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Author Topic: Order of the Sith (Multiplayer Management/Action)  (Read 8370 times)

Sudurandom

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #15 on: October 05, 2019, 12:00:49 pm »

I'm voting for force mastery as a focus.
While A is the coolest option, CD is probably more practical.

Spoiler: Tellos Varren (click to show/hide)
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Madman198237

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #16 on: October 05, 2019, 12:01:54 pm »

Nooooooooooooooo!

Anyway, we should do mobility, because it's a whole heck of a lot easier to take a planet when based on a Harrower than it is to steal a Harrower when based on a planet. Also because, being Sith, a little bit of Grand Theft Starship will be pathetically easy---go to a system where ships drop out of hyperspace to recalibrate their computers and accurately plot the next jump, and start stealing freighters. Boom, instant supply of ships AND the resources they're carrying, and if they're escorted you can start salvaging (parts of) warships, too.

Cart the salvaged ships off the deep space and you can build a gigantic space station out of cargo freighter cargo holds, or just stockpile ships and man them as you recruit more people.

Being based on a planet limits our ability to go exploring other places, makes us vulnerable if we anger anyone powerful (they'll know where to find us), and is just generally not as awesome as the piracy plan.


NINJA EDIT:

I want Force Mastery/Arcana/Research/Whatever as described in the OP as our focus, no politics for us.
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Taricus

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #17 on: October 05, 2019, 12:12:05 pm »

The requires a little more resources than what we have, and piracy would generate a lot of attention. Not to mention, we got to get food from somewhere, and deep space just ain't practical for it.

Besides, it's a lot easier to get a ship after starting with a planet than the other way around.
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ConscriptFive

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #18 on: October 05, 2019, 12:24:58 pm »


Edit: fixed stat points
« Last Edit: October 05, 2019, 12:29:39 pm by ConscriptFive »
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Naturegirl1999

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #19 on: October 05, 2019, 12:28:23 pm »


max two to a stat.
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Madman198237

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #20 on: October 05, 2019, 12:51:02 pm »

The requires a little more resources than what we have, and piracy would generate a lot of attention. Not to mention, we got to get food from somewhere, and deep space just ain't practical for it.

Besides, it's a lot easier to get a ship after starting with a planet than the other way around.

Why would it require more resources than we have? We're starting with a Harrower-class Dreadnought (basically a somewhat smaller Star Destroyer in function and capability), we can definitely manage to pirate a bulk transport or two and then sell their goods to pay our upkeep costs. Harrowers or similarly capable vessels are EXPENSIVE, and planets are pretty much a dime a dozen---at least as far as death worlds go. You are basically saying that it's much easier to just acquire a MASSIVE warship out of nowhere than it is to land some troops on a planet nobody else wants because it's full of murderplants or Force apparitions or whatever.
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Taricus

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #21 on: October 05, 2019, 01:01:16 pm »

Going by C2M's description, we aren't going to start with a capital ship at all for that. I feel like that information should be taken into account before pushing for that.

EDIT: My mistake, I misread something. Ignore that.
« Last Edit: October 05, 2019, 01:05:39 pm by Taricus »
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Madman198237

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #22 on: October 05, 2019, 01:05:30 pm »

"    A. Capital Ship: Start with on board a modified Star Destroyer (Looks like a Harrower class Dreadnaught).  Grants additional mobility for your Order, and Zero-G and ship experience brings additional value to your recruits. Downside, If ship is lost it will be devastating. Hard to store materials, cannot expand without very significant investment.
B. Space Station. : Start with a star fortress in orbit around a world.Provides an exotic location for your Order., and provides options for both training in space and on the ground.
Downsides, Hard to bring down, but lacks mobility of a Capital Ship. Easier to expand than a capital ship but still expensive.
C. On the Ground: Start with a planetary Base. Has tons of room to start off and expand from. Choose the type of World to be on.
Downsides: No mobility, no space training but that can be made up in other ways. Probably the Safest Choice."

We're getting a Harrower-class (a similar vessel, anyway, we're not *exactly* going by canon stuff here) for sure.
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Taricus

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #23 on: October 05, 2019, 01:10:19 pm »

Yeah, I misread. Still, planetbound is the best choice. Sure, we're not mobile, but with the right plent, no-one is going to be in any rush to come after us. So long as we're no where anyone would generally have any business in being, we're not going to have much to worry about hostile visitors.

The other thing though, is how the fuck are we gonna afford to supply a friggen star destroyer? That shit ain't gonna be easy or subtle.
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Madman198237

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #24 on: October 05, 2019, 01:19:28 pm »

Yeah, I misread. Still, planetbound is the best choice. Sure, we're not mobile, but with the right plent, no-one is going to be in any rush to come after us. So long as we're no where anyone would generally have any business in being, we're not going to have much to worry about hostile visitors.

The other thing though, is how the fuck are we gonna afford to supply a friggen star destroyer? That shit ain't gonna be easy or subtle.
Nobody is going to bother us in our Star Destroyer hanging out in the Outer Rim or even just nowhere in deep space when we want to remain unfindable. A planet is ALWAYS at risk of being located, and once it's located, you ALWAYS have to defend it against ANYTHING your enemies can throw at it---it can't run away. Also, again, a Star Destroyer can land troops on a planet, ESPECIALLY an out-of-the-way planet like you want to have, with no trouble whatsoever. Land troops, establish a base, etc.

Planets, however, are not known for their ability to board and capture a Star Destroyer that is nowhere near them, however.

As for supplying a Star Destroyer...PIRACY. Or, y'know, other sources of income. It's not like food is THAT expensive in Star Wars. Heck, if we want to, we could probably grow our own food, recycle our own water, and then only need to acquire spare parts. Easily purchased by selling some Sith warriors as mercenaries for a bit, or stealing things, or using Force predictive powers to win the lottery.

No harder than supplying a planetary base, in other words.
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chubby2man

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #25 on: October 05, 2019, 01:22:07 pm »

To clarify, you would start with a capital ship, one modified to house a mobile Order as a opposed to a true warship. You wouldn’t be gimping yourself or anything if you choose A.

However, you would be getting a fortress/temple equal in value to a capital ship, so you wouldn’t be starting off with a shack or anything.

Basically, no trap options here! You got cool mobile star destroyer like or cool temple/fortress. The mobile Academy ship probably has a higher risk/reward, as there are very few Orders based in a capital ship. But a Planet base might be easier to make a late game powerhouse HQ.
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ConscriptFive

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #26 on: October 05, 2019, 01:44:23 pm »

...how do you run out of room on a star destroyer?  Seriously, look up the full compliment of a classic original trilogy Imperial I-class. https://starwars.fandom.com/wiki/Imperial_I-class_Star_Destroyer

~30,000 crew
~10,000 stormtroopers
~72 starfighters
~50 walkers
~25 transports/shuttles

Unless we plan on straight-up invading planets, we can rip out most of those military capabilities to make room for other facilities.  Or are we starting out empty, and then growing into a 40k manpower combined arms invasion force?

The Harrower class is a Knight of the Old Republic invention.  https://starwars.fandom.com/wiki/Harrower-class_dreadnought
Similar ground forces, yet somehow gets by with 1/10th the crew.  Go figure.
« Last Edit: October 05, 2019, 01:47:05 pm by ConscriptFive »
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Beirus

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #27 on: October 05, 2019, 02:31:25 pm »

Spoiler: Titus Arellian (click to show/hide)

I really like C, D, for the access to lost knowledge and possibly creatures to tame. No reason we can't make a ship after or while some of us are exploring some ruins, possibly with better tech if the ruins have it.

Also, I was tempted to go with Drain Life and Force Kill to try to be the next Darth Nihilus, but then I though a beastmaster would be cool.
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Madman198237

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #28 on: October 05, 2019, 02:40:32 pm »

I really like C, D, for the access to lost knowledge and possibly creatures to tame. No reason we can't make a ship after or while some of us are exploring some ruins, possibly with better tech if the ruins have it.

Also, I was tempted to go with Drain Life and Force Kill to try to be the next Darth Nihilus, but then I though a beastmaster would be cool.

The reason we can't make starships of equivalent size and capability is because those require massive resources and an orbital shipyard. We CAN, however, make a base of SIMILAR UTILITY to the full-blown planetside base with a starship-based Order. We can gain most of the advantages of a planetary base by just going to a planet and landing some equipment. We can't do the same with the planet base.
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Beirus

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #29 on: October 05, 2019, 02:58:31 pm »

By that logic, we could make ships of similar utility since the capital ship and planetary base are supposed to be equal. And the ship lacks both the lost knowledge and tameable creatures without the hassle of having to go to a planet first. It honestly seems like it comes down to a decision of whether we want to start with the ability to find places to explore after taking the time to make a base, or whether we want to have a place to explore already at the start with a base to fall back to and recover at.

Sure, the argument could be made that we could find planets with those sorts of things to explore, but we could still do that after building ships. Frankly, I'm less interested in Instant Space Piracy than Instant Mystical Ruins to Explore.
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