| Welcome to Near Ft. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Technology Analysis Proposal; Read the post! | |
|---|---|
| Tweet Topic Started: Oct 12 2013, 07:52 AM (397 Views) | |
| Hobbeebia | Oct 12 2013, 07:52 AM Post #1 |
![]()
Administrator
|
Ok, So we all have a forvite type of tech, and lets face it we are all paritial to its ability to kick the other guys ass fairly easily., but do we really give the other tech's due credit? In this thread we will be building, discussing, dismantling, reorganizing and then build once more a proper, if somewhat daunting, Comparison Chart which can be used to explore the strengths and weaknesses of technologies which can and probably will, be employed within the Universe of NEAR. First order of business... Establish a tech tree of various types of tech- i.e.- Forerunner, Precurser, Star trek, Star Wars, Mass Effect, Warhammer, Etc... Second order of Business... List pros and cons to common tech types- Ballistic VS Beam VS Hybrid VS Plasma- ETC... Third Order of business... Sit down and logically talk about each tech type and how it compars to others in a fair manner and in a way that shows they IMPLIED strengths and UNDERSTOOD weaknesses of those tech. i.e.- A star Wars blaster Rife has the same effect of killing a person as a Star Trek Phaser. Both can kill, both have a limited ammo supply, both are mass produced. Phaser is better against unarmored flesh while Blaster Rifle carries more punch per shot, while the Phaser has less stopping power, it is often times smaller and less cumbersome. |
![]() |
|
| Replies: | |
|---|---|
| Nungiir Ancestry | Oct 14 2013, 03:55 PM Post #11 |
|
The problem that I and a few others have with using the old NS Population system back then is of course how it absolutely makes no sense in an FT scale and context; people who had created secondary accounts but keeping their old civilizations/factbooks would have their NS populations lower than their actual lore population and there would be discontinuity - that's why most people ignored those and stuck to their own lore. I think that people should be self-deciding for the most part as to their individual populations so long as there are always weaknesses to counter the strength and balance; so long as it makes sense for that individual nation. |
![]() |
|
| Hobbeebia | Oct 14 2013, 04:02 PM Post #12 |
![]()
Administrator
|
... one problem... Nation: The Imperium of NONO Population: 930 Trillion To what extent do we limit populations? In N.S. old das we didn't go around making 20 puppets because we didn't like something that happened or someone made us upset. We toughed it out and forged our nations through the fires of adversity. Our Factbooks work with such rules because we choose the high road and fought to make our nations identity what it is, not relying on puppet-making. ![]() NEAR harkoned to the older days of N.S. when you had to endure to survive and make a name for yourself through your acheivements and your hard-work to overcome the limiting power of your nations hard-coded populations. |
![]() |
|
| Hobbeebia | Oct 14 2013, 04:08 PM Post #13 |
![]()
Administrator
|
That being Said Now that NEAR doesn't have such hard-coded Numbers we as a community need to figure out what is acceptable... and what is not. |
![]() |
|
| The 44th Independent Legion | Oct 14 2013, 04:44 PM Post #14 |
|
edited my reserved post to include a brief PRO/CON summary of the (military) tech I use. If you take issue with or have questions about them, feel free to ask them. (I think this is an appropriate thread for that kind of stuff?) |
![]() |
|
| Nungiir Ancestry | Oct 14 2013, 05:07 PM Post #15 |
|
Just want to say very quickly that this isn't quite the old days of NS. I think you're exaggerating my words slightly - people create new accounts for all kinds of reasons; they lost their old one, old one got deleted, they just wanted a new username / fresh start. People make puppets for whatever reason they want, that's fine. I think you're being a tad dramatic with the talk of forging fires and enduring to make a name; this is a place hopefully for fun and story-telling not large quantities of work and over-seriousness. We don't need such limited powers enforcing us because that implies that the community (or at least aspects of it) can't be trusted or are generally silly and unrelenting to simple "flexible" rules and not laws. As for limited population; population is simply a matter of setting, just like the backdrops of planets, ships, events and so on - populations are going to vary wildly between civilizations or at least it should to a degree, nobody grows at the same rate and nobody's civilizations starts the same way - not the amount of species we have going on potentially. It will have to be dealt with on an individual basis, I'm not so sure there can be a set definition that will make everyone happy or be considered acceptable, but the populations (just like other factors) that make the most sense and fit in the best with their nation conceptually will be the most acceptable. G-Tech is famous for his super-advanced and flashy tech but it just works for him and he makes it make sense without automatically crushing or overpowering others - he cares about the story and that's why he's almost universally accepted. |
![]() |
|
| Ventorie | Oct 14 2013, 11:19 PM Post #16 |
|
A bit dramatic? He speaks the truth... I was one of the people that was shunned because I made a puppet and them tried to convert my puppet to my main with all the same stats... I got chewed up and Spit out. So no... Its not being dramatic in the least. |
![]() |
|
| Nungiir Ancestry | Oct 15 2013, 07:59 AM Post #17 |
|
Well, sorry - there's absolutely no reason for you to have been shunned, you're still the same person behind the account. Different accounts/usernames but the same civilization. |
![]() |
|
| Hobbeebia | Oct 15 2013, 08:05 AM Post #18 |
![]()
Administrator
|
Now... I'm not saying what happened to guys like Kornosia was correct... that was just the way things where back then. A case in point is one where I am actively ( as in at this moment ) talking with a guy who is being shunned for his particular style of RP... Which is wrong. But I was actually one of the few people that would even talk to him after his username switch. and he's been a good friend ever since :). |
![]() |
|
| The_River | Oct 24 2013, 05:16 AM Post #19 |
|
Hey all. First off, I need to get caught up since I was sort of...not logging on here for a while. The theme is really getting me depressed-all of this black. XD Anyways, I remember coming across this one RP where all weapons were compiled, and by their very nature, had a chart made where certain weapons in a given turn would deal, say, 25% damage to a certain type of shield or whatever. It was actually for an MT thing, but it was very effective. The players were able to build deep IC characterization interactions, describe the battles in detail, and the numbers, while a bit annoying, it helped quantify the results of actions, and keep battles fair. So, perhaps, a rail gun versus energy shields might do a negligible 1% damage, while the same gun does 35% damage to a simple plating shield, and such. We could also have hull strengths and shield integrity expanded by 2x 3x, so on so forth, for larger ships. While this admittedly WOULD detract from the whole "creativity" aspect, it probably is a good safeguard against newer or less experienced people, and helps us all relate and avoid OOC bickering about the effects of certain weapons; after all, if we all agree on certain figures, who can possibly argue? We might also, however, need to develop an economic system and such to ensure that one nation doesn't have 10 billion ships or whatever...so it might cause a lot of trouble, but I feel that it is an idea worth looking into. |
![]() |
|
| The 44th Independent Legion | Oct 24 2013, 12:57 PM Post #20 |
|
I think that qualitative descriptions of their attributes is more appropriate than a quantitative description precisely because it allows for flexibility. Numbers, in the case of military tech, will only tie you down in a multi-author medium. It is in fact likely to backfire rather than safeguard when new players are concerned and a "closed" community (that is, we're not on the actual NS forums) like this a very good place to AVOID the competative streak many NSG threads tend to gain. Fleet battles should be for the purpose of storytelling and plot, and they should not be some pen-and-paper strategy game. |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| Go to Next Page | |
| « Previous Topic · Rules and Administration Development · Next Topic » |
| Track Topic · E-mail Topic |
2:13 PM Jul 11
|








2:13 PM Jul 11