though things like instant teleportation and other really advanced techs are still rare though not completely unheard of.

Only Planet/Moon that cannot be claimed is the shattered moon mentioned in the System description as my race is already inhabiting that area.

Empire Name:

General Attitude: (Ie: Warlike, Peaceful, Neutral) Your decision affects who you can forge alliances with at the start. While it isn't set in stone generally Peacefull races do not get along with agressive warlike ones very well. Neutral races can make alliances with either side but can be looked at with distrust by both. Your choice doesn't affect your races combat effectiveness merely the kind of allegiances they can forge.

Race Biology: Your races physical appearance, I don't mind a terran race or a couple of terran factions. At most I'll allow 2 people to play as terrans. The only other stigma is that all other races CANNOT be terran look alikes. I don't mind humanoid races that bear a strong resemblance to terrans. But no one can be aliens that look almost identical to humans except for a few minor cosmetic changes.

Alliances: If you want you can be allied with someone at the start. There are no secret completely unknown races everyone knows who everyone is. Though some races are more secretive then others.

Race Description: Insert your race fluff here, maybe a short history as well as your races views on the Trias system and its goals for the Rikon Crystals.

Strengths/Weaknesses: This is where you determine your races strength and weaknesses obviusly. This section cannot be taken lightly as I will not approve any race that has several major strengths but no weakness's to match. An example of what I mean

Race: Overpowered
Strengths: Cloaking technology, Strong Shields, Armor, Advanced Sensor Jammers, Powerful weapons.
Weakness: Hate Cats, Politicians tend to argue

The example there is that that race has its strengths enhancing several big areas that can be a big help in combat but has no weakness's to match. Aka creating a super race so to speak. One thing to note is just because you don't say "Cloaking tech" in your strengths doesn't mean your race cannot use cloaks. It more means they aren't in widespread use and probably are not too advanced in most cases. The Strengths/Weakness's is more for showing where your races puts its emphasisis in technology and/or training as well as where it tends to neglect.

Ship List
While a detailed ship list isn't required, I do require that you state what kind of forces you have in system at the start and their general statistics. Also include the kind of numbers you fleet is bringing into the system at the start. Also note that you will need auxillary forces not just combat ships. You won't be able to achieve victory in the Trias system with Space Forces alone.
Just to not the average capital ship size for this bw is between 100 meters and 20 kilometers. 100 meters would probably be a large corvette class ship. 20 kilometers isn't the maximum allowed size, but just keep in mind that Bigger doesn't necessarily mean better.
____
Characters
Your character or characters are not unkillable, while you can keep them alive in most circumstances, if they look like their being used as a trump card to ensure victory because of their status then I'll kill them. Players can also kill their own characters if they want to and have a new one take over their forces.
Your main character does not have to be your races fleet commander. But you will need atleast a minor character that is in command of your forces overall. I have no specific format for player characters so you can assemble their profile how you wish.


General Board War Rules

1. No Powergaming obviusly, this includes dictating someone elses losses, acting on knowledge you couldn't possibly know. As well as not losing ships when you have them get hit with alot of firepower.

2. You can bring in reinforcements from your empire but you have to post actually sending for them and then PM me, I will tell you when they have arrived. This is to avoid the pging strategy of conviently having more ships arrive when you are losing a battle as well as several other strategies. Trias is an important system but their are other battles going on in the galaxy so your empire can't expend its entire resource pool for one system.

3. Orbital Bombardment is allowed, but cannot be used liberally. The reason being the system is saturated with Rikon Crystals you hit an area with starship class weaponry and you could trigger a cascade explosion that would not be good for the entire system. As well bases can be equipped with shields strong enough to temporarily deflect an orbital bombardment. So it is far from guaranteed destruction of a base.

4. I am the final authority on disputes.

5. Not really a rule but, I would apreciate if people didn't try to achieve victory as fast as possible. BWs are also for writing interesting stories, so prolonging them can lead to more interesting character developement as well as twists and turns.


An important note that I forgot to state is that losing a battle in Trias does not lose you the war. But at the same time you can't really throw ships away.

Raver
4th Dec 07, 2:30 AM
Dude, from what I read, its a good boardwar, good idea and everything, but I wont be able to participate in two fleet boardwars. Im going to America for holiday for six weeks so it'l be hard even participating in that one.

noname0112
4th Dec 07, 4:15 AM
hmmm, maybe i'l join if i see another player around. maybe the homeworld bw will give me background to play these type of bws.

Ablative Wounds
4th Dec 07, 2:48 PM
I'll join, but it will be sometime next week or the week after, as exams are coming up and I don't think that I'll have the time or mental capacity to do a BW.

Sword_Monkey
4th Dec 07, 3:09 PM
Placeholder, damn I'm lazy.

Master Chief
4th Dec 07, 3:31 PM
Ditto to Sword Monkey. I'll come up with something later.

Yoshi
4th Dec 07, 4:25 PM
Don't worry about rushing a race, I'm also doing exams, I wasn't planning on starting the BW for a week or so in order to give time for people to come up with a race and join.

Peter
5th Dec 07, 8:01 AM
Question: Do I need to announce my fleet out loud or I just PM it to you, Yoshi?

Anyways, I am setting up a race right now.

Yoshi
5th Dec 07, 10:31 AM
You need to announce your fleet, but that is knowledge that player races don't know. They may have an idea on your fleet size but they can't know specifics that would be metagaming.

crawford'n'co
6th Dec 07, 8:04 PM
I'm interested in the idea, but I'ma suggest that you put it on hold for a while or at least until the Homeworld BW finishes up. Multiple of the same type of boardwar going at the same time usually kills one.

Yoshi
13th Dec 07, 10:41 PM
Well Exams should be coming to an end this week for the most part. Is their still interest in this bw?

Cable
14th Dec 07, 4:57 AM
Looks interesting to me!

Empire Name: The Slation Empire

General Attitude: Warlike. The Slations are merciless and unforgiving.

Race Biology: The Slations are humanoid in form and have dark red to black skin hues which alter in brightness depending on their mood. They are asexual and consist of all-males. Reproduction takes form of genetic material taken from the males to create "test-tube Slations".
Physically the Slations have a torso, two arms, two legs and a head. Their eyes are slightly larger than a humans and are jet black throughout. Slations have no external ears - the whole ear is completely internal, though it doesn't hamper their hearing. A lack of nose can also be noted other than two diagonal slits for breathing - Slations only desire war and take no pleasure in smelling flowers and pollen.

Alliances: No alliances (yet)

Race Description: The race of the Slations is hundreds of millenia old. They were emerged as brutal warrior tribes on their home planet of Xarth and soon scaled the technological ladder as their passion for warfare led them to devise new ways of killing. Soon after developing space travel the Slation tribes came together in peace - why should there be infighting when they could combine technologies and hold all the galaxy under their dominion? They soon swept through their solar system, annihilating the peaceful races that dwelt on the other planets. Shortly afterwards they conquered neighboring systems. Now they have come across the Trias system and after learning of the Rikon Crystals are intent on dominating this one too.

Strengths: Rail, plasma and missile technology are the Slations main strengths. Ships built for endurance, heavy weapons. High-powered shields and moderately strong armour.
Weaknesses: Ships are slower than their other-race counterparts having been loaded with more weapons and armour. Tend to anger quickly when they take losses and are prone to making tactical mistakes when losing battles. Prefer to throw all they have at the enemy rather than picking and choosing their fights.

Ship List

General Numbers:
Capital Ships -1
Battleships - 24
Carriers - 37
Battlecruisers - 53
Frigates - 137
Cruisers - 142
Destroyers - 112
Total: 506 combat ships. (excluding carrier-borne fighters)
Total: 711 ships (including auxillaries etc)

Ships of Importance/Note:

Capital ship ~Voidsplitter~

An enormous war machine. Total length around 50km. The ~Voidsplitter~ is the pinnacle of Slation achievement, incorporating the best elements of a battleship and supercarrier. Its main armament takes form in both port and starboard broadside weapons, running down the bow to the midship. In total there are four decks of weapons, two rail decks and two plasma ones, each one bristling with their respective armaments. There are also small missile batteries positioned around the vessel.
The carrier portion of the ~Voidsplitter~ is found at the stern of the ship, housed above the engines. The hangers house the ships own contingent of fighter squadrons and transports. Total number of fighters housed at any one time is around one hundred.

Battleships ~Sun-Eater~, ~Onslaught~, ~Dreadnought~ and ~Seething Fury~

Commissioned for the four Admirals of the Slation's Trias invasion fleet, these battleships have been designed with a terrific amount of firepower and destruction in mind. Each ship is around 30km long and fine-tuned to suit its Admiral's requests. Battleships ~Onslaught~ and ~Dreadnought~ are the faster ships of the four, with only three arms decks and no prow weapon. Both vessels have two decks of plasma weaponry and a single railgun deck, on both port and starboard sides. Small, short-range missile batteries are also emplaced on and around the ships for engaging fighters. ~Sun-Eater~ and ~Seething Fury~ are heavier than their counterparts, with the inclusion of a fourth deck, and a prow-mounted laser cannon. They both have two decks of railguns and two decks of plasma weaponry.

I'll add more ships of importance when I get round to it :P

Ninja-Edit: Here's a new ship. Just one:

~Planet~
Type: Planet-Battle-Capital-Cruiser-Frigate-Destroyer-Corvette-Missileboat-awesome-ship
Size: Larger than the Galaxy
Armament: Hundreds of billions of plasma awesome laser light kinetic energy rocket missiles lance strike guns.
Defences: Armour is millions of kilometers thick all over. Shields are made of an unknown shield called "OP Shield" and are unpenetrable.

This ship wins the BW by default, by the way.

Yoshi
15th Dec 07, 1:15 AM
Fleets are mainly up to the player, though small fleets don't necessarily = far superior ships. I am trying to leave this as open as possible so that it doesn't feel like you have tons of rigid restrictions you have to deal with.

A good fleet size would probably be around 300 to 500 on average. Their are exceptions, as a swarm race that loves weak ships but lots of them would probably exceed 500 ships. Thats combat ships so its not including Fighters, shuttles, transports, And other utility ships needed to set up bases and conduct ground warfare.

Peter
16th Dec 07, 11:00 AM
My superior fleet list will bring doom to all of you ;)

Yoshi
25th Dec 07, 8:11 PM
Sorry about the absence vacation lapse. So far we have Cables race which looks good overall. I'll probably post mine in a day or so

Peter
27th Dec 07, 11:31 AM
Empire Name: Gerrian Enslavers

General Attitude: War-lover (They love conflicts very much)

Race Biology: The Gerrian are humanoid beings, however, aside from sharing our characteristic of having two arms and legs, they vastly differ from us. The most obvious difference is their silver coloured, incredibly resistant skin. The second thing is that their head is deep inside their body, much larger than the human counterpart. Also, they only have a very small mouth, pure blue eyes, a symmetric and very long face, and lack noses. They have ten fingers on each of their hands, excellent for holding weapons with a deadly grip. Because of their larger bodies, they bend forward quite a bit, creating the illusion of a weak creature.

Alliances: None (yet)

Race Description: Aside from the obvious visual features, the Gerrian also have freely moveable elbows and knees, giving them an advantage in combat. Their lack of a move-able head is covered by their skin, feeling every movement in a circle around the creature, sometimes making it able to dodge bullets or incoming strikes. Because they had small battles before even the actual galactic conflict begun, their reflexes are way better than the other races’ ones. However, even if they have a long life and all the other advantages, their population is not exactly high, and even fewer make it to be warriors. To counter this, the Gerrian have developed a sophisticated neural linking system what allows them to be one with their vehicle, thus extending the number of their vehicles by far. This linking system however makes leaving ships a little bit more difficult, sometimes resulting in a loss of a skilled warrior, but warriors are very good at judging at what time they need to leave their ship. The other disadvantage of this system is the power requirement and the size of it, too large to be able to fit any vehicles smaller than a Corvette or the ground equal of it.

Strengths:
- Incredibly damage-resistant weapon systems (they tend to function even after direct hits)
- Very strong shields
- Good accuracy

Weaknesses:
- Doesn’t have any fighters
- Most weapons’ power are applied to one point
- One-man ships

Notable Equimpent:
Ripper Class Energy Lance: One of the strongest weapons around, a huge energy lance which concentrates all its power in one point. It is incredibly effective against shields and is capable of ignoring weaker ones.
Breaker Class 3m Cannon: The largest conventional weapon available to the fleet, this weapon is truly a monster. While its “brother”, the Ripper Class Energy Lance is primarily designed for penetrating shields, this weapon is primary hull destroyer.
Devastator Class Energy Lance: The largest Energy Lance with an incredibly large hitting area. Not as concentrated as a standard Energy Lance though so it doesn’t have that large penetrating power.
Shifter-X Armour: A very resistant material which is able to fix itself over time, however it is incredibly weak to weapons which carry a high payload of energy.
Absorber Shield: The Absorber shield turns 40% of the incoming projectiles into energy what can be used by the shield. The rest however damages it as in the case of a normal shield.
Hard Shield: The Hard Shield instantly blows projectiles into bits upon contact. It is the most effective shield against bullet-based weapons, though it’s a bit weak against energy weapons.
Experimental Shield: The most effective shield which is able to extend itself to a huge radius, however it drains every single power system on the ship. It is also very resistant.
Precision Energy Lance Globes: Globes which house small energy lances, used for cutting bullets in two and negating energy blasts.
Energy Blade: An incredible invention made out of pure energy. It drains power systems even more than the Experimental Shield so it can’t be active for long, though it houses awesome power.

Ship List

Planet Fryer Class Devastator
Size: Roughly 15000 cube kilometres
Armament: 4000 Energy Lances, 16000 Energy Machine-cannons, 8000 Laser-Cannons, 100 Ripper Class Energy Lances, 2500 Anti-Capital-ship missile launchers, 5000 Triple Flak Cannons, 60 Breaker Class 3m Cannons, 5 Devastator Class Energy Lances
Hull: 7km thick Shifter-X Armour
Shield: 4km thick Absorber shield
Speed: 200m/s
Special: Unable to enter planetary atmospheres because of its large size

Grinder Class Super-Heavy Battleship
Size: Roughly 5000 cube kilometres
Armament: 4000 Energy Lances, 8000 Energy Machine-cannons, 8000 Laser-Cannons, 100 Ripper Class Energy Lances
Hull: 2km thick Hybrid Armour
Shield: 1km thick Absorber shield
Speed: 200m/s
Special: Unable to enter planetary atmospheres because of its large size

Conv. Grinder Class Super-Heavy Battleship
Size: Roughly 5000 cube kilometres
Armament: 2500 Anti-Capital-ship missile launchers, 8000 Energy Machine-cannons, 4500 Triple Flak Cannons, 60 Breaker Class 3m Cannons
Hull: 1,9km thick Hybrid Armour
Shield: 1km thick Absorber shield
Speed: 200m/s
Special: Unable to enter planetary atmospheres because of its large size

Obliterator Class Super-Heavy Battleship
Size: Roughly 5000 cube kilometres
Armament: 13 Devastator Class Energy Lances
Hull: 3km thick Hybrid Armour
Shield: None
Speed: 180m/s
Special: Unable to enter planetary atmospheres because of its large size
_______________________________________________________________________

Decimator Class Heavy Battleship
Size: Roughly 2250 cube kilometres
Armament: 1000 Energy Lances, 4000 Energy Machine-cannons, 4000 Laser-Cannons, 40 Ripper Class Energy Lances
Hull: 900m thick Hybrid Armour
Shield: 500m thick Absorber shield
Speed: 250m/s

Conv. Decimator Class Heavy Battleship
Size: Roughly 2250 cube kilometres
Armament: 600 Anti-Capital-ship missile launchers, 4000 Energy Machine-cannons, 2000 Triple Flak Cannons, 25 Breaker Class 3m Cannons
Hull: 870m thick Hybrid Armour
Shield: 500m thick Absorber shield
Speed: 250m/s
_______________________________________________________________________

Raptor Class Medium Battleship
Size: Roughly 1125 cube kilometres
Armament: 500 Energy Lances, 2000 Energy Machine-cannons, 2000 Laser-Cannons, 20 Ripper Class Energy Lances
Hull: 500m thick Hybrid Armour
Shield: 250m thick Absorber shield
Speed: 300m/s

Conv. Raptor Class Medium Battleship
Size: Roughly 1125 cube kilometres
Armament: 300 Anti-Capital-ship missile launchers, 2000 Energy Machine-cannons, 1000 Triple Flak Cannons, 12 Breaker Class 3m Cannons
Hull: 490m thick Hybrid Armour
Shield: 250m thick Absorber shield
Speed: 300m/s
_______________________________________________________________________

Hunter Class Light Battleship
Size: Roughly 563 cube kilometres
Armament: 250 Energy Lances, 1000 Energy Machine-cannons, 1000 Laser-Cannons, 10 Ripper Class Energy Lances
Hull: 250m thick Hybrid Armour
Shield: 137m thick Absorber shield
Speed: 400m/s

Purger Class Light Battleship
Size: Roughly 563 cube kilometres
Armament: 30 Ripper Class Energy Lances, 250 Energy Lances
Hull: 250m thick Hybrid Armour
Shield: 137m thick Absorber shield
Speed: 375m/s

Conv. Hunter Class Light Battleship
Size: Roughly 563 cube kilometres
Armament: 150 Anti-Capital-ship missile launchers, 1000 Energy Machine-cannons, 500 Triple Flak Cannons, 6 Breaker Class 3m Cannons
Hull: 245m thick Hybrid Armour
Shield: 137m thick Absorber shield
Speed: 400m/s
_______________________________________________________________________

Longstaff Class Heavy Cruiser
Size: Roughly 225 cube kilometres
Armament: 100 Energy Lances, 400 Energy Machine-cannons, 400 Laser-cannons
Hull: 90m thick Stratevus Armour
Shield: 50m thick Hard Shield (blows up projectiles on contact)
Speed: 410m/s

Shredder Class Heavy Cruiser
Size: Roughly 225 cube kilometres
Armament: 10 Ripper Class Energy Lances
Hull: 80m thick Stratevus Armour
Shield: 40m thick Hard Shield
Speed: 410m/s

Conv. Shredder Class Heavy Cruiser
Size: Roughly 225 cube kilometres
Armament: 6 Breaker Class 3m Cannons
Hull: 70m thick Stratevus Armour
Shield: 40m thick Hard Shield
Speed: 410m/s

Field-Clearer Class Heavy Cruiser
Size: Roughly 225 cube kilometres
Armament: 3 Devastator Class Energy Lances
Hull: 10m thick Stratevus Armour
Shield: none
Speed: 450m/s

Protector Class Heavy Cruiser
Size: Roughly 225 cube kilometres
Armament: none
Hull: 5m thick Stratevus Armour
Shield: 4km thick Experimental Shield.
Speed: 400m/s
Special: Shield is able to extend up to the size of 10000 cube kilometres

Conv. Longstaff Class Heavy Cruiser
Size: Roughly 225 cube kilometres
Armament: 200 Target-Following missile launchers
Hull: 90m thick Stratevus Armour
Shield: 50m thick Hard Shield
Speed: 460m/s

Conv. Longstaff2 Class Heavy Cruiser
Size: Roughly 225 cube kilometres
Armament: 200 Anti-Capital-ship missile launchers
Hull: 90m thick Stratevus Armour
Shield: 50m thick Hard Shield
Speed: 460m/s
_______________________________________________________________________

Warfare Class Medium Cruiser
Size: Roughly 200 cube kilometres
Armament: 80 Energy Lances, 360 Energy Machine-cannons, 360 Laser-cannons
Hull: 75m thick Stratevus Armour
Shield: 45m thick Hard Shield
Speed: 470m/s

Arsenal Class Medium Cruiser
Size: Roughly 200 cube kilometres
Armament: 9 Ripper Class Energy Lances
Hull: 70m thick Stratevus Armour
Shield: 30m thick Hard Shield
Speed: 470m/s

Conv. Arsenal Class Medium Cruiser
Size: Roughly 200 cube kilometres
Armament: 5 Breaker Class 3m Cannons
Hull: 65m thick Stratevus Armour
Shield: 30m thick Hard Shield
Speed: 470m/s

Conv. Warfare Class Medium Cruiser
Size: Roughly 450 cube kilometres
Armament: 180 Target-following missile launchers
Hull: 65m thick Stratevus Armour
Shield: 45m thick Hard Shield
Speed: 470m/s

Conv. Warfare2 Class Medium Cruiser
Size: Roughly 200 cube kilometres
Armament: 180 Anti-Capital-ship missile launchers
Hull: 70m thick Stratevus Armour
Shield: 45m thick Hard Shield
Speed: 470m/s
_______________________________________________________________________

Fury Class Light Cruiser
Size: Roughly 180 cube kilometres
Armament: 80 Energy Lances, 320 Energy Machine-cannons, 320 Laser-cannons
Hull: 66m thick Stratevus Armour
Shield: 40m thick Hard Shield
Speed: 480m/s

Conv. Fury Class Light Cruiser
Size: Roughly 180 cube kilometres
Armament: 160 Target-following missile launchers
Hull: 62m thick Stratevus Armour
Shield: 40m thick Hard Shield
Speed: 480m/s

Conv Fury2 Class Light Cruiser
Size: Roughly 180 cube kilometres
Armament: 160 Anti-Capital-ship missile launchers
Hull: 62m thick Stratevus Armour
Shield: 40m thick Hard Shield
Speed: 480m/s

Impact Class Light Cruiser
Size: Roughly 180 cube kilometres
Armament: 8 Ripper Class Energy Lances
Hull: 57m thick Stratevus Armour
Shield: 40m thick Hard Shield
Speed: 480m/s
_______________________________________________________________________

Slicer Class Heavy Destroyer
Size: Roughly 135 cube kilometres
Armament: 60 Energy Lances, 240 Energy Machine-cannons, 240 Laser-cannons
Hull: 45m thick Devatron Armour
Shield: 30m thick Hard Shield
Speed: 500m/s

Capital Slayer Class Heavy Destroyer
Size: Roughly 135 cube kilometres
Armament: 6 Ripper Class Energy Lances
Hull: 41m thick Devatron Armour
Shield: 20m thick Hard Shield
Speed: 500m/s

Fighter Slayer Class Heavy Destroyer
Size: Roughly 135 cube kilometres
Armament: 500 Energy Machine-cannons
Hull: 51m thick Devatron Armour
Shield: 35m thick Hard Shield
Speed: 500m/s

Projectile Grinder Class Heavy Destroyer
Size: Roughly 135 cube kilometres
Armament: 5 Precision Energy Lance Globes
Hull: 61m thick Devatron Armour
Shield: None
Speed: 520m/s
Special: Able to destroy any projectile unless it is made from energy.
_______________________________________________________________________

Claw Class Medium Destroyer
Size: Roughly 108 cube kilometres
Armament: 48 Energy Lances, 192 Energy Machine-cannons, 192 Laser-cannons
Hull: 36m thick Devatron Armour
Shield: 24m thick Hard Shield
Speed: 510m/s

Sharp Sword Class Medium Destroyer
Size: Roughly 108 cube kilometres
Armament: 5 Ripper Class Energy Lances
Hull: 31m thick Devatron Armour
Shield: 20m thick Hard Shield
Speed: 510m/s

Fast Sword Class Medium Destroyer
Size: Roughly 108 cube kilometres
Armament: 400 Energy Machine-cannons
Hull: 41m thick Devatron Armour
Shield: 28m thick Hard Shield
Speed: 510m/s
_______________________________________________________________________

Striker Class Light Destroyer
Size: Roughly 81 cube kilometres
Armament: 36 Energy Lances, 144 Energy Machine-cannons, 144 Laser-cannons
Hull: 28m thick Devatron Armour
Shield: 18m thick Hard Shield
Speed: 520m/s

Siege Cloud Class Light Destroyer
Size: Roughly 81 cube kilometres
Armament: 4 Ripper Class Energy Lances
Hull: 24m thick Devatron Armour
Shield: 25m thick Hard Shield
Speed: 520m/s

Fire Cloud Class Light Destroyer
Size: Roughly 81 cube kilometres
Armament: 300 Energy Machine-cannons
Hull: 31m thick Devatron Armour
Shield: 20m thick Hard Shield
Speed: 520m/s
_______________________________________________________________________

Heavy Frigate
Size: Roughly 68 cube kilometres
Armament: 30 Energy Lances, 120 Energy Machine-cannons, 120 Laser-cannons
Hull: 23m thick Devatron Armour
Shield: 15m thick Standard Shield
Speed: 540m/s

Standard Frigate
Size: Roughly 45 cube kilometres
Armament: 20 Energy Lances, 80 Energy Machine-cannons, 80 Laser-cannons
Hull: 15m thick Devatron Armour
Shield: 10m thick Standard Shield
Speed: 560m/s

Light Frigate
Size: Roughly 23 cube kilometres
Armament: 10 Energy Lances, 40 Energy Machine-cannons, 40 Laser-cannons
Hull: 7m thick Devatron Armour
Shield: 5m thick Standard Shield
Speed: 580m/s

Capital-ship-Killer Frigate
Size: Roughly 68 cube kilometres
Armament: 3 Ripper Class Energy Lances
Hull: 16m thick Devatron Armour
Shield: 5m thick Standard Shield
Speed: 530m/s

Fighter-Killer Frigate
Size: Roughly 68 cube kilometres
Armament: 250 Energy Machine-cannons
Hull: 26m thick Devatron Armour
Shield: 15m thick Standard Shield
Speed: 540m/s

Sword-Frigate
Size: Roughly 68 cube kilometres
Armament: 1 600km long Energy Blade
Hull: 21m thick Devatron Armour
Shield: none
Speed: 540m/s

“Worm” Frigate Type 1
Size: Roughly 45 cube kilometres
Armament: 100 Energy Machine-cannons, 100 Laser-cannons
Hull: 21m thick Devatron Armour
Shield: 10m thick Standard Shield
Speed: 550m/s, drops 10m/s per joined ship
Special: Can join up with other “Worm” Frigates to form a larger ship

“Worm” Frigate Type 2
Size: Roughly 45 cube kilometres
Armament: 1 Ripper Class Energy Lance
Hull: 21m thick Devatron Armour
Shield: 10m thick Standard Shield
Speed: 550m/s, drops 10m/s per joined ship
Special: Can join up with other “Worm” Frigates to form a larger ship

Ripper Frigate
Size: Roughly 23 cube kilometres
Armament: 1 Ship-surrounding Energy Blade
Hull: 2m thick Reflective Armour
Shield: None
Speed: 600m/s
Special: Only energy weapons can harm it.

Micro Frigate
Size: Roughly 12 cube kilometres
Armament: 5 Energy Lances, 20 Energy Machine-cannons, 20 Laser-cannons
Hull:4m thick Devatron Armour
Shield: 2m thick Standard Shield
Speed: 600m/s
_______________________________________________________________________

Heavy Corvette
Size: Roughly 1,5 cube kilometres
Armament: 1 Energy Lance, 4 Energy Machine-cannons, 4 Laser-cannons
Hull: 1,5m thick Cervenom Armour
Shield: none
Speed: 750m/s

Medium Corvette Type 1
Size: Roughly 1 cube kilometre
Armament: 4 Energy Machine-cannons
Hull: 0,8m thick Cervenom Armour
Shield: none
Speed: 800m/s

Medium Corvette Type 2
Size: Roughly 1 cube kilometre
Armament: 4 Laser-cannons
Hull: 0,8m thick Cervenom Armour
Shield: none
Speed: 800m/s

Light Corvette Type 1
Size: Roughly 0,3 cube kilometre
Armament: 1 Energy Machine-cannon
Hull: 0,6m thick Cervenom Armour
Shield: none
Speed: 850m/s

Light Corvette Type 2
Size: Roughly 0,3 cube kilometre
Armament: 1 Laser-cannon
Hull: 0,6m thick Cervenom Armour
Shield: none
Speed: 850m/s
_______________________________________________________________________

Planet Fryer Class Devastators: 1
Grinder Class Super-Heavy Battleships: 2
Conv. Grinder Class Super-Heavy Battleships: 1
Obliterator Class Super-Heavy Battleships: 1
Decimator Class Heavy Battleships: 2
Conv. Decimator Class Heavy Battleships: 2
Raptor Class Medium Battleships: 2
Conv. Raptor Class Medium Battleships: 2
Hunter Class Light Battleships: 5
Conv. Hunter Class Light Battleships: 5
Purger Class Light Battleships: 2
Longstaff Class Heavy Cruisers: 15
Shredder Class Heavy Cruisers: 10
Conv. Shredder Class Heavy Cruisers: 10
Field-Clearer Class Heavy Cruisers: 5
Protector Class Heavy Cruisers: 20
Conv. Longstaff Class Heavy Cruisers: 10
Conv. Longstaff2 Class Heavy Cruisers: 10
Warfare Class Medium Cruisers: 20
Arsenal Class Medium Cruisers: 10
Conv. Arsenal Class Medium cruisers: 10
Conv. Warfare Class Medium Cruisers: 15
Conv. Warfare2 Class Medium Cruisers: 15
Fury Class Light Cruisers: 23
Conv. Fury Class Light Cruisers: 20
Conv. Fury2 Class Light Cruisers: 17
Impact Class Light Cruisers: 10
Slicer Class Heavy Destroyers: 30
Capital Slayer Class Heavy Destroyers: 20
Fighter Slayer Class Heavy Destroyers: 20
Projectile Grinder Class Heavy Destroyers: 30
Claw Class Medium Destroyers: 5
Sharp Sword Class Medium Destroyers: 10
Fast Sword Class Medium Destroyers: 10
Striker Class Light Destroyers: 5
Siege Cloud Class Light Destroyers: 10
Fire Cloud Class Light Destroyers: 10

Super-Heavies and Devastators total: 5
Battleships Total: 20
Cruisers total: 220
Destroyers total: 150
Total: 395 ships

____
Characters

Name: Kor’vasimon’thy
Ship: A Planet-Fryer Class Devastator
Skills: Very good at planning offensives.
Rank: Kevonnar (Equal to Admiral)

noname0112
27th Dec 07, 11:42 AM
wow... a pretty long post. probably i'll participate on this bw for sure. i'll sign in for a character later.

Yoshi
27th Dec 07, 12:01 PM
I like your race Peter but they are alittle over the top. You need another decent weakness. And "Hardly any weapons which effect large areas" is not really a weakness since alot of weapons are more precision ship to ship due to the size of space. Though you could be meaning something like most of your weapons are like cutting beams that only affect the imediate area they are applied to. If thats the case then it is a weakness. Could you clarify for me?

Only other thing is I would ask that you reduce your ships size slightly and reduced the amount of weaponry on your battleships and larger by about 15% to 20%

Sword_Monkey
27th Dec 07, 1:02 PM
People really should poke me to make my entry, which I shall tomorrow, hopefully, to the same end as Peter has. (i.e. longpost is long)

noname0112
28th Dec 07, 1:42 AM
Just a remake... i wasn't able to play the homeworld BW.

Empire Name: Tarrvii Republic

General Attitude: Aggressive Neutrals, Defensive but can be aggressive once attacked.
Race Biology: Tarrvii Human-like, most have dark skin and grey hair some of them tend to have pale skin and blue hair. Have two sexes, male and female... Consists of two sub-races one are the working type Karthos and the intellectual type Ardemi. Most of them are products of genetical and cyborg research thus resulting to the creation of their sub-races. Ardemi works as officers utilizing their intellect, while Karthos does heavy work utilizing their strong half-machine bodies.

Alliances: None at the moment

Race Description: The Tarrvin race once faced extinction when their former solar system engulfed by their dying star. Few of them were able to escape and able to find another system which had inhabitable planet S which has more hospitable environment for them to survive. Upon living in their new home, problems occurred that threatened their survival. Most of them were unable to adapt to the new environment and died off. Many of them left the planet and established colonies on it's nearby moons.

Major experimentations, research and modifications were made to enable them to adopt to their new environment. The product of the research created the Karthos and Ardemi races. Most of the Ardemi live in the settlements outside the planet while the Karthos which had more stronger and immune bodies live in their new home planet. With the older generation of Tarrvii races died off, the new breed the Karthos and the Ardemi races remain.

The Tarrvii race is not aggressive in nature, but can they be once they were attacked. So far, the Tarvian republic faced little conflicts from outside enemies. However internal instabilities occurred due to the rifts between the Karthos and Ardemi races. With the civil war ended, but the conflict of the two races continued.

Most of the people belonged to the Karthos race are taller can reach up to 6 to 7 feet. They only have below or average intelligence, bulky features, but have stronger physical strength due to the cyborg and gene research and modifications, making them suitable for doing hard and difficult task that requires physical labor. While the Ardemi have weak physique but are more intelligent than the Karthos, possessing above average intelligence. Most of them are shorter 5 to 6 feet in height and have slimmer bodily features, which made them suitable for works that requires less or no physical labor.

Strengths:

-strong and heavy armored and shielded heavy and capital ships
-agile and fast fighters and interceptors
-maneuverability
-powerful heavy weapons
-battle-wise Ardemi commanders

Weaknesses:

-most heavy ships are slow making them disadvantageous at smaller and faster vessels
-poorly armored and equipped light vessels and interceptors
-internal problems(racial) can cause problems in the morale of the military personnel
-fewer fighters and bombers

Notable Equimpent:

1m rail cannon - Standard heavy weapon to smaller Tarrvii ships, ranging from corvette to frigate class ships.

2.5m rail cannon - Standard heavy weapon to larger Tarvii ships, ranging from destroyer to cruiser class ships.

4.5m rail cannon - Standard heavy weapon Tarrvii from battleship to capital ships

6m particle cannon - Standard heavy weapon Tarrvii to dreadnought, juggernaught and to selected ships.

Desolator - Powerful heavy weapon that has the ability to pierce to most commonly used energy and kinetic defensive shields. usually used to break through powerful defensive shields.

Heavy Carbon Alloy Armor - mainly used in heavier ships, very durable and could withstand most powerful heavy weapons.

Type EX-009 Generator - Commonly used power generator in most Tarrvii ships. Can generate five times power compared to most generators with the same size. Also has the ability to recycle power making it energy-wise.

Cluster 2 megaton bomb - a powerful bomb which requires enormous energy to activate. causes synchronous chain explosions, very effective at an area of 2000~4000 kilometers. Only few of them are issued due to political and practicality issues.

Guardian Defensive Shield System - a thick defensive shield made from layers of energy and kinetic shields. drains too much energy and is mostly used in stationary defense platforms, starbases and to some selected ships.

Ship List

Fodder
Type: Corvette
Length: 150 meters
Armament: x5 laser guns
Armor Type: Standard Steel Alloy
Speed: 700 m/s

Legionnaire
Type:Corvette
Length: 200 meters
Armament: 1x 1m Rail Cannon and x4 laser gun turrets
Armor Type: Standard Steel Alloy
Speed: 600 m/s

Crusader
Length: 215 meters
Type: Corvette
Armament: x1 1m Rail Cannon, x2 laser gun turrets and x4 rocket pods
Armor type: Standard Steel Alloy
Speed: 605 m/s

Templar
Length: 300 meters
Type: Frigate
Armament: x1 1m Rail Cannon, x4 missile launchers, x2 beam gun turrets
Armor Type: Standard Steel Alloy
Speed: 500 m/s

Chosen
Length: 350 meters
Type: Frigate
Armament: x1 1m Rail Cannon, x 4 missile launchers, x2 beam gun turrets, x2 .5m Chain Plasma Cannons
Armor Type: Standard Steel Alloy
Speed: 485 m/s

Imperial
Length: 405 meters
Type: Destroyer
Armament: x2 1m Rail Cannons, x4 beam cannon turrets, x2 missile launchers
Armor Type: Standard Steel Alloy
Speed: 490 m/s

Kaizer
Length: 420 meters
Type: Destroyer
Armament: x1 2.5m Rail Cannon, x10 beam cannon turrets, x4 missile launchers, x2 photon torpedo launchers
Shield Type: Absorber Energy Shield
Armor Type: Standard Steel Alloy
Speed: 450 m/s

Sidewinder
Length: 490 meters
Type: Cruiser
Armaments: x1 2.5m Rail Cannon, x5 beam cannon turrets, x4 photon torpedo launchers
Shield Type: Solidified Energy Shield
Armor Type: Laminated Steel-Carbon Alloy
Speed: 350 m/s

C'zar
Length: 610 meters
Type: Battleship
Armaments: x1 4.5m rail cannon, x1 1m desolator, x4 1m heavy laser cannons, x10 laser cannon turrets, x6 photon torpedo launchers
Shield Type: Solidified Kinetic Shield
Armor Type: Laminated Steel-Carbon Alloy
Speed: 300 m/s

Talisman
Length: 505 meters
Type: Support Battleship
Armaments: x10 photon torpedo lauchers, x20 1m heavy beam cannons, x10 .75m Battery guns or LRSG(Long Range Support Guns), x24 Laser Cannon Turrets, x10 Long range anti-ship missile launchers, x8 desolators
Shield Type: Solidified Kinetic Shield
Armor Type: Laminated Armor
Speed: 250 m/s

Contractor
Length: 800 meters
Type: Carrier
Armaments: x15 laser cannon turrets, x100 Support Drones
Linear Catapult: 2
Capacity: 600 Fighters
Shield Type: Solidified Kinetic Shield
Armor Type: Laminated Armor
Speed: 200 m/s

Boris
Length: 650 meters
Type: Carrier
Armaments: x20 Laser cannon Turrets, x100 support Drones
Linear Catapult: 1
Capacity: 400 fighters
Shield Type: Solidified Kinetic Energy Shield
Armor Type: Laminated Armor
Speed: 250 m/s

Drake
Length: 2000 meters
Type: Dreadnought
Armaments: x4 6m Particle Beam Cannon, x8 2.5m Rail Cannons, x8 Heavy Anti-Ship missiles, x20 desolators, x80 Laser Cannon Turrets, x100 support Drones, x14 Photon Torpedo Launchers
Shield Type: Guardian Defensive Shield System
Armor Type: Carbon Alloy Armor
Speed: 200 m/s

Creator
Length: 1850 meters
Type: Juggernaut
Armaments: x2 6m Particle Beam Cannon, x48 1m Heavy Laser Cannons, x16 Heavy Anti-Ship missiles, x8 desolators, x70 Laser Cannon Turrets, x100 support Drones, x20 Photon Torpedo Launchers
Shield Type: Guardian Defensive Shield System
Armor Type: Heavy Carbon Alloy Armor
Speed: 150 m/s

Arcanii
Length: 480 meters
Type: Stealth Ship
Armaments: x1 2.5m Rail Cannon, x4 Desolators, x2 Anti-Ship Missile launchers, x20 Laser turrets, x2 Photon Torpedo Launchers
Shield Type: Solidified Kinetic Energy Shield
Armor Type: Laminated Armor
Speed: 420 m/s

----

Fighters

Talon
Length: 40 meters
Type: Anti-Ship Fighter
Armaments: x1 240mm Heavy Anti-ship Rail Gun, x2 Photon Torpedo launchers x4 Missile Launchers, x8 Cluster Bombs(Not to be confused with the 2 megaton cluster bomb)
Speed: 1200 m/s
Description: Anti-ship fighter of the Tarrvii Republic. Made faster for heavier ships but sacrificing its protection. It's major setback is its poor protection and its slow firing rate, and its less maneuverability and agility which makes it vulnerable to most fast moving enemy fighters. The fighter is crewed by 4 pilots...

Avenger
Length: 25 meters
Type: Interceptor
Armaments: x4 missile launchers, x2 Laser Chain Guns
Speed: 2900 m/s
Description: Fast and agile interceptor meant for enemy fighter aircrafts but is poorly protected. Crewed by one, the interceptor is not too much complicated to be crewed by a rookie. Comprises the bulk aircrafts in most carriers.

Targii VI
Length: 35 meters
Type: Superiority Fighter
Armaments: x4 missile launchers, x1 275mm rifled gun, x2 photon torpedo launchers
Speed: 2500 m/s
Description: Though poorly protected, the fighter stands out because of it's superior speed and agility to most of Tarrvii fighters. The fighter can be crewed by one or two pilots, and some of its variants include, heavy armed and armored customs. It's 275mm rifled gun is capable of firing 80 shots per minute.

Tarrvii Legion

Total Ships in Legion: 700

Kursk: 250
Salvado: 300
Imperia: 150

Kursk Command

Fodders: 100
Templars: 50
Imperial: 35
Sidewinder: 25
C'zar: 10
Talisman: 20
Drake: 8
Boris: 1 (excluding 400 fighters)

Capital Ship: Destructor
Length: 2550 meters
Armaments: x4 6m Particle Beam Cannon, x20 desolators, x125 Energy Machine Guns, x8 Long Range Anti-Ship Missile launchers, x80 Laser Cannon Turrets, x30 photon torpedo launchers
Shield Type: Guardian Defensive Shield System
Armor Type: Unknown
Speed: 120 m/s

Salvado Command

Total Ships: 300

Legionaries: 120
Crusaders: 70
Chosen: 50
Kaizer: 35
C'zar: 10
Contractor:1 (excluding 600 fighters)
Drake: 9
Creator: 5

Capital Ship: Lord Drake
Length: 2250 meters
Armaments: x4 6m particle beam cannons, x16 desolators, x100 Energy Machine Cannons, x8 Long Range Anti-Ship missiles launchers, x100 Support Drones, x34 Laser Cannon Turrets, x15 photon torpedo launchers
Shield Type: Guardian Defense Shield System
Armor: Unknown
Speed: 195 m/s

Imperia Command

Total Ships: 150

Legionnaire: 50
Chosen: 25
Arcanii: 20
Talisman: 35
Boris: 1 (Excluding 400 fighters)
Creator: 3
Auxiliary Ships: 15

Capital Ship: Gaiikir IX
Length: 1850 meters
Armaments: x2 6m particle beam cannons, x4 4.5m rail cannons, x40 Missile Launchers, x80 Laser Cannon Turrets, x8 Long Range Anti-Ship missiles launchers, x28 .8m LRASSG(Long Range Anti-Ship Support Guns), x 10 Desolators
Shield Type: Guardian Defense Shield System
Armor: Unknown
Speed: 195 m/s

Tarrvii Navy

Ships Total: 500

Kargaig: 350
Kourgas: 205

Kargaig Command (With Legion)

Fodder: 115
Legionnaire: 75
Imperial: 45
Kaizer: 35
Sidewinder: 25
C'zar: 15
Talisman: 35
Drake: 4

Capital Ship: Creator (Kargaig Custom)
Length: 2400 meters
Armaments: x4 6m Particle Beam Cannon, x4 4.5m rail cannons, x60 Missile Launchers, x8 Heavy Long Range Anti-Ship Missiles, x100 support drones, x32 .8 LRSG, x10 desolators, x24 Photon Torpedo Launchers, x90 Laser turrets

Kourgas Command (With Defensive Fleet)

[more coming soon...]

Defensive Fleet

Varain Command (Homeland Security Defense Fleet includes border fleet)

Savinn Command (Reserves)

400 Ships under construction... 200 ships serves as reinforcements.


im out of ideas... i'll post more again next time

Peter
28th Dec 07, 4:38 AM
Yes, that was that I meant, Yoshi. They are mostly Energy Lance-like weapons which concentrate their firepower in one point, meaning that they are easily overwhelmed by fighters and they only do serious damage if they hit something important. Hell, the only weapons what are really designed against fighters are the Energy Machine-cannons, Flak Cannons and Target-following missiles but the last can be easily blown up by lasers. So overall, they pretty much make up for their strengths.

Jopax
28th Dec 07, 10:25 AM
I'm still thinking about my race but i think i will have it by tomorow.

jackster
28th Dec 07, 3:57 PM
Darn! Super long post contest here! :D
I'll make an entry too, probably done by tonight.

Psymon
28th Dec 07, 4:14 PM
I may get an entry done tonight. If not, tomorrow, probably.

Avatar 720
28th Dec 07, 4:40 PM
Hmmm, I might try this, it's gunna be my first ever BW participation so don't yell at me and/or kill me, if I may, I'd like have the race known as the mega-uber-super-ultra-unbeatable-invincibles please, I think these will be enough to purchase it *writes a cheque for a lifetime supply of cookies*

crawford'n'co
28th Dec 07, 4:50 PM
The way people are making fleets, I don't think I'm gonna enter this one. From what I read in the OP, I thought it was supposed to be smaller fleets based mainly on securing a small star system rather than obliterating the galaxy. A single ship with some 10000 weapons on it with only 60000 cubic KILOMETERS would have to have a weapon on every available surface of its hull. Just to mention one of the smaller versions of its size would make it about 3000 km long, 10 wide and 2 tall. Thats about the size of the eastern united states coastline. No thanks. I might enter is ships get toned down some.

Cable
28th Dec 07, 5:03 PM
I agree with GawD - my capital ship is 50km in length and some other people's ships are just thousands of kilometre's in size which is a bit out of hand I think - Solar Systems are huge but not huge enough to accomodate thousands of ships that are thousands of kilometers in size.

Think I'll pass on this one as well :|

Avatar 720
28th Dec 07, 5:25 PM
I've just seen it, it doesn't have to be allowed though, so enetering would still be worth it.

Yoshi
28th Dec 07, 5:28 PM
I actually agree, I couldn't tell how big Peters battleships were because at the time I was tired really didn't want to figure out Cubic kilometers

I did say that the average length of cap ships was around 200 meters to 20 kilometers. Not a hard set rule. but a ship that lies within the vicinity of 100+ kilometers has pretty much ignored that guidline entirely.

Gawd you are right the point of the bw is more of a battle within a solar system. The ship numbers i've seen are fine though considering the kind of total resources each empire would have and the relative importance of securing this system.

A massive ship is fine but not for anything even near being standard for a race.

Edit:

Took the time to do my own math
Peters 60000 cubic kilometers would roughly be
100 Kilometers Long, 10 Kilometers wide, 60 kilometers high. Probably alittle different since they probably are cubes.

Not really that big Gawd. Gonna reverse my opinion abit, Ship sizes for Peter are fine. I would ask that you reduce your battleships numbers and reduce their weaponry numbers by 10% to 15% as I asked earlier. I realize you are already not bringing very many of them but ships that size should be in real short supply.

Avatar 720
28th Dec 07, 6:41 PM
Race Setup

Empire Name: Maelstrom Empire

General Attitude: Peaceful until threatened. Their peacemaker technology and attitude means that they are sometimes pressured into stretching their forces thin across the galaxy due to planets requesting assistance which means a distraction attack on planet that can’t/don’t attack invaders means forces from all the home and important planets need to be funnelled to the planet in trouble, which can mean a large enough attack force centred on one part of the Maelstrom empire would blow through the defences and would be able to plow through to the planetary surface with relative ease, although they would be cornered by returning fleets should they be forced to retreat.

Race Biology: Rather like the space marine armies played on tabletops by children and adults alike back on the home planets, they are large things in thick suits of carbonite adamantium alloy, known widely as power armour, due to the resemblance to that of space marine armour. The armour is actually tougher, but a lot less manoeuvrable. The troopers are incapable of loading jetpacks or riding bikes and are restricted solely to transport via Dropship, due to the fact their armour is heavy. They can carry weapons that are sometimes double the weight of a normal man with ease and flip tanks or rip parts of buildings apart for cover, but this use is limited, as the recoil from such a task is so much, the mini forcefield that acts a skin layer around the armour detects it as a bullet and uses power, lowering the damage it can take. What is underneath is unknown.

Alliances: None as of yet, every race is seen as volatile and a threat until proven otherwise.

Race Description: Chosen by commanders for army training at the age of 7, all who are chosen are honoured by their communities and participate in a test named the Vortex Test. Vortex tests decide who will become Vortex Troopers, the spine of the empire. Those who are not chosen as troopers, take the Maelstrom Test. Maelstrom tests decide who is to become a Maelstrom trooper, these are elite infantry and are rarely seen taking the hit on the front lines, preferred by commanders as support. Maelstrom troopers are slightly psychic and can sometimes suffer great headaches, some of which are known to drive them crazy. Those who further fail are killed as rejects, already witnesses to the tests, no information on training can afford be leaked, no other tests are currently known, although troopers with differences can occasionally appear in battle, tipping the fight in the empire’s favour, then disappearing. Commanders are told to arrest them; resistance will end in being killed on next sight.

Strengths/Weaknesses: Strengths: They honour their weapons and their comrades, performing feats or heroism to save their squad mates. They are however bloodthirsty when provoked, leading to thinking only for themselves with no consideration for others. An example of this was when a squad of Vortex troopers murdered an entire city when taunted by locals; one survived having killed his squad, later being shot for heresy. Their ships carry powerful weapons and many battalions and ships for space combat or boarding or planetary offensives.
Weaknesses: Their ships are large and hulking and carry little in the way of armour, a lucky shot can penetrate the shielding and armour without having to pound on them first. Their ammo is limited and must be protected and used wisely. Blood thirsts can lead to mass usage of ammo. When destroyed, the ships plow into the nearest large unit on radar, whether it be friend or foe, boarding by remaining troopers then occurs, leading to the commanding rule, death on sight, a trooper attempts to kill anything that comes into sight aiming to win by attrition, no tactics are used, meaning all troopers are out in the open without a care for safety.

Race: Human as far as Intel suggests, biologically human, yet physically cyborg.

Ship List:

Command Ships:

Command Class A – The Wormhole – Large Command frigate with more shields and armour than any other ship, although firepower is dramatically reduced. It carries two inter-space inferno torpedoes, armour piercing missiles than explode in flame upon impact with air, useful against humanoid targets that rely on oxygen and nitrogen and carbon dioxide to live, useless against non-organic targets. 1 Pivoting shot-cannon, useful for repelling boarding or blasting at close retreating ships. It’s shotgun inspired function can smash hulls in seconds although best used against shield-less targets, as its mostly bullet-form projectile vaporise on most energy powered shields.

2 Forward pointing hell-cannons. These fire large projectiles used most in fights with battle cruisers and other command ships. Made for busting through shielding or rupturing the dense armour that cover the armouries of battle cruisers, they ignite all weapons in a 40m range using an impact triggered EMP. Although it is made for shattering shields, it does little damage to armour, which is where the Hull Hammer comes in.

The Hull Hammer is the bane of un-shielded hulls. Hell-cannons destroy the shields and the Hull Hammer fires. It’s blade like projectile rupture the armour and enters the body of the ship before exploding in a fiery ball of plasma, laser or metal. The Hull Hammer fires a secondary round into the now un-shielded engines which force overheating and make them implode. Any reactor engines do this; non reactor engines take no effect.

Command Class B – The Planet – These are deadly fast but with little armour. They carry multiple shot-cannons. Backward loaded hell-cannons fire into the shields, and the hell-cannons blast through armour, making tasks for the battle cruisers easier. When destroyed, instead of plowing into ships it explodes like a planet, hence its name.

Battle Cruisers:

Cruiser Class C – The Comet – Fast and deadly, these are designed for swift hit and runs. They carry most of the single pilot fleet, swapping large firepower for mass external and internal shielding. Armour is extremely thin, should the shields become ruptured, they will be destroyed easily. Once inside the enemy fleet, they unload the single pilot starships and double back to repel incoming enemy one man’s. They are replaceable and mass produced, therefore many are sent empty as distractions and decoys. They have 3 shot-cannons and 5 hull-mounted multi laser cannons that send strands of laser into enemies. They can be concentrated for minor shield piercing; these are meant for taking down dropships and single man starships.

Cruiser Class D – The Meteorite – Meant for large ship killing, they are armed with dual plasma cannons that send streams of superheated plasma into enemy ships. They are armed with EMP cannons that disable minor shields and an EMP laser which tear a hole through shields large enough for a single plasma stream. Also mounted with a single Hull Hammer, they are protected by the smaller and faster Comet Cruisers. Meteorites are the slowest (second only to the Wormhole) cruisers in the fleet. Their shields are small but armour inside is thick only at the hull. If its shields are pierced anywhere but the hull then it will probably be destroyed after a few shots.

Support Cruisers:

Support Cruiser Class E – The Meteor Belt – Capable of loosing off 5 successive Hull Hammers a minute, these are feared by everything. Protected by the Command Cruisers and a few Battle Cruisers, they are hard to take down unless attacked from behind. Because of the unlikely chance of being attacked, they have a thin shield and next to no armour, all sacrificed in favour weaponry. 5 Hull Hammers, 10 dual plasma cannons and a fearsome Shatterer laser. The Shatterer rips through shield and armour in one shot. Its recharge is long and it’s reloading is tiresome. Used only in emergencies.

Fighters:

The Sunray – Small 1 man fighter armed with dual plasma rifles and a rear particle cannon. Capable of keeping up with speeding asteroids with ease, its speed is due to its streamlined shape and tri-engine. It is lightly armoured but is the only shielded fighter in the fleet. Plasma rifles fire superheated plasma encased in a laser shell, upon impact, the laser cuts through fighter armour and the plasma reacts with a special gas called Impact Gas, the plasma then explodes once all the Impact Gas (kept in the laser shell and released as the laser loses power), capable of 100 shots per minute. The particle cannon fires a projectile of volatile particles in a laser shell filled with impact gas. Upon impact with shielding or armour, the laser shell shatters, allowing all the gas in at once which subsequently ends in a large explosion. Capable of 1 round per 10 seconds.

The Vacuum – Large 2 man fighter. Carries a plasma missile launcher on its rear and a pivoting dual plasma rifle. At the front is an Ion Lance, firing a focussed beam, the ions react with chemicals in laser shielding and explode. The lance has two secondary cannons which rip through lightly armoured targets. The plasma missile launcher fires plasma missiles, simple as, used as anti-fighter weapons, they can also fire all missiles at one target to devastating effect. This can only be used as a last resort, however, as it uses all available ammunition. When destroyed, it opens a small wormhole in space for a few seconds, meaning it can be used to protect ships from weapon shots (as they pass into the wormhole) or to destroy any fighters that take them out from range. Ships larger than The Vacuum are unaffected.

Star Transport – Heavy Armour and good shielding, armed with only an EMP cannon and boarding lance, it aims to reach other ships with crew unharmed.

Ship Count:

Command Ship Class A - 2
Command Ship Class B - 5
Comets - 100
Meteorites - 100
Meteor Belts - 50
Sunrays - 5,000
Vacuums - 5,000
Stars - 5,000

Planet Protection:

Command Ships per planet - 1 B Class, per home planet - 1 A Class.
Battle Cruisers per planet - 10 of both, per home planet - 25 of both.
Support Cruisers per planet - 20, per home planet - 30
Fighter per planet - 500 Sunrays, 250 Vacuums, 250 Stars, per home planet - 1250 Sunrays, 1875 Vacuums, 1875 Stars.

Planets under protection - 5
Home Planets - 2

Characters:

High Commander Tartrut
Military Commander Janrus
Intel Commander Klye (Yes, it’s supposed to be spelled that way)
Field Commander Blitz

noname0112
28th Dec 07, 8:43 PM
say, the largest of my ships are only 700 to 800 meters in length. also most of my ships in my fleet only consists of smaller poorly armed and armored corvettes. i think i'll edit my capital ships and my larger ships, i think no matter how many weapons i put on them, i and i think it's impossible to counter peter's godlike fleet as it is right now.

Yoshi
28th Dec 07, 11:54 PM
Godlike? I'll say now his fleet is strong but it is hardly godlike. You guys really should not focus on the numbers of weapons a ship has. They cannot all fire at the same target due to LOS issues. If his ships are cube shape and have weapons on every side. Then best cast scenario he can fire 1/2 of his weaponry on a single target. Most often scenario only around 2/6 of his weaponry will be availible to fire on a single ship. And even though his race is accurate that doesn't mean all that weaponry will hit 100% of the time.


Btw we will probably start on around jan 1st or so.

Edit: everyone who has an unequal distribution of Strengths and weakness's needs to equalize them. You can't have 3 strengths and 2 weaknesses. If you have 3 strengths you need 3 weaknesses.

noname0112
29th Dec 07, 4:04 AM
but he has some thousands of weapons in his ship, have more than kilometers of armor, plus his some kilometers of sheilds. how are we supposed to defeat something like that?

Avatar 720
29th Dec 07, 6:07 AM
Use my ships? Like the heavies at the back, the laser meant for use in emergancies only? The ultimate ship defence? One hit wonder? But if the laser misses then tough luck, chances are it's not gunna fire again for a while because of the rigorous reloading and recharging process. Pure power comes at a price of extreme recharg and reload times and 50% accuracy. Also, if it is too far away, the molecules and particles in the laser react and explode or simply dissipate.

Peter
29th Dec 07, 6:22 AM
I understand all your concerns, and I am currently in the process of tweaking all ships, though decreasing weapons on the largest ships would affect the whole system as roughly 80% of my ships are based of the Battleship's size-to-weapon ratio. This means I'll decrease the number of my Battleships about 50% but leave the weapons alone, most likely.

About how you are supposed to beat my ships, it is simple. My race doesn't have fighters which is a huge issue as fighters and corvettes have a factor which I call "overwhelming factor". You can send in thousands of fighters to get all my weapons busy (mind you, as most's power are applied to one exact point, it is not that hard to achieve) move in with your heavy shield and armour penetrators and while my ships are occupied dealing with your small flies, shoot them out without harm. Of course, this is a bit hard if you are fighting against many ships, but not impossible to achieve.

Of course, a swarm race would achieve this better, but that's why I have thick shields so that my ships have time to switch to the new and more important target. Also consider the fact that since all my ships are controlled by a single man, a lucky hit will simply tear him to pieces and leave the ship disabled.

Considering these, I don't think that there will be major problems.

Avatar 720
29th Dec 07, 6:26 AM
I'll just add the small 1 man and transport ships to the list.

Vagyr Admiral
29th Dec 07, 6:57 AM
hey this sounds cool, this will be my first BW in a while...

Avatar 720
29th Dec 07, 7:14 AM
Ok, i've edited my post with all the fighters.

noname0112
29th Dec 07, 8:25 AM
i don't have thousands of fighters, some few hundreds of them in offensive whose role is filled by most of my corvettes.

Avatar 720
29th Dec 07, 8:30 AM
I have about 15,000 fighters, but lots of planets under my empires protection, which means my forces are always stretched thin. It makes up for my mass amount of numbers. 15,000 fighters and about 1 thousand fighters per planet and about 5 planets under protection and 3000 fighters per home planet with 2 home planets and the rest of the fighters patrolling the system.

noname0112
29th Dec 07, 8:36 AM
anyways... i'll start to finally organize my fleet. instead of having some few hundreds of fighters, i'll increase their numbers by few thousands.

Avatar 720
29th Dec 07, 8:42 AM
Ok, my ship numbers are in my post for viewing with everything else, it's bottom of page 2.

Vagyr Admiral
29th Dec 07, 9:21 AM
ok here they are!

Name: The brotherhood of Yu'grevan

attitude: Militaristic, well organised, Despise unorganised barbarians

History: From the Book of faith:
"The world was a dark place... The ancients who had tended and grew the younger races Turned on them, with their unimaginable power they slaughtered evryone, Man, woman, and child. Then came the savior, who united them all and drove back the ancients, untill they where defeated...
Before he departed he told all of uss "When you have grown, your fate will unfold... you will find my hand, the hand of god! With it will unify all and bring peace! You will grow! And end all sorrow in the world!" With these words in mind all living creatured that He has created must band together... or must be destroyed."

The brotherhood is a conglomerate of races wich has stroven to becomme one of the dominant organisations of the galaxy.
they belive they're the chosen and that all should Convert to their faith. They are ruthlessly efficient in the ways of war and in the 400 years since they develloped Space flight have carved out a sisable area of space for themselves, their fleet is without doubt one of the largest in the galaxy and they advance and adapt very quikly.

The seat of five, the leading body of the Brotherhood, as well as the people believed that the "hand of god" Was located there after the power surge and they are massing an army To conquer it.

Alliance: not a chance

Strenghths: adaptible, advanced Kinetic and plasma based weapons systems, An enormous fleet, Determined, faithfull and courageous.

Weaknesses: if the Seat of five where to fall the whole Empire would collapse, They won't ally since they consider alliance are for the weak, Uprisings against the religion, most notably in the outer systems can, if supported lead to a ful scale civil war, All the larger ships of the fleet are built for full frontal onslaughts, they have weaker armaments and thinner armor at the rear, although their fleet is powerfull as a whole, their sensor strength is considerably weak leaving lone ships very vilnerable to smaller craft.

Major Races:
Yen'kasan: literally meaning "The chosen ones" they are one of the main species of the brotherhood, they are large furred bear like humanoids, they stand 3,4m Tall and are incredibly strong, they're fur ranges from brown to red and a few golden ones are considered sacred.

Longianos: the second of the three main species, they are reptilian humanoids, they have snouts wich they Useed (in primeval times) to catch fish, wich now can be used as deadly weapons, they are the main Foot soldiers and marines of the Brotherhood.

Tan-yen'kasan: meaning "hairless chosen ones" are Human colonists from earth, they are most notably bald and speak a sub dialect of english. They where one of the first races to "join the fold".


Fortresses of Heaven:
They are the ultimate Staships of the brotherhood, one for each "Grand priest", as the Rulers of the brotherhood are called, they are veritable flying fortresses armed with a blistering array of weapons and nearly unbreakable armor made of somme of the hardest metals in the eniter galaxy.

length: 9000m
armament: 300 Heavy Capital rail canons, 1000 anti fighter turrets, 50 heavy plasma turrets and the ultimate weapon of the brotherhood: "light of justice".

Super dreadnaughts:
veritable capital ships these ships are used for all out onslaughts, they're heavy armor makes them a tough nut to crack. They are armed with state of the art weapons systems and their armor is considered widely as one of the finest around, although they're greatest weakness is their anti-fighter capability wich is rather negligable.
Length: 5000m
armament: 200 heavy capital rail canons, 35 heavy plasma turrets.

Dreadnaughts:
The standard capital ship of the brotherhood they have considerable firepower and armor, they are jack of all trades with heavy and light weapons.

Length: 3000m
armaments: 100 Heavy capital rail canons, 200 medium rail canons, 300 anti fighter turrets.

battleships:
The backbone of the fleet, these large ships are not only powerfully armed but also have drone bays wich allows them to launch upp to 30 fighters, they are well armed and have good armor, depending on the fitting they're either armed to take down similar or larger ships or smaller targets.

Length:1000m
armament: Drone bays, 100 medium rail canons, 200 anti fighter turrets/40 heavy rail canons, 20 heavy plasma turrets.

Cruiser class A:
The larger of the two cruiser classes designed to harass Enemy ships with short range plasma guns

length: 400m
armament: 60 medium plasma blaster class turrets.

Cruiser class B:
Designed to fire at great range this ship is designed to take out other cruisers for the Class A to destroy the larger ships

Length:500m

armament: 60 medium rail canons

Corvettes:
Small ships designed to take out Frigates and fighters their more modern since the time when smaller ships are getting popular again..
Length: 120m
armament: 10 Medium rail canons

Brotherhood Navy:
Flying fortresses: 5
Super dreadnoughts: 30
Dreadnoughts: 100
Battleships: 2000
Cruisers: 5000 (3000 class A and 2000 Class B)
Corvettes: 12,000

Trias expedition:
Flying fortress: 1 (fleet is led by grand priest Tal'Konis)
Super dreadnoughts: 2
Dreadnoughts: 5
battleships: 60
Cruisers: 150 (100 Class A, 50 Class B)
corvettes 300
=518 + A few thousand fighters for the trias campaign
sorry for that numbers issue, this will be all i field (exept if somme uber duper mega OMG universe threatning monster appears)
Oh and if the Grand priest dies, i'm in trouble!


Gl trying to beat me!

and by the way, peter, i've never seen anything as big or well armed as your fleet. 50k guns on a ship IS MUCH! :P

Avatar 720
29th Dec 07, 9:25 AM
O.O I really need to add more weapons to my ships...

Vagyr Admiral
29th Dec 07, 9:31 AM
I have 60,000 Fighters.

nice fleet, eh?

By the way, scrap that, Dreadnoughts get 100 fighters, super dreads get 200 and ultimates get 1000 (they're ultimates after all!).

Avatar 720
29th Dec 07, 9:39 AM
I need more ships too, I have 15,000 fighters, I think there needs to be a legal limit on weapon capacity and number of ships, it's getting outta hand...

noname0112
29th Dec 07, 10:09 AM
about what i said about the balance issues... forget it, we need someone to defeat that monster! with his uber ships and fleet, were doomed!

seriously your ships are 100x larger than mine...

i also agree about the legal limit of ships... seems like i am the only ones who's limiting my ships here.

Avatar 720
29th Dec 07, 10:13 AM
my ships don't have dimensions, I can't be bothered working them out XD

EDIT: Im limiting ships too, I only have 15,000 fighters because of plantery protection, it doesn't leave me with a lot of look at from a certain view, any good fleet will blast through me unless all my stuff is gathered in one place.

Cable
29th Dec 07, 10:15 AM
What the hell. 60,000 fighters? Evrn 15k is lolmuch. For a boardwar where the initial fleets were to consist of around 3-500~ ships, how you manage to get 15k fighters, let alone 60k I'll never know.

Avatar 720
29th Dec 07, 10:20 AM
5 planets under protection, they have to pay for it somehow, they pay for it via building ships and weapons.

Cable
29th Dec 07, 10:23 AM
So from the 16 planets in the Trias system you're already owning and protecting 5 of them? Riiiight.

Or, are these 5 planets in another system which your race owns?

Even so, bringing in 15,000 fighters from the offset is a little OP.

Avatar 720
29th Dec 07, 10:26 AM
Im just protecting, and they've been made over the years leading up to the bit we're focussing on it this BW.

Peter
29th Dec 07, 10:37 AM
Don't just focus on fighters, try to be creative about adding weapons into your profile EG make a weapon which punches through a point of the shield and carries a high-payload energy charge with it to rip through ships. Come on, am I the only one here with this thinking?

Also, I've lowered my Battleships and Super-Heavies number and ended up below 400 ships what means that I am in a number disadvantage.

noname0112
29th Dec 07, 10:40 AM
...but the size of my ships are at disadvantage not mentioning their slow movements.

Avatar 720
29th Dec 07, 10:48 AM
My ships are either heavily armoured and deadly slow or extremely lightly armoured but deadly fast. The slow ones are the power houses and the fast ones are swift recon's or hit and runners, transports are in the middle but have no ship destroying weaponry at all, just shield disabling and a small armour penetrator for boarding parties, both of which are extremely close range.

Have you seen my heavy support, if something gets behind it then it's screwed, it takes time to turn and none of it's weapons are pivoting, plus it has stupidly low armour and shielding.

EDIT: 257 ships ftw? Low number of weapons ftw? high armour and high shielding or little armour and little shielding ftw? And I have fighters which I said aren't capable of taking down big ships and are meant for space combat with other 1 man fighters.

Jopax
29th Dec 07, 10:58 AM
OK I'm thinking as I'm writing and i will probably have to fill in the rest
Name: Tarlassan Federation

Physique: A very strange race in apperance, they seem to be insects as they have six limbs and four eyes. Greenish in color that can vary from light to extremely dark as they age. Two of their stronger arms are used for handling heavy materials and the two weaker arms are used for finer steering or controling machines. One of their main characteristics is a strong bond with other beings so they can be very coordinative and advances in technology spread very rapidly across the Federation. They are not a very big race but are very agile to compensate for the lack of muscle an resistance, tall around 6 feet they can jump over 3 times their size.

Attitude: Neutral but can be dangerous if attacked

Strenghts: Have vast production vessels that build robotic ships to increase their numbers, strong missle weaponry, high numbers

Weaknesses: Because of nanitic construction very weak to energy weapons, very weak fighters and smaller ships, shields tend to overcharge easily thus shutting down and making ships vunerable

Weaponry:
Hammerer torpedo:Very big torpedoes that are manufactured in firing tubes because of their size, have on-board weapons to shoot down incoming projectiles, very deadly but also slow
Spearhead missle:Medium size missle with smart computers on-board that guide it to most vunerable targets.Can be very dangerous because of their ability to bypass shields and layers of armor with their sharp nose
Flak Penetrator:Alltough very similar to the normal flak this one is much larger and effective against shields because it rounds explode near the shield and spread high explosive shrapnel across a wide area thus giving a shield a large blast that is devastating, also effective against smaller ships
Gauss cannon:A giant among cannons it can only be mounted on large ships, very slow to fire but deadly because it fires projectiles that weigh up to 10 tons near light speeds it can easily go trough several large ships
Ripper railgun:Also a magnetic weapon this one fires metallic shrapnel at huge speeds over a large area, it has several barrels that can cover a large radius and can autonomosly track several targets.Very effective against fighters
Terrion gun:A experimental gun with a short range, it effects the area in front of it at a molecular level inbuing the molecules with energy and making them rip apart the material.Heats up quickly so it can be used for short periods of time
Power shield:Shield of a experimental design that is equipped with large spikes which if the shield is about to be overloaded it releseases energy, can decimate huge areas and destroy any ship, friend or foe, only used at several larger ships
Gravitonic hook:More of a tool then a weapon used in mining on asteroids, remade as a powerful weapon that can stop ships and even manipulate smaller crafts and space debris.
I have no more inspiration, history and fleet is coming tommorow

Yoshi
29th Dec 07, 11:44 AM
Numbers need to be redone. Especially vaygrs. Your ship numbers are way to high for your ship designs. You basically have the elements of a swarm fleet without swarm style weaponry. Vaygr also has waaaay to many fighters.

60k fighters would be fine if that was all the race had. but in Vaygrs case those fighter supplement his already high numbers.

I posted general guidlines for ship sizes and fleet numbers and indicated what kind of fleets would have what numbers. its kind of annoying that that guideline is already being repeatadly smashed into the ground.


_
I did say that their was only one race that had already established their presence in Trias. And it wasn't your races.

Avatar 720
29th Dec 07, 12:21 PM
Mine haven't established themselves, they have home planets (otherwise logically they wouldn't exist en masse) but because of their power planets have recruited them as protectors, so technically my race can have planets under portection and home planets, establishing themselves in the system would be taking over planets and already having a good start in the system, but they don't. This is again backed by the planets having to pay for protection, what for of money my race had in their old galaxy mgiht be totally illegal in this galaxy, so they have to find a source of usable income.

P.S. Im not disobeying him, just showing why I should be allowed, if told by him ONLY I will not use the protecting planets ect. Mods don't count im afraid, only Yoshi can tell me as it's his game and im afraid mods can't read minds (yet).

Yoshi
29th Dec 07, 2:03 PM
Oh yea forgot to add, Vaygr you really have to completely redo your weakness as its not even a weakness since your Seat of Five isn't even in the battlefield of this bw which is a single system.

I need to go through everyones race again and make one post listing what needs to be changed or modified.

Cable
29th Dec 07, 2:15 PM
A might fine idea Yoshi - its your boardwar so don't let any of these 60k cubic kilometer ships bristling with billions of guns shoot you down!

Vagyr Admiral
29th Dec 07, 2:21 PM
Oh yea forgot to add, Vaygr you really have to completely redo your weakness as its not even a weakness since your Seat of Five isn't even in the battlefield of this bw which is a single system.

Wrong, the most influencial man in the seat is comming to the battlefield, as in Grand priest

well annyways, just added the numbers because i thought of well.... um... eve online :P

There are super corps with 5k players with each owning a ship were talking major Space faring nations here.

And i won't reduce the number of the ships in the entire navy, however i'll harshly weaken the Force comming to trias.

Look at my main post...

Sorry for forgetting the guidelines i got... ahem carried away when i entered numbers.

Yoshi
29th Dec 07, 2:42 PM
It doesn't counter your other strengths vaygr. Your strengths basically improve every aspect of your ships and you have one weakness dependent on wether a guy dies or not.
So I still hold that you need to redo your weaknesses.

Vagyr Admiral
29th Dec 07, 3:31 PM
Edit: Done
hope this is enough.

crawford'n'co
29th Dec 07, 5:34 PM
Even though people fix their weaknesses and stuff, its not even comparable to what to goal of this boardwar was. Everyone has taken this to be the latest reality hit show Who can build the most overpowered, unrealistic, unbeatable fleet ever thought up by mankind? I still wouldnt even touch this boardwar with a ten foot pole. The limit was about 500 ships right? Why are people having 10K+?

Don't want to try to shut down this boardwar, but this is just going to turn into a powergame fest and is going to end up with all of you fighting like three-year-olds about how many ships were destroyed and whether or not you got reinforcements.

Avatar 720
29th Dec 07, 5:57 PM
I have 257 ships for goodness sake, I have a high fighter count, ships are the dob-off things, fighters in my context are the one man things every space fleet is bound to have multitudes of.

Cable
29th Dec 07, 6:42 PM
I only have 500~ ships, and I don't think they're overpowered at all. The ones after mine seem to have either gone overboard with firepower and/or ship count it would seem :\

Avatar 720
29th Dec 07, 6:48 PM
Define ship count? I have under 300 ships and the most guns a single one of my ships has is ~7

jackster
29th Dec 07, 8:29 PM
They were counting their fighters, Gawd, not their ships.

noname0112
29th Dec 07, 8:43 PM
i'll remove the details of my ships... they make my fleet weak

crawford'n'co
29th Dec 07, 9:20 PM
Fighters count as ships too. Do all of the sudden fighters take no maintenance, never need to refuel, rearm, their pilots need to rest? The sheer amount of space and supplies required to support even 5000 fighters would be ridiculus.

As an example, Willow Grove Reserve Base (air force base right down the road from my place) supports no more than 150 planes, maybe 25 of them being actual combat aerocraft (as in A-10 Warthogs). Willow Grove is a pretty big place, being about 2-4 or so miles long and about a mile wide. They also have a secondary zone out in the woods which I have no clue how big it is since it's restricted area.

I know this isnt real life, but there is almost always no more than one aircraft carrier per naval battle-group with a one or two subs and maybe 10-15 destroyers and cruisers. Maybe 1 or two heavier ships converted to newer weapons.

Translating that to a space fleet would be (about)

1 Carrier ----- Aircraft Carrier
1-2 Battleships ----- Retro-Fitted Battleships or such
2-5 Destroyers ----- Destroyers or Heavy Cruisers
4-10 Frigates ----- Cruisers
20-30 Corvettes ----- Heavy Fighter Planes (Helicopters, Bombers, Ground Attack Planes)
60-80 Fighters ----- (Air Superiority Fighters - F-22 Raptors etc)

Just a comparison to think about. Don't think I'm just being a picky bitch, because when this starts and people start dropping like flies because of powergaming, you'll realize I was right.

Yoshi
29th Dec 07, 11:08 PM
Sci-Fi works slightly differently Gawd. But not to an extreme under most circumstances.

The average large capital ship will probably have several squads of fighters probably anyhere from 6 to 12 fighters per squad. So about 36 or so fighters. This is a capital ship to a race that isn't fighter based the numbers get higher if the race is fighter specialized.

But eh, I really didn't want to set out these hard rules but its looking like I have little choice.

1. Fleets are restricted to 300 to 500 Capital ships, Unless your race is swarm based(must be approved by me)

2. Maximum Ship Length in any dimension is 25 Kilometers. If you want to use one or more ships that are greater in size you have to have my approval.

3. If your race isn't fighter based, then your fighter numbers can only be 2.5 times your fleet numbers.

4. Fighter based races Cannot have the best of both worlds.

5. Swarm Based races cannot have the best of both worlds.

If your race is violating any of these rules then it needs to be fixed. I'll re-evaluate all the races in a couple of days to allow time for any changes that need to be made.

Vagyr Admiral
30th Dec 07, 2:01 AM
My fighters are drones, actually, should i specify that?

Jopax
30th Dec 07, 2:12 AM
Mine race relies on fighters because they can be mass-produced on one ship that means about 500 fighters on carriers, those are heavy well armed and armored fighters, plus 500 drone fighters with light energy lasers light shielding low armor, mostly for distracting or suicide attacks because they are robots

Yoshi
30th Dec 07, 3:13 AM
Fighters and drones fall under the same category Vaygr

Jopax, put together some form of a shiplist and pm it to me so I can see what you have in mind in terms of fighters/drone numbers and other capital ships comparitively

noname0112
30th Dec 07, 4:23 AM
i have only fewer fighters that's why i have many corvettes to fill most of their roles.

Peter
30th Dec 07, 4:47 AM
Changes in race profile: Sizes drastically decreased, size-to-weapon ratio increased to about 4 per cube kilometres which I can lower. Small armour and shield nerf in case of Super-Heavy Ships, small armour buffs for lower class ships.

Cable
30th Dec 07, 5:06 AM
1. Fleets are restricted to 300 to 500 Capital ships, Unless your race is swarm based(must be approved by me)

Wait, what? 3-500 Capital Ships?

Avatar 720
30th Dec 07, 9:22 AM
Would I be ok for fighters? I have under 300 ships with fighters to make up for it, weaponry on battle cruisers is limited to a few weapons so there are more hangars and planets are under planetary protection and paying for it in ships until my race can get settled in the system and get to know the currency. Also my fighters will always be stretched deadly thin, making it relitively easy for a fleet to blast through the stretched line of defense and attack the main ships and planets. Not only is that a big downside, if the planets are attacked, logically they'll think my empire's defence is crap and not use it anymore, meaning less fighters being produced and possibly a war declared on my by any planetary government, I would think that is some dob off downside.

Jopax
30th Dec 07, 12:07 PM
OK i have some time to make a shiplist
Capitals:
The fleet has 6 capital ships: Starblast, Purgatorus, Eternal Flame, Great Mother(flagship), Great Father(secondary flagship), Hive
Starblast is a heavy battleship that is used for main assaults and huge battles, it's huge size makes it slow but also makes it able to carry six gauss cannons in front making it able to punch trough toughest shields and armor, but it takes a lot of time to aim, load and fire those cannons so they are mostly used at the begining of combat or at the end of it. The ship itself is long 8 kilometers and has a broad range of weapons, it uses 2 power shields to shield its front and half of the sides, the rest of it is shielded by weak local shields and armor that can be tick up to 100 meters. It has 10 ripper railguns per 500 square meters of hull, 10 hammerhead torpedo launchers at the front of the ship make sure that nothing passes undamaged, at the sides of the ship are Spearhead launchers that are mostly used to take down small to medium ships like frigates and corvettes it also has flak penetrators at the top and bottom of the ship that make sure no fighters or bombers approach those areas
Purgatorus is a heavily modified battle-cruiser that uses exotic weaponry and cloaking to hit enemy weak-spots.Its long 1.5 kilometers making it easy to hide from enemy sight. It is much faster then other large ships because it has very powerful enegines that take excess power from the shields to create extra thrust. It has 5 gravitonic hooks for using space debris and enemy fighters as weapons or shields, it also has 5 terrion guns linked together to fire in succession and optimize their effect and cooling, it has 3 cloaking generators 2 active and one backup generator. It has advanced sensory systems and sensor jammers that can guide missles of course.A sneaky warship that doesn't engage in real combat but sabotages enemy capital ships section by section.
Eternal flame is more of a support vessel that has weapons, carrying very few larger weapons it has 1 gauss cannon and 2 hammerhead launchers, it has very strong anti-fighter weaponry including flaks, laser turrets and ripper railguns dotted around his hull.It is a medium size ship with a length of 4 kilometers it has gravitonic hooks and strong shields to collect heavily damaged ships and repair them. It houses several nanite factories that produce nanites and store them for repairs. It can repair ship armor at great rates firing nanite canisters at damaged areas, nanites will use the impact energy to repair the armor.
Great Mother is one of two flagships and ship production carriers. It is huge with it's length of 15 kilometers and vast nanite factories and ship production spaces. It produces light fighter and bomber craft and builds and repairs corvettes.It is a ship that mostly doesn't enter combat but it gives support froma distance, producing ships and firing long range torpedoes and missles.It has 20 hammerhead torpedo tubes and over a thousand of spearhead missle launchers all over it's hull. It has 15 shield generators one for each kilometer of the hull.It has 5 gauss canons in front for taking out large enemies, it has over 50 ripper railguns for each 500 meters of hull making it very effective against fighters and smaller crafts.It's armor is 500 meters thick at some places offering huge protection for it's crew.The only weak-spot of this ship is it's rear, poorly defended because of the heat the enegines produce it is hard to place much weaponry.
Great Father is the second flagship and the second carrier, very similar to the Great Mother but instead of construction facilities it houses fighters and bombers, 500 of fighters and 250 bombers. This ship is a great carrier and can hold it's ground in combat with it's powerful shields and 10 gauss canons.It has thousands of ripper railguns and flak guns to protect it and attack if needed.
Hive is a medium class battleship and a transport for ground troops.It is 10 kilometers long and has 5 gauss cannons and 10 hammerhead torpedoes, also has 250 bombers mostly for ground missions but they can be used for space combat.It has 15 shield generators, 10 main and 5 backup generators. Has very strong pulverizer lances that can bombard planets trough orbit and shields, also can be used in space combat but less effectively than bombarding a planet because of it's innaccuracy.It houses 10 nuclear missle launchers that are used for both space and ground bombardment.

The rest of the fleet consists of 10 battleships long 5 kilometers and armed for capital ship combat but weak against fighters, 50 cruisers good against small ships and fighters, 100 frigates used for anti capital ship attacks, 100 corvettes for anti-fighter duty and 100 support vessels for repairs, transport, boarding missions, colonization and resource managment.
Total of 366 large ships plus 1000 fighters and bombers and 1000 of droid fighters and bombers.

Vagyr Admiral
31st Dec 07, 5:26 AM
my drones are numerous and weak, about 5m in lenth

Looks that without my super ships i will be in for a rough time...

noname0112
31st Dec 07, 5:58 AM
edited, made my capital ships, dreadnoughts and juggernauts larger with more weapons and firepower. no changes made to smaller fodder ships.