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Post by apophys on Aug 24, 2018 21:35:52 GMT
Companies involved are chosen from the OP, and as of now consists of newageofpower 's Altarris Heavy Industries as the owner of the cargo station where the player will bring the freighter to, and apophys ' Apophys Electrics, a company which constructed many space infrastructures in the Mercury orbit. Currently, ships and stations used are stock placeholders. Custom ships are welcomed, especially if they're designed by AHI itself. I think NAOP put their ships somewhere a while ago... According to the first post in this thread, AHI is at Mercury, while AE is at Venus and Callisto.
What is your stance on diamond (vanilla or mod-fixed), and on using modded materials in general for the ships here? Anything specific you need in terms of ships?
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Post by The Astronomer on Aug 25, 2018 1:07:48 GMT
The Astronomer Those haven't been updated since the Great Boron Nerf, but if you want, I can construct something similar. What are your requirements? Large Freighter, Large Fueller, Large Personnel Transport? The story isn't finalized yet, so it may be subjected to changes, but I think those ships will get used in the campaign one way or another. As for the current level, I think a design for a ~1kt refueler and maybe also the cargo station would be nice. The cargo freighter is an EAM ship, and not strictly AHI's, so anybody's design is accepted, provided that they have a company that can build a ship. Make sure the propellant of choice is of the same type! lol And the NESR siloship is also open for submissions. For (not strictly) preferred specifics, the freighter may uses methane (for GCNR) and/or real world ion drive propellant (for MPD), has a delta-v of at least 10 km/s, and has GCNR (emulation mod) as at least a type of propulsion. Make sure acceleration is high enough that the mission can be completed before enemy nuke missiles get them. Still there's no room for a political entity but economic, right? I'm kinda interested with how people self organize themselves in given condition, thus politic... Yeah, this is what I found interesting. The intended result is that the player companies will side with either of the factions and support them by selling their stuff. In the end they all won.
This is probably one of the harder parts of the game as I have zero knowledge related to politics... Wouldn't it be better to at least throttle the spaceship tech down to what COADE can actually model (maybe + beamed propulsion offscreen)? Hell, given the state of the workshop (including the only attempts at custom campaigns so far) and workings of the import system I'd even consider starting with a few stock module only missions and seeing if you can keep the game working. Beamed propulsion is only mentioned, of course. The beam station can be modeled, though. And yeah, it is going to be really troublesome. I might need to export the whole Imports folder for all the ships, and a bunch of other files. It would definitely be practical to scale down the tech more towards the sub-optimal stock designs. Yes, I know some of the devices don't make sense, cooling a nuclear reactor in space with Heavy Water for example. In spite of this, they work both in game and in reality. As updates move along we will have to resort back to stock parts repeatedly as our 100kmps 1 gram plasma throwers break and our gigawatt lasers get nerfed and those 1MC 10 GW reactors go critical. So for the sake of realism and planning for future updates let's keep the modules stock. As far as Fusion goes we might not ever get to the point where it is feasible to use. We need to reach 3 steps before we can consider it practical. 1. Scientific Breakeven: The amount of power gain from running the reactor is greater than the amount we used to run it. (we are here with current technology) 2. Engineering Breakeven: The nuclear energy converted into electrical energy is greater than the amount of energy used to run the reactor and convert it's power. 3. Economical Breakeven: The power gained is enough to justify the construction and operation of the reactor as opposed to building more fission reactors and a new school for Tommy. The last probably won't be reached until the price of Uranium is higher than its Megawatt equivalent of Tritium. One of my weak points in CDE is designing nuclear reactors, so I have to rely on other members. Stock modules, uh, well they're realistic but what would Apophys Electrics be doing, then? If Apophys can work on a new set of 'even more realistic' reactors (reasonably realistic power to weight ratio, also maybe lower fuel enrichment?), I'll use them. Otherwise, I'll keep using Apophys insane science because lol. But ships using stock reactors are also accepted, of course. Have I mentioned that we need RTGs that won't destroy everything within 10 m with radiation yet? Btw, the project is still accepting players' companies! Can you explain this? It's not immediately apparently how this stuff works from the first post and browsing the rest of the thread will take a while. Look at OP. Project Prosperous is set in a universe where many companies exist and some of them are players in the war. If you want to see your company inside the campaign, you can submit your company. Companies involved are chosen from the OP, and as of now consists of newageofpower 's Altarris Heavy Industries as the owner of the cargo station where the player will bring the freighter to, and apophys ' Apophys Electrics, a company which constructed many space infrastructures in the Mercury orbit. Currently, ships and stations used are stock placeholders. Custom ships are welcomed, especially if they're designed by AHI itself. I think NAOP put their ships somewhere a while ago... According to the first post in this thread, AHI is at Mercury, while AE is at Venus and Callisto.
What is your stance on diamond (vanilla or mod-fixed), and on using modded materials in general for the ships here? Anything specific you need in terms of ships?
I assumed that AE is involved in all kinds of high-power infrastructure constructions all around the Solar System, but it's fine if you think you wouldn't be doing that around Mercury. Modded materials are fine except bulk 2D graphene and related stuff. Too OP. As for ships, I imagine that they would be more advanced, thus GCNR ships. High-power MPDs are also widely used in many interplanetary transfer ships. Their propellants are probably separated, and I can't imagine how methane would react if it is used in an ion drive.
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Post by anotherfirefox on Aug 25, 2018 3:44:51 GMT
Since Titan is not yet taken, I'm gonna set my colony there: A methane raining cyberpunk dominion, named Seoul-3. No Evangelion included.
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Post by The Astronomer on Aug 25, 2018 4:44:38 GMT
Since Titan is not yet taken, I'm gonna set my colony there: A methane raining cyberpunk dominion, named Seoul-3. No Evangelion included. Not sure if I should accept player colonies or if they'll ever play a part in this, but a city built around your company's HQ is fine. Any opinions? Colony: Titan's Seoul (pun obviously intended) Oh, I think I should also start asking for everyone's companies' alignment in the war. Three choices: NESR, EAM or SAR.
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Post by anotherfirefox on Aug 25, 2018 5:08:34 GMT
Since Titan is not yet taken, I'm gonna set my colony there: A methane raining cyberpunk dominion, named Seoul-3. No Evangelion included. Not sure if I should accept player colonies or if they'll ever play a part in this, but a city built around your company's HQ is fine. Any opinions? Colony: Titan's Seoul (pun obviously intended) Oh, I think I should also start asking for everyone's companies' alignment in the war. Three choices: NESR, EAM or SAR. I guess sub-megacorp colonies can serve more passive, background roles like city-states in Civilization: Dusk over Titan(capture the space dominance over Titan and take control of the colony), Methanecoming(Convoy the mega-methane transport from hostile and get it as soon as possible). It's okay to make mine centicorp but it will not be active as much as other legit megacorps I guess. Considering the colony's name, it's surprisingly under the influence of EAM (Dun dun DUN!)
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Post by The Astronomer on Aug 25, 2018 5:16:48 GMT
I guess sub-megacorp colonies can serve more passive, background roles like city-states in Civilization: Dusk over Titan(capture the space dominance over Titan and take control of the colony), Methanecoming(Convoy the mega-methane transport from hostile and get it as soon as possible). It's okay to make mine centicorp but it will not be active as much as other legit megacorps I guess. Considering the colony's name, it's surprisingly under the influence of EAM (Dun dun DUN!) Get a miner ship and put it in orbit around some other Saturn moons. Boom, your company got a cameo. Now if you want you can write a desc of your company. Examples are in the OP.
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Post by Mobius on Aug 25, 2018 9:34:50 GMT
Black Comet Aerospace, located on & below Ganymede, Is an umbrella corporation specializing in systems integration and large scale nano-manufacturing. Subsidiaries consist of Fields & Pratt drive technologies, Sirus Power and electronics, and Castaba Arsenal.
BCA in conjunction with its subsidiaries host a wide selection of Capital vessel designs from simple surveillance drones to the Darkstar division developed Kyrios class Battleship. Outside of Capital ships BCA's subsidiaries offer complete lines of Thrusters, Reactors, Railguns, Radars, EO sensors, Missiles, warheads, Coilguns, radiation shielding, and even Turnkey armor solutions.
BCA host its Headquarters and operations on the moon Ganymede. Large scale Nano-manufacturing of space stations and capital vessels takes place in orbit, nearly blotting out some sections of the sky. Manufacturing of smaller more intricate components takes place on the surface in various designated industrial zones. Meanwhile Administrative, residential housing and mining activities are set on the Ocean floor or in section moored below the thick Ice above.
BCA and its subsidiaries are aligned with EAM yet maintains close contact with CE.
Black Comet Aerospace, for when there is no second best.
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Post by The Astronomer on Aug 27, 2018 13:33:04 GMT
Right now, I have some ideas for levels, such as a mothership sending drones down to attack a powerful warship stuck in low Europa orbit, Calisto -> Himalia mission, or maybe an orbital transfer to attack a fleet around a dwarf planet (probably Pluto) from Neptune.
Open to suggestions.
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Post by The Astronomer on Aug 27, 2018 15:09:05 GMT
New level: Above the Shattered Plains. A pair of [insert some kind of powerful kinetic ship here] is stuck delta-v less in low Europa orbit after striking the target but got its propellant tanks ruptured and whatever remass was left now all gone. An EAM admiral commands a drone carrier around Ganymede trying to kill the [the ship you inserted].
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Post by AtomHeartDragon on Aug 27, 2018 17:22:53 GMT
I've had few mission ideas for COADE - most intended to be set after the main campaign and intended for some minor (and perhaps somewhat less assholish for a change) faction, but it's more than likely I won't get around to making anything resembling cohesive campaign, so they will probably be better served being dumped into one common marketplace of ideas (it's not like I won't be able to use them then if I'm so inclined).
One is another iteration of the previous one I feel might have potential: A warship ends up in a highly eccentric orbit around some body after a skirmish - perhaps it had it's propellant tanks penetrated and venting imparted enough delta-v to change its orbit (with the tanks now patched up but empty) or it was a desperate attempt to buy time against superior incoming force, in any case, the ship is now empty of propellant and ammo and currently ascending along an orbit with periapsis below body's surface. The enemy fleet tries to get the ship (in case it somehow avoids lithobraking). You get tanker(s) and an inferior escort fleet and need to get the doomed ship successfully to some "safe" point - either a fortified station or secondary, well armed fleet without delta-v or tankers to actually assist the ship; or an MPDT powered tender/command with its own escort fleet currently flying by the planet/satellite system in a distant, mildly hyperbolic orbit.
Anyway, the gist is getting fragile tankers to the ship and then the defenceless ship, plus possibly tankers (depending on how much delta-v you need) away in limited time and with deteriorating orbital situation while potentially getting shot at.
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Post by The Astronomer on Aug 28, 2018 13:57:54 GMT
I've had few mission ideas for COADE - most intended to be set after the main campaign and intended for some minor (and perhaps somewhat less assholish for a change) faction, but it's more than likely I won't get around to making anything resembling cohesive campaign, so they will probably be better served being dumped into one common marketplace of ideas (it's not like I won't be able to use them then if I'm so inclined). One is another iteration of the previous one I feel might have potential: A warship ends up in a highly eccentric orbit around some body after a skirmish - perhaps it had it's propellant tanks penetrated and venting imparted enough delta-v to change its orbit (with the tanks now patched up but empty) or it was a desperate attempt to buy time against superior incoming force, in any case, the ship is now empty of propellant and ammo and currently ascending along an orbit with periapsis below body's surface. The enemy fleet tries to get the ship (in case it somehow avoids lithobraking). You get tanker(s) and an inferior escort fleet and need to get the doomed ship successfully to some "safe" point - either a fortified station or secondary, well armed fleet without delta-v or tankers to actually assist the ship; or an MPDT powered tender/command with its own escort fleet currently flying by the planet/satellite system in a distant, mildly hyperbolic orbit. Anyway, the gist is getting fragile tankers to the ship and then the defenceless ship, plus possibly tankers away in limited time and with deteriorating orbital situation while potentially getting shot at. Sounds pretty similar to the Mercury mission I already have right now (except that the allied side has no warships at all in that mission). I think I'll just use that one, and fill in with the player-made custom ships instead.
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Post by The Astronomer on Sept 2, 2018 16:30:01 GMT
After casually strolling and scrolling around for a while, I noticed that there are quite a few stuff I could make out of the ideas (if the owners of the idea give me permission to do so). Examples are such as thorneel 's Featherlights Challenge - Thorneel's entryThe mission could be the situation described itself. The player is hired to be a guard, and defends the space station against said incoming ship before time runs out and the ship reaches the station. And apophys 's 100 GW MPD ship brachistochrone in ToughSF discord server. Possibly a race against time to deliver personnel from Apophys Electrics' headquarter on asteroid Apophis to Earth/Mars or other objects in the inner Solar System.
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Post by apophys on Sept 3, 2018 1:15:27 GMT
After casually strolling and scrolling around for a while, I noticed that there are quite a few stuff I could make out of the ideas (if the owners of the idea give me permission to do so). Examples are such as [...] apophys 's 100 GW MPD ship brachistochrone in ToughSF discord server. Possibly a race against time to deliver personnel from Apophys Electrics' headquarter on asteroid Apophis to Earth/Mars or other objects in the inner Solar System. Sounds great to me.
I can make a version that would be compatible with the community material pack, if you like (the version I built uses my standard 50 GW reactors, which have diamond moderator). I should probably change the reactors to not have diamond in the first place, considering how much trouble it causes for some people...
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Post by Kerr on Sept 3, 2018 13:11:29 GMT
The Astronomer Damn, this project is pretty damn cool, can't believe I haven't checked it out for this long... Would modded armor materials with more realistic thermal capacity against lasers be interesting? Or are modded materials a no-go for this here?
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Post by The Astronomer on Sept 3, 2018 15:17:07 GMT
The Astronomer Damn, this project is pretty damn cool, can't believe I haven't checked it out for this long... Would modded armor materials with more realistic thermal capacity against lasers be interesting? Or are modded materials a no-go for this here? I think pretty much everything in this campaign relies on modded materials lol And yes, modded armor materials with more realistic properties would be great. That said, I tried to get CMP installed, but it didn't work
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